5.6 KiB
5.6 KiB
HERE SHALL THE DOCUMENTATION RESIDE
Enforced Political Views
- worse is better
- less is more
- embrace
unsafe {}
- adhere
macro_rules!
- pessimization == death (put in
std::pin::Pin
and left with hungry crabs) - importing external dependencies == death (
fn(dependencies) -> ExecutionStrategy
) - above sell not be disputed, discussed, or questioned
What hblang is
Holey-Bytes-Language (hblang for short) (*.hb) is the only true language targeting hbvm byte code. hblang is low level, manually managed, and procedural. Its rumored to be better then writing hbasm and you should probably use it for complex applications.
What hblang isnt't
hblang knows what it isn't, because it knows what it is, hblang computes this by sub...
Examples
Examples are also used in tests. To add an example that runs during testing add:
#### <name> ```hb <example> ```
and also:
<name> => README;
to the run_tests
macro at the bottom of the src/codegen.rs
.
Tour Examples
Following examples incrementally introduce language features and syntax.
main_fn
main := fn(): int {
return 1;
}
arithmetic
main := fn(): int {
return 10 - 20 / 2 + 4 * (2 + 2) - 4 * 4 + 1;
}
functions
main := fn(): int {
return add_one(10) + add_two(20);
}
add_two := fn(x: int): int {
return x + 2;
}
add_one := fn(x: int): int {
return x + 1;
}
if_statements
main := fn(): int {
return fib(10);
}
fib := fn(x: int): int {
if x <= 2 {
return 1;
} else {
return fib(x - 1) + fib(x - 2);
}
}
variables
main := fn(): int {
a := 1;
b := 2;
a = a + 1;
return a - b;
}
loops
main := fn(): int {
return fib(10);
}
fib := fn(n: int): int {
a := 0;
b := 1;
loop {
if n == 0 break;
c := a + b;
a = b;
b = c;
n -= 1;
stack_reclamation_edge_case := 0;
continue;
}
return a;
}
pointers
main := fn(): int {
a := 1;
b := &a;
modify(b);
drop(a);
stack_reclamation_edge_case := 0;
return *b - 2;
}
modify := fn(a: ^int): void {
*a = 2;
return;
}
drop := fn(a: int): void {
return;
}
structs
Ty := struct {
a: int,
b: int,
}
Ty2 := struct {
ty: Ty,
c: int,
}
main := fn(): int {
finst := Ty2.{ ty: Ty.{ a: 4, b: 1 }, c: 3 };
inst := odher_pass(finst);
if inst.c == 3 {
return pass(&inst.ty);
}
return 0;
}
pass := fn(t: ^Ty): int {
return t.a - t.b;
}
odher_pass := fn(t: Ty2): Ty2 {
return t;
}
struct_operators
Point := struct {
x: int,
y: int,
}
Rect := struct {
a: Point,
b: Point,
}
main := fn(): int {
a := Point.(1, 2);
b := Point.(3, 4);
d := Rect.(a + b, b - a);
d2 := Rect.(Point.(0, 0) - b, a);
d2 = d2 + d;
c := d2.a + d2.b;
return c.x + c.y;
}
global_variables
global_var := 10;
complex_global_var := fib(global_var) - 5;
fib := fn(n: int): int {
if 2 > n {
return n;
}
return fib(n - 1) + fib(n - 2);
}
main := fn(): int {
return complex_global_var;
}
note: values of global variables are evaluated at compile time
directives
Type := struct {
brah: int,
blah: int,
}
main := fn(): int {
byte := @as(u8, 10);
same_type_as_byte := @as(@TypeOf(byte), 30);
wide_uint := @as(u32, 40);
truncated_uint := @as(u8, @intcast(wide_uint));
size_of_Type_in_bytes := @sizeof(Type);
align_of_Type_in_bytes := @alignof(Type);
hardcoded_pointer := @as(^u8, @bitcast(10));
ecall_that_returns_int := @eca(int, 1, Type.(10, 20), 5, 6);
return 0;
}
@TypeOf(<expr>)
: results into literal type of whatever the type of<expr>
is,<expr>
is not included in final binary@as(<ty>, <expr>)
: hint to the compiler that@TypeOf(<expr>) == <ty>
@intcast(<expr>)
: needs to be used when conversion of@TypeOf(<expr>)
would loose precision (widening of integers is implicit)@sizeof(<ty>), @alignof(<ty>)
: I think explaining this would insult your intelligence@bitcast(<expr>)
: tell compiler to assume@TypeOf(<expr>)
is whatever is inferred, so long as size and alignment did not change@eca(<ty>, <expr>...)
: invokeeca
instruction, where<ty>
is the type this will return and<expr>...
are arguments passed to the call
Incomplete Examples
generic_types
Vec := fn($Elem: type): type {
return struct {
data: ^Elem,
len: uint,
cap: uint,
};
}
main := fn(): int {
i := 69;
vec := Vec(int).{
data: &i,
len: 1,
cap: 1,
};
return *vec.data;
}
fb_driver
arm_fb_ptr := fn(): int return 100;
x86_fb_ptr := fn(): int return 100;
check_platform := fn(): int {
return x86_fb_ptr();
}
set_pixel := fn(x: int, y: int, width: int): int {
pix_offset := y * width + x;
return 0;
}
main := fn(): int {
fb_ptr := check_platform();
width := 100;
height := 30;
x:= 0;
y:= 0;
loop {
if x <= height + 1 {
set_pixel(x,y,width);
x = x + 1;
} else {
set_pixel(x,y,width);
x = 0;
y = y + 1;
}
if y == width {
break;
}
}
return 0;
}
Purely Testing Examples
different_types
Color := struct {
r: u8,
g: u8,
b: u8,
a: u8,
}
Point := struct {
x: u32,
y: u32,
}
Pixel := struct {
color: Color,
point: Point,
}
main := fn(): int {
pixel := Pixel.{
color: Color.{
r: 255,
g: 0,
b: 0,
a: 255,
},
point: Point.{
x: 0,
y: 2,
},
};
if *(&pixel.point.x + 1) != 2 {
return 0;
}
if *(&pixel.point.y - 1) != 0 {
return 64;
}
return pixel.point.x + pixel.point.y + pixel.color.r
+ pixel.color.g + pixel.color.b + pixel.color.a;
}