[fine] Suggestion for improvement in match
No special keyword. Exhaustivity is harder.
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1 changed files with 22 additions and 19 deletions
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@ -8,9 +8,9 @@ class Bar {
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}
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fun extract_value(v: Foo or Bar) -> f64 {
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if match v as Foo {
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if v is Foo {
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v.x // Magic type binding!
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} else as Bar {
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} else if v is Bar {
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v.y // Same magic re-binding of the variable to the new type
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} // No error; exhaustivity analysis should work.
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}
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@ -34,7 +34,7 @@ class Monster {
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fun print(x:string) {}
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fun in_range(weapon: MeleeWeapon or RangedWeapon, distance: f64) {
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if match weapon as w : RangedWeapon {
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if weapon is w : RangedWeapon {
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distance >= w.minRange and distance <= w.maxRange
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} else {
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distance == 1
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@ -42,26 +42,29 @@ fun in_range(weapon: MeleeWeapon or RangedWeapon, distance: f64) {
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}
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fun attack(weapon: MeleeWeapon or RangedWeapon, monster: Monster, distance: f64) {
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// This is worse but it works.
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if match weapon as MeleeWeapon and distance > 1 or
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match weapon as w:RangedWeapon and (distance < w.minRange or distance > w.maxRange) {
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// This is worse than Bob's final version but but it works. `is` operator
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// should be the same precedence as `and` and left-associative, so the
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// `and` that follows the declaration in the `is` still has the variables
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// from the `is` binding in scope.
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if weapon is MeleeWeapon and distance > 1 or
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weapon is w : RangedWeapon and (distance < w.minRange or distance > w.maxRange) {
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print("You are out of range")
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return
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}
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// Bob says he doesn't want to do flow analysis but we're doing all our
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// tricks with variables and scoping here, with one *big* bit of magic which
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// is...
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// Bob says he doesn't want to do flow analysis and we're not, we're using
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// scoping rules and associativity to make the re-bindings work.
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//
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// NOTE: special syntax here: `identifier` as `TypeExpression` ALMOST means
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// `identifier as identifier : TypeExpression` as the shorthand for checking
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// NOTE: special syntax here: `identifier` is `TypeExpression` ALMOST means
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// `identifier is identifier : TypeExpression` as the shorthand for checking
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// local variables. The *almost* part is that the effective type of the
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// variable changes but not the binding. (Is this what we want?)
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let damage = if match weapon as w: MeleeWeapon {
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//
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// TODO: What do we do about captured variables?
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//
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let damage = if weapon is w: MeleeWeapon {
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roll_dice(w.damage)
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} else as w: RangedWeapon {
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// This is the trick here: else as re-uses the expression from the match
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// and so we can do exhaustivity analysis.
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} else if weapon is w: RangedWeapon {
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w.maxRange - w.minRange
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};
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@ -75,7 +78,7 @@ fun attack(weapon: MeleeWeapon or RangedWeapon, monster: Monster, distance: f64)
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}
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fun more_examples(weapon: MeleeWeapon or RangedWeapon) -> f64 or () {
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if match weapon as w: RangedWeapon and w.maxRange > 10 {
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if weapon is w: RangedWeapon and w.maxRange > 10 {
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// w is still in scope here; the `and` is bound into a predicate expression
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// and breaks exhaustivity
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w.minRange
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@ -105,20 +108,20 @@ fun test() -> f64 {
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// A single step of an iterator...
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let it = new Iterator { current: 0 };
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if match it.next() as v: f64 {
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if it.next() is v: f64 {
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sum = sum + v;
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}
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// Looping by hand over an iterator is pretty clean.
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let it = new Iterator { current: 0 };
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while match it.next() as v: f64 {
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while it.next() is v: f64 {
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sum = sum + v;
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}
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// Unroll by hand...
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let it = new Iterator { current: 0 };
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loop {
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if match it.next() as v: f64 {
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if it.next() is v: f64 {
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sum = sum + v;
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} else {
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return sum;
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