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Created Introduction (markdown)
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Introduction.md
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# Hello, world!
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Following tradition, a simple Dst program will simply print "Hello, world!".
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```
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(print "Hello, world!")
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```
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Put the following code in a file call `hello.dst`, and run `./dst hello.dst`.
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The words "Hello, world!" should be printed to the console, and then the program
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should immediately exit. You now have a working dst program!
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Alternatively, run the program `./dst` without any arguments to enter a REPL,
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or read eval print loop. This is a mode where Dst functions like a calculator,
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reading some input from stdin, evaluating it, and printing out the result, all
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in an inifinte loop. This is a useful mode for exploring or prototyping in Dst.
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This is about the simplest program one can write, and consists of precisely
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three elements. This first element is the `print` symbol. This is a function
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that simply prints its arguments to standard out. The second argument is the
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string literal "Hello, world!", which is the one and only argument to the
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print function. Lastly, the print symbol and the string literal are wrapped
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in parentheses, forming a tuple. In Dst, parentheses and brackets are interchangeable,
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brackets are used mostly when the resulting tuple is not a function call. The tuple
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above indicates that the function `print` is to be called with one argument, `"Hello, world"`.
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Like all lisps, all operations in Dst are in prefix notation; the name of the
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operator is the first value in the tuple, and the arguments passed to it are
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in the rest of the tuple.
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# A bit more - Arithmetic
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Any programming language will have some way to do arithmetic. Dst is no exception,
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and supports the basic arithemtic operators
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```
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# Prints 13
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# (1 + (2*2) + (10/5) + 3 + 4 + (5 - 6))
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(print (+ 1 (* 2 2) (/ 10 5) 3 4 (- 5 6)))
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```
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Just like the print function, all arithmetic operators are entered in
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prefix notation. Dst also supports the modulo operator, or `%`, which returns
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the remainder of integer division. For example, `(% 10 3)` is 1, and `(% 10.5 3)` is
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1.5. The lines that begin with `#` are comments.
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Dst actually has two "flavors" of numbers; integers and real numbers. Integers are any
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integer value between -2,147,483,648 and 2,147,483,647 (32 bit signed integer).
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Reals are real numbers, and are represented by IEEE-754 double precision floating point
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numbers. That means that they can represent any number an integer can represent, as well
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fractions to very high precision.
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Although real numbers can represent any value an integer can, try to distinguish between
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real numbers and integers in your program. If you are using a number to index into a structure,
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you probably want integers. Otherwise, you may want to use reals (this is only a rule of thumb).
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Arithmetic operator will convert integers to real numbers if needed, but real numbers
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will not be converted to integers, as not all real numbers can be safely convert to integers.
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## Numeric literals
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Numeric literals can be written in many ways. Numbers can be written in base 10, with
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underscores used to separate digits into groups. A decimal point can be used for floating
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point numbers. Numbers can also be written in other bases by prefixing the number with the desired
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base and the character 'r'. For example, 16 can be written as `16`, `1_6`, `16r10`, `4r100`, or `0x10`. The
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`0x` prefix can be used for hexadecimal as it is so common. The radix must be themselves written in base 10, and
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can be any integer from 2 to 36. For any radix above 10, use the letters as digits (not case sensitive).
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Numbers can also be in scientific notation such as `3e10`. A custom radix can be used as well
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as for scientific notation numbers, (the exponent will share the radix). For numbers in scientific
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notation with a radix besides 10, use the `&` symbol to indicate the exponent rather then `e`.
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## Arithmetic Functions
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Besides the 5 main arithmetic functions, dst also supports a number of math functions
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taken from the C libary `<math.h>`, as well as bitwise operators that behave like they
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do in C or Java.
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# Strings, Keywords and Symbols
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Dst supports several varieties of types that can be used as labels for things in
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your program. The most useful type for this purpose is the keyword type. A keyword
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begins with a semicolon, and then contains 0 or more alphanumeric or a few other common
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characters. For example, `:hello`, `:my-name`, `:=`, and `:ABC123_-*&^%$` are all keywords.
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Keywords are actually just special cases of symbols, which are similar but don't start with
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a semicolon. The difference between symbols and keywords is that keywords evaluate to themselves, while
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symbols evaluate to whatever they are bound to. To have a symbol evaluate to itself, it must be
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quoted.
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```lisp
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# Evaluates to :monday
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:monday
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# Will throw a compile error as monday is not defined
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monday
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# Quote it - evaluates to the symbol monday
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'monday
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# Or first define monday
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(def monday "It is monday")
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# Now the evaluation should work - monday evaluates to "It is monday"
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monday
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```
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The most common thing to do with a keyword is to check it for equality or use it as a key into
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a table or struct. Note that symbols, keywords and strings are all immutable. Besides making your
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code easier to reason about, it allows for many optimizations involving these types.
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```lisp
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# Prints true
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(= :hello :hello)
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# Prints false, everything in dst is case sensitive
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(= :hello :HeLlO)
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# Look up into a table - evaluates to 25
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(get {
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:name "John"
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:age 25
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:occupation "plumber"
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} :age)
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```
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Strings can be used similarly to keywords, but there primary usage is for defining either text
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or arbitrary sequences of bytes. Strings (and symbols) in dst are what is sometimes known as
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"8-bit clean"; they can hold any number of bytes, and are completely unaware of things like character
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encodings. This is completely compatible with ASCII and UTF-8, two of the most common character
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encodings. By being encoding agnostic, dst strings can be very simple, fast, and useful for
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for other uses besides holding text.
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Literal text can be entered inside quotes, as we have seen above.
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```
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"Hello, this is a string."
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# We can also add escape characters for newlines, double quotes, backslash, tabs, etc.
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"Hello\nThis is on line two\n\tThis is indented\n"
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# For long strings where you don't want to type a lot of escape characters,
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# you can use 1 or more backticks (`\``) to delimit a string.
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# To close this string, simply repeat the opening sequence of backticks
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``
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This is a string.
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Line 2
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Indented
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"We can just type quotes here", and backslashes \ no problem.
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``
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```
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# Functions
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Dst is a functional language - that means that one of the basic building blocks of your
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program will be defining functions (the other is using data structures). Because dst
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is a Lisp, functions are values just like numbers or strings - they can be passed around and
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created as needed.
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Functions can be defined with the `defn` macro, like so:
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```lisp
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(defn triangle-area [base height]
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(print "calculating area of a triangle...")
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(* base height 0.5))
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```
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A function defined with `defn` has a number of parts. First, it has it's name, triangle-area. This
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is just a symbol used to access the function later. Next is the list of parameters this function takes,
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in this case two parameters named base and height. Lastly, a function made with defn has
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a number of body statements, which get executed each time the function is called. The last
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form in the body is what the function evaluates to, or returns.
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Once a function like the above one is defined, the programmer can use the `triangle-area`
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function just like any other, say `print` or `+`.
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```lisp
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# Prints "calculating area of a triangle..." and then "25"
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(print (triangle-area 5 10))
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```
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Note that when nesting function calls in other function calls like above (a call to triangle-area is
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nested inside a call to print), the inner function calls are evaluated first. Also, arguments to
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a function call are evaluated in order, from first argument to last argument).
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Because functions are first-class values like numbers or strings, they can be passed
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as arguments to other functions as well
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```
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(print triangle-area)
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```
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This prints the location in memory of the function triangle area. This idea can be used
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to build some powerful constructs purely out of functions, or closures as they are known
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in many contexts.
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Functions don't need to have names. The `fn` keyword can be used to introduce function
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literals without binding them to a symbol.
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```
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# Evaluates to 40
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((fn [x y] (+ x x y)) 10 20)
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```
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The above expression first creates an anonymous function that adds twice
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the first argument to the second, and then calls that function with arguments 10 and 20.
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This will return (10 + 10 + 20) = 40.
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There is a common macro `defn` that can be used for creating functions and immediately binding
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them to a name. `defn` works as expected at both the top level and inside another form. There is also
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the corresponding
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```lisp
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(defn myfun [x y]
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(+ x x y))
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# You can think of defn as a shorthand for def and fn together
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(def myfun-same (fn [x y]
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(+ x x Y)))
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(myfun 3 4) # -> 10
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```
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Dst has many macros provided for you (and you can write your own).
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Macros are just functions that take your source code
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and transform it into some other source code, usually automating some repetitive pattern for you.
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# Defs and Vars
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Values can be bound to symbols for later use using the keyword `def`. Using undefined
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symbols will raise an error.
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```
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(def a 100)
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(def b (+ 1 a))
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(def c (+ b b))
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(def d (- c 100))
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```
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Bindings created with def have lexical scoping. Also, bindings created with def are immutable; they
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cannot be changed after definition. For mutable bindings, like variables in other programming
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languages, use the `var` keyword. The assignment special form `:=` can then be used to update
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a var.
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```
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(var myvar 1)
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(print myvar)
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(:= myvar 10)
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(print myvar)
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```
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In the global scope, you can use the `:private` option on a def or var to prevent it from
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being exported to code that imports your current module. You can also add documentation to
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a function by passing a string the def or var command.
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```lisp
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(def mydef :private "This will have priavte scope. My doc here." 123)
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(var myvar "docstring here" 321)
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```
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## Scopes
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Defs and vars (collectively known as bindings) live inside what is called a scope. A scope is
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simply where the bindings are valid. If a binding is referenced outside of its scope, the compiler
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will throw an error. Scopes are useful for organizing your bindings and my extension your programs.
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There are two main ways to create a scope in Dst.
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The first is to use the `do` special form. `do` executes a series of statements in a scope
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and evaluates to the last statement. Bindings create inside the form do not escape outside
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of its scope.
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```lisp
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(def a :outera)
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(do
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(def a 1)
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(def b 2)
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(def c 3)
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(+ a b c)) # -> 6
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a # -> :outera
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b # -> compile error: "unknown symbol \"b\""
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c # -> compile error: "unknown symbol \"c\""
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```
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Any attempt to reference the bindings from the do form after it has finished
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executing will fail. Also notice who defining `a` inside the do form did not
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overwrite the original definition of `a` for the global scope.
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The second way to create a scope is to create a closure.
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The `fn` special form also introduces a scope just like
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the `do` special form.
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There is another built in macro, `let`, that does multiple defs at once, and then introduces a scope.
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`let` is a wrapper around a combination of defs and dos, and is the most "functional" way of
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creating bindings.
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```lisp
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(let [a 1
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b 2
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c 3]
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(+ a b c)) # -> 6
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```
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The above is equivalent to the example using `do` and `def`.
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This is the preferable form in most cases,
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but using do with multiple defs is fine as well.
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# Data Structures
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Once you have a handle on functions and the primitive value types, you may be wondering how
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to work with collections of things. Dst has a small number of core data structure types
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that are very versatile. Tables, Structs, Arrays, Tuples, Strings, and Buffers, are the 6 main
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built in data structure types. These data structures can be arranged in a useful table describing
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there relationship to each other.
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| | Mutable | Immutable |
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| ---------- | ------- | --------------- |
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| Indexed | Array | Tuple |
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| Dictionary | Table | Struct |
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| Byteseq | Buffer | String (Symbol) |
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Indexed types are linear lists of elements than can be accessed in constant time with an integer index.
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Indexed types are backed by a single chunk of memory for fast access, and are indexed from 0 as in C.
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Dictionary types associate keys with values. The difference between dictionaries and indexed types
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is that dictionaries are not limited to integer keys. They are backed by a hashtable and also offer
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constant time lookup (and insertion for the mutable case).
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Finally, the 'byteseq' abstraction is any type that contains a sequence of bytes. A byteseq associates
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integer keys (the indices) with integer values between 0 and 255 (the byte values). In this way,
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they behave much like Arrays and Tuples. However, one cannot put non integer values into a byteseq.
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```lisp
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(def mytuple (tuple 1 2 3))
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(def myarray @(1 2 3))
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(def myarray (array 1 2 3))
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(def mystruct {
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:key "value"
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:key2 "another"
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1 2
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4 3})
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(def another-struct
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(struct :a 1 :b 2))
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(def my-table @{
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:a :b
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:c :d
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:A :qwerty})
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(def another-table
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(table 1 2 3 4))
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(def my-buffer @"thisismutable")
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(def my-buffer2 @\====\
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This is also mutable ":)"
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\====\)
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```
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To read the values in a data structure, use the get function. The first parameter is the data structure
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itself, and the second parameter is the key.
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```lisp
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(get @{:a 1} :a) # -> 1
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(get {:a 1} :a) # -> 1
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(get @[:a :b :c] 2) # -> :c
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(get (tuple "a" "b" "c") 1) # -> "a"
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(get @"hello, world" 1) # -> 101
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(get "hello, world" 0) # -> 104
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```
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To update a mutable data structure, use the `put` function. It takes 3 arguments, the data structure,
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the key, and the value, and returns the data structure. The allowed types keys and values
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depend on what data structure is passed in.
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```lisp
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(put @[] 100 :a)
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(put @{} :key "value")
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(put @"" 100 92)
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```
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Note that for Arrays and Buffers, putting an index that is outside the length of the data structure
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will extend the data structure and fill it with nils in the case of the Array,
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or 0s in the case of the Buffer.
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The last generic function for all data structures is the `length` function. This returns the number of
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values in a data structure (the number of keys in a dictionary type).
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# Flow Control
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:)
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# Combinators
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:)
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# Modules
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:)
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# The Core Library
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Dst has a built in core library of over 200 functions and macros at the time of writing.
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While some of these functions may be refactored into separate modules, it is useful to get to know
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the core to avoid rewriting provided functions.
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For any given function, use the `doc` macro to view the documentation for it in the repl.
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```lisp
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(doc defn) -> Prints the documentation for "defn"
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```
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To see a list of all global functions in the repl, type the command
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```lisp
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(getproto *env*)
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```
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Which will print out every built-in global binding
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(it will not show your global bindings). To print all
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of your global bindings, just use *env*, which is a var
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that is bound to the current environment.
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# Prototypes
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:)
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# Fibers
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:)
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# Macros
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:)
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# IO
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:)
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# The Parser Library
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:)
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# The Assembler
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:)
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# Interfacing with C
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:)
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