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120 lines
3.8 KiB
Zig
120 lines
3.8 KiB
Zig
//
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// Help! Evil alien creatures have hidden eggs all over the Earth
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// and they're starting to hatch!
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//
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// Before you jump into battle, you'll need to know three things:
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//
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// 1. You can attach functions to structs (and other "type definitions"):
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//
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// const Foo = struct{
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// pub fn hello() void {
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// std.debug.print("Foo says hello!\n", .{});
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// }
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// };
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//
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// 2. A function that is a member of a struct is "namespaced" within
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// that struct and is called by specifying the "namespace" and then
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// using the "dot syntax":
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//
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// Foo.hello();
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//
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// 3. The NEAT feature of these functions is that if their first argument
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// is an instance of the struct (or a pointer to one) then we can use
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// the instance as the namespace instead of the type:
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//
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// const Bar = struct{
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// pub fn a(self: Bar) void {}
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// pub fn b(this: *Bar, other: u8) void {}
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// pub fn c(bar: *const Bar) void {}
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// };
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//
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// var bar = Bar{};
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// bar.a() // is equivalent to Bar.a(bar)
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// bar.b(3) // is equivalent to Bar.b(&bar, 3)
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// bar.c() // is equivalent to Bar.c(&bar)
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//
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// Notice that the name of the parameter doesn't matter. Some use
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// self, others use a lowercase version of the type name, but feel
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// free to use whatever is most appropriate.
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//
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// "But hold on," you say, eyeing a() and b() suspiciously, "why
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// does one take 'self' and another take '*self'?" Sharp eye!
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//
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// It all comes down to a single question: does the function need
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// to CHANGE the struct?
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//
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// * Needs to change it? Take a pointer (*Bar). Without it you'd
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// be scribbling on a COPY, and your changes would evaporate the
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// instant the function returns. Poof.
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// * Only reads it? Plain Bar is just fine.
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// (For a big, bulky struct you might still write *const Bar to
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// avoid copying it around, but for small ones a copy is cheap.)
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//
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// You'll see this below: zap() takes 'self: HeatRay' by value
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// because it only reads the ray's damage, but it takes the alien
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// as '*Alien' because zapping is supposed to HURT - and that means
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// changing the alien's health for real, not on a throwaway copy.
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//
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// Okay, you're armed.
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//
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// Now, please zap the alien structs until they're all gone or
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// the Earth will be doomed!
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//
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const std = @import("std");
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// Look at this hideous Alien struct. Know your enemy!
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const Alien = struct {
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health: u8,
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// We hate this method:
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pub fn hatch(strength: u8) Alien {
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return Alien{
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.health = strength * 5,
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};
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}
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};
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// Your trusty weapon. Zap those aliens!
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const HeatRay = struct {
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damage: u8,
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// We love this method:
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pub fn zap(self: HeatRay, alien: *Alien) void {
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alien.health -= if (self.damage >= alien.health) alien.health else self.damage;
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}
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};
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pub fn main() void {
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// Look at all of these aliens of various strengths!
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var aliens = [_]Alien{
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Alien.hatch(2),
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Alien.hatch(1),
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Alien.hatch(3),
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Alien.hatch(3),
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Alien.hatch(5),
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Alien.hatch(3),
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};
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var aliens_alive = aliens.len;
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const heat_ray = HeatRay{ .damage = 7 }; // We've been given a heat ray weapon.
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// We'll keep checking to see if we've killed all the aliens yet.
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while (aliens_alive > 0) {
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aliens_alive = 0;
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// Loop through every alien by reference (* makes a pointer capture value)
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for (&aliens) |*alien| {
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// *** Zap the alien with the heat ray here! ***
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???.zap(???);
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// If the alien's health is still above 0, it's still alive.
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if (alien.health > 0) aliens_alive += 1;
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}
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std.debug.print("{} aliens. ", .{aliens_alive});
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}
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std.debug.print("Earth is saved!\n", .{});
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}
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