Merging in remote, implemented basics of List append in many modules

This commit is contained in:
Chad Stearns 2020-07-12 14:35:22 -04:00
commit f807947ce4
81 changed files with 8314 additions and 5180 deletions

View file

@ -78,46 +78,46 @@ pub fn aliases() -> MutMap<Symbol, BuiltinAlias> {
// Integer : [ @Integer ]
add_alias(
Symbol::INT_INTEGER,
Symbol::NUM_INTEGER,
BuiltinAlias {
region: Region::zero(),
vars: Vec::new(),
typ: single_private_tag(Symbol::INT_AT_INTEGER, Vec::new()),
typ: single_private_tag(Symbol::NUM_AT_INTEGER, Vec::new()),
},
);
// Int : Num Integer
add_alias(
Symbol::INT_INT,
Symbol::NUM_INT,
BuiltinAlias {
region: Region::zero(),
vars: Vec::new(),
typ: SolvedType::Apply(
Symbol::NUM_NUM,
vec![SolvedType::Apply(Symbol::INT_INTEGER, Vec::new())],
vec![SolvedType::Apply(Symbol::NUM_INTEGER, Vec::new())],
),
},
);
// FloatingPoint : [ @FloatingPoint ]
add_alias(
Symbol::FLOAT_FLOATINGPOINT,
Symbol::NUM_FLOATINGPOINT,
BuiltinAlias {
region: Region::zero(),
vars: Vec::new(),
typ: single_private_tag(Symbol::FLOAT_AT_FLOATINGPOINT, Vec::new()),
typ: single_private_tag(Symbol::NUM_AT_FLOATINGPOINT, Vec::new()),
},
);
// Float : Num FloatingPoint
add_alias(
Symbol::FLOAT_FLOAT,
Symbol::NUM_FLOAT,
BuiltinAlias {
region: Region::zero(),
vars: Vec::new(),
typ: SolvedType::Apply(
Symbol::NUM_NUM,
vec![SolvedType::Apply(Symbol::FLOAT_FLOATINGPOINT, Vec::new())],
vec![SolvedType::Apply(Symbol::NUM_FLOATINGPOINT, Vec::new())],
),
},
);
@ -271,131 +271,137 @@ pub fn types() -> MutMap<Symbol, (SolvedType, Region)> {
SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(float_type())),
);
// Int module
// isLt or (<) : Num a, Num a -> Bool
// isNegative : Num a -> Bool
add_type(
Symbol::INT_LT,
SolvedType::Func(vec![int_type(), int_type()], Box::new(bool_type())),
Symbol::NUM_IS_NEGATIVE,
SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
);
// equals : Int, Int -> Bool
// isPositive : Num a -> Bool
add_type(
Symbol::INT_EQ_I64,
SolvedType::Func(vec![int_type(), int_type()], Box::new(bool_type())),
Symbol::NUM_IS_POSITIVE,
SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
);
// notEquals : Int, Int -> Bool
// isZero : Num a -> Bool
add_type(
Symbol::INT_NEQ_I64,
SolvedType::Func(vec![int_type(), int_type()], Box::new(bool_type())),
Symbol::NUM_IS_ZERO,
SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
);
// abs : Int -> Int
// isEven : Num a -> Bool
add_type(
Symbol::INT_ABS,
SolvedType::Func(vec![int_type()], Box::new(int_type())),
Symbol::NUM_IS_EVEN,
SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
);
// highest : Int
add_type(Symbol::INT_HIGHEST, int_type());
// lowest : Int
add_type(Symbol::INT_LOWEST, int_type());
// div : Int, Int -> Int
// isOdd : Num a -> Bool
add_type(
Symbol::INT_DIV_UNSAFE,
SolvedType::Func(vec![int_type(), int_type()], Box::new(int_type())),
Symbol::NUM_IS_ODD,
SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
);
// rem : Int, Int -> Int
add_type(
Symbol::INT_REM_UNSAFE,
SolvedType::Func(vec![int_type(), int_type()], Box::new(int_type())),
);
// maxInt : Int
add_type(Symbol::NUM_MAX_INT, int_type());
// mod : Int, Int -> Result Int [ DivByZero ]*
// minInt : Int
add_type(Symbol::NUM_MIN_INT, int_type());
// div : Int, Int -> Result Int [ DivByZero ]*
let div_by_zero = SolvedType::TagUnion(
vec![(TagName::Global("DivByZero".into()), vec![])],
Box::new(SolvedType::Wildcard),
);
add_type(
Symbol::INT_MOD,
Symbol::NUM_DIV_INT,
SolvedType::Func(
vec![int_type(), int_type()],
Box::new(result_type(flex(TVAR1), div_by_zero)),
Box::new(result_type(int_type(), div_by_zero.clone())),
),
);
// rem : Int, Int -> Result Int [ DivByZero ]*
add_type(
Symbol::NUM_REM,
SolvedType::Func(
vec![int_type(), int_type()],
Box::new(result_type(int_type(), div_by_zero.clone())),
),
);
// mod : Int, Int -> Result Int [ DivByZero ]*
add_type(
Symbol::NUM_MOD_INT,
SolvedType::Func(
vec![int_type(), int_type()],
Box::new(result_type(int_type(), div_by_zero.clone())),
),
);
// Float module
// isGt or (>) : Num a, Num a -> Bool
add_type(
Symbol::FLOAT_GT,
SolvedType::Func(vec![float_type(), float_type()], Box::new(bool_type())),
);
// eq or (==) : Num a, Num a -> Bool
add_type(
Symbol::FLOAT_EQ,
SolvedType::Func(vec![float_type(), float_type()], Box::new(bool_type())),
);
// div : Float, Float -> Float
add_type(
Symbol::FLOAT_DIV,
SolvedType::Func(vec![float_type(), float_type()], Box::new(float_type())),
Symbol::NUM_DIV_FLOAT,
SolvedType::Func(
vec![float_type(), float_type()],
Box::new(result_type(float_type(), div_by_zero.clone())),
),
);
// mod : Float, Float -> Float
// mod : Float, Float -> Result Int [ DivByZero ]*
add_type(
Symbol::FLOAT_MOD,
SolvedType::Func(vec![float_type(), float_type()], Box::new(float_type())),
Symbol::NUM_MOD_FLOAT,
SolvedType::Func(
vec![float_type(), float_type()],
Box::new(result_type(float_type(), div_by_zero)),
),
);
// sqrt : Float -> Float
let sqrt_of_negative = SolvedType::TagUnion(
vec![(TagName::Global("SqrtOfNegative".into()), vec![])],
Box::new(SolvedType::Wildcard),
);
add_type(
Symbol::FLOAT_SQRT,
SolvedType::Func(vec![float_type()], Box::new(float_type())),
Symbol::NUM_SQRT,
SolvedType::Func(
vec![float_type()],
Box::new(result_type(float_type(), sqrt_of_negative)),
),
);
// round : Float -> Int
add_type(
Symbol::FLOAT_ROUND,
Symbol::NUM_ROUND,
SolvedType::Func(vec![float_type()], Box::new(int_type())),
);
// abs : Float -> Float
add_type(
Symbol::FLOAT_ABS,
SolvedType::Func(vec![float_type()], Box::new(float_type())),
);
// sin : Float -> Float
add_type(
Symbol::FLOAT_SIN,
Symbol::NUM_SIN,
SolvedType::Func(vec![float_type()], Box::new(float_type())),
);
// cos : Float -> Float
add_type(
Symbol::FLOAT_COS,
Symbol::NUM_COS,
SolvedType::Func(vec![float_type()], Box::new(float_type())),
);
// tan : Float -> Float
add_type(
Symbol::FLOAT_TAN,
Symbol::NUM_TAN,
SolvedType::Func(vec![float_type()], Box::new(float_type())),
);
// highest : Float
add_type(Symbol::FLOAT_HIGHEST, float_type());
// maxFloat : Float
add_type(Symbol::NUM_MAX_FLOAT, float_type());
// lowest : Float
add_type(Symbol::FLOAT_LOWEST, float_type());
// minFloat : Float
add_type(Symbol::NUM_MIN_FLOAT, float_type());
// Bool module
@ -447,11 +453,17 @@ pub fn types() -> MutMap<Symbol, (SolvedType, Region)> {
),
);
// first : List elem -> Result elem [ ListWasEmpty ]*
let list_was_empty = SolvedType::TagUnion(
vec![(TagName::Global("ListWasEmpty".into()), vec![])],
Box::new(SolvedType::Wildcard),
);
add_type(
Symbol::LIST_GET_UNSAFE,
Symbol::LIST_FIRST,
SolvedType::Func(
vec![list_type(flex(TVAR1)), int_type()],
Box::new(flex(TVAR1)),
vec![list_type(flex(TVAR1))],
Box::new(result_type(flex(TVAR1), list_was_empty)),
),
);
@ -531,6 +543,15 @@ pub fn types() -> MutMap<Symbol, (SolvedType, Region)> {
),
);
// append : List elem, List elem -> List elem
add_type(
Symbol::LIST_APPEND,
SolvedType::Func(
vec![list_type(flex(TVAR1)), list_type(flex(TVAR1))],
Box::new(list_type(flex(TVAR1))),
),
);
// len : List * -> Int
add_type(
Symbol::LIST_LEN,
@ -661,12 +682,12 @@ fn flex(tvar: VarId) -> SolvedType {
#[inline(always)]
fn float_type() -> SolvedType {
SolvedType::Apply(Symbol::FLOAT_FLOAT, Vec::new())
SolvedType::Apply(Symbol::NUM_FLOAT, Vec::new())
}
#[inline(always)]
fn int_type() -> SolvedType {
SolvedType::Apply(Symbol::INT_INT, Vec::new())
SolvedType::Apply(Symbol::NUM_INT, Vec::new())
}
#[inline(always)]