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+//
+// You can also put 'comptime' before a function parameter to
+// enforce that the argument passed to the function must be known
+// at compile time. We've actually been using a function like
+// this the entire time, std.debug.print():
+//
+// fn print(comptime fmt: []const u8, args: anytype) void
+//
+// Notice that the format string parameter 'fmt' is marked as
+// 'comptime'. One of the neat benefits of this is that the
+// format string can be checked for errors at compile time rather
+// than crashing at runtime.
+//
+// (The actual formatting is done by std.fmt.format() and it
+// contains a complete format string parser that runs entirely at
+// compile time!)
+//
+const print = @import("std").debug.print;
+
+// This struct is the model of a model boat. We can transform it
+// to any scale we would like: 1:2 is half-size, 1:32 is
+// thirty-two times smaller than the real thing, and so forth.
+const Schooner = struct {
+ name: []const u8,
+ scale: u32 = 1,
+ hull_length: u32 = 143,
+ bowsprit_length: u32 = 34,
+ mainmast_height: u32 = 95,
+
+ fn scaleMe(self: *Schooner, comptime scale: u32) void {
+ var my_scale = scale;
+
+ // We did something neat here: we've anticipated the
+ // possibility of accidentally attempting to create a
+ // scale of 1:0. Rather than having this result in a
+ // divide-by-zero error at runtime, we've turned this
+ // into a compile error.
+ //
+ // This is probably the correct solution most of the
+ // time. But our model boat model program is very casual
+ // and we just want it to "do what I mean" and keep
+ // working.
+ //
+ // Please change this so that it sets a 0 scale to 1
+ // instead.
+ if (my_scale == 0) @compileError("Scale 1:0 is not valid!");
+
+ self.scale = my_scale;
+ self.hull_length /= my_scale;
+ self.bowsprit_length /= my_scale;
+ self.mainmast_height /= my_scale;
+ }
+
+ fn printMe(self: Schooner) void {
+ print("{s} (1:{}, {} x {})\n", .{
+ self.name,
+ self.scale,
+ self.hull_length,
+ self.mainmast_height,
+ });
+ }
+};
+
+pub fn main() void {
+ var whale = Schooner {.name = "Whale"};
+ var shark = Schooner {.name = "Shark"};
+ var minnow = Schooner {.name = "Minnow"};
+
+ // Hey, we can't just pass this runtime variable as an
+ // argument to the scaleMe() method. What would let us do
+ // that?
+ var scale: u32 = undefined;
+
+ scale = 32; // 1:32 scale
+
+ minnow.scaleMe(scale);
+ minnow.printMe();
+
+ scale -= 16; // 1:16 scale
+
+ shark.scaleMe(scale);
+ shark.printMe();
+
+ scale -= 16; // 1:0 scale (oops, but DON'T FIX THIS!)
+
+ whale.scaleMe(scale);
+ whale.printMe();
+}
+//
+// Going deeper:
+//
+// What would happen if you DID attempt to build a model in the
+// scale of 1:0?
+//
+// A) You're already done!
+// B) You would suffer a mental divide-by-zero error.
+// C) You would construct a singularity and destroy the
+// planet.
+//
+// And how about a model in the scale of 0:1?
+//
+// A) You're already done!
+// B) You'd arrange nothing carefully into the form of the
+// original nothing but infinitely larger.
+// C) You would construct a singularity and destroy the
+// planet.
+//
+// Answers can be found on the back of the Ziglings packaging.