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https://github.com/roc-lang/roc.git
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Merging in remote, implemented basics of List append in many modules
This commit is contained in:
commit
f807947ce4
81 changed files with 8314 additions and 5180 deletions
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@ -78,46 +78,46 @@ pub fn aliases() -> MutMap<Symbol, BuiltinAlias> {
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// Integer : [ @Integer ]
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add_alias(
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Symbol::INT_INTEGER,
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Symbol::NUM_INTEGER,
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BuiltinAlias {
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region: Region::zero(),
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vars: Vec::new(),
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typ: single_private_tag(Symbol::INT_AT_INTEGER, Vec::new()),
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typ: single_private_tag(Symbol::NUM_AT_INTEGER, Vec::new()),
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},
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);
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// Int : Num Integer
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add_alias(
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Symbol::INT_INT,
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Symbol::NUM_INT,
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BuiltinAlias {
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region: Region::zero(),
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vars: Vec::new(),
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typ: SolvedType::Apply(
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Symbol::NUM_NUM,
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vec![SolvedType::Apply(Symbol::INT_INTEGER, Vec::new())],
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vec![SolvedType::Apply(Symbol::NUM_INTEGER, Vec::new())],
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),
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},
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);
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// FloatingPoint : [ @FloatingPoint ]
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add_alias(
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Symbol::FLOAT_FLOATINGPOINT,
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Symbol::NUM_FLOATINGPOINT,
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BuiltinAlias {
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region: Region::zero(),
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vars: Vec::new(),
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typ: single_private_tag(Symbol::FLOAT_AT_FLOATINGPOINT, Vec::new()),
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typ: single_private_tag(Symbol::NUM_AT_FLOATINGPOINT, Vec::new()),
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},
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);
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// Float : Num FloatingPoint
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add_alias(
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Symbol::FLOAT_FLOAT,
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Symbol::NUM_FLOAT,
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BuiltinAlias {
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region: Region::zero(),
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vars: Vec::new(),
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typ: SolvedType::Apply(
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Symbol::NUM_NUM,
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vec![SolvedType::Apply(Symbol::FLOAT_FLOATINGPOINT, Vec::new())],
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vec![SolvedType::Apply(Symbol::NUM_FLOATINGPOINT, Vec::new())],
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),
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},
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);
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@ -271,131 +271,137 @@ pub fn types() -> MutMap<Symbol, (SolvedType, Region)> {
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SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(float_type())),
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);
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// Int module
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// isLt or (<) : Num a, Num a -> Bool
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// isNegative : Num a -> Bool
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add_type(
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Symbol::INT_LT,
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SolvedType::Func(vec![int_type(), int_type()], Box::new(bool_type())),
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Symbol::NUM_IS_NEGATIVE,
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SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
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);
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// equals : Int, Int -> Bool
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// isPositive : Num a -> Bool
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add_type(
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Symbol::INT_EQ_I64,
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SolvedType::Func(vec![int_type(), int_type()], Box::new(bool_type())),
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Symbol::NUM_IS_POSITIVE,
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SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
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);
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// notEquals : Int, Int -> Bool
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// isZero : Num a -> Bool
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add_type(
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Symbol::INT_NEQ_I64,
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SolvedType::Func(vec![int_type(), int_type()], Box::new(bool_type())),
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Symbol::NUM_IS_ZERO,
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SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
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);
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// abs : Int -> Int
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// isEven : Num a -> Bool
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add_type(
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Symbol::INT_ABS,
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SolvedType::Func(vec![int_type()], Box::new(int_type())),
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Symbol::NUM_IS_EVEN,
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SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
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);
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// highest : Int
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add_type(Symbol::INT_HIGHEST, int_type());
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// lowest : Int
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add_type(Symbol::INT_LOWEST, int_type());
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// div : Int, Int -> Int
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// isOdd : Num a -> Bool
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add_type(
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Symbol::INT_DIV_UNSAFE,
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SolvedType::Func(vec![int_type(), int_type()], Box::new(int_type())),
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Symbol::NUM_IS_ODD,
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SolvedType::Func(vec![num_type(flex(TVAR1))], Box::new(bool_type())),
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);
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// rem : Int, Int -> Int
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add_type(
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Symbol::INT_REM_UNSAFE,
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SolvedType::Func(vec![int_type(), int_type()], Box::new(int_type())),
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);
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// maxInt : Int
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add_type(Symbol::NUM_MAX_INT, int_type());
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// mod : Int, Int -> Result Int [ DivByZero ]*
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// minInt : Int
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add_type(Symbol::NUM_MIN_INT, int_type());
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// div : Int, Int -> Result Int [ DivByZero ]*
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let div_by_zero = SolvedType::TagUnion(
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vec![(TagName::Global("DivByZero".into()), vec![])],
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Box::new(SolvedType::Wildcard),
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);
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add_type(
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Symbol::INT_MOD,
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Symbol::NUM_DIV_INT,
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SolvedType::Func(
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vec![int_type(), int_type()],
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Box::new(result_type(flex(TVAR1), div_by_zero)),
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Box::new(result_type(int_type(), div_by_zero.clone())),
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),
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);
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// rem : Int, Int -> Result Int [ DivByZero ]*
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add_type(
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Symbol::NUM_REM,
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SolvedType::Func(
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vec![int_type(), int_type()],
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Box::new(result_type(int_type(), div_by_zero.clone())),
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),
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);
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// mod : Int, Int -> Result Int [ DivByZero ]*
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add_type(
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Symbol::NUM_MOD_INT,
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SolvedType::Func(
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vec![int_type(), int_type()],
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Box::new(result_type(int_type(), div_by_zero.clone())),
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),
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);
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// Float module
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// isGt or (>) : Num a, Num a -> Bool
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add_type(
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Symbol::FLOAT_GT,
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SolvedType::Func(vec![float_type(), float_type()], Box::new(bool_type())),
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);
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// eq or (==) : Num a, Num a -> Bool
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add_type(
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Symbol::FLOAT_EQ,
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SolvedType::Func(vec![float_type(), float_type()], Box::new(bool_type())),
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);
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// div : Float, Float -> Float
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add_type(
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Symbol::FLOAT_DIV,
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SolvedType::Func(vec![float_type(), float_type()], Box::new(float_type())),
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Symbol::NUM_DIV_FLOAT,
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SolvedType::Func(
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vec![float_type(), float_type()],
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Box::new(result_type(float_type(), div_by_zero.clone())),
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),
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);
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// mod : Float, Float -> Float
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// mod : Float, Float -> Result Int [ DivByZero ]*
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add_type(
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Symbol::FLOAT_MOD,
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SolvedType::Func(vec![float_type(), float_type()], Box::new(float_type())),
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Symbol::NUM_MOD_FLOAT,
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SolvedType::Func(
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vec![float_type(), float_type()],
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Box::new(result_type(float_type(), div_by_zero)),
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),
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);
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// sqrt : Float -> Float
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let sqrt_of_negative = SolvedType::TagUnion(
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vec![(TagName::Global("SqrtOfNegative".into()), vec![])],
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Box::new(SolvedType::Wildcard),
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);
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add_type(
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Symbol::FLOAT_SQRT,
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SolvedType::Func(vec![float_type()], Box::new(float_type())),
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Symbol::NUM_SQRT,
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SolvedType::Func(
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vec![float_type()],
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Box::new(result_type(float_type(), sqrt_of_negative)),
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),
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);
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// round : Float -> Int
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add_type(
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Symbol::FLOAT_ROUND,
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Symbol::NUM_ROUND,
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SolvedType::Func(vec![float_type()], Box::new(int_type())),
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);
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// abs : Float -> Float
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add_type(
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Symbol::FLOAT_ABS,
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SolvedType::Func(vec![float_type()], Box::new(float_type())),
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);
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// sin : Float -> Float
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add_type(
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Symbol::FLOAT_SIN,
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Symbol::NUM_SIN,
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SolvedType::Func(vec![float_type()], Box::new(float_type())),
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);
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// cos : Float -> Float
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add_type(
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Symbol::FLOAT_COS,
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Symbol::NUM_COS,
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SolvedType::Func(vec![float_type()], Box::new(float_type())),
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);
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// tan : Float -> Float
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add_type(
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Symbol::FLOAT_TAN,
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Symbol::NUM_TAN,
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SolvedType::Func(vec![float_type()], Box::new(float_type())),
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);
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// highest : Float
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add_type(Symbol::FLOAT_HIGHEST, float_type());
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// maxFloat : Float
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add_type(Symbol::NUM_MAX_FLOAT, float_type());
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// lowest : Float
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add_type(Symbol::FLOAT_LOWEST, float_type());
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// minFloat : Float
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add_type(Symbol::NUM_MIN_FLOAT, float_type());
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// Bool module
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@ -447,11 +453,17 @@ pub fn types() -> MutMap<Symbol, (SolvedType, Region)> {
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),
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);
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// first : List elem -> Result elem [ ListWasEmpty ]*
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let list_was_empty = SolvedType::TagUnion(
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vec![(TagName::Global("ListWasEmpty".into()), vec![])],
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Box::new(SolvedType::Wildcard),
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);
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add_type(
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Symbol::LIST_GET_UNSAFE,
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Symbol::LIST_FIRST,
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SolvedType::Func(
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vec![list_type(flex(TVAR1)), int_type()],
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Box::new(flex(TVAR1)),
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vec![list_type(flex(TVAR1))],
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Box::new(result_type(flex(TVAR1), list_was_empty)),
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),
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);
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@ -531,6 +543,15 @@ pub fn types() -> MutMap<Symbol, (SolvedType, Region)> {
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),
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);
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// append : List elem, List elem -> List elem
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add_type(
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Symbol::LIST_APPEND,
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SolvedType::Func(
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vec![list_type(flex(TVAR1)), list_type(flex(TVAR1))],
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Box::new(list_type(flex(TVAR1))),
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),
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);
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// len : List * -> Int
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add_type(
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Symbol::LIST_LEN,
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@ -661,12 +682,12 @@ fn flex(tvar: VarId) -> SolvedType {
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#[inline(always)]
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fn float_type() -> SolvedType {
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SolvedType::Apply(Symbol::FLOAT_FLOAT, Vec::new())
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SolvedType::Apply(Symbol::NUM_FLOAT, Vec::new())
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}
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#[inline(always)]
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fn int_type() -> SolvedType {
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SolvedType::Apply(Symbol::INT_INT, Vec::new())
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SolvedType::Apply(Symbol::NUM_INT, Vec::new())
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}
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#[inline(always)]
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