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195 lines
7.4 KiB
Zig
195 lines
7.4 KiB
Zig
//
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// If you thought the last exercise was a deep dive, hold onto your
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// hat because we are about to descend into the computer's molten
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// core.
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//
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// (Shouting) DOWN HERE, THE BITS AND BYTES FLOW FROM RAM TO THE CPU
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// LIKE A HOT, DENSE FLUID. THE FORCES ARE INCREDIBLE. BUT HOW DOES
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// ALL OF THIS RELATE TO THE DATA IN OUR ZIG PROGRAMS? LET'S HEAD
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// BACK UP TO THE TEXT EDITOR AND FIND OUT.
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//
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// Ah, that's better. Now we can look at some familiar Zig code.
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//
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// @import() adds the imported code to your own. In this case, code
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// from the standard library is added to your program and compiled
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// with it. All of this will be loaded into RAM when it runs. Oh, and
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// that thing we name "const std"? That's a struct!
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//
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const std = @import("std");
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// Remember our old RPG Character struct? A struct is really just a
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// very convenient way to deal with memory. These fields (gold,
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// health, experience) are all values of a particular size. Add them
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// together and you have the size of the struct as a whole.
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const Character = struct {
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gold: u32 = 0,
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health: u8 = 100,
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experience: u32 = 0,
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};
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// Here we create a character called "the_narrator" that is a constant
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// (immutable) instance of a Character struct. It is stored in your
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// program as data, and like the instruction code, it is loaded into
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// RAM when your program runs. The relative location of this data in
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// memory is hard-coded and neither the address nor the value changes.
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const the_narrator = Character{
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.gold = 12,
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.health = 99,
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.experience = 9000,
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};
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// This "global_wizard" character is very similar. The address for
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// this data won't change, but the data itself can since this is a var
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// and not a const.
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var global_wizard = Character{};
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// A function is instruction code at a particular address. Function
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// parameters in Zig are always immutable. They are stored in "the
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// stack". A stack is a type of data structure and "the stack" is a
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// specific bit of RAM reserved for your program. The CPU has special
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// support for adding and removing things from "the stack", so it is
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// an extremely efficient place for memory storage.
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//
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// Also, when a function executes, the input arguments are often
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// loaded into the beating heart of the CPU itself in registers.
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//
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// Our main() function here has no input parameters, but it will have
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// a stack entry (called a "frame").
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pub fn main() void {
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// Here, the "glorp" character will be allocated on the stack
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// because each instance of glorp is mutable and therefore unique
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// to the invocation of this function.
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var glorp = Character{
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.gold = 30,
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};
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// The "reward_xp" value is interesting. It's an immutable
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// value, so even though it is local, it can be put in global
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// data and shared between all invocations. But being such a
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// small value, it may also simply be inlined as a literal
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// value in your instruction code where it is used. It's up
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// to the compiler.
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const reward_xp: u32 = 200;
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// Now let's circle back around to that "std" struct we imported
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// at the top. Since it's just a regular Zig value once it's
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// imported, we can also assign new names for its fields and
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// declarations. "debug" refers to another struct and "print" is a
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// public function namespaced within THAT struct.
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//
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// Let's assign the std.debug.print function to a const named
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// "print" so that we can use this new name later!
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const print = ???;
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// Now let's look at assigning and pointing to values in Zig.
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//
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// We'll try three different ways of making a new name to access
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// our glorp Character and change one of its values.
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//
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// "glorp_access1" is incorrectly named! We asked Zig to set aside
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// memory for another Character struct. So when we assign glorp to
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// glorp_access1 here, we're actually assigning all of the fields
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// to make a copy! Now we have two separate characters.
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//
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// You don't need to fix this. But notice what gets printed in
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// your program's output for this one compared to the other two
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// assignments below!
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var glorp_access1: Character = glorp;
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glorp_access1.gold = 111;
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print("1:{}!. ", .{glorp.gold == glorp_access1.gold});
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// NOTE:
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//
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// If we tried to do this with a const Character instead of a
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// var, changing the gold field would give us a compiler error
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// because const values are immutable!
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//
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// "glorp_access2" will do what we want. It points to the original
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// glorp's address. Also remember that we get one implicit
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// dereference with struct fields, so accessing the "gold" field
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// from glorp_access2 looks just like accessing it from glorp
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// itself.
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var glorp_access2: *Character = &glorp;
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glorp_access2.gold = 222;
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print("2:{}!. ", .{glorp.gold == glorp_access2.gold});
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// "glorp_access3" is interesting. It's also a pointer, but it's a
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// const. Won't that disallow changing the gold value? No! As you
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// may recall from our earlier pointer experiments, a constant
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// pointer can't change what it's POINTING AT, but the value at
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// the address it points to is still mutable! So we CAN change it.
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const glorp_access3: *Character = &glorp;
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glorp_access3.gold = 333;
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print("3:{}!. ", .{glorp.gold == glorp_access3.gold});
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// NOTE:
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//
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// If we tried to do this with a *const Character pointer,
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// that would NOT work and we would get a compiler error
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// because the VALUE becomes immutable!
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//
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// Moving along...
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//
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// When arguments are passed to a function,
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// they are ALWAYS passed as constants within the function,
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// regardless of how they were declared in the calling function.
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//
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// Example:
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// fn foo(arg: u8) void {
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// arg = 42; // Error, 'arg' is const!
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// }
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//
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// fn bar() void {
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// var arg: u8 = 12;
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// foo(arg);
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// ...
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// }
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//
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// Knowing this, see if you can make levelUp() work as expected -
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// it should add the specified amount to the supplied character's
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// experience points.
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//
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print("XP before:{}, ", .{glorp.experience});
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// Fix 1 of 2 goes here:
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levelUp(glorp, reward_xp);
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print("after:{}.\n", .{glorp.experience});
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}
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// Fix 2 of 2 goes here:
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fn levelUp(character_access: Character, xp: u32) void {
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character_access.experience += xp;
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}
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// And there's more!
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//
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// Data segments (allocated at compile time) and "the stack"
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// (allocated at run time) aren't the only places where program data
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// can be stored in memory. They're just the most efficient. Sometimes
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// we don't know how much memory our program will need until the
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// program is running. Also, there is a limit to the size of stack
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// memory allotted to programs (often set by your operating system).
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// For these occasions, we have "the heap".
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//
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// You can use as much heap memory as you like (within physical
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// limitations, of course), but it's much less efficient to manage
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// because there is no built-in CPU support for adding and removing
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// items as we have with the stack. Also, depending on the type of
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// allocation, your program MAY have to do expensive work to manage
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// the use of heap memory. We'll learn about heap allocators later.
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//
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// Whew! This has been a lot of information. You'll be pleased to know
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// that the next exercise gets us back to learning Zig language
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// features we can use right away to do more things!
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