Hello all, i'm trying to figure out a language syntax and I keep going in circles, maybe some opinions from other devs may help.
For a given programming language what is the most efficient & cleanest way of describing a variable, type, etc?
Here is a list of ones I have considered. (psudocode)
C style (structs and return type prefix), pros: simple, really succinct, cons: annoying lexing because return type is ambiguous.
struct Vec3 {
f32 v[3];
}
struct Player {
char *username;
Vec3 pos;
Color appearance;
}
Player[] login(Player p, char *password) {
...
}
Player me("me", Vec3(0.0,0.0,0.0), Color(255, 0, 0));
login(me, password);
Rust style (function prefix, arrow return type), pros: separation of data and implementation makes composition easier. Cons: not very intuitive for learners.
struct Player {
username: str,
pos: Vec3,
appearance: Color,
}
impl Player {
fn login(self, pass: str) -> Vec<Player> {
...
}
}
let me: Player = Player {username="me", ...
me.login(password);
Typescript style (similar to rust but without arrows, also OOP). pros: simple, easy to understand. cons: OOP can cause problems
class Player {
username: string;
pos: Vec3;
appearance: Color;
constructor(username: string, pos: Vec3, appearance: Color) {
this.username = username;
...
}
login(password: string):Player[] {
...
}
}
let me: Player = Player(...
me.login(password);
Fortran style (types below definition). Pros: clear whats going on? (maybe too used to fortran weirdness). Cons: extremely verbose.
type player
string :: username
real(kind=32), dimension(3) :: pos
integer(kind=8), dimension(3) :: appearance
contains
procedure :: login
end type player
player function init_player(username, position, appearance) result(this)
string :: username
real(kind=32), dimension(3) :: position
integer(kind=8), dimension(3) :: appearance
this%username = username
this%position = position
this%appearance = appearance
end function
function login(this, password) result(players)
class(player) :: this
string :: password
player, dimension(:), allocateable :: players
...
end function
...
player :: me
me = Player("me" ...
me%login(password)
Go style, types after like rust/typescript but no :
, interfaces instead of OOP, prefix types on the left of functions. Slices also backwards. Pros: simple, cons: syntax is backwards and weird, implementing a tupe would be annoying.
type Player {
username string
position Vec3
appearance Color
}
func (p Player) login(password string) []Player {
...
}
me := Player("me" ...
me.login(...
Let me know what you think, thanks all!
This actually might be close to what im looking for, kinda like this or how haskell does it where it declares the typeclass above the function and then the function signature and body below
With Python it's all about the function signatures. Also since everything is dynamic, you can alias a signature (the commented lines) to describe a quick and dirty structure to the expected data, then later come in and implement that class if need be and you don't have to change your hints.
Since Python is dynamic though, it gets a bit grumpy about the order of type declaration and type hints. That's what the string hint is in the Vec class (the mul function is returning a type that isn't fully defined by the time the interpreter reads the function header). String hinting defers that type hint to the end of header and signature parsing.
The other really cool thing is the nested hints, e.g.
list[int, int, int]
to specify a data structure. That means that your linter will know thatx[1]
is an integer or whatever type you specify.Edit: that last note only works with the immutable
tuple
since the list is mutable it only looks at the first assigned classAnother note: the
@dataclass()
decorator is actually not a type definition. It's a built in wrapper function for Python classes that scaffolds the boilerplate for you. Since every class needs__init__
,__str__
,__repr__
, and__eq__
implemented, that wrapper/decorator just constructs those on the fly using the class attributes defined under the class header.This is a very large abstraction that's meant to make your Python class definitions more DRY and especially for simple classes like this just show whoever is reading your code the important bits (attributes and types)