Syntax
As samosa is still in its first alpha release, it has limited features. More features will be added soon in upcoming releases.
Table of contents
- Starting a program
- Comments
- Variables
- Expressions
- Conditional statements
- Loops
- Functions
- Probable Statements
Starting a program
Any samosa program must start with <samosa>
and end with </samosa>
.
Statements in samosa end with a period (.
). For example:
<samosa>
("Hello World!") -> putout.
</samosa>
(Note: in the example above, we are making a function call to putout
, a built-in function. That line is equivalent to System.out.println("Hello World!")
in Java.)
Comments
Comments in samosa can span multiple lines. They start with /*
and end with */
.
Example:
<samosa>
/* This line is a comment and will not be executed. */
("This line is executed.") -> putout.
</samosa>
Variables
Variables are declared with the keyword bro,
(yes, the comma is necessary :-)). Currently, variables can be only of three types: int
(for integers), string
(for strings), or boolie
(for boolean values). Some examples of declaration and initialization:
<samosa>
bro, i: int = 0.
bro, str: string = "hello!".
bro, aBoolVal: boolie = true.
/* Variables can also just be declared. */
bro, j: int.
bro, str2: string.
bro, boolieVal: boolie.
</samosa>
If a variable is only declared, the variable is assigned the default value for that type:
- for
int
, the default value is 57005 (in hex,0xDEAD
). - for
string
, the default value islawl
- for
boolie
, the default value istrue
.
If you’re initializing a variable at the same time when you are declaring it, you can skip writing its type:
<samosa>
/* Types will be inferred for these: */
bro, i = 0.
bro, str = "string".
bro, aBoolVal = true.
</samosa>
Scope of variables
The rules of scope in samosa are similar to most other programming languages. Any variable defined outside a function is in the global scope, and can be accessed from anywhere in the program. Variables declared inside a block are accessible only inside it.
Note that when you try to use a variable (or an identifier), the variable closest in scope will be used.
For example, in the following case:
<samosa>
bro, i: int = 4.
let sample() {
bro, i: int = 9.
(i) -> putout.
}
() -> sample.
</samosa>
the output would be 9
and not 4
.
Expressions
Expressions in samosa work in pretty much the same way as in Java/C++ or many other languages.
Integer literals allow digits from 0 to 9. Hex or octal number systems are not yet supported. If your result is a floating point number, it will be converted to an int by taking off the part after the decimal point.
String literals start and end with double quotes. You can use the +
operator for string concatenation.
Some example expressions:
<samosa>
bro, str = "string" + "literal".
bro, anIntVal = 3 + 4 / 4.
/* Boolean expressions: */
bro, aBoolVal = true or false.
bro, anotherBoolVal = anIntVal > 10.
bro, someBoolVal = anIntVal == 10 and anotherBoolVal.
bro, boolval = anIntVal != 100.
</samosa>
For boolean expressions, any of true
, True
, yes
, TRUE
can be used for a truthy value. For a falsy value, any of false
, False
, nope
, FALSE
can be used. In boolean expressions:
||
or the keywordor
stands for a logical OR (not short-circuited)&&
or the keywordand
stands for a logical AND (not short-circuited)||!
or the keywordstrictor
stands for a logical XOR!!
or the keywordnot
stands for a logical NOT
Conditional statements
Samosa supports if
statements (and if-else if-else ladders). The syntax for if
statements in samosa is similar to that found in many other languages. An example:
<samosa>
bro, i = 9.
if (i == 9) {
("i is 9") -> putout.
}
else if (i == 10) {
("i is 10") -> putout.
}
else if (i == 11) {
("i is 11") -> putout.
}
else {
("I dunno, I just like samosa.") -> putout.
}
</samosa>
Disclaimer: The example above is just for demonstration purposes. Please do not use such lame conditional statements. Thanks.
Loops
Samosa currently supports only one kind of loops: while
loops. It works in a similar way as in other languages: The following example prints the numbers 3, 2, 1 sequentially on three lines.
<samosa>
bro, i: int = 3.
while (i > 0) {
(i) -> putout.
i = i - 1.
}
</samosa>
The equivalent of the break
keyword in other programming languages (that exits from the innermost loop it is found in) in samosa is yamete_kudasai
.
And the equivalent of the continue
keyword is thanku_next
.
For example:
<samosa>
bro, i: int = 3.
while (i > 0) {
(i) -> putout.
bro, j: int = () -> putinInt.
if (j == 9) {
yamete_kudasai.
}
}
</samosa>
Other kinds of loops will also be added in subsequent releases.
Functions
Yep, samosa also supports functions!
(Samosa does not yet support first-class functions though, but support for the same is planned.)
Defining a function
A function in samosa is defined using the keyword let
. A function may declare some formal parameters, and can either return no value or return a value of a supported type (varargs are not yet supported). Some examples:
<samosa>
let function1(var1: int, var2: string): void {
/* do something here */
}
let function2(var1: int): int {
return var1 + 3.
}
/* If your function returns nothing, you need not specify a return type. */
let function3(var1: int) {
/* do something */
}
</samosa>
Calling a function
A function can be called as a standalone statement or within an expression, like in many languages. The syntax for the same is: (<arguments>) -> <function name>
, where <function name>
is the name of the function to be called and <arguments>
is the list of passed arguments to the function, separated by commas.
Note: This syntax is will probably be changed as it sometimes causes readability issues.
An extended example of the program above would demonstrate this:
<samosa>
let function1(var1: int, var2: string): void {
/* do something here */
}
let function2(var1: int): int {
return var1 + 3.
}
let function3(var1: int) {
/* do something */
}
(10) -> function3.
bro, m = 7.
bro, i: int = 3 + (5 + m) -> function2.
</samosa>
Note: To call a function, it must be defined before the point where it is being called. So, the following program will not work:
<samosa>
let function1(var1: int, var2: string): void {
/* do something here */
}
let function2(var1: int): int {
return var1 + 3.
}
bro, m = 7.
/* The next line works as function2 is defined earlier. */
bro, i: int = 3 + (5 + m) -> function2.
/* The next line does not work as function3 is defined later. */
(10) -> function3.
let function3(var1: int) {
/* do something */
}
</samosa>
Recursion is supported, but the compiler does not currently perform tail-call optimization (support is planned for later releases). Function overloading is not currently supported for user defined functions (but is supported for builtin functions).
Built-in Functions
Some useful built-in functions to get you started are these:
(expression) -> putout
This function takes a single argument and prints it to stdout, and prints a newline after it. It returns nothing. The argument can be a string
, int
or a boolie
(three overloads). Example:
<samosa>
bro, i: int = 0.
bro, str: string = "hello ".
bro, boolVal: boolie = "boolieVal".
(i) -> putout.
(str) -> putout.
(boolVal) -> putout.
</samosa>
() -> putinInt: int
Takes in an int
as user input (from stdin). Example:
<samosa>
bro, anInt = () -> putinInt.
/* or: */
bro, anInt: int = () -> putinInt.
</samosa>
() -> putinBoolie: boolie
Similar to putinInt
but inputs a boolean value.
<samosa>
bro, aBoolie = () -> putinBoolie.
/* or: */
bro, aBoolie: boolie = () -> putinBoolie.
</samosa>
() -> putinString: string
Similar to putinInt
but inputs a string value.
<samosa>
bro, aString = () -> putinString.
/* or: */
bro, aString: string = () -> putinString.
</samosa>
For other built-in functions, take a look at Built-in Functions.
Probable Statements
See Probable Statements.