diff --git a/fine/tests/expression/alternates.fine b/fine/tests/expression/alternates.fine new file mode 100644 index 00000000..8ee2ebb4 --- /dev/null +++ b/fine/tests/expression/alternates.fine @@ -0,0 +1,129 @@ +// Examples of alternate types/union types/heterogeneous types. +class Foo { + x: f64; +} + +class Bar { + y: f64; +} + +fun extract_value(v: Foo or Bar) -> f64 { + if match v as Foo { + v.x // Magic type binding! + } else as Bar { + v.y // Same magic re-binding of the variable to the new type + } // No error; exhaustivity analysis should work. +} + +// This is Bob Nystrom's example from +// https://journal.stuffwithstuff.com/2023/08/04/representing-heterogeneous-data/ +// +class MeleeWeapon { + damage: f64; +} + +class RangedWeapon { + minRange: f64; + maxRange: f64; +} + +class Monster { + health: f64; +} + +fun print(x:string) {} + +fun in_range(weapon: MeleeWeapon or RangedWeapon, distance: f64) { + if match weapon as w : RangedWeapon { + distance >= w.minRange and distance <= w.maxRange + } else { + distance == 1 + } +} + +fun attack(weapon: MeleeWeapon or RangedWeapon, monster: Monster, distance: f64) { + // This is worse but it works. + if match weapon as MeleeWeapon and distance > 1 or + match weapon as w:RangedWeapon and (distance < w.minRange or distance > w.maxRange) { + print("You are out of range") + return + } + + // Bob says he doesn't want to do flow analysis but we're doing all our + // tricks with variables and scoping here, with one *big* bit of magic which + // is... + // + // NOTE: special syntax here: `identifier` as `TypeExpression` ALMOST means + // `identifier as identifier : TypeExpression` as the shorthand for checking + // local variables. The *almost* part is that the effective type of the + // variable changes but not the binding. (Is this what we want?) + let damage = if match weapon as w: MeleeWeapon { + roll_dice(w.damage) + } else as w: RangedWeapon { + // This is the trick here: else as re-uses the expression from the match + // and so we can do exhaustivity analysis. + w.maxRange - w.minRange + }; + + if monster.health <= damage { + print("You kill the monster!"); + monster.health = 0 + } else { + print("You wound the monster."); + monster.health = monster.health - damage + } +} + +fun more_examples(weapon: MeleeWeapon or RangedWeapon) -> f64 or () { + if match weapon as w: RangedWeapon and w.maxRange > 10 { + // w is still in scope here; the `and` is bound into a predicate expression + // and breaks exhaustivity + w.minRange + } +} + +// Some fun with iterators + +class Iterator { + current: f64; + + fun next(self) -> f64 or () { + if self.current < 10 { + let result = self.current; + self.current = self.current + 1; + return result; + } + } +} + +fun test() -> f64 { + let sum = 0; + + // A single step of an iterator... + let it = new Iterator { current: 0 }; + if match it.next() as v: f64 { + sum = sum + v; + } + + // Looping by hand over an iterator is pretty clean. + let it = new Iterator { current: 0 }; + while match it.next() as v: f64 { + sum = sum + v; + } + + // Unroll by hand... + let it = new Iterator { current: 0 }; + loop { + if match it.next() as v: f64 { + sum = sum + v; + } else { + return sum; + } + } + + // Not in this test but `for` over an object should turn into something + // like the above. +} + +// @ignore WIP +// @no-errors \ No newline at end of file