520 lines
18 KiB
Text
520 lines
18 KiB
Text
# haku reference manual
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haku is a dynamically typed, pure functional programming language, used for programming brushes in rakugaki.
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For the layperson, it can be thought of a beefed up calculator.
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It has roots in ordinary school algebra, but has a much more powerful set of features, with the special ability of being able to edit images.
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## Overview
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haku programs are called _brushes_.
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The purpose of a brush is to produce instructions for rakugaki on how the user may interact with the wall (via _reticles_), and what things should be drawn on the wall as a result of those interactions (via _scribbles_).
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Collectively, reticles and scribbles are what we call _effects_.
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A brush's task is to compute (or in simpler terms, calculate) an effect that rakugaki will then _perform_.
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In case of reticles, rakugaki will allow the user to interact with the wall, and then ask haku for another effect to perform afterwards (a _continuation_).
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In case of scribbles, rakugaki will draw the scribble onto the wall, without asking haku for more.
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Once rakugaki runs through all effects, we say that the brush has _finished executing_.
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## Lexical elements
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### Comments
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haku's most basic lexical element is the _comment_.
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```
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-- This is a comment.
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-- こんにちは!
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```
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Comments introduce human-readable remarks into a brush's code.
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Their only purpose is documentation.
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They serve no semantic meaning, and thus do not affect the result of the brush whatsoever.
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Comments begin with `--`, and span until the end of the current line of text.
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Once the line ends, the comment does, too.
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Comments do not necessarily have to appear at the beginning of a line.
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```haku
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magnitude: \v -> -- calculate the magnitude of a vector
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hypot vecX.v vecY.v
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```
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### Literals
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Literals represent _literal values_ that are input into the brush.
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haku has a few types of literals, but not all literals are purely lexical elements (some of them can nest)---which is why the different types of literals are covered under the [Expressions](#Expressions) section.
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### Identifiers
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Identifiers are used for naming values inside a brush.
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New names are introduced using [defs](#Structure-of-a-brush) and [lets](#Let-expression).
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Once a name is introduced, it may be referenced using its identifier in its corresponding scope---the whole brush for defs, and the following expression in lets.
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An identifier starts with a *lowercase* ASCII letter---`a`--`z` or an underscore---`_`, and is followed by zero or more ASCII letters of any case---`a`--`z`, `A`--`Z`, digits---`0`--`9`, and underscores---`_`.
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This then may be followed by an arbitrary number of _suffix characters_ prime symbols---`'` and question marks---`?`.
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By convention, prime symbols are used in the same way they are used in math notation---for introducing a distinct variable of the same name as another variable, usually derived from the previous.
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For example, given a variable named `position`, an _updated_ position may be named `position'`.
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The question mark suffix is conventionally used for [boolean](#Boolean-type) variables, as well as boolean-returning functions.
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By convention, only one question mark is always used.
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Identifiers starting with *uppercase* ASCII letters---`A`--`Z` are not identifiers, but rather [tags](#tag-literal), and therefore cannot be used as def and let names.
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The following identifiers are reserved as _keywords_, and have special meaning assigned within the language syntax.
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- `if` --- Introduces an [`if` expression](#if-expression).
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- `else` --- Introduces the `else` clause in an [`if` expression](#if-expression).
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Additionally, the following identifiers are reserved for future use, and may not be used for naming defs and lets.
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- `and`
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- `or`
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By convention, a prime symbol `'` suffix can be used to work around this restriction.
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For example, instead of naming a variable `if`, try naming it `if'` (read as _if prime_, "_the other if_").
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### Operators and punctuation
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Operators and punctuation share a section in this part of the reference due to their lexical similarity.
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[Operators](#operators) serve as a terse syntax for calling a small set of built-in functions within the program (described in detail in the [system reference documentation](system.html)), while punctuation serves the purpose of syntactic delimiters.
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The following symbols are operators:
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```
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+ - * /
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== != < <= > >= !
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```
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And the following symbols are punctuation:
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```
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<newline>
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( ) [ ] ,
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= :
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. |
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\ ->
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```
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`<newline>` is literally written down as a line break in programs, which would be invisible in this reference.
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## Structure of a brush
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A brush is structured like so:
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```haku
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def1: expr1
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def2: expr2
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def3: expr3
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-- ...
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effectExpr
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```
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That is, there are two parts to a brush: its _defs_, followed by the resulting effect [expression](#Expressions).
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The effect produced by this expression is the effect performed by rakugaki when the user interacts with the wall (clicks on it, touches it, starts a pen stroke).
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Defs introduce names for values that are available across the entire program.
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They are most commonly used to name constants and functions.
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Example:
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```haku
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-- Constant definition
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pi: 3.14159265
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-- Function definition
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magnitude: \v ->
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hypot vecX.v vecY.v
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```
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## Expressions
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haku is a strictly expression-oriented language.
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There is no idea of statements, as would be the case in lower-level languages like C++ or JavaScript.
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This comes from the fact that haku is a _pure_ functional language, which means there aren't any expressions whose result you would want to discard, only for their side effects.
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### Nil
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An empty parenthesis represents a _nil_ value---that is, literally a value that means "no value."
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```haku
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()
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```
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It is one of the only values considered [_false_](#Truth) by the language, other than the [`False` boolean](#Tags).
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### Numbers
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Numbers in haku are written down as a sequence of ASCII digits---`0`--`9`, followed by an optional decimal point `.` with a decimal part.
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```haku
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0
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123
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3.14159265
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```
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Internally, they are represented by 32-bit floating point numbers.
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This means that they have [fairly limited precision](https://float.exposed/0x42f60000), and do not always behave exactly like math on real numbers.
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For example, there are magical values for ∞ and -∞ (which _can_ exist and can be operated upon), as well as a value called NaN (not a number), which are produced as results of certain operations that aren't well-defined in math (most commonly division by zero).
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### Tags
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Tags are similar to [identifiers](#Identifiers), but start with an *uppercase* rather than a lowercase ASCII letter (that is, `A`--`Z`).
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They are values which represent _names_.
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This concept may feel a bit alien.
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As an example, consider how haku implements record types.
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From the perspective of the user, a record type acts like a [function](#Functions) which accepts a tag as an argument---with the tag being the name of the record field.
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```haku
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withDotter \d ->
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stroke 8 #000 (line d.From d.To)
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---- -- these are tags
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```
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There are also two special tags, `True` and `False`, which are used to represent Boolean logic.
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The boolean `False` is the only [_false_](#Truth) value in the language, other than [nil](#Nil).
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### Colors
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haku has a literal for representing RGBA colors.
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It takes one of the following four forms, from most explicit to least explicit:
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```haku
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#RRGGBBAA
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#RRGGBB
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#RGBA
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#RGB
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```
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Each character in a color literal is a hexadecimal digit, with the digits `0`--`9` representing digits 0 to 9, and letters `a`--`f` representing digits 10 to 16 (case insensitive.)
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For `#RGB` and `#RGBA`, the digits are repeated twice implicitly---that is, `#1234` is the same as `#11223344`.
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This syntax is designed to be convenient for working with colors coming from external programs.
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For example, you may pick a color from an online palette, and paste its hex code straight into your brush code.
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Example (rakugaki logo colors):
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```haku
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white: #FFF
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peach: #FFA6A6
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raspberry: #F44096
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```
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### Lists
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Lists are fixed-length sequences of values.
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They are written down by listing out a sequence of comma `,` or newline-separated items, enclosed in square brackets `[]`.
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```haku
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six: [1, 2, 3, 4, 5, 6]
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four: [
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1
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2
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3
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4
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]
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```
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Lists are allowed to nest, as the values may be of any type---including lists themselves.
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Lists are most commonly used to compose scribbles.
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A list is also a scribble, which draws the scribbles it contains within itself, from first to last.
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### Operators
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Operators in haku are used mostly for basic mathematical operations.
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They are either unary, written in prefix form `!x`, or binary, written in infix form `a + b`.
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While order of operations in case of unary operators is unambiguous (innermost to outermost), infix operators are not as simple.
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Certain infix operators have _precedence_ over others.
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This precedence depends on the operator used, as well as the spacing around it.
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Spacing _only_ matters for infix operators; prefix operators may have any amount of spaces around them, though conventionally they are glued to the expression on the right, like `(-1)`, or `vec -1 0`.
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Infix operators with spaces around them are classified as _loose_, and those without spaces around them are _tight_.
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An unequal amount of spaces around an infix operator is considered an error (or is parsed as a prefix operator, depending on context).
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Based on these two groups, the precedence of operators is defined as follows:
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1. Prefix operators: `-a`, `!a`
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1. Tight
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1. Dot: `a.b`
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1. Arithmetic: `a+b`, `a-b`, `a*b`, `a/b`
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1. Comparisons: `a==b`, `a!=b`, `a<b`, `a<=b`, `a>b`, `a>=b`
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1. Function calls: `a b`
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1. Loose
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1. Dot: `a . b`
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1. Arithmetic: `a + b`, `a - b`, `a * b`, `a / b`, `a |b`
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1. Comparisons: `a == b`, `a != b`
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1. Variables: `a: b`, `a = b`
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The operators `+`, `-`, `*`, `/`, `==`, `!=`, `<`, `<=`, `>`, `>=`, `!`, are used for calling functions built into the haku [system library](system.html).
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Other infix tokens listed above have other semantic meaning.
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- `a b`, `.`, and `|` --- Used for calling [functions](#Functions).
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- `:` --- Used for introducing [defs](#Structure-of-a-brush).
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- `=` --- Used for introducing [lets](#Let-expression).
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Examples of how these precedence rules work in practice:
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```haku
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2 + 2 * 2 == 8 -- left to right
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2 + 2*2 == 6 -- 2*2 goes first
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2+2 * 2 == 8 -- 2+2 goes first
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2+2*2 == 8 -- left to right
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sin 2 * pi * x == (sin 2) * pi * x -- function call goes first
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sin 2*pi*x == sin (2 * pi * x) -- argument goes first
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-- unintuitive for users of C-likes:
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-- prefix `-` has higher precedence than `.`
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-vecX.v == (-vecX).v
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```
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One thing that should be noted about haku's operator precedence is that, unlike math notation and most other programming languages, `+`, `-`, `*`, and `/`, are evaluated from left to right.
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This is because otherwise they would interact unintuitively with the pipe `|` operator, which is effectively used as an operator that turns any function infix.
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It is not obvious where `|` would sit in the precedence hierarchy if arithmetic was split into separate precedence levels for `+` and `-`, and `*` and `/`, whereas with haku's solution, all arithmetic expressions are simply read from left to right.
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### Parentheses
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In case the tight-loose system is not expressive enough, parentheses can be used as an escape hatch for grouping expressions.
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```haku
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2 + (2 * 2) == 2 + 2*2
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```
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### Functions
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Functions in haku follow the definition of mathematical functions: given a set of _arguments_, the arguments are substituted into the function's _parameter variables_, and a result is computed from the resulting expression.
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A function literal is written down like `\params -> result`, where `params` is a comma-separated list of parameters, and `result` is the function's resulting expression.
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```haku
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square: \x -> x * x
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```
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A newline is permitted after the arrow `->`, which should be preferred for most functions.
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```haku
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magnitude: \v ->
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hypot vecX.v vecY.v
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normalize: \v ->
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l = magnitude v
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v / vec l l
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```
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Note that there must be at least one parameter.
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In case you need a function with no parameters, you almost always want a constant value instead.
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Functions can be used by _calling_ them with space-separated arguments.
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Note that space-separated function calls have higher precedence than most arithmetic operators, which means you have to use parentheses or tighten the expression to pass more complicated expressions.
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```haku
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normalize (vec 4 4)
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```
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Note that a call must pass in _exactly_ the amount of arguments defined by the function.
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Calling the above-defined `normalize` with more than one argument will not work:
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```haku
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normalize (vec 4 4) (vec 5 5)
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```
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In places where a call with space-separated arguments is inconvenient, there are two alternative syntaxes for calling a function.
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The first is by using the `.` operator, which, when used tightly, can be used to do a function call with higher operator precedence than an ordinary space-separated call would have.
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```haku
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f x == f.x
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```
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Combined with [records](#Records) and [tags](#Tags), it mimics the record field access syntax found in C-like programming languages.
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```haku
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withDotter \d ->
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stroke 8 #000 (line d.From d.To)
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------ ----
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```
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The other alternative syntax is the _pipe_ `|` operator.
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It calls the function on the right with the argument on the left.
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```haku
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2 |sqrt
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```
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When a space-separated function call is found on the right, the `|` operator instead inserts the value from the left as the first argument of the function call.
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```haku
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x |mod 2 == mod x 2
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```
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The spacing convention around `|` is a bit unusual, but the above example demonstrates why: the `|` operator effectively turns an arbitrary function into an infix operator on par with built-in arithmetic operators.
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Therefore, the function name is glued to the pipe, like `|mod`, to appear as one word visually.
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Certain functions are _built-in_, and implement core functionality that cannot be implemented in haku alone (at all, or in a performant manner).
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The [haku system library](system.html) is what defines all the built-in functions.
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Due to temporary limitations of the implementation, built-in functions cannot be referenced like regular functions.
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They always have to appear in a call.
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If you'd like to reference a built-in function to e.g. pass it to a list-transforming function, you will have to wrap it in a function of your own:
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```haku
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add: \x, y -> x + y
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sum: [1, 2, 3] |reduce 0 sum
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sin': \x -> sin x
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sines: [0, pi*1/2, pi*2/2, pi*3/2] |map sin'
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```
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### `if` expressions
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`if` expressions allow for choosing between two different results based on a condition.
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```haku
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if (cond)
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a
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else
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b
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```
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When `cond` is [_true_](#Truth), `a` will be computed and returned as the result.
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Otherwise, `b` will be computed and returned as the result.
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Note that in both cases, only one of the two expressions is computed.
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This allows for implementing bounded recursion to achieve repetition.
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```haku
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-- Fibonacci sequence
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fib: \x ->
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if (x > 1)
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fib n-1 + fib n-2
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else
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x
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```
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### Let expressions
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Let expressions introduce a new _variable_, or _let_, that can be referenced in the expression on the next line.
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```haku
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x = y
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expr
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```
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The difference between lets and [defs](#Structure-of-a-brush) is that the value of a let can change, because it can depend on non-def values, such as function arguments (therefore making it _variable_.)
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This however means that lets have reduced _scope_.
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The name introduced by a def can be used in the entire program---even before the line it's introduced on---while the name introduced by a let can only be used in the expression that immediately follows the let.
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```haku
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x: 1
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f: \y ->
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z = x + 1
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x + y + z -- ok
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z -- not ok
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```
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This also means that lets cannot be used to create recursive functions, because the name introduced by a let only becomes visible in its following expression.
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```haku
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-- This is okay:
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defib: \x ->
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if (x > 1)
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defib n-1 + defib n-2
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else
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x
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-- This will not work:
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letfib = \x ->
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if (x > 1)
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-- Because letfib is not yet defined at this point.
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letfib n-1 + letfib n-2
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else
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x
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defib 5 + letfib 5 -- It is only defined in this expression.
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```
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Since a let can be followed up by any other expression, multiple lets can be chained together.
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```
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x = 4
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y = x + 3
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x + y
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```
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Note however that `x + y` finishes the chain of lets, which means we cannot introduce additional ones after that line.
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That would begin another expression!
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## Types
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haku distinguishes values between a few different types.
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- [*nil*](#Nil)
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- [*tag*](#Tags)
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- [*boolean*]{id="Boolean-type"} - either [`False` or `True`](#Tags). Indicates truth or falsehood, used in [`if` conditions](#if-expression).
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- [*number*](#Numbers)
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- *vec* - a 4-dimensional vector, composed of four `number`s.
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- [*rgba*](#Colors) - an RGBA color, composed of four `number`s. This is the type of color literals.
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- [*function*](#Functions)
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- [*list*](#Lists)
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- *shape* - a mathematical shape.
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- _*effect*_ - an action that can be performed by rakugaki.
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- *scribble* - something that can be drawn on the wall.
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- *reticle* - an interaction the user can make with the wall.
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These types are incompatible with each other.
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If you pass in a *tag* to a value that expects a *number*, you will get an error.
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You can refer to the [system library documentation](system.html) for more information on the types accepted by functions.
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Note that it has a more precise notation for describing types, which explicitly documents the types of values that will be found in more nuanced situations, such as the `map` function.
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### Truth
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Conditions in `if` expressions, as well as the `!` operator, consider certain types of values _truthy_, and others _falsy_.
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Falsy values include *nil* and the boolean `False`.
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All other values are considered truthy.
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