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-//
-// If you thought the last exercise was a deep dive, hold onto your
-// hat because we are about to descend into the computer's molten
-// core.
-//
-// (Shouting) DOWN HERE, THE BITS AND BYTES FLOW FROM RAM TO THE CPU
-// LIKE A HOT, DENSE FLUID. THE FORCES ARE INCREDIBLE. BUT HOW DOES
-// ALL OF THIS RELATE TO THE DATA IN OUR ZIG PROGRAMS? LET'S HEAD
-// BACK UP TO THE TEXT EDITOR AND FIND OUT.
-//
-// Ah, that's better. Now we can look at some familiar Zig code.
-//
-// @import() adds the imported code to your own. In this case, code
-// from the standard library is added to your program and compiled
-// with it. All of this will be loaded into RAM when it runs. Oh, and
-// that thing we name "const std"? That's a struct!
-
-const std = @import("std");
-
-// Remember our old RPG Character struct? A struct is really just a
-// very convenient way to deal with memory. These fields (gold,
-// health, experience) are all values of a particular size. Add them
-// together and you have the size of the struct as a whole.
-
-const Character = struct {
- gold: u32 = 0,
- health: u8 = 100,
- experience: u32 = 0,
-};
-
-// Here we create a character called "the_narrator" that is a constant
-// (immutable) instance of a Character struct. It is stored in your
-// program as data, and like the instruction code, it is loaded into
-// RAM when your program runs. The relative location of this data in
-// memory is hard-coded and neither the address nor the value changes.
-
-const the_narrator = Character{
- .gold = 12,
- .health = 99,
- .experience = 9000,
-};
-
-// This "global_wizard" character is very similar. The address for
-// this data won't change, but the data itself can since this is a var
-// and not a const.
-
-var global_wizard = Character{};
-
-// A function is instruction code at a particular address. Function
-// parameters in Zig are always immutable. They are stored in "the
-// stack". A stack is a type of data structure and "the stack" is a
-// specific bit of RAM reserved for your program. The CPU has special
-// support for adding and removing things from "the stack", so it is
-// an extremely efficient place for memory storage.
-//
-// Also, when a function executes, the input arguments are often
-// loaded into the beating heart of the CPU itself in registers.
-//
-// Our main() function here has no input parameters, but it will have
-// a stack entry (called a "frame").
-
-pub fn main() void {
-
- // Here, the "glorp" character will be allocated on the stack
- // because each instance of glorp is mutable and therefore unique
- // to the invocation of this function.
-
- var glorp = Character{
- .gold = 30,
- };
-
- // However, this "skull_farmer" character will be put in the
- // global immutable data even though it's defined in a function.
- // Since it's immutable, all invocations of the function can share
- // this one value.
-
- const skull_farmer = Character{};
-
- // The "reward_xp" value is interesting. It's a constant value, so
- // it could go with other global data. But being such a small
- // value, it may also simply be inlined as a literal value in your
- // instruction code where it is used. It's up to the compiler.
-
- const reward_xp: u32 = 200;
-
- // Now let's circle back around to that "std" struct we imported
- // at the top. Since it's just a regular Zig value once it's
- // imported, we can also assign new names for its fields and
- // declarations. "debug" refers to another struct and "print" is a
- // public function namespaced within THAT struct.
- //
- // Let's assign the std.debug.print function to a const named
- // "print" so that we can use this new name later!
-
- const print = ???;
-
- // Now let's look at assigning and pointing to values in Zig.
- //
- // We'll try three different ways of making a new name to access
- // our glorp Character and change one of its values.
- //
- // "glorp_access1" is incorrectly named! We asked Zig to set aside
- // memory for another Character struct. So when we assign glorp to
- // glorp_access1 here, we're actually assigning all of the fields
- // to make a copy! Now we have two separate characters.
- //
- // You don't need to fix this. But notice what gets printed in
- // your program's output for this one compared to the other two
- // assignments below!
-
- var glorp_access1: Character = glorp;
- glorp_access1.gold = 111;
- print("1:{}!. ", .{glorp.gold == glorp_access1.gold});
-
- // NOTE:
- //
- // If we tried to do this with a const Character instead of a
- // var, changing the gold field would give us a compiler error
- // because const values are immutable!
- //
- // "glorp_access2" will do what we want. It points to the original
- // glorp's address. Also remember that we get one implicit
- // dereference with struct fields, so accessing the "gold" field
- // from glorp_access2 looks just like accessing it from glorp
- // itself.
-
- var glorp_access2: *Character = &glorp;
- glorp_access2.gold = 222;
- print("2:{}!. ", .{glorp.gold == glorp_access2.gold});
-
- // "glorp_access3" is interesting. It's also a pointer, but it's a
- // const. Won't that disallow changing the gold value? No! As you
- // may recall from our earlier pointer experiments, a constant
- // pointer can't change what it's POINTING AT, but the value at
- // the address it points to is still mutable! So we CAN change it.
-
- const glorp_access3: *Character = &glorp;
- glorp_access3.gold = 333;
- print("3:{}!. ", .{glorp.gold == glorp_access3.gold});
-
- // NOTE:
- //
- // If we tried to do this with a *const Character pointer,
- // that would NOT work and we would get a compiler error
- // because the VALUE becomes immutable!
- //
- // Moving along...
- //
- // Passing arguments to functions is pretty much exactly like
- // making an assignment to a const (since Zig enforces that ALL
- // function parameters are const).
- //
- // Knowing that, see if you can make levelUp() work as expected -
- // it should add the specified amount to the supplied character's
- // experience points:
-
- print("XP before:{}, ", .{glorp.experience});
-
- levelUp(glorp, reward_xp);
-
- print("after:{}.\n", .{glorp.experience});
-}
-
-fn levelUp(character_access: Character, xp: u32) void {
- character_access.experience += xp;
-}
-
-// And there's more!
-//
-// Data segments (allocated at compile time) and "the stack"
-// (allocated at run time) aren't the only places where program data
-// can be stored in memory. They're just the most efficient. Sometimes
-// we don't know how much memory our program will need until the
-// program is running. Also, there is a limit to the size of stack
-// memory allotted to programs (often set by your operating system).
-// For these occasions, we have "the heap".
-//
-// You can use as much heap memory as you like (within physical
-// limitations, of course), but it's much less efficient to manage
-// because there is no built-in CPU support for adding and removing
-// items as we have with the stack. Also, depending on the type of
-// allocation, your program MAY have to do expensive work to manage
-// the use of heap memory. We'll learn about heap allocators later.
-//
-// Whew! This has been a lot of information. You'll be pleased to know
-// that the next exercise gets us back to learning Zig language
-// features we can use right away to do more things!