Get rid of the separate opt-in IO class and replace it with a core System class. - Remove wren_io.c, wren_io.h, and io.wren. - Remove the flags that disable it. - Remove the overloads for print() with different arity. (It was an experiment, but I don't think it's that useful.) - Remove IO.read(). That will reappear using libuv in the CLI at some point. - Remove IO.time. Doesn't seem to have been used. - Update all of the tests, docs, etc. I'm sorry for all the breakage this causes, but I think "System" is a better name for this class (it makes it natural to add things like "System.gc()") and frees up "IO" for referring to the CLI's IO module.
412 lines
12 KiB
Markdown
412 lines
12 KiB
Markdown
^title Classes
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^category types
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Every value in Wren is an object, and every object is an instance of a class.
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Even `true` and `false` are full-featured objects—instances of the
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[`Bool`](core/bool.html) class.
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Classes contain both *behavior* and *state*. Behavior is defined in *methods*
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which are stored in the class. State is defined in *fields*, whose values are
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stored in each instance.
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## Defining a class
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Classes are created using the `class` keyword, unsurprisingly:
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:::dart
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class Unicorn {}
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This creates a class named `Unicorn` with no methods or fields.
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## Methods
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To let our unicorn do stuff, we need to give it methods.
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:::dart
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class Unicorn {
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prance() {
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System.print("The unicorn prances in a fancy manner!")
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}
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}
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This defines a `prance()` method that takes no arguments. To support
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parameters, put their names inside the parentheses:
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:::dart
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class Unicorn {
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prance(where, when) {
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System.print("The unicorn prances in " + where + " at " + when)
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}
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}
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### Signature
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Unlike most other dynamically-typed languages, in Wren you can have multiple
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methods in a class with the same name, as long as they have a different
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*signature*. In technical terms, you can *overload by arity*. So this class is
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fine:
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:::dart
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class Unicorn {
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prance() {
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System.print("The unicorn prances in a fancy manner!")
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}
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prance(where) {
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System.print("The unicorn prances in " + where)
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}
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prance(where, when) {
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System.print("The unicorn prances in " + where + " at " + when)
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}
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}
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And you can call each of the methods like so:
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:::dart
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var unicorn = Unicorn.new()
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unicorn.prance()
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unicorn.prance("Antwerp")
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unicorn.prance("Brussels", "high noon")
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The number of arguments provided at the callsite determines which method is
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chosen.
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It's often natural to have the same conceptual operation work with different
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sets of arguments. In other languages, you'd define a single method for the
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operation and have to check for "undefined" or missing arguments. Wren just
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treats them as different methods that you can implement separately.
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### Getters
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Many methods on a class exist to expose or compute some property of the object.
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For example:
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:::dart
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System.print("string".count) // "6".
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These *getters* are just another kind of method—one without a parameter
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list. You can define them like so:
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:::dart
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class Unicorn {
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isFancy { true } // Unicorns are always fancy.
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}
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Whether or not a method name has parentheses is also part of its signature.
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This lets you distinguish between a method that takes an *empty* argument list
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(`()`) and no argument list at all:
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:::dart
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class Confusing {
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method { "no argument list" }
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method() { "empty argument list" }
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}
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var confusing = Confusing.new()
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confusing.method // "no argument list".
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confusing.method() // "empty argument list".
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Like the example says, having two methods that differ just by an empty set of
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parentheses is pretty confusing. That's not what this is for. Instead, it
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ensures that the way you *declare* the method is the way you *call* it.
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Unlike other languages with "optional parentheses", Wren wants to make sure you
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call a getter like a getter and a `()` method like a `()` method. These don't
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work:
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:::dart
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"string".count()
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list.clear
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Methods that don't need arguments and don't modify the underlying object are
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usually getters:
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:::dart
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"string".count
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(1..10).min
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1.23.sin
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[1, 2, 3].isEmpty
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When a method doesn't need any parameters, but does modify the object, it's
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helpful to draw attention to that by requiring an empty set of parentheses:
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:::dart
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list.clear()
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Also, when a method supports multiple arities, it's typical to include the `()`
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in the zero-argument case to be consistent with the other versions:
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Fn.new { "a function" }.call()
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Fiber.yield()
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### Operators
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Operators are just special syntax for a method call on the left hand operand
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(or only operand in the case of unary operators like `!` and `~`). In other
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words, you can think of `a + b` as meaning `a.+(b)`.
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You can define operators in your class like so:
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:::dart
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class Unicorn {
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// Infix:
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+(other) {
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System.print("Adding to a unicorn?")
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}
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// Prefix:
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! {
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System.print("Negating a unicorn?!")
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}
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}
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This can be used to define any of these operators:
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:::dart
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// Infix:
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+ - * / % < > <= >= == != & |
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// Prefix:
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! ~ -
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Note that `-` can be both a prefix and infix operator. If there's a parameter
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list, it's the infix one, otherwise, it's prefix. Since Wren supports
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overloading by arity, it's no problem for a class to define both.
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### Subscript operators
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**TODO**
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### Setters
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**TODO**
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## Constructors
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Unicorns can prance around now, but we don't actually *have* any unicorns to do
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it. To create instances of a class, we need a *constructor*. You can define one
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like so:
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:::dart
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class Unicorn {
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construct new(name, color) {
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System.print("My name is " + name + " and I am " + color + ".")
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}
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}
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The `construct` keyword says we're defining a constructor, and `new` is its
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name. In Wren, all constructors have names, just like [methods][#methods]. The
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word "new" isn't special to Wren, it's just a common constructor name.
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To make a unicorn now, we just call the constructor method on the class itself:
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:::dart
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var fred = Unicorn.new("Fred", "palomino")
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Giving constructors names is handy because it means you can have more than one,
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and each can clarify how it creates the instance:
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:::dart
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class Unicorn {
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construct brown(name) {
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System.print("My name is " + name + " and I am brown.")
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}
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}
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var dave = Unicorn.brown("Dave")
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Note that we have to declare a constructor because, unlike some other
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languages, Wren doesn't give you a default one. This is useful because some
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classes aren't designed to be constructed. If you have an abstract base class
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that just contains methods to be inherited by other classes, it doesn't need
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and won't have a constructor.
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Like other methods, constructors can obviously have arguments, and can be
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overloaded by [arity](#signature). A constructor *must* be a named method with
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a (possibly empty) argument list. Operators, getters, and setters cannot be
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constructors.
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A constructor is actually a pair of methods. You get a method on the class:
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:::dart
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Unicorn.brown("Dave")
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That creates the new instance, then it invokes the *initializer* on that
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instance. This is where the constructor body you defined gets run.
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This distinction is important because it means inside the body of the
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constructor, you can access `this`, assign [fields](#fields), call superclass
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constructors, etc.
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## Fields
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All state stored in instances is stored in *fields*. Each field has a named
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that starts with an underscore.
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:::dart
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class Rectangle {
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area { _width * _height }
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// Other stuff...
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}
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Here, `_width` and `_height` in the `area` [getter](classes.html#methods) refer
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to fields on the rectangle instance. You can think of them like `this.width`
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and `this.height` in other languages.
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When a field name appears, Wren looks for the nearest enclosing class and looks
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up the field on the instance of that class. Field names cannot be used outside
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of an instance method. They *can* be used inside a [function](functions.html)
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in a method. Wren will look outside any nested functions until it finds an
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enclosing method.
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Unlike [variables](variables.html), fields are implicitly declared by simply
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assigning to them. If you access a field before it has been initialized, its
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value is `null`.
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### Encapsulation
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All fields are *private* in Wren—an object's fields can only be directly
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accessed from within methods defined on the object's class. You cannot even
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access fields on another instance of your own class, unlike C++ and Java.
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If you want to make a property of an object visible, you need to define a
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getter to expose it:
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:::dart
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class Rectangle {
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width { _width }
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height { _height }
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// ...
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}
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To allow outside code to modify the field, you'll also need to provide setters:
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:::dart
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class Rectangle {
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width=(value) { _width = value }
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height=(value) { _height = value }
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}
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One thing we've learned in the past forty years of software engineering is that
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encapsulating state tends to make code easier to maintain, so Wren defaults to
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keeping your object's state pretty tightly bundled up. Don't feel that you have
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to or even should define getters or setters for most of your object's fields.
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## Metaclasses and static members
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**TODO**
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### Static fields
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A name that starts with *two* underscores is a *static* field. They work
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similar to [fields](#fields) except the data is stored on the class itself, and
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not the instance. They can be used in *both* instance and static methods.
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:::dart
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class Foo {
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// Set the static field.
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static set(a) {
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__a = a
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}
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setFromInstance(a) {
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__a = a
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}
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// Can use __a in both static methods...
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static bar { __a }
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// ...and instance ones.
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baz { __a }
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}
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Just like instance fields, static fields are initially `null`:
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:::dart
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System.print(Foo.bar) // null.
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They can be used from static methods:
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:::dart
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Foo.set("foo")
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System.print(Foo.bar) // foo.
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And also instance methods. When you do so, there is still only one static field
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shared among all instances of the class:
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:::dart
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var foo1 = Foo.new()
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var foo2 = Foo.new()
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foo1.setFromInstance("updated")
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System.print(foo2.baz) // updated.
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## Inheritance
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A class can inherit from a "parent" or *superclass*. When you invoke a method
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on an object of some class, if it can't be found, it walks up the chain of
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superclasses looking for it there.
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By default, any new class inherits from `Object`, which is the superclass from
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which all other classes ultimately descend. You can specify a different parent
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class using `is` when you declare the class:
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:::dart
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class Pegasus is Unicorn {}
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This declares a new class `Pegasus` that inherits from `Unicorn`.
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Note that you should not create classes that inherit from the built-in types (Bool, Num, String, Range, List). The built-in types expect their internal bit representation to be very specific and get horribly confused when you invoke one of the inherited built-in methods on the derived type.
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The metaclass hierarchy does *not* parallel the regular class hierarchy. So, if
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`Pegasus` inherits from `Unicorn`, `Pegasus`'s metaclass will not inherit from
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`Unicorn`'s metaclass. In more prosaic terms, this means that static methods
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are not inherited.
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:::dart
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class Unicorn {
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// Unicorns cannot fly. :(
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static canFly { false }
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}
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class Pegasus is Unicorn {}
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Pegasus.canFly // ERROR: Static methods are not inherited.
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This also means constructors are not inherited:
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:::dart
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class Unicorn {
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this new(name) {
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System.print("My name is " + name + ".")
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}
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}
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class Pegasus is Unicorn {}
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Pegasus.new("Fred") // Error!
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Each class gets to control how it may be constructed independently of its base
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classes. However, constructor *initializers* are inherited since those are
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instance methods on the new object.
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This means you can do `super` calls inside a constructor:
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:::dart
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class Unicorn {
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this new(name) {
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System.print("My name is " + name + ".")
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}
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}
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class Pegasus is Unicorn {
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this new(name) {
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super(name)
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}
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}
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Pegasus.new("Fred") // Prints "My name is Fred.".
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