ludus/language.md

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# Ludus language reference
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This is not intended for beginners, but to be a language overview for experienced programmers. That said, it may help beginners orient themselves in the language.
## Comments
Ludus's comment character is `&`. Anything after an ampersand on a line is ignored. There are no multiline comments.
## Atomic values
Ludus has four types of atomic values.
### `nil`
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`nil` is Ludus's representation of nothing. In the grand Lisp tradition, Ludus can, and occasionally does, use `nil`-punning. Its type is `:nil`.
### Booleans
`true` and `false`. That said, in all conditional constructs, `nil` and `false` are "falsy," and everything else is "truthy." Their type is `:boolean`.
### Numbers
Ludus has numbers. At current, they rely on underlying number types. When Ludus runs in the browser, numbers are Javascript 64-bit floats. When Ludus runs at the command line in JVM-based Clojure, Ludus numbers could be ints, floats, or ratios, depending. Numbers are more complicated than you think.
Number literals in Ludus are either integers or decimal floating point numbers.
Numbers' type is `:number`.
### Keywords
Ludus keywords begin with a colon and a letter, e.g. `:keyword`. Types are represented as keywords. Some functions take an optional units argument as a keyword, e.g. `:radians`. Keywords are also used as keys for associative collections. Keywords' type is `:keyword`.
Keywords must begin with an ASCII upper- or lower-case letter, and can then include any letter character, as well as `_`, `/`, `!`, `?`, and `*`.
## Strings
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Ludus strings are UTF-8 strings, and only use double quotes. Strings may be multiline. For example, this is a string: `"foo"`. So is this:
```
"foo
bar baz"
```
Strings use backslashes for escapes, including `\n` for newline, `\t` for tab, `\"` for a double quote, and `\{` for an open curly brace (see below on interpolation).
Strings' type is `:string`.
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### String interpolation
Strings may also insert a string representation of any Ludus value that is bound to a name, by inserting that name in curly braces, e.g.
```
let foo = :foo
let bar = 42
let baz = [1, 2, 3]
"{foo} {bar} {baz}" &=> ":foo 42 1, 2, 3"
```
Interpolations may _not_ be arbitrary expressions: only bound names may be used in interpolations.
## Collections
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Ludus has a few different types of collections, in increasing order of complexity: tuples, lists, sets, dicts, and packages. All collections are immutable.
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#### Separators
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In all collection literals, members are written with a separator between them. On the same line, use a comma; or a newline will also separate elements. You may use as many separators as you wish at any point inside a collection or pattern. `(,,,,,,,3,,4,,,,,,)` and `(3, 4)` are the same value.
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#### Efficiency
At the current moment, Ludus collections are all copy-on-write; this means that Ludus is _not_ performant with large collections. Eventually, Ludus will have Clojure-style persistent, immutable collections.
### Tuples
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Tuples are fully-immutable, ordered collections of any kinds of values, delimited by parentheses, e.g. `(1, :a, "foo")`. At current, they have no length limit (although they eventually will). Unlike in some languages, tuples can be empty or contain a single element: `()` and `(:foo)` are both just fine. Tuples largely cannot be manipulated functionally; they must be written as literals and unpacked using pattern matching. They can, however, be converted to lists, either through pattern matching or the `list` function. Their type is `:tuple`.
### Lists
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Lists are persistent and immutable ordered collections of any kinds of values, delimited by square braces, e.g. `[1, :a, "foo"]`. Their type is `:list`.
Lists may be combined using splats, written with ellipses, e.g., `[...foo, ...bar]`.
### Sets
Sets are persistent and immutable unordered collections of any kinds of values, which can only contain one instance of any given value. They are written similarly to ordered collections: `${1, :a, "foo"}`. Their type is `:set`.
### Dictionaries, or dicts
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Dicts are persistent and immutable associative collections of any kinds of values. Dicts use keywords as keys (and cannot use any other kind of Ludus value as a key, not even strings), but can store any values. Dict literals are written as keyword-value pairs: `#{:a 1, :b false}`. Single words may be used as a shorthand for a key-value pair. Accessing a key that holds no value returns `nil`. Their type is `:dict`.
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### Packages
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Packages are immutable collections of bindings. They may only be described at the top level of a script, and their names must begin with a capital letter. Accessing a key that has no value on a package results in a validation error. They may not be accessed using functions, but only direct keyword access. Their type is `:pkg`.
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They are written with the form `pkg`, then a package name, beginning with a capital letter, that will be bound as their name, and then an associative structure (pairs or word shorthands), delimited by `{}`, e.g.:
```
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pkg Foo {
:bar "bar"
:baz 42
quux
}
```
### Working with collections
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Ludus names are bound permanently and immutably. Collections are immutable. How do you add something to a list or a dict? How do you get things out of them?
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Ludus provides functions that allow working with persistent collections. They're detailed in [the Prelude](/prelude.md). That said, all functions that modify collections take a collection and produce the modified collection _as a return value_, without changing the original collection. E.g., `append ([1, 2, 3], 4)` will produce `[1, 2, 3, 4]`, but the original list is unchanged. (For dicts, the equivalent is `assoc`.)
## Expressions
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Ludus is an expression-based language: all forms in the language are expressions and return values, except `panic!`. That said, not all expressions may be used everywhere.
### Toplevel expressions
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Some expressions may only be used in the "top level" of a script. Because they are the toplevel, they are assured to be statically knowable. These include: `pkg`, `ns`, `use`, `import`, and `test`. (NB: not all of these are yet implemented.)
### Non-binding expressions
Some forms may take any expression that does _not_ [bind a name](#Words-and-bindings), for example, any entry in a collection, or the right-hand side of a `let` binding. This is because binding a name in some positions is ambiguous, or nonsensical, or leads to unwarranted complications.
### Simple expressions
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Many compound forms will only accept "simple" expressions. Formally, simple expressions are either literal (atomic, string, or collection literals) or synthetic expressions. They are expressions which do not take sub-expressions: no `if`, `when`, `match`, etc. (`do` expressions are currently not simple, but that may be revised.)
## Words and bindings
Ludus uses _words_ to bind values to names. Words must start with a lower case ASCII letter, and can subsequently include any letter character (modulo backing character encoding), as well as , `_`, `/`, `?`, `!`, and `*`.
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Ludus binds values to names immutably and permanently: no name in the same scope may ever be re-bound to a different value. (Although see [boxes](#boxes-and-state), below.
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Attempting to use an unbound name (a word that has not had a value bound to it) will result in a validation error, and the script will not run.
### `let` bindings: a very short introduction
Ludus's basic binding form is `let`:
```
let foo = :bar & `foo` is now bound to `bar` for the rest of the scope.
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let foo = :baz & Validation error: name foo was bound in line 1
```
`let` bindings are more complex; we will return to these below.
## Patterns
Ludus makes extensive use of pattern-matching. Patterns do two jobs at once: they match values (or don't); and they bind names. The left-hand side of the examples just above in the `let` binding is not just a word: it is a pattern. Patterns also arise in conditional forms and function declarations.
### The placeholder: `_`
The simplest pattern is the placeholder: it matches against anything, and does not bind a name. It is written as a single underscore: `_`, e.g., `let _ = :foo`.
#### Ignored names
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If you wish to be a bit more explict than using a placeholder, you can use an ignored name, which is a name that starts with an underscore: `_foo`. This is not bound, is not a valid name, and can be used however much you wish, even multiple times in the same pattern. It is, in fact, a placeholder, plus a reader-facing description.
### Literal patterns
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Patterns can be literal atomic values or strings: `0`, `false`, `nil`, `:foo`, etc. That means you can write `let 0 = 0` or `let :foo = :foo`, and, while nothing will happen, everything will be just fine.
Literals match against, well, literal values: if the pattern and the value are the same, they match! If not, they don't match.
Literal values do not bind anything.
### Word patterns
Word patterns match against any value, and bind that value to the word as a name. The scope of that binding depends on the form the pattern is in. `let foo = :bar` binds `:bar` to `foo` for the rest of the scope.
#### Typed patterns
Word patterns can, optionally, take a type, using the `as` reserved word, and the keyword representing the desired type: `let foo as :number = 42`.
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### String patterns
Ludus has a simple but powerful form of string pattern matching that mirrors string interpolation. Any word inside curly braces in a string will match against a substring of a string passed into a pattern.
```
let i_am = "I am the walrus"
let "I {verb} the {noun}" = i_am
(verb, noun) &=> ("am", "walrus")
```
Note that such names may well be bound to empty strings: a match does not guarantee that there will be anything in the string. This is particularly relevant at the beginning and end of string patterns:
```
let we_are = "We are the eggmen"
let "{first}We {what}" = we_are
(first, what) &=> ("", "are the eggmen")
```
### Collection patterns
Tuples, lists, and dicts can be destructured using patterns. They are written nearly identically to their literal counterparts. Collection patterns are composed of any number of simpler patterns or other collection patterns. They bind any names nested in them, match literals in them, etc.
#### Tuple patterns
Tuple patterns are delimited using parens, using commas or newlines to separate any number of other patterns. Consider `let (x, y, z) = (1, 2, 3)`. `x`, `y`, and `z` are now bound to 1, 2, and 3, respectively.
The last item in a tuple pattern can be a splat--`...`--which either discards any remaining unenumerated values in a tuple, or binds them to a list. Without a splat, tuples patterns only match against tuples of the same length.
```
let mytup = (1, 2, 3)
let (x, _, y) = mytup & x is now 1, y is now 3
let (a, ...) = mytup & a is now 1; a bare splat (without a name) is just fine
let (_, ...cs) = mytup & cs is now [2, 3]
let (p, q) = mytup & panic! no match
let () = () & empty tuples are also patterns
```
#### List patterns
List patterns are identical to tuple patterns, but they are written using square braces. They also match against a specific number of members, and may take a splat in the last position, e.g. `let [first, ...rest] = [1, 2, 3]`.
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Note that list patterns, like tuple patterns, match on explicit length. That means that if you are matching only the first items of a list, you must explicitly include a splat pattern, e.g. `let [first, second, ...] = [1, 2, 3, 4]`.
#### Dict patterns
Dict patterns are written either with shorthand words, or keyword-pattern pairs. Consider: `let #{:a foo, :b 12, c} = #{:a 1, :b 12, :c 4}`. `foo` is now 1; `b` is now 12, `c` is now 4. If a dict does not hold a value at a particular key, there is no match.
Dict patterns may also use a splat as their last member: `let #{:a 1, ...b} = #{:a 1, :b 2, :c 3}` will bind `b` to `#{:b 2, :c 3}`.
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Like tuple and list patterns, dict patterns without a splat at the end match only on exact equivalence on all keys.
## `let` bindings
`let` bindings are the basic form of matching and binding in Ludus. It is written `let {pattern} = {non-binding expression}`. The pattern can be arbitrarily complex. If the left-hand side of a `let` binding does not match, Ludus will raise a panic, halting evaluation of the script.
## Scope and blocks
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Ludus is lexically scoped. Bindings are valid for the remainder of the scope they act on. To introduce a new scope, Ludus uses a block, a collection of expressions delimited by curly braces and separated by semicolons or newlines. The value of a block, as well as the value of a script, is the last expression in it. In `let foo = {:this; :set; :of; :expressions; "is actually"; :ignored }`, `foo` will be bound to `:ignored`.
That said, you can use bindings in blocks, which will not be available outside that block--but blocks can use bidnings from their parent scope:
```
let outer = 42
let first = {
let inner = 23
add (outer, inner)
} & first is now bound to 65
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inner & Validation error! unbound name inner
```
### Shadowing
Even though names are bound permanently in Ludus, it is perfectly possible (and occasionally quite useful) to "shadow" names from an enclosing scope.
```
let x = 42
let y = {
let first = x
let x = 23 & this is fine
let second = x
add (first, second)
} & y is now 65
```
## Conditional forms
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Ludus has a robust set of conditional forms, all of which are expressions and resolve to a single value.
### `if`
`if` evaluates a condition; if the result of the condition is truthy, it evaluates is `then` branch; if the condition is falsy, it evaluates its `else` branch. Both branches must always be present. Newlines may come before `then` and `else`.
`if {simple expression} then {non-binding expression} else {non-binding expression}`
### `when`
`when` is like Lisp's `cond`: it takes a series of clauses, separated by semicolons or newlines, delimited by curly braces. Clauses are written `lhs -> rhs`. `when` expressions are extremely useful for avoiding nested `if`s.
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The left hand of a clause is a simple expression; the right hand of a clause is any expression. When the left hand is truthy, the right hand is evaluated, and the result of that evaluation is returned; no further clauses are evaluated. If no clause has a truthy left-hand value, then a panic is raised. In the example below, not the use of literal `true` as an always-matching clause.
```
when {
maybe () -> :something
mabye_not () -> :something_else
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true -> :always
}
```
### `match`
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A `match` form is the most powerful conditional form in Ludus. It consists of a test expression, and a series of clauses. The test expression must be a simple expression, followed by `with`, and then a series of clauses separated by a semicolon or newline, delimited by curly braces.
```
match may_fail () with {
(:ok, value) -> calculate_result (value)
(:err, msg) -> { log! (msg); recover_somehow () }
}
```
The left hand of a match clause is a pattern; the right hand is an expression: `pattern -> expression`. If the pattern matches the test expression of a clause, the expression is evaluated with any bindings from the pattern, and `match` form evaluates to the result of that expression.
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If a test expression does not match against any clause's pattern, a panic is raised.
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Ludus does not attempt to do any exhaustiveness checking on match forms; match errors are always runtime errors.
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#### Guards
`match` clauses may have a _guard expression_, which allows a clause only to match if the expression's result is truthy. In the previous example, consider that we might want different behaviour depending on the value of the number:
```
match may_fail () with {
(:ok, value) if pos? (value) -> calculate_positive_result (value)
(:ok, value) if neg? (value) -> calculate_negative_result (value)
(:ok, 0) -> do_something_with_zero ()
(:err, msg) -> { log! (msg); recover_somehow () }
}
```
## Functions
Ludus is an emphatically functional language. Almost everything in Ludus is accomplished by applying functions to values, or calling functions with arguments. (These are precise synonyms.)
Functions have the type `:fn`.
### Calling functions
Functions are called by placing a tuple with arguments immediately after a function name, e.g. `add (1, 2)` adds `1` and `2`. Because they are represented as tuples, arguments must be explicitly written; splats cannot be used to pass an arbitrary number of arguments to a function.
### Defining functions
Functions have three increasingly complex forms to define them. All of them include the concept of a function clause, which is just a match clause whose left hand side must be a _tuple_ pattern.
#### Anonymous lambda
An anonymous lambda is written `fn {tuple pattern} -> {expression}`, `fn (x, y) -> if gt? (x, y) then x else add (x, y)`. Lambdas may only have one clause.
#### Named functions
A named function is identical to a lambda, with the one change that a word follows the `fn` reserved word: `fn {name} {tuple pattern} -> {expression}`. E.g., `fn add_1 (x) -> add (x, 1)`. The name of the function is bound for the remainder of the scope.
#### Compound functions
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Compound functions are functions that have multiple clauses. They must be named, and in place of a single clause after a name, they consist in one or more clauses, separated by semicolons or newlines, delimited by curly braces. Optionally, compound functions may have a docstring as their first element after the opening curly brace. The docstring explains the function's purpose and use, before any of the function clauses.
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An example from Ludus's Prelude:
```
fn some {
"Takes a possibly `nil` value and a default value. Returns the value if it's not `nil`, returns the default if it's `nil`."
(nil, default) -> default
(value, _) -> value
}
```
### Closures
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Functions in Ludus are closures: function bodies have access not only to their specific scope, but any enclosing scope. That said, functions only have access to names bound _before_ they are defined; nothing is hoisted in Ludus.
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### Mutual recursion and forward declaration
If you try the following, you'll get a validation error:
```
fn stupid_odd? {
(0) -> false
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(x) -> supid_even? (dec (x)) & Validation error: unbound name stupid_even?
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}
fn stupid_even? {
(0) -> true
(x) -> stupid_odd? (dec (x))
}
```
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To allow for mutual recursion, Ludus allows forward declarations, which are written `fn name` without any clauses. In the example above, we would simply put `fn stupid_even?` before we define `stupid_odd?`.
If you declare a function without defining it, however, Ludus will raise a validation error.
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### The Prelude
The Prelude is a substantial set of functions that is available in any given Ludus script. (It is, itself, just a Ludus file that has special access to host functions.) Because of that, a large number of functions are always available. The prelude documentation is [here](/prelude.md).
### Partial application
Functions in Ludus can be partially applied by using a placeholder in the arguments. Partial application may only use a single placeholder (partially applied functions are always unary), but it can be anywhere in the arguments: `let add_1 = add(1, _)` or `let double = mult(_, 2)`.
Unary functions and called keywords may _not_ be partially applied: it is redundant.
Because of "partial application," Ludus has a concept of an "argument tuple" (which may include a single placeholder) in addition to a tuple literal (which may not include a placeholder).
### Function pipelines, or `do` forms
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In place of nesting function calls inside other function calls, Ludus allows for a more streamlined version of function application: the `do` form or function pipeline. `do` is followed by an initial expression. `do` expressions use `>` as an operator: whatever is on the left hand side of the `>` is passed in as a single argument to whatever is on its right hand side. For example:
```
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let silly_result = do 23 >
mult (_, 2) > add (1, _) >
sub (_, 2) > div (_, 9) & silly_result is 5
```
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Newlines may appear after any instance of `>` in a `do` expression. That does, however, mean that you must be careful not to accidentally include any trailing `>`s.
### Called keywords
Keywords may be called as functions, in which case they extract the value stored at that key in the value passed in:
```
let foo = #{:a 1, :b 2}
let bar = :a (foo) & `bar` is now 1
```
Called keywords can be used in pipelines.
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In addition, keywords may be called when they are bound to names:
```
let foo = #{:a 1, :b 2}
let bar = :a
bar (foo) & => 1
```
## Synthetic expressions
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Synthetic expressions are valid combinations of words, keywords, package names, and argument tuples which allow for calling functions and extracting values from associative collections. The root--first term--of a synthetic expression must be a word or a keyword; subsequent terms must be either argument tuples or keywords.
```
let foo = #{:a 1, :b #{:c "bar" :d "baz"}}
let bar = foo :b :c & `bar` is now "bar"
let baz = :b (foo) :d & `baz` is now "baz"
```
## Looping forms
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Ludus has optimized tail calls--the most straightforward way to accomplish repeating behaviour is function recursion. There are two additional looping forms, `repeat` and `loop`.
### `repeat`
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`repeat` is a help to learners, and is useful for executing side effects multiple times. It is written `repeat {number|word} { {exprs} }`. From turtle graphics:
```
repeat 4 {
forward! (100)
right! (0.25)
}
```
Note that `repeat` does two interesting things:
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1. It never returns a value other than `nil`. If it's in the block, it disappears. This is a unique (and frankly, undesirable) property in Ludus.
2. Unlike everything else in Ludus, repeate _requires_ a block, and not simply an expression. You cannot write `repeat 4 forward! (100)`.
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### `loop`/`recur`
`loop` and `recur` are largely identical to recursive functions for repetition, but use a special form to allow an anonymous construction and a few guard rails.
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The syntax here is `loop <tuple> with { <function clauses> }`. (Or, you can have a single function clause instead of a set of clauses.) The tuple is passed in as the first set of arguments.
```
let xs = [1, 2, 3, 4]
loop (xs, 0) with {
([x], sum) -> add (x, sum) & matches against the last element of the list
([x, ...xs], sum) -> recur (xs, add (x, sum)) & recurs with the tail
} &=> 10
```
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`recur` is the recursive call. It must be in tail position--`recur` must be the root of a synthetic expression, in return position. If `recur` is not in tail position, a validation error will be raised.
In addition, `recur` calls must have the same number of arguments as the original tuple passed to `loop`. While Ludus will allow you to write clauses in `loop` forms with a different arity than the original tuple, those will never match.
`recur` calls return to the nearest `loop`. Nested `loop`s are probably a bad idea and should be avoided when possible.
## Environment and context: the toplevel
The "toplevel" of a script are the expressions that are not embedded in other expressions or forms: not inside a block, not a member of a collection, not on the right hand side of a binding, not inside a function body. The toplevel-only forms:
### `import`
`import` allows for the evaluation of other Ludus scripts: `import "path/to/file" as name`. `import` just evaluates that file, and then binds a name to the result of evaluating that script. This, right now, is quite basic: circular imports are currently allowed but will lead to endless recursion; results are not cached, so each `import` in a chain re-evaluates the file; and so on.
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Status: not yet implemented.
### `use`
`use` loads the contents of a namespace into a script's context. To ensure that this is statically checkable, this must be at the toplevel.
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Status: not yet implemented.
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### `pkg`
Packages, `pkg`es, may only be described at the toplevel of a script. This is to ensure they can be statically evaluatable.
### `test`
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A `test` expression is a way of ensuring things behave the way you want them to. Run the script in test mode, and these are evaluated. If the expression under `test` returns a truthy value, you're all good! If the expression under `test` returns a falsy value or raises a panic, then Ludus will report which test(s) failed.
```
test "something goes right" eq? (:foo, :foo)
test "something goes wrong" {
let foo = :foo
let bar = :bar
eq? (foo, bar)
} &=> test failed: "something goes wrong" on line 3
```
`test`s must be at the toplevel--or embedded within other tests in _their_ highest level.
Formally: `test <string> <expression>`.
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Status: not yet implemented.
## Changing things: `box`es
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Ludus does not let you re-bind names. It does, however, have a type that allows for changing values over time: `box`. A box is a place to put things, it has its own identity, it can store whatever you put in it, but to get what's in it, you have to `unbox` it.
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Syntactically and semantically, `box`es are straightforward, but do require a bit more overhead than `let` bindings. The idea is that Ludus makes it obvious where mutable state is in a program, as well as where that mutable state may change. It does so elegantly, but with some guardrails that may take a little getting used to.
The type of a `box` is, predictably, `:box`.
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```
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box foo = 42 & foo is now bound to a _box that contains 42_
add (1, foo) & panic! no match: foo is _not_ a number
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store! (foo, 23) & foo is now a box containing 23
update! (foo, inc) & foo is now a ref containing 24
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unbox (foo) &=> 23; use unbox to get the value contained in a box
```
### Ending with a bang!
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Ludus has a strong naming convention that functions that change state or could cause an explicit panic end in an exclamation point (or, in computer nerd parlance, a "bang"). So anything function that mutates the value held in a reference ends with a bang: `store!` and `update!` take bangs; `unbox` does not.
This convention also includes anything that prints to the console: `print!`, `report!`, `doc!`, `update!`, `store!`, etc.
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(Note that there are a few counter-examples to this: math functions that could cause a panic [in place of returning NaN] do not end with bangs: `div`, `inv`, and `mod`; each of these has variants that allow for more graceful error handling).
### Ending with a whimper?
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Relatedly, just about any function that returns a boolean value is a predicate function--and has a name that ends with a question mark: `eq?` tests for equality; `box?` tells you if something is a ref or not; `lte?` is less-than-or-equal.
## Errors: panic! in the Ludus script
A special form, `panic!`, halts script execution with the expression that follows as an error message.
```
panic! :oops
if true then :ok else panic! "It's false!"
```
Panics also happen in the following cases:
* a `let` binding pattern has no match against the value of its expression
* a `match` or `when` form has no matching clause
* a function is called with arguments that do not match any of its clauses
* something that is not a function or keyword is called as a function
* a called keyword is partially applied
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* `div`, `inv`, or `mod` divides by zero
* `sqrt` takes the square root of a negative number
* certain error handling functions, like `unwrap!` or `assert!`, are invoked on values that cause them to panic
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In fact, the only functions in the Prelude which explicitly cause panics are, at current, `div`, `inv`, `mod`, `sqrt`, `unwrap!`, and `assert!`.
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### `nil`s, not errors
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Ludus, however, tries to return `nil` instead of panicking where it seems prudent. So, for example, attempting to get access a value at a keyword off a number or `nil`, while nonsensical, will return `nil` rather than panicking:
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```
let a = true
a :b :c :d :e &=> nil
let b = [1, 2, 3]
at (b, 12) &=> nil
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```
### Result tuples
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Operations that could fail--especially when you want some information about why--don't always return `nil` on failures. Instead of exceptions or special error values, recoverable errors in Ludus are handled instead by result tuples: `(:ok, value)` and `(:err, msg)`. So, for example, `unwrap!` takes a result tuple and either returns the value in the `:ok` case, or panics in the `:err` case.
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Variants of some functions that may have undesirably inexplicit behaviour are written as `{name}/safe`. So, for example, you can get a variant of `div` that returns a result tuple in `div/safe`, which returns `(:ok, result)` when everything's good; and `(:err, "division by zero")` when the divisor is 0.