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981 lines
29 KiB
Markdown
981 lines
29 KiB
Markdown
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---
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language: "zig"
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filename: learnzig.zig
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contributors:
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- ["Philippe Pittoli", "https://karchnu.fr/"]
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---
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[Zig][ziglang] aims to be a replacement for the C programming language.
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**WARNING**: this document expects you to understand a few basic concepts in computer science, such as pointers, stack and heap memory, etc.
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**WARNING**: Zig isn't considered as ready for production. Bugs are expected.
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DO NOT TRY ZIG AS YOUR FIRST PROGRAMMING EXPERIENCE.
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The compiler, even the language and its libraries aren't ready, yet.
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You've been warned.
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Prior knowledge of C is recommended.
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## Quick overview: Zig compared to C
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- Syntax is mostly the same, with some improvements (less ambiguity).
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- Zig introduces namespaces.
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- Try and catch mechanism, which is both convenient, efficient and optional.
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- Most of the C undefined behaviors (UBs) are fixed.
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- Raw pointers are safer to use and aren't nearly as used as before.
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* The type system distinguishes between a pointer to a single value, or multiple values, etc.
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* Slices are preferred, which is a structure with a pointer and a runtime known size, which characterizes most uses of pointers in the first place.
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- Some arbitrary language limitations are removed. For example, enumerations, structures and unions can have functions.
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- Simple access to SIMD operations (basic maths on vectors).
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- Zig provides both low-level features of C and the one provided through compiler extensions.
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For example: packed structures.
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- An extensive standard library, including data structures and algorithms.
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- Cross-compilation capability is provided by default, without any dependency.
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Different libc are provided to ease the process.
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Cross-compilation works from, and to, any operating system and architecture.
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## Zig language
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```zig
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//! Top-level documentation.
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/// Documentation comment.
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// Simple comment.
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```
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### Hello world.
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```zig
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// Import standard library, reachable through the "std" constant.
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const std = @import("std");
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// "info" now refers to the "std.log.info" function.
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const info = std.log.info;
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// Usual hello world.
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// syntax: [pub] fn <function-name>(<arguments>) <return-type> { <body> }
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pub fn main() void {
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// Contrary to C functions, Zig functions have a fixed number of arguments.
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// In C: "printf" takes any number of arguments.
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// In Zig: std.log.info takes a format and a list of elements to print.
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info("hello world", .{}); // .{} is an empty anonymous tuple.
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}
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```
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### Booleans, integers and float.
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```zig
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// Booleans.
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// Keywords are prefered to operators for boolean operations.
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print("{}\n{}\n{}\n", .{
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true and false,
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true or false,
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!true,
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});
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// Integers.
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const one_plus_one: i32 = 1 + 1;
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print("1 + 1 = {}\n", .{one_plus_one}); // 2
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// Floats.
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const seven_div_three: f32 = 7.0 / 3.0;
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print("7.0 / 3.0 = {}\n", .{seven_div_three}); // 2.33333325e+00
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// Integers have arbitrary value lengths.
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var myvar: u10 = 5; // 10-bit unsigned integer
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// Useful for example to read network packets, or complex binary formats.
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// Number representation is greatly improved compared to C.
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const one_billion = 1_000_000_000; // Decimal.
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const binary_mask = 0b1_1111_1111; // Binary. Ex: network mask.
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const permissions = 0o7_5_5; // Octal. Ex: Unix permissions.
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const big_address = 0xFF80_0000_0000_0000; // Hexa. Ex: IPv6 address.
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// Overflow operators: tell the compiler when it's okay to overflow.
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var i: u8 = 0; // "i" is an unsigned 8-bit integer
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i -= 1; // runtime overflow error (unsigned value always are positive)
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i -%= 1; // okay (wrapping operator), i == 255
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// Saturation operators: values will stick to their lower and upper bounds.
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var i: u8 = 200; // "i" is an unsigned 8-bit integer (values: from 0 to 255)
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i +| 100 == 255 // u8: won't go higher than 255
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i -| 300 == 0 // unsigned, won't go lower than 0
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i *| 2 == 255 // u8: won't go higher than 255
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i <<| 8 == 255 // u8: won't go higher than 255
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```
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### Arrays.
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```zig
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// An array is a well-defined structure with a length attribute (len).
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// 5-byte array with undefined content (stack garbage).
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var array1: [5]u8 = undefined;
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// 5-byte array with defined content.
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var array2 = [_]u8{ 1, 2, 3, 4, 5 };
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// [_] means the compiler knows the length at compile-time.
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// 1000-byte array with defined content (0).
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var array3 = [_]u8{0} ** 1000;
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// Another 1000-byte array with defined content.
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// The content is provided by the "foo" function, called at compile-time and
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// allows complex initializations.
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var array4 = [_]u8{foo()} ** 1000;
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// In any case, array.len gives the length of the array,
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// array1.len and array2.len produce 5, array3.len and array4.len produce 1000.
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// Modifying and accessing arrays content.
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// Array of 10 32-bit undefined integers.
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var some_integers: [10]i32 = undefined;
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some_integers[0] = 30; // first element of the array is now 30
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var x = some_integers[0]; // "x" now equals to 30, its type is infered.
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var y = some_integers[1]; // Second element of the array isn't defined.
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// "y" got a stack garbage value (no runtime error).
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// Array of 10 32-bit undefined integers.
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var some_integers: [10]i32 = undefined;
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var z = some_integers[20]; // index > array size, compilation error.
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// At runtime, we loop over the elements of "some_integers" with an index.
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// Index i = 20, then we try:
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try some_integers[i]; // Runtime error 'index out of bounds'.
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// "try" keyword is necessary when accessing an array with
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// an index, since there is a potential runtime error.
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// More on that later.
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```
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### Multidimensional arrays.
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```zig
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const mat4x4 = [4][4]f32{
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[_]f32{ 1.0, 0.0, 0.0, 0.0 },
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[_]f32{ 0.0, 1.0, 0.0, 1.0 },
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[_]f32{ 0.0, 0.0, 1.0, 0.0 },
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[_]f32{ 0.0, 0.0, 0.0, 1.0 },
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};
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// Access the 2D array then the inner array through indexes.
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try expect(mat4x4[1][1] == 1.0);
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// Here we iterate with for loops.
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for (mat4x4) |row, row_index| {
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for (row) |cell, column_index| {
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// ...
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}
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}
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```
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### Strings.
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```zig
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// Simple string constant.
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const greetings = "hello";
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// ... which is equivalent to:
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const greetings: *const [5:0]u8 = "hello";
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// In words: "greetings" is a constant value, a pointer on a constant array of 5
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// elements (8-bit unsigned integers), with an extra '0' at the end.
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// The extra "0" is called a "sentinel value".
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print("string: {s}\n", .{greetings});
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// This represents rather faithfully C strings. Although, Zig strings are
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// structures, no need for "strlen" to compute their size.
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// greetings.len == 5
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```
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### Slices.
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```zig
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// A slice is a pointer and a size, an array without compile-time known size.
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// Slices have runtime out-of-band verifications.
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const array = [_]u8{1,2,3,4,5}; // [_] = array with compile-time known size.
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const slice = array[0..array.len]; // "slice" represents the whole array.
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// slice[10] gives a runtime error.
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```
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### Pointers.
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```zig
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// Pointer on a value can be created with "&".
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const x: i32 = 1;
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const pointer: *i32 = &x; // "pointer" is a pointer on the i32 var "x".
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print("1 = {}, {}\n", .{x, pointer});
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// Pointer values are accessed and modified with ".*".
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if (pointer.* == 1) {
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print("x value == {}\n", .{pointer.*});
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}
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// ".?" is a shortcut for "orelse unreachable".
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const foo = pointer.?; // Get the pointed value, otherwise crash.
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```
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### Optional values (?<type>).
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```zig
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// An optional is a value than can be of any type or null.
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// Example: "optional_value" can either be "null" or an unsigned 32-bit integer.
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var optional_value: ?u32 = null; // optional_value == null
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optional_value = 42; // optional_value != null
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// "some_function" returns ?u32
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var x = some_function();
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if (x) |value| {
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// In case "some_function" returned a value.
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// Do something with 'value'.
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}
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```
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### Errors.
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```zig
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// Zig provides an unified way to express errors.
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// Errors are defined in error enumerations, example:
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const Error = error {
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WatchingAnyNetflixTVShow,
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BeOnTwitter,
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};
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// Normal enumerations are expressed the same way, but with "enum" keyword.
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const SuccessStory = enum {
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DoingSport,
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ReadABook,
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};
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// Error union (!).
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// Either the value "mylife" is an an error or a normal value.
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var mylife: Error!SuccessStory = Error.BeOnTwitter;
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// mylife is an error. Sad.
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mylife = SuccessStory.ReadABook;
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// Now mylife is an enum.
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// Zig ships with many pre-defined errors. Example:
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const value: anyerror!u32 = error.Broken;
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// Handling errors.
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// Some error examples.
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const Error = error {
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UnExpected,
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Authentication,
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};
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// "some_function" can either return an "Error" or an integer.
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fn some_function() Error!u8 {
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return Error.UnExpected; // It returns an error.
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}
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// Errors can be "catch" without intermediate variable.
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var value = some_function() catch |err| switch(err) {
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Error.UnExpected => return err, // Returns the error.
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Error.Authentication => unreachable, // Not expected. Crashes the program.
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else => unreachable,
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};
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// An error can be "catch" without giving it a name.
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const unwrapped = some_function() catch 1234; // "unwrapped" = 1234
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// "try" is a very handy shortcut for "catch |err| return err".
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var value = try some_function();
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// If "some_function" fails, the current function stops and returns the error.
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// "value" can only have a valid value, the error already is handled with "try".
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```
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### Control flow.
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```zig
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// Conditional branching.
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if (condition) {
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...
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}
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else {
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...
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}
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// Ternary.
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var value = if (condition) x else y;
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// Shortcut for "if (x) x else 0"
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var value = x orelse 0;
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// If "a" is an optional, which may contain a value.
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if (a) |value| {
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print("value: {}\n", .{value});
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}
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else {
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print("'a' is null\n", .{});
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}
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// Get a pointer on the value (if it exists).
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if (a) |*value| { value.* += 1; }
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// Loops.
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// Syntax examples:
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// while (condition) statement
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// while (condition) : (end-of-iteration-statement) statement
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//
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// for (iterable) statement
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// for (iterable) |capture| statement
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// for (iterable) statement else statement
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// Note: loops work the same way over arrays or slices.
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// Simple "while" loop.
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while (i < 10) { i += 1; }
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// While loop with a "continue expression"
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// (expression executed as the last expression of the loop).
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while (i < 10) : (i += 1) { ... }
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// Same, with a more complex continue expression (block of code).
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while (i * j < 2000) : ({ i *= 2; j *= 3; }) { ... }
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// To iterate over a portion of a slice, reslice.
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for (items[0..1]) |value| { sum += value; }
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// Loop over every item of an array (or slice).
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for (items) |value| { sum += value; }
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// Iterate and get pointers on values instead of copies.
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for (items) |*value| { value.* += 1; }
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// Iterate with an index.
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for (items) |value, i| { print("val[{}] = {}\n", .{i, value}); }
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// Iterate with pointer and index.
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for (items) |*value, i| { print("val[{}] = {}\n", .{i, value}); value.* += 1; }
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// Break and continue are supported.
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for (items) |value| {
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if (value == 0) { continue; }
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if (value >= 10) { break; }
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// ...
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}
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// For loops can also be used as expressions.
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// Similar to while loops, when you break from a for loop,
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// the else branch is not evaluated.
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var sum: i32 = 0;
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// The "for" loop has to provide a value, which will be the "else" value.
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const result = for (items) |value| {
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if (value != null) {
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sum += value.?; // "result" will be the last "sum" value.
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}
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} else 0; // Last value.
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```
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### Labels.
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||
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```zig
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|
||
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// Labels are a way to name an instruction, a location in the code.
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||
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// Labels can be used to "continue" or "break" in a nested loop.
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outer: for ([_]i32{ 1, 2, 3, 4, 5, 6, 7, 8 }) |_| {
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for ([_]i32{ 1, 2, 3, 4, 5 }) |_| {
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count += 1;
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continue :outer; // "continue" for the first loop.
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}
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} // count = 8
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outer: for ([_]i32{ 1, 2, 3, 4, 5, 6, 7, 8 }) |_| {
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for ([_]i32{ 1, 2, 3, 4, 5 }) |_| {
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count += 1;
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break :outer; // "break" for the first loop.
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}
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} // count = 1
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// Labels can also be used to return a value from a block.
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var y: i32 = 5;
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const x = blk: {
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y += 1;
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break :blk y; // Now "x" equals 6.
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};
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// Relevant in cases like "for else" expression (explained in the following).
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// For loops can be used as expressions.
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||
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// When you break from a for loop, the else branch is not evaluated.
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||
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// WARNING: counter-intuitive.
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||
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// The "for" loop will run, then the "else" block will run.
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||
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// The "else" keyword has to be followed by the value to give to "result".
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||
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// See later for another form.
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||
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var sum: u8 = 0;
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const result = for (items) |value| {
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sum += value;
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} else 8; // result = 8
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||
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||
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// In this case, the "else" keyword is followed by a value, too.
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||
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// However, the syntax is different: it is labeled.
|
||
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// Instead of a value, there is a label followed by a block of code, which
|
||
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// allows to do stuff before returning the value (see the "break" invocation).
|
||
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const result = for (items) |value| { // First: loop.
|
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sum += value;
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} else blk: { // Second: "else" block.
|
||
|
std.log.info("executed AFTER the loop!", .{});
|
||
|
break :blk sum; // The "sum" value will replace the label "blk".
|
||
|
};
|
||
|
```
|
||
|
|
||
|
### Switch.
|
||
|
```zig
|
||
|
|
||
|
// As a switch in C, but slightly more advanced.
|
||
|
// Syntax:
|
||
|
// switch (value) {
|
||
|
// pattern => expression,
|
||
|
// pattern => expression,
|
||
|
// else => expression
|
||
|
// };
|
||
|
|
||
|
// A switch only checking for simple values.
|
||
|
var x = switch(value) {
|
||
|
Error.UnExpected => return err,
|
||
|
Error.Authentication => unreachable,
|
||
|
else => unreachable,
|
||
|
};
|
||
|
|
||
|
// A slightly more advanced switch, accepting a range of values:
|
||
|
const foo: i32 = 0;
|
||
|
const bar = switch (foo) {
|
||
|
0 => "zero",
|
||
|
1...std.math.maxInt(i32) => "positive",
|
||
|
else => "negative",
|
||
|
};
|
||
|
```
|
||
|
|
||
|
### Structures.
|
||
|
```zig
|
||
|
|
||
|
// Structure containing a single value.
|
||
|
const Full = struct {
|
||
|
number: u16,
|
||
|
};
|
||
|
|
||
|
// Packed structure, with guaranteed in-memory layout.
|
||
|
const Divided = packed struct {
|
||
|
half1: u8,
|
||
|
quarter3: u4,
|
||
|
quarter4: u4,
|
||
|
};
|
||
|
|
||
|
// Point is a constant representing a structure containing two u32, "x" and "y".
|
||
|
// "x" has a default value, which wasn't possible in C.
|
||
|
const Point = struct {
|
||
|
x: u32 = 1, // default value
|
||
|
y: u32,
|
||
|
};
|
||
|
|
||
|
// Variable "p" is a new Point, with x = 1 (default value) and y = 2.
|
||
|
var p = Point{ .y = 2 };
|
||
|
|
||
|
// Fields are accessed as usual with the dot notation: variable.field.
|
||
|
print("p.x: {}\n", .{p.x}); // 1
|
||
|
print("p.y: {}\n", .{p.y}); // 2
|
||
|
|
||
|
|
||
|
// A structure can also contain public constants and functions.
|
||
|
const Point = struct {
|
||
|
pub const some_constant = 30;
|
||
|
|
||
|
x: u32,
|
||
|
y: u32,
|
||
|
|
||
|
// This function "init" creates a Point and returns it.
|
||
|
pub fn init() Point {
|
||
|
return Point{ .x = 0, .y = 0 };
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
// How to access a structure public constant.
|
||
|
// The value isn't accessed from an "instance" of the structure, but from the
|
||
|
// constant representing the structure definition (Point).
|
||
|
print("constant: {}\n", .{Point.some_constant});
|
||
|
|
||
|
// Having an "init" function is rather idiomatic in the standard library.
|
||
|
// More on that later.
|
||
|
var p = Point.init();
|
||
|
print("p.x: {}\n", .{p.x}); // p.x = 0
|
||
|
print("p.y: {}\n", .{p.y}); // p.y = 0
|
||
|
|
||
|
|
||
|
// Structures often have functions to modify their state, similar to
|
||
|
// object-oriented programming.
|
||
|
const Point = struct {
|
||
|
const Self = @This(); // Refers to its own type (later called "Point").
|
||
|
|
||
|
x: u32,
|
||
|
y: u32,
|
||
|
|
||
|
// Take a look at the signature. First argument is of type *Self: "self" is
|
||
|
// a pointer on the instance of the structure.
|
||
|
// This allows the same "dot" notation as in OOP, like "instance.set(x,y)".
|
||
|
// See the following example.
|
||
|
pub fn set(self: *Self, x: u32, y: u32) void {
|
||
|
self.x = x;
|
||
|
self.y = y;
|
||
|
}
|
||
|
|
||
|
// Again, look at the signature. First argument is of type Self (not *Self),
|
||
|
// this isn't a pointer. In this case, "self" refers to the instance of the
|
||
|
// structure, but can't be modified.
|
||
|
pub fn getx(self: Self) u32 {
|
||
|
return self.x;
|
||
|
}
|
||
|
|
||
|
// PS: two previous functions may be somewhat useless.
|
||
|
// Attributes can be changed directly, no need for accessor functions.
|
||
|
// It was just an example.
|
||
|
};
|
||
|
|
||
|
// Let's use the previous structure.
|
||
|
var p = Point{ .x = 0, .y = 0 }; // "p" variable is a Point.
|
||
|
|
||
|
p.set(10, 30); // x and y attributes of "p" are modified via the "set" function.
|
||
|
print("p.x: {}\n", .{p.x}); // 10
|
||
|
print("p.y: {}\n", .{p.y}); // 30
|
||
|
|
||
|
// In C:
|
||
|
// 1. We would have written something like: point_set(p, 10, 30).
|
||
|
// 2. Since all functions are in the same namespace, it would have been
|
||
|
// very cumbersome to create functions with different names for different
|
||
|
// structures. Many long names, painful to read.
|
||
|
//
|
||
|
// In Zig, structures provide namespaces for their own functions.
|
||
|
// Different structures can have the same names for their functions,
|
||
|
// which brings clarity.
|
||
|
```
|
||
|
|
||
|
### Tuples.
|
||
|
```zig
|
||
|
// A tuple is a list of elements, possibly of different types.
|
||
|
|
||
|
const foo = .{ "hello", true, 42 };
|
||
|
// foo.len == 3
|
||
|
```
|
||
|
|
||
|
### Enumerations.
|
||
|
```zig
|
||
|
|
||
|
const Type = enum { ok, not_ok };
|
||
|
|
||
|
const CardinalDirections = enum { North, South, East, West };
|
||
|
const direction: CardinalDirections = .North;
|
||
|
const x = switch (direction) {
|
||
|
// shorthand for CardinalDirections.North
|
||
|
.North => true,
|
||
|
else => false
|
||
|
};
|
||
|
|
||
|
// Switch statements need exhaustiveness.
|
||
|
// WARNING: won't compile. East and West are missing.
|
||
|
const x = switch (direction) {
|
||
|
.North => true,
|
||
|
.South => true,
|
||
|
};
|
||
|
|
||
|
|
||
|
// Switch statements need exhaustiveness.
|
||
|
// Won't compile: East and West are missing.
|
||
|
const x = switch (direction) {
|
||
|
.North => true,
|
||
|
.South => true,
|
||
|
.East, // Its value is the same as the following pattern: false.
|
||
|
.West => false,
|
||
|
};
|
||
|
|
||
|
|
||
|
// Enumerations are like structures: they can have functions.
|
||
|
```
|
||
|
|
||
|
### Unions.
|
||
|
```zig
|
||
|
|
||
|
const Bar = union {
|
||
|
boolean: bool,
|
||
|
int: i16,
|
||
|
float: f32,
|
||
|
};
|
||
|
|
||
|
// Both syntaxes are equivalent.
|
||
|
const foo = Bar{ .int = 42 };
|
||
|
const foo: Bar = .{ .int = 42 };
|
||
|
|
||
|
// Unions, like enumerations and structures, can have functions.
|
||
|
```
|
||
|
|
||
|
### Tagged unions.
|
||
|
```zig
|
||
|
|
||
|
// Unions can be declared with an enum tag type, allowing them to be used in
|
||
|
// switch expressions.
|
||
|
|
||
|
const MaybeEnum = enum {
|
||
|
success,
|
||
|
failure,
|
||
|
};
|
||
|
|
||
|
const Maybe = union(MaybeEnum) {
|
||
|
success: u8,
|
||
|
failure: []const u8,
|
||
|
};
|
||
|
|
||
|
// First value: success!
|
||
|
const yay = Maybe{ .success = 42 };
|
||
|
switch (yay) {
|
||
|
.success => |value| std.log.info("success: {}", .{value}),
|
||
|
.failure => |err_msg| std.log.info("failure: {}", .{err_msg}),
|
||
|
}
|
||
|
|
||
|
// Second value: failure! :(
|
||
|
const nay = Maybe{ .failure = "I was too lazy" };
|
||
|
switch (nay) {
|
||
|
.success => |value| std.log.info("success: {}", .{value}),
|
||
|
.failure => |err_msg| std.log.info("failure: {}", .{err_msg}),
|
||
|
}
|
||
|
```
|
||
|
|
||
|
### Defer and errdefer.
|
||
|
```zig
|
||
|
|
||
|
// Make sure that an action (single instruction or block of code) is executed
|
||
|
// before the end of the scope (function, block of code).
|
||
|
// Even on error, that action will be executed.
|
||
|
// Useful for memory allocations, and resource management in general.
|
||
|
|
||
|
pub fn main() void {
|
||
|
// Should be executed at the end of the function.
|
||
|
defer print("third!\n", .{});
|
||
|
|
||
|
{
|
||
|
// Last element of its scope: will be executed right away.
|
||
|
defer print("first!\n", .{});
|
||
|
}
|
||
|
|
||
|
print("second!\n", .{});
|
||
|
}
|
||
|
|
||
|
fn hello_world() void {
|
||
|
defer print("end of function\n", .{}); // after "hello world!"
|
||
|
|
||
|
print("hello world!\n", .{});
|
||
|
}
|
||
|
|
||
|
// errdefer executes the instruction (or block of code) only on error.
|
||
|
fn second_hello_world() !void {
|
||
|
errdefer print("2. something went wrong!\n", .{}); // if "foo" fails.
|
||
|
defer print("1. second hello world\n", .{}); // executed after "foo"
|
||
|
|
||
|
try foo();
|
||
|
}
|
||
|
// Defer statements can be seen as stacked: first one is executed last.
|
||
|
```
|
||
|
|
||
|
### Memory allocators.
|
||
|
Memory isn't managed directly in the standard library, instead an "allocator" is asked every time an operation on memory is required.
|
||
|
Thus, the standard library lets developers handle memory as they need, through structures called "allocators", handling all memory operations.
|
||
|
|
||
|
**NOTE**: the choice of the allocator isn't in the scope of this document.
|
||
|
A whole book could be written about it.
|
||
|
However, here are some examples, to get an idea of what you can expect:
|
||
|
- page_allocator.
|
||
|
Allocate a whole page of memory each time we ask for some memory.
|
||
|
Very simple, very dumb, very wasteful.
|
||
|
- GeneralPurposeAllocator.
|
||
|
Get some memory first and manage some buckets of memory in order to
|
||
|
reduce the number of allocations.
|
||
|
A bit complex. Can be combined with other allocators.
|
||
|
Can detect leaks and provide useful information to find them.
|
||
|
- FixedBufferAllocator.
|
||
|
Use a fixed buffer to get its memory, don't ask memory to the kernel.
|
||
|
Very simple, limited and wasteful (can't deallocate), but very fast.
|
||
|
- ArenaAllocator.
|
||
|
Allow to free all allocted memory at once.
|
||
|
To use in combinaison with another allocator.
|
||
|
Very simple way of avoiding leaks.
|
||
|
|
||
|
A first example.
|
||
|
```zig
|
||
|
// "!void" means the function doesn't return any value except for errors.
|
||
|
// In this case we try to allocate memory, and this may fail.
|
||
|
fn foo() !void {
|
||
|
// In this example we use a page allocator.
|
||
|
var allocator = std.heap.page_allocator;
|
||
|
|
||
|
// "list" is an ArrayList of 8-bit unsigned integers.
|
||
|
// An ArrayList is a contiguous, growable list of elements in memory.
|
||
|
var list = try ArrayList(u8).initAllocated(allocator);
|
||
|
defer list.deinit(); // Free the memory at the end of the scope. Can't leak.
|
||
|
// "defer" allows to express memory release right after its allocation,
|
||
|
// regardless of the complexity of the function (loops, conditions, etc.).
|
||
|
|
||
|
list.add(5); // Some memory is allocated here, with the provided allocator.
|
||
|
|
||
|
for (list.items) |item| {
|
||
|
std.debug.print("item: {}\n", .{item});
|
||
|
}
|
||
|
}
|
||
|
```
|
||
|
|
||
|
### Memory allocation combined with error management and defer.
|
||
|
```zig
|
||
|
|
||
|
fn some_memory_allocation_example() !void {
|
||
|
// Memory allocation may fail, so we "try" to allocate the memory and
|
||
|
// in case there is an error, the current function returns it.
|
||
|
var buf = try page_allocator.alloc(u8, 10);
|
||
|
// Defer memory release right after the allocation.
|
||
|
// Will happen even if an error occurs.
|
||
|
defer page_allocator.free(buf);
|
||
|
|
||
|
// Second allocation.
|
||
|
// In case of a failure, the first allocation is correctly released.
|
||
|
var buf2 = try page_allocator.alloc(u8, 10);
|
||
|
defer page_allocator.free(buf2);
|
||
|
|
||
|
// In case of failure, both previous allocations are correctly deallocated.
|
||
|
try foo();
|
||
|
try bar();
|
||
|
|
||
|
// ...
|
||
|
}
|
||
|
```
|
||
|
|
||
|
### Memory allocators: a taste of the standard library.
|
||
|
```zig
|
||
|
|
||
|
// Allocators: 4 main functions to know
|
||
|
// single_value = create (type)
|
||
|
// destroy (single_value)
|
||
|
// slice = alloc (type, size)
|
||
|
// free (slice)
|
||
|
|
||
|
// Page Allocator
|
||
|
fn page_allocator_fn() !void {
|
||
|
var slice = try std.heap.page_allocator.alloc(u8, 3);
|
||
|
defer std.heap.page_allocator.free(slice);
|
||
|
|
||
|
// playing_with_a_slice(slice);
|
||
|
}
|
||
|
|
||
|
// GeneralPurposeAllocator
|
||
|
fn general_purpose_allocator_fn() !void {
|
||
|
// GeneralPurposeAllocator has to be configured.
|
||
|
// In this case, we want to track down memory leaks.
|
||
|
const config = .{.safety = true};
|
||
|
var gpa = std.heap.GeneralPurposeAllocator(config){};
|
||
|
defer _ = gpa.deinit();
|
||
|
|
||
|
const allocator = gpa.allocator();
|
||
|
|
||
|
var slice = try allocator.alloc(u8, 3);
|
||
|
defer allocator.free(slice);
|
||
|
|
||
|
// playing_with_a_slice(slice);
|
||
|
}
|
||
|
|
||
|
// FixedBufferAllocator
|
||
|
fn fixed_buffer_allocator_fn() !void {
|
||
|
var buffer = [_]u8{0} ** 1000; // array of 1000 u8, all initialized at zero.
|
||
|
var fba = std.heap.FixedBufferAllocator.init(buffer[0..]);
|
||
|
// Side note: buffer[0..] is a way to create a slice from an array.
|
||
|
// Since the function takes a slice and not an array, this makes
|
||
|
// the type system happy.
|
||
|
|
||
|
var allocator = fba.allocator();
|
||
|
|
||
|
var slice = try allocator.alloc(u8, 3);
|
||
|
// No need for "free", memory cannot be freed with a fixed buffer allocator.
|
||
|
// defer allocator.free(slice);
|
||
|
|
||
|
// playing_with_a_slice(slice);
|
||
|
}
|
||
|
|
||
|
// ArenaAllocator
|
||
|
fn arena_allocator_fn() !void {
|
||
|
// Reminder: arena doesn't allocate memory, it uses an inner allocator.
|
||
|
// In this case, we combine the arena allocator with the page allocator.
|
||
|
var arena = std.heap.arena_allocator.init(std.heap.page_allocator);
|
||
|
defer arena.deinit(); // end of function = all allocations are freed.
|
||
|
|
||
|
var allocator = arena.allocator();
|
||
|
|
||
|
const slice = try allocator.alloc(u8, 3);
|
||
|
// No need for "free", memory will be freed anyway.
|
||
|
|
||
|
// playing_with_a_slice(slice);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Combining the general purpose and arena allocators. Both are very useful,
|
||
|
// and their combinaison should be in everyone's favorite cookbook.
|
||
|
fn gpa_arena_allocator_fn() !void {
|
||
|
const config = .{.safety = true};
|
||
|
var gpa = std.heap.GeneralPurposeAllocator(config){};
|
||
|
defer _ = gpa.deinit();
|
||
|
|
||
|
const gpa_allocator = gpa.allocator();
|
||
|
|
||
|
var arena = arena_allocator.init(gpa_allocator);
|
||
|
defer arena.deinit();
|
||
|
|
||
|
const allocator = arena.allocator();
|
||
|
|
||
|
var slice = try allocator.alloc(u8, 3);
|
||
|
defer allocator.free(slice);
|
||
|
|
||
|
// playing_with_a_slice(slice);
|
||
|
}
|
||
|
```
|
||
|
|
||
|
### Comptime.
|
||
|
```zig
|
||
|
|
||
|
// Comptime is a way to avoid the pre-processor.
|
||
|
// The idea is simple: run code at compilation.
|
||
|
|
||
|
inline fn max(comptime T: type, a: T, b: T) T {
|
||
|
return if (a > b) a else b;
|
||
|
}
|
||
|
|
||
|
var res = max(u64, 1, 2);
|
||
|
var res = max(f32, 10.50, 32.19);
|
||
|
|
||
|
|
||
|
// Comptime: creating generic structures.
|
||
|
|
||
|
fn List(comptime T: type) type {
|
||
|
return struct {
|
||
|
items: []T,
|
||
|
|
||
|
fn init() ... { ... }
|
||
|
fn deinit() ... { ... }
|
||
|
fn do() ... { ... }
|
||
|
};
|
||
|
}
|
||
|
|
||
|
const MyList = List(u8);
|
||
|
|
||
|
|
||
|
// use
|
||
|
var list = MyList{
|
||
|
.items = ... // memory allocation
|
||
|
};
|
||
|
|
||
|
list.items[0] = 10;
|
||
|
```
|
||
|
|
||
|
### Conditional compilation.
|
||
|
```zig
|
||
|
const available_os = enum { OpenBSD, Linux };
|
||
|
const myos = available_os.OpenBSD;
|
||
|
|
||
|
|
||
|
// The following switch is based on a constant value.
|
||
|
// This means that the only possible outcome is known at compile-time.
|
||
|
// Thus, there is no need to build the rest of the possibilities.
|
||
|
// Similar to the "#ifdef" in C, but without requiring a pre-processor.
|
||
|
const string = switch (myos) {
|
||
|
.OpenBSD => "OpenBSD is awesome!",
|
||
|
.Linux => "Linux rocks!",
|
||
|
};
|
||
|
|
||
|
// Also works in this case.
|
||
|
const myprint = switch(myos) {
|
||
|
.OpenBSD => std.debug.print,
|
||
|
.Linux => std.log.info,
|
||
|
}
|
||
|
```
|
||
|
|
||
|
### Testing our functions.
|
||
|
```zig
|
||
|
const std = @import("std");
|
||
|
const expect = std.testing.expect;
|
||
|
|
||
|
// Function to test.
|
||
|
pub fn some_function() bool {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// This "test" block can be run with "zig test".
|
||
|
// It will test the function at compile-time.
|
||
|
test "returns true" {
|
||
|
expect(false == some_function());
|
||
|
}
|
||
|
```
|
||
|
|
||
|
### Compiler built-ins.
|
||
|
The compiler has special functions called "built-ins", starting with an "@".
|
||
|
There are more than a hundred built-ins, allowing very low-level stuff:
|
||
|
- compile-time errors, logging, verifications
|
||
|
- type coercion and convertion, even in an unsafe way
|
||
|
- alignment management
|
||
|
- memory tricks (such as getting the byte offset of a field in a struct)
|
||
|
- calling functions at compile-time
|
||
|
- including C headers to transparently call C functions
|
||
|
- atomic operations
|
||
|
- embed files into the executable (@embedFile)
|
||
|
- frame manipulations (for async functions, for example)
|
||
|
- etc.
|
||
|
|
||
|
Example: enums aren't integers, they have to be converted with a built-in.
|
||
|
```zig
|
||
|
const Value = enum { zero, stuff, blah };
|
||
|
if (@enumToInt(Value.zero) == 0) { ... }
|
||
|
if (@enumToInt(Value.stuff) == 1) { ... }
|
||
|
if (@enumToInt(Value.blah) == 2) { ... }
|
||
|
```
|
||
|
|
||
|
|
||
|
### A few "not yourself in the foot" measures in the Zig language.
|
||
|
|
||
|
- Namespaces: names conflicts are easily avoided.
|
||
|
In practice, that means an unified API between different structures (data types).
|
||
|
- Enumerations aren't integers. Comparing an enumeration to an integer requires a conversion.
|
||
|
- Explicit casts, coercion exists but is limited.
|
||
|
Types are slightly more enforced than in C, just a taste:
|
||
|
Pointers aren't integers, explicit conversion is necessary.
|
||
|
You won't lose precision by accident, implicit coercions are only authorized in case no precision can be lost.
|
||
|
Unions cannot be reinterpreted (in an union with an integer and a float, one cannot take a value for another by accident).
|
||
|
Etc.
|
||
|
- Removing most of the C undefined behaviors (UBs), and when the compiler encounters one, it stops.
|
||
|
- Slice and Array structures are prefered to pointers.
|
||
|
Types enforced by the compiler are less prone to errors than pointer manipulations.
|
||
|
- Numerical overflows produce an error, unless explicitly accepted using wrapping operators.
|
||
|
- Try and catch mechanism.
|
||
|
It's both handy, trivially implemented (simple error enumeration), and it takes almost no space nor computation time.
|
||
|
- Unused variables are considered as errors by the compiler.
|
||
|
- Many pointer types exist in order to represent what is pointed.
|
||
|
Example: is this a single value or an array, is the length known, etc.
|
||
|
- Structures need a value for their attributes, and it still is possible to give an undefined value (stack garbage), but at least it is explicitely undefined.
|
||
|
|
||
|
|
||
|
## Further Reading
|
||
|
|
||
|
For a start, some concepts are presented on the [Zig learn website][ziglearn].
|
||
|
|
||
|
The [official website][zigdoc] provides a reference documentation to the language.
|
||
|
|
||
|
For now, documentation for standard library is WIP.
|
||
|
|
||
|
[ziglang]: https://ziglang.org
|
||
|
[ziglearn]: https://ziglearn.org/
|
||
|
[zigdoc]: https://ziglang.org/documentation/
|