# HERE SHALL THE DOCUMENTATION RESIDE ### Examples Examples are also used in tests, to and an example that runs during testing add:
#### <name>
```hb
<example>
```
and also: ```rs => README; ``` to the `run_tests` macro at the bottom of the `src/codegen.rs`. #### directives ```hb 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; } ``` #### if_statements ```hb main := fn(): int { return fib(10); } fib := fn(x: int): int { if x <= 2 { return 1; } else { return fib(x - 1) + fib(x - 2); } } ``` #### global_variables ```hb 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; } ``` #### generic_types ```hb 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 ```hb 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; } ``` #### struct_operators ```hb 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; } ``` #### main_fn ```hb main := fn(): int { return 1; } ``` #### structs ```hb 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; } ``` #### pointers ```hb 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; } ``` #### functions ```hb 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; } ``` #### variables ```hb main := fn(): int { a := 1; b := 2; a = a + 1; return a - b; } ``` #### loops ```hb 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; } ``` #### different_types ```hb 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; } ``` #### arithmetic ```hb main := fn(): int { return 10 - 20 / 2 + 4 * (2 + 2) - 4 * 4 + 1; } ```