--- name: Sing category: language language: Sing filename: learnsing.sing contributors: - ["Maurizio De Girolami", "https://github.com/mdegirolami"] --- The purpose of sing is to provide a simple, safe, fast language that can be a good replacement for c++ for high performance applications. Sing is an easy choice because it compiles to human-quality readable c++. Because of that, if you work for a while with Sing and, at any time, you discover you don't like Sing anymore, you lose nothing of your work because you are left with nice and clean c++ code. In some way you can also think Sing as a tool to write c++ in a way that enforces some best practices. ```go /* Multi- line comment. /* It can be nested */ Use it to remark-out part of the code. It leaves no trace in the intermediate c++ code. (sing translates into nice human readable c++) */ // Single line comment, can be placed only before a statement or declaration... // ...or at the right of the first line of a statement or declaration. // single line comments are kept into c++. // // here we declare if we need to use public declarations from other files. // (in this case from files 'sio', 'sys') requires "sio"; requires "sys"; // // A sing function declaration. // All the declarations can be made public with the 'public' keyword. // All the declarations start with a keyword specifying the type of declaration // (in this case fn for function) then follows the name, the arguments and the // return type. // // Each argument starts with a direction qualifyer (in, out, io) which tells if // the argument is an input, an output or both... // ...then follows the argument name and the type. public fn singmain(in argv [*]string) i32 { // print is from the sio file and sends a string to the console sio.print("Hello World\n"); // type conversions are allowed in the form of (expression). sio.print(string(sum(5, 10)) + "\n"); // For clarity you can specify after an argument its name separated by ':'. var result i32; recursive_power(10:base, 3:exponent, result); // referred here to avoid a 'not used' error. learnTypes(); // functions can only return a single value of some basic type. return(0); } // You can have as many arguments as you want, comma separated. // You can also omit the 'in' direction qualifyer (it is the default). fn sum(arg1 i32, arg2 i32) i32 { // as 'fn' declares a function, 'let' declares a constant. // With constants, if you place an initializer, you can omit the type. let the_sum = arg1 + arg2; return(the_sum); } // Arguments are passed by reference, which means that in the function body you // use the argument names to refer to the passed variables. // Example: all the functions in the recursion stack access the same 'result' // variable, supplied by the singmain function. fn recursive_power(base i32, exponent i32, out result i32) void { if (exponent == 0) { result = 1; } else { recursive_power(base, exponent - 1, result); result *= base; } } //********************************************************** // // TYPES // //********************************************************** fn learnTypes() void { // the var keyword declares mutable variables // in this case an UTF-8 encoded string var my_name string; // ints of 8..64 bits size var int0 i8; var int1 i16; var int2 i32; var int3 i64; // uints var uint0 u8; var uint1 u16; var uint2 u32; var uint3 u64; // floats var float0 f32; var float1 f64; // complex var cmplx0 c64; var cmplx1 c128; cmplx0 = 0; cmplx1 = 0; // and of course... var bool0 bool; // type inference: by default constants are i32, f32, c64 let an_int32 = 15; let a_float32 = 15.0; let a_complex = 15.0 + 3i; let a_string = "Hello !"; let a_bool = false; // To create constant of different types use a conversion-like syntax: // NOTE: this is NOT a conversion. Just a type specification let a_float64 = f64(5.6); // in a type definition [] reads as "array of" // in the example []i32 => array of i32. var intarray []i32 = {1, 2, 3}; // You can specify a length, else the length is given by the initializer // the last initializer is replicated on the extra items var sizedarray [10]i32 = {1, 2, 3}; // Specify * as the size to get a dynamic array (can change its length) var dyna_array [*]i32; // you can append items to a vector invoking a method-like function on it. dyna_array.push_back(an_int32); // getting the size of the array. sys.validate() is like assert in c sys.validate(dyna_array.size() == 1); // a map that associates a number to a string. // "map(x)..." reads "map with key of type x and value of type..." var a_map map(string)i32; a_map.insert("one", 1); a_map.insert("two", 2); a_map.insert("three", 3); let key = "two"; // note: the second argument of get_safe is the value to be returned // when the key is not found. sio.print("\nAnd the value is...: " + string(a_map.get_safe(key, -1))); // string concatenation my_name = "a" + "b"; } // an enum type can only have a value from a discrete set. // can't be converted to/from int ! enum Stages {first, second, last} // you can refer to enum values (to assign/compare them) // specifying both the typename and tagname separated with the '.' operator var current_stage = Stages.first; //********************************************************** // // POINTERS // //********************************************************** // This is a factory for a dynamic vector. // In a type declaration '*' reads 'pointer to..' // so the return type is 'pointer to a vector of i32' fn vectorFactory(first i32, last i32) *[*]i32 { var buffer [*]i32; // fill for (value in first : last) { buffer.push_back(value); } // The & operator returns the address of the buffer. // You can only use & on local variables // As you use & on a variable, that variable is allocated on the HEAP. return(&buffer); } fn usePointers() void { var bufferptr = vectorFactory(0, 100); // you don't need to use the factory pattern to use pointers. var another_buffer [*]i32; var another_bufferptr = &another_buffer; // you can dereference a pointer with the * operator // sys.validate is an assertion (causes a signal if the argument is false) sys.validate((*bufferptr)[0] == 0); /* // as all the pointers to a variable exit their scope the variable is // no more accessible and is deleted (freed) */ } //********************************************************** // // CLASSES // //********************************************************** // This is a Class. The member variables can be directly initialized here class AClass { public: var public_var = 100; // same as any other variable declaration fn is_ready() bool; // same as any other function declaration fn mut finalize() void; // destructor (called on object deletion) private: var private_var string; // Changes the member variables and must be marked as 'mut' (mutable) fn mut private_fun(errmsg string) void; } // How to declare a member function fn AClass.is_ready() bool { // inside a member function, members can be accessed through the // 'this' keyword and the field selector '.' return(this.public_var > 10); } fn AClass.private_fun(errmsg string) void { this.private_var = errmsg; } // using a class fn useAClass() void { // in this way you create a variable of type AClass. var instance AClass; // then you can access its members through the '.' operator. if (instance.is_ready()) { instance.public_var = 0; } } //********************************************************** // // INTERFACES // //********************************************************** // You can use polymorphism in sing defining an interface... interface ExampleInterface { fn mut eraseAll() void; fn identify_myself() void; } // and then creating classes which implement the interface // NOTE: you don't need (and cannot) re-declare the interface functions class Implementer1 : ExampleInterface { private: var to_be_erased i32 = 3; public: var only_on_impl1 = 0; } class Implementer2 : ExampleInterface { private: var to_be_erased f32 = 3; } fn Implementer1.eraseAll() void { this.to_be_erased = 0; } fn Implementer1.identify_myself() void { sio.print("\nI'm the terrible int eraser !!\n"); } fn Implementer2.eraseAll() void { this.to_be_erased = 0; } fn Implementer2.identify_myself() void { sio.print("\nI'm the terrible float eraser !!\n"); } fn interface_casting() i32 { // upcasting is automatic (es: *Implementer1 to *ExampleInterface) var concrete Implementer1; var if_ptr *ExampleInterface = &concrete; // you can access interface members with (guess what ?) '.' if_ptr.identify_myself(); // downcasting requires a special construct // (see also below the conditional structures) typeswitch(ref = if_ptr) { case *Implementer1: return(ref.only_on_impl1); case *Implementer2: {} default: return(0); } return(1); } // All the loop types fn loops() void { // while: the condition must be strictly of boolean type var idx = 0; while (idx < 10) { ++idx; } // for in an integer range. The last value is excluded // 'it' is local to the loop and must not be previously declared for (it in 0 : 10) { } // reverse direction for (it in 10 : 0) { } // configurable step. The loop stops when it's >= the final value for (it in 0 : 100 step 3) { } // with an auxiliary counter. // The counter start always at 0 and increments by one at each iteration for (counter, it in 3450 : 100 step -22) { } // value assumes in turn all the values from array var array [*]i32 = {0, 10, 100, 1000}; for (value in array) { } // as before with auxiliary counter for (counter, value in array) { } } // All the conditional structures interface intface {} class c0_test : intface {public: fn c0stuff() void;} class delegating : intface {} fn conditionals(in object intface, in objptr *intface) void { let condition1 = true; let condition2 = true; let condition3 = true; var value = 30; // condition1 must be a boolean. if (condition1) { ++value; // conditioned statement } // you can chain conditions with else if if (condition1) { ++value; } else if (condition2) { --value; } // a final else runs if any other condition is false if (condition1) { ++value; } else if (condition2) { --value; } else { value = 0; } // based on the switch value selects a case statement switch (value) { case 0: sio.print("value is zero"); // a single statement ! case 1: {} // do nothing case 2: // falls through case 3: sio.print("value is more than one"); case 4: { // a block is a single statement ! value = 0; sio.print("how big !!"); } default: return; // if no one else matches } // similar to a switch but selects a case based on argument type. // - object must be a function argument of type interface. // - the case types must be classes implementing the object interface. // - in each case statement, ref assumes the class type of that case. typeswitch(ref = object) { case c0_test: ref.c0stuff(); case delegating: {} default: return; } // - object must be an interface pointer. // - the case types must be pointers to classes implementing the objptr interface. // - in each case statement, ref assumes the class pointer type of that case. typeswitch(ref = objptr) { case *c0_test: { ref.c0stuff(); return; } case *delegating: {} default: sio.print("unknown pointer type !!"); } } ``` ## Further Reading [official Sing web site](https://mdegirolami.wixsite.com/singlang). If you want to play with sing you are recommended to download the vscode plugin. Please follow the instructions at [Getting Started](https://mdegirolami.wixsite.com/singlang/copy-of-interfacing-sing-and-c-2)