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960 lines
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ReStructuredText
960 lines
47 KiB
ReStructuredText
.. _programstructure:
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====================
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Programming in Prog8
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====================
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This chapter describes a high level overview of the elements that make up a program.
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Details about the syntax can be found in the :ref:`syntaxreference` chapter.
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Elements of a program
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---------------------
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Program
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Consists of one or more *modules*.
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Module
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A file on disk with the ``.p8`` suffix. It can contain *directives* and *code blocks*.
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Whitespace and indentation in the source code are arbitrary and can be mixed tabs or spaces.
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A module file can *import* other modules, including *library modules*.
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Comments
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Everything after a semicolon ``;`` is a comment and is ignored by the compiler.
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If the whole line is just a comment, this line will be copied into the resulting assembly source code for reference.
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Directive
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These are special instructions for the compiler, to change how it processes the code
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and what kind of program it creates. A directive is on its own line in the file, and
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starts with ``%``, optionally followed by some arguments.
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Code block
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A block of actual program code. It has a starting address in memory,
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and defines a *scope* (also known as 'namespace').
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It contains variables and subroutines.
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More details about this below: :ref:`blocks`.
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Variable declarations
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The data that the code works on is stored in variables ('named values that can change').
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The compiler allocates the required memory for them.
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There is *no dynamic memory allocation*. The storage size of all variables
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is fixed and is determined at compile time.
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Variable declarations tend to appear at the top of the code block that uses them, but this is not mandatory.
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They define the name and type of the variable, and its initial value.
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Prog8 supports a small list of data types, including special 'memory mapped' types
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that don't allocate storage but instead point to a fixed location in the address space.
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Code
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These are the instructions that make up the program's logic.
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Code can only occur inside a subroutine.
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There are different kinds of instructions ('statements' is a better name) such as:
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- value assignment
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- looping (for, while, do-until, repeat, unconditional jumps)
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- conditional execution (if - then - else, when, and conditional jumps)
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- subroutine calls
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- label definition
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Subroutine
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Defines a piece of code that can be called by its name from different locations in your code.
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It accepts parameters and can return a value (optional).
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It can define its own variables, and it is even possible to define subroutines nested inside other subroutines.
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Their contents is scoped accordingly.
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Nested subroutines can access the variables from outer scopes.
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This removes the need and overhead to pass everything via parameters.
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Subroutines do not have to be declared before they can be called.
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Label
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This is a named position in your code where you can jump to from another place.
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You can jump to it with a jump statement elsewhere. It is also possible to use a
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subroutine call to a label (but without parameters and return value).
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Scope
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Also known as 'namespace', this is a named box around the symbols defined in it.
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This prevents name collisions (or 'namespace pollution'), because the name of the scope
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is needed as prefix to be able to access the symbols in it.
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Anything *inside* the scope can refer to symbols in the same scope without using a prefix.
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There are three scope levels in Prog8:
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- global (no prefix)
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- code block
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- subroutine
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While Modules are separate files, they are *not* separate scopes!
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Everything defined in a module is merged into the global scope.
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This is different from most other languages that have modules.
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The global scope can only contain blocks and some directives, while the others can contain variables and subroutines too.
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.. _blocks:
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Blocks, Scopes, and accessing Symbols
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-------------------------------------
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**Blocks** are the top level separate pieces of code and data of your program. They have a
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starting address in memory and will be combined together into a single output program.
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They can only contain *directives*, *variable declarations*, *subroutines* and *inline assembly code*.
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Your actual program code can only exist inside these subroutines.
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(except the occasional inline assembly)
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Here's an example::
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main $c000 {
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; this is code inside the block...
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}
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The name of a block must be unique in your entire program.
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Be careful when importing other modules; blocks in your own code cannot have
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the same name as a block defined in an imported module or library.
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The address can be used to place a block at a specific location in memory.
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Usually it is omitted, and the compiler will automatically choose the location (usually immediately after
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the previous block in memory).
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It must be >= ``$0200`` (because ``$00``--``$ff`` is the ZP and ``$100``--``$1ff`` is the cpu stack).
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.. _scopes:
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**Scoping rules**
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.. sidebar::
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Use qualified names ("dotted names") to reference symbols defined elsewhere
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In prog8 every symbol is 'public' and can be accessed from anywhere else, given its *full* "dotted name".
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So, accessing a variable ``counter`` defined in subroutine ``worker`` in block ``main``,
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can be done from anywhere by using ``main.worker.counter``.
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*Symbols* are names defined in a certain *scope*. Inside the same scope, you can refer
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to them by their 'short' name directly. If the symbol is not found in the same scope,
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the enclosing scope is searched for it, and so on, up to the top level block, until the symbol is found.
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If the symbol was not found the compiler will issue an error message.
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Scopes are created using either of these two statements:
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- blocks (top-level named scope)
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- subroutines (nested named scope)
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.. important::
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Unlike most other programming languages, a new scope is *not* created inside
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for, while, repeat, and do-until statements, the if statement, and the branching conditionals.
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These all share the same scope from the subroutine they're defined in.
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You can define variables in these blocks, but these will be treated as if they
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were defined in the subroutine instead.
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This can seem a bit restrictive because you have to think harder about what variables you
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want to use inside the subroutine, to avoid clashes.
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But this decision was made for a good reason: memory in prog8's
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target systems is usually very limited and it would be a waste to allocate a lot of variables.
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The prog8 compiler is not yet advanced enough to be able to share or overlap
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variables intelligently. So for now that is something you have to think about yourself.
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Program Start and Entry Point
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-----------------------------
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Your program must have a single entry point where code execution begins.
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The compiler expects a ``start`` subroutine in the ``main`` block for this,
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taking no parameters and having no return value.
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As any subroutine, it has to end with a ``return`` statement (or a ``goto`` call)::
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main {
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sub start () {
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; program entrypoint code here
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return
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}
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}
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The ``main`` module is always relocated to the start of your programs
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address space, and the ``start`` subroutine (the entrypoint) will be on the
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first address. This will also be the address that the BASIC loader program (if generated)
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calls with the SYS statement.
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Variables and values
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--------------------
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Variables are named values that can change during the execution of the program.
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They can be defined inside any scope (blocks, subroutines etc.) See :ref:`Scopes <scopes>`.
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When declaring a numeric variable it is possible to specify the initial value, if you don't want it to be zero.
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For other data types it is required to specify that initial value it should get.
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Values will usually be part of an expression or assignment statement::
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12345 ; integer number
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$aa43 ; hex integer number
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%100101 ; binary integer number (% is also remainder operator so be careful)
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-33.456e52 ; floating point number
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"Hi, I am a string" ; text string, encoded with default encoding
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'a' ; byte value (ubyte) for the letter a
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sc:"Alternate" ; text string, encoded with c64 screencode encoding
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sc:'a' ; byte value of the letter a in c64 screencode encoding
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byte counter = 42 ; variable of size 8 bits, with initial value 42
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*putting a variable in zeropage:*
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If you add the ``@zp`` tag to the variable declaration, the compiler will prioritize this variable
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when selecting variables to put into zeropage (but no guarantees). If there are enough free locations in the zeropage,
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it will try to fill it with as much other variables as possible (before they will be put in regular memory pages).
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Use ``@requirezp`` tag to *force* the variable into zeropage, but if there is no more free space the compilation will fail.
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It's possible to put strings, arrays and floats into zeropage too, however because Zp space is really scarce
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this is not advised as they will eat up the available space very quickly. It's best to only put byte or word
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variables in zeropage.
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Example::
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byte @zp smallcounter = 42
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uword @requirezp zppointer = $4000
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*shared tag:*
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If you add the ``@shared`` tag to the variable declaration, the compiler will know that this variable
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is a prog8 variable shared with some assembly code elsewhere. This means that the assembly code can
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refer to the variable even if it's otherwise not used in prog8 code itself.
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(usually, these kinds of 'unused' variables are optimized away by the compiler, resulting in an error
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when assembling the rest of the code). Example::
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byte @shared assemblyVariable = 42
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Integers
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^^^^^^^^
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Integers are 8 or 16 bit numbers and can be written in normal decimal notation,
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in hexadecimal and in binary notation.
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A single character in single quotes such as ``'a'`` is translated into a byte integer,
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which is the PETSCII value for that character.
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Unsigned integers are in the range 0-255 for unsigned byte types, and 0-65535 for unsigned word types.
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The signed integers integers are in the range -128..127 for bytes,
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and -32768..32767 for words.
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.. attention::
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Doing math on signed integers can result in code that is a lot larger and slower than
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when using unsigned integers. Make sure you really need the signed numbers, otherwise
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stick to unsigned integers for efficiency.
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Boolean values
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^^^^^^^^^^^^^^
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These values are only ``true`` or ``false``, or 1 or 0. An integer's "truthy" value (i.e. a number
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converted to boolean) is ``false`` (0) when it is zero and ``true`` (1) for all other values.
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Logical expressions, comparisons and some other code might compile more efficiently if
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you explicitly use ``bool`` types instead of integers there because that will avoid this conversion.
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In the end the compiler translates boolean variables to a byte that stores just 0 or 1.
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If you find that you need a whole bunch of boolean variables or perhaps even an array of them,
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consider using bit masks in regular integer variables instead.
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This saves a lot of memory and may be faster as well.
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Floating point numbers
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^^^^^^^^^^^^^^^^^^^^^^
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Floats are stored in the 5-byte 'MFLPT' format that is used on CBM machines,
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and currently all floating point operations are specific to the Commodore 64.
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This is because routines in the C64 BASIC and Kernal ROMs are used for that.
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So floating point operations will only work if the C64 BASIC ROM (and Kernal ROM)
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are banked in.
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Also your code needs to import the ``floats`` library to enable floating point support
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in the compiler, and to gain access to the floating point routines.
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(this library contains the directive to enable floating points, you don't have
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to worry about this yourself)
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The largest 5-byte MFLPT float that can be stored is: **1.7014118345e+38** (negative: **-1.7014118345e+38**)
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.. note::
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On the Commander X16, to use floating point operations, ROM bank 4 has to be enabled (BASIC).
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Importing the ``floats`` library will do this for you if needed.
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Arrays
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^^^^^^
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Array types are also supported. They can be formed from a list of bytes, words, floats, or addresses of other variables
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(such as explicit address-of expressions, strings, or other array variables) - values in an array literal
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always have to be constants. Putting variables inside an array has to be done on a value-by-value basis.
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Here are some examples of arrays::
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byte[10] array ; array of 10 bytes, initially set to 0
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byte[] array = [1, 2, 3, 4] ; initialize the array, size taken from value
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ubyte[99] array = 255 ; initialize array with 99 times 255 [255, 255, 255, 255, ...]
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byte[] array = 100 to 199 ; initialize array with [100, 101, ..., 198, 199]
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str[] names = ["ally", "pete"] ; array of string pointers/addresses (equivalent to uword)
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uword[] others = [names, array] ; array of pointers/addresses to other arrays
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value = array[3] ; the fourth value in the array (index is 0-based)
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char = string[4] ; the fifth character (=byte) in the string
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.. note::
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Right now, the array should be small enough to be indexable by a single byte index.
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This means byte arrays should be <= 256 elements, word arrays <= 128 elements, and float
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arrays <= 51 elements.
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You can split an array initializer list over several lines if you want.
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Note that the various keywords for the data type and variable type (``byte``, ``word``, ``const``, etc.)
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can't be used as *identifiers* elsewhere. You can't make a variable, block or subroutine with the name ``byte``
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for instance.
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It's possible to assign a new array to another array, this will overwrite all elements in the original
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array with those in the value array. The number and types of elements have to match.
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For large arrays this is a slow operation because every element is copied over. It should probably be avoided.
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Using the ``in`` operator you can easily check if a value is present in an array,
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example: ``if choice in [1,2,3,4] {....}``
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**Arrays at a specific memory location:**
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Using the memory-mapped syntax it is possible to define an array to be located at a specific memory location.
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For instance to reference the first 5 rows of the Commodore 64's screen matrix as an array, you can define::
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&ubyte[5*40] top5screenrows = $0400
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This way you can set the second character on the second row from the top like this::
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top5screenrows[41] = '!'
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**Array indexing on a pointer variable:**
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An uword variable can be used in limited scenarios as a 'pointer' to a byte in memory at a specific,
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dynamic, location. You can use array indexing on a pointer variable to use it as a byte array at
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a dynamic location in memory: currently this is equivalent to directly referencing the bytes in
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memory at the given index. See also :ref:`pointervars_programming`
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Strings
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^^^^^^^
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Strings are a sequence of characters enclosed in ``"`` quotes. The length is limited to 255 characters.
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They're stored and treated much the same as a byte array,
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but they have some special properties because they are considered to be *text*.
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Strings (without encoding prefix) will be encoded (translated from ASCII/UTF-8) into bytes via the
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*default encoding* for the target platform. On the CBM machines, this is CBM PETSCII.
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Alternative encodings can be specified with a ``encodingname:`` prefix to the string or character literal.
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The following encodings are currently recognised:
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- ``petscii`` PETSCII, the default encoding on CBM machines (c64, c128, cx16)
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- ``sc`` CBM-screencodes aka 'poke' codes (c64, c128, cx16)
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- ``iso`` iso-8859-15 text (supported on cx16)
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So the following is a string literal that will be encoded into memory bytes using the iso encoding.
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It can be correctly displayed on the screen only if a iso-8859-15 charset has been activated first
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(the Commander X16 has this feature built in)::
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iso:"Käse, Straße"
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You can concatenate two string literals using '+', which can be useful to
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split long strings over separate lines. But remember that the length
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of the total string still cannot exceed 255 characters.
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A string literal can also be repeated a given number of times using '*', where the repeat number must be a constant value.
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And a new string value can be assigned to another string, but no bounds check is done
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so be sure the destination string is large enough to contain the new value (it is overwritten in memory)::
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str string1 = "first part" + "second part"
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str string2 = "hello!" * 10
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string1 = string2
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string1 = "new value"
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There are several 'escape sequences' to help you put special characters into strings, such
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as newlines, quote characters themselves, and so on. The ones used most often are
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``\\``, ``\"``, ``\n``, ``\r``. For a detailed description of all of them and what they mean,
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read the syntax reference on strings.
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Using the ``in`` operator you can easily check if a character is present in a string,
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example: ``if '@' in email_address {....}`` (however this gives no clue about the location
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in the string where the character is present, if you need that, use the ``string.find()``
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library function instead)
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.. hint::
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Strings/arrays and uwords (=memory address) can often be interchanged.
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An array of strings is actually an array of uwords where every element is the memory
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address of the string. You can pass a memory address to assembly functions
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that require a string as an argument.
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For regular assignments you still need to use an explicit ``&`` (address-of) to take
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the address of the string or array.
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.. note:: Strings and their (im)mutability
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*String literals outside of a string variable's initialization value*,
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are considered to be "constant", i.e. the string isn't going to change
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during the execution of the program. The compiler takes advantage of this in certain
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ways. For instance, multiple identical occurrences of a string literal are folded into
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just one string allocation in memory. Examples of such strings are the string literals
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passed to a subroutine as arguments.
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*Strings that aren't such string literals are considered to be unique*, even if they
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are the same as a string defined elsewhere. This includes the strings assigned to
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a string variable in its declaration! These kind of strings are not deduplicated and
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are just copied into the program in their own unique part of memory. This means that
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it is okay to treat those strings as mutable; you can safely change the contents
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of such a string without destroying other occurrences (as long as you stay within
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the size of the allocated string!)
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Special types: const and memory-mapped
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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When using ``const``, the value of the 'variable' can no longer be changed.
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You'll have to specify the initial value expression. This value is then used
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by the compiler everywhere you refer to the constant (and no storage is allocated
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for the constant itself). This is only valid for the simple numeric types (byte, word, float).
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When using ``&`` (the address-of operator but now applied to a datatype), the variable will point to specific location in memory,
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rather than being newly allocated. The initial value (mandatory) must be a valid
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memory address. Reading the variable will read the given data type from the
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address you specified, and setting the variable will directly modify that memory location(s)::
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const byte max_age = 2000 - 1974 ; max_age will be the constant value 26
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&word SCREENCOLORS = $d020 ; a 16-bit word at the address $d020-$d021
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.. _pointervars_programming:
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Direct access to memory locations ('peek' and 'poke')
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Normally memory locations are accessed by a *memory mapped* name, such as ``c64.BGCOL0`` that is defined
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as the memory mapped address $d021.
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If you want to access a memory location directly (by using the address itself or via an uword pointer variable),
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without defining a memory mapped location, you can do so by enclosing the address in ``@(...)``::
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color = @($d020) ; set the variable 'color' to the current c64 screen border color ("peek(53280)")
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@($d020) = 0 ; set the c64 screen border to black ("poke 53280,0")
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@(vic+$20) = 6 ; you can also use expressions to 'calculate' the address
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This is the official syntax to 'dereference a pointer' as it is often named in other languages.
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You can actually also use the array indexing notation for this. It will be silently converted into
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the direct memory access expression as explained above. Note that this also means that unlike regular arrays,
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the index is not limited to an ubyte value. You can use a full uword to index a pointer variable like this::
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pointervar[999] = 0 ; set memory byte to zero at location pointervar + 999.
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Converting types into other types
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Sometimes you need an unsigned word where you have an unsigned byte, or you need some other type conversion.
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Many type conversions are possible by just writing ``as <type>`` at the end of an expression::
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uword uw = $ea31
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ubyte ub = uw as ubyte ; ub will be $31, identical to lsb(uw)
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float f = uw as float ; f will be 59953, but this conversion can be omitted in this case
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word w = uw as word ; w will be -5583 (simply reinterpret $ea31 as 2-complement negative number)
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f = 56.777
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ub = f as ubyte ; ub will be 56
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Sometimes it is a straight reinterpretation of the given value as being of the other type,
|
|
sometimes an actual value conversion is done to convert it into the other type.
|
|
Try to avoid those type conversions as much as possible.
|
|
|
|
|
|
Initial values across multiple runs of the program
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
When declaring values with an initial value, this value will be set into the variable each time
|
|
the program reaches the declaration again. This can be in loops, multiple subroutine calls,
|
|
or even multiple invocations of the entire program.
|
|
If you omit the initial value, zero will be used instead.
|
|
|
|
This only works for simple types, *and not for string variables and arrays*.
|
|
It is assumed these are left unchanged by the program; they are not re-initialized on
|
|
a second run.
|
|
If you do modify them in-place, you should take care yourself that they work as
|
|
expected when the program is restarted.
|
|
(This is an optimization choice to avoid having to store two copies of every string and array)
|
|
|
|
|
|
Loops
|
|
-----
|
|
|
|
The *for*-loop is used to let a variable iterate over a range of values. Iteration is done in steps of 1, but you can change this.
|
|
The loop variable must be declared separately as byte or word earlier, so that you can reuse it for multiple occasions.
|
|
Iterating with a floating point variable is not supported. If you want to loop over a floating-point array, use a loop with an integer index variable instead.
|
|
|
|
The *while*-loop is used to repeat a piece of code while a certain condition is still true.
|
|
The *do--until* loop is used to repeat a piece of code until a certain condition is true.
|
|
The *repeat* loop is used as a short notation of a for loop where the loop variable doesn't matter and you're only interested in the number of iterations.
|
|
(without iteration count specified it simply loops forever). A repeat loop will result in the most efficient code generated so use this if possible.
|
|
|
|
You can also create loops by using the ``goto`` statement, but this should usually be avoided.
|
|
|
|
Breaking out of a loop prematurely is possible with the ``break`` statement.
|
|
|
|
.. attention::
|
|
The value of the loop variable after executing the loop *is undefined*. Don't use it immediately
|
|
after the loop without first assigning a new value to it!
|
|
(this is an optimization issue to avoid having to deal with mostly useless post-loop logic to adjust the loop variable's value)
|
|
|
|
.. warning::
|
|
For efficiency reasons, it is assumed that the ending value of the for loop is actually >= the starting value
|
|
(or <= if the step is negative). This means that for loops in prog8 behave differently than in other
|
|
languages if this is *not* the case! A for loop from ubyte 10 to ubyte 2, for example, will iterate through
|
|
all values 10, 11, 12, 13, .... 254, 255, 0 (wrapped), 1, 2. In other languages the entire loop will
|
|
be skipped in such cases. But prog8 omits the overhead of an extra loop range check and/or branch for every for loop
|
|
because the most common case is that it is not needed.
|
|
You should add an explicit range check yourself if the ending value can be less than the start value and
|
|
a full wrap-around loop is not what you want!
|
|
|
|
|
|
Conditional Execution
|
|
---------------------
|
|
|
|
if statements
|
|
^^^^^^^^^^^^^
|
|
|
|
Conditional execution means that the flow of execution changes based on certain conditions,
|
|
rather than having fixed gotos or subroutine calls::
|
|
|
|
if xx==5 {
|
|
yy = 99
|
|
zz = 42
|
|
} else {
|
|
aa = 3
|
|
bb = 9
|
|
}
|
|
|
|
if xx==5
|
|
yy = 42
|
|
else if xx==6
|
|
yy = 43
|
|
else
|
|
yy = 44
|
|
|
|
if aa>4 goto some_label
|
|
|
|
if xx==3 yy = 4
|
|
|
|
if xx==3 yy = 4 else aa = 2
|
|
|
|
|
|
Conditional jumps (``if condition goto label``) are compiled using 6502's branching instructions (such as ``bne`` and ``bcc``) so
|
|
the rather strict limit on how *far* it can jump applies. The compiler itself can't figure this
|
|
out unfortunately, so it is entirely possible to create code that cannot be assembled successfully.
|
|
Thankfully the ``64tass`` assembler that is used has the option to automatically
|
|
convert such branches to their opposite + a normal jmp. This is slower and takes up more space
|
|
and you will get warning printed if this happens. You may then want to restructure your branches (place target labels closer to the branch,
|
|
or reduce code complexity).
|
|
|
|
|
|
There is a special form of the if-statement that immediately translates into one of the 6502's branching instructions.
|
|
This allows you to write a conditional jump or block execution directly acting on the current values of the CPU's status register bits.
|
|
The eight branching instructions of the CPU each have an if-equivalent (and there are some easier to understand aliases):
|
|
|
|
====================== =====================
|
|
condition meaning
|
|
====================== =====================
|
|
``if_cs`` if carry status is set
|
|
``if_cc`` if carry status is clear
|
|
``if_vs`` if overflow status is set
|
|
``if_vc`` if overflow status is clear
|
|
``if_eq`` / ``if_z`` if result is equal to zero
|
|
``if_ne`` / ``if_nz`` if result is not equal to zero
|
|
``if_pl`` / ``if_pos`` if result is 'plus' (>= zero)
|
|
``if_mi`` / ``if_neg`` if result is 'minus' (< zero)
|
|
====================== =====================
|
|
|
|
So ``if_cc goto target`` will directly translate into the single CPU instruction ``BCC target``.
|
|
|
|
.. caution::
|
|
These special ``if_XX`` branching statements are only useful in certain specific situations where you are *certain*
|
|
that the status register (still) contains the correct status bits.
|
|
This is not always the case after a function call or other operations!
|
|
If in doubt, check the generated assembly code!
|
|
|
|
.. note::
|
|
For now, the symbols used or declared in the statement block(s) are shared with
|
|
the same scope the if statement itself is in.
|
|
Maybe in the future this will be a separate nested scope, but for now, that is
|
|
only possible when defining a subroutine.
|
|
|
|
when statement ('jump table')
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Instead of writing a bunch of sequential if-elseif statements, it is more readable to
|
|
use a ``when`` statement. (It will also result in greatly improved assembly code generation)
|
|
Use a ``when`` statement if you have a set of fixed choices that each should result in a certain
|
|
action. It is possible to combine several choices to result in the same action::
|
|
|
|
when value {
|
|
4 -> txt.print("four")
|
|
5 -> txt.print("five")
|
|
10,20,30 -> {
|
|
txt.print("ten or twenty or thirty")
|
|
}
|
|
else -> txt.print("don't know")
|
|
}
|
|
|
|
The when-*value* can be any expression but the choice values have to evaluate to
|
|
compile-time constant integers (bytes or words). They also have to be the same
|
|
datatype as the when-value, otherwise no efficient comparison can be done.
|
|
|
|
.. note::
|
|
Instead of chaining several value equality checks together using ``or`` (ex.: ``if x==1 or xx==5 or xx==9``),
|
|
consider using a ``when`` statement or ``in`` containment check instead. These are more efficient.
|
|
|
|
Assignments
|
|
-----------
|
|
|
|
Assignment statements assign a single value to a target variable or memory location.
|
|
Augmented assignments (such as ``aa += xx``) are also available, but these are just shorthands
|
|
for normal assignments (``aa = aa + xx``).
|
|
|
|
Only variables of type byte, word and float can be assigned a new value.
|
|
It's not possible to set a new value to string or array variables etc, because they get allocated
|
|
a fixed amount of memory which will not change. (You *can* change the value of elements in a string or array though).
|
|
|
|
.. attention::
|
|
**Data type conversion (in assignments):**
|
|
When assigning a value with a 'smaller' datatype to variable with a 'larger' datatype,
|
|
the value will be automatically converted to the target datatype: byte --> word --> float.
|
|
So assigning a byte to a word variable, or a word to a floating point variable, is fine.
|
|
The reverse is *not* true: it is *not* possible to assign a value of a 'larger' datatype to
|
|
a variable of a smaller datatype without an explicit conversion. Otherwise you'll get an error telling you
|
|
that there is a loss of precision. You can use builtin functions such as ``round`` and ``lsb`` to convert
|
|
to a smaller datatype, or revert to integer arithmetic.
|
|
|
|
|
|
Expressions
|
|
-----------
|
|
|
|
Expressions tell the program to *calculate* something. They consist of
|
|
values, variables, operators such as ``+`` and ``-``, function calls, type casts, or other expressions.
|
|
Here is an example that calculates to number of seconds in a certain time period::
|
|
|
|
num_hours * 3600 + num_minutes * 60 + num_seconds
|
|
|
|
Long expressions can be split over multiple lines by inserting a line break before or after an operator::
|
|
|
|
num_hours * 3600
|
|
+ num_minutes * 60
|
|
+ num_seconds
|
|
|
|
In most places where a number or other value is expected, you can use just the number, or a constant expression.
|
|
If possible, the expression is parsed and evaluated by the compiler itself at compile time, and the (constant) resulting value is used in its place.
|
|
Expressions that cannot be compile-time evaluated will result in code that calculates them at runtime.
|
|
Expressions can contain procedure and function calls.
|
|
There are various built-in functions such as sin(), cos() that can be used in expressions (see :ref:`builtinfunctions`).
|
|
You can also reference identifiers defined elsewhere in your code.
|
|
|
|
Read the :ref:`syntaxreference` chapter for all details on the available operators and kinds of expressions you can write.
|
|
|
|
.. note::
|
|
**Order of evaluation:**
|
|
|
|
The order of evaluation of expression operands is *unspecified* and should not be relied upon.
|
|
There is no guarantee of a left-to-right or right-to-left evaluation. But don't confuse this with
|
|
operator precedence order (multiplication comes before addition etcetera).
|
|
|
|
.. attention::
|
|
**Floating point values used in expressions:**
|
|
|
|
When a floating point value is used in a calculation, the result will be a floating point, and byte or word values
|
|
will be automatically converted into floats in this case. The compiler will issue a warning though when this happens, because floating
|
|
point calculations are very slow and possibly unintended!
|
|
|
|
Calculations with integer variables will not result in floating point values.
|
|
if you divide two integer variables say 32500 and 99 the result will be the integer floor
|
|
division (328) rather than the floating point result (328.2828282828283). If you need the full precision,
|
|
you'll have to make sure at least the first operand is a floating point. You can do this by
|
|
using a floating point value or variable, or use a type cast.
|
|
When the compiler can calculate the result during compile-time, it will try to avoid loss
|
|
of precision though and gives an error if you may be losing a floating point result.
|
|
|
|
|
|
|
|
Arithmetic and Logical expressions
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
Arithmetic expressions are expressions that calculate a numeric result (integer or floating point).
|
|
Many common arithmetic operators can be used and follow the regular precedence rules.
|
|
Logical expressions are expressions that calculate a boolean result: true or false
|
|
(which in reality are just a 1 or 0 integer value). When using variables of the type ``bool``,
|
|
logical expressions will compile more efficiently than when you're using regular integer type operands
|
|
(because these have to be converted to 0 or 1 every time)
|
|
|
|
You can use parentheses to group parts of an expression to change the precedence.
|
|
Usually the normal precedence rules apply (``*`` goes before ``+`` etc.) but subexpressions
|
|
within parentheses will be evaluated first. So ``(4 + 8) * 2`` is 24 and not 20,
|
|
and ``(true or false) and false`` is false instead of true.
|
|
|
|
.. attention::
|
|
**calculations keep their datatype even if the target variable is larger:**
|
|
When you do calculations on a BYTE type, the result will remain a BYTE.
|
|
When you do calculations on a WORD type, the result will remain a WORD.
|
|
For instance::
|
|
|
|
byte b = 44
|
|
word w = b*55 ; the result will be 116! (even though the target variable is a word)
|
|
w *= 999 ; the result will be -15188 (the multiplication stays within a word, but overflows)
|
|
|
|
*The compiler does NOT warn about this!* It's doing this for
|
|
performance reasons - so you won't get sudden 16 bit (or even float)
|
|
calculations where you needed only simple fast byte arithmetic.
|
|
If you do need the extended resulting value, cast at least one of the
|
|
operands explicitly to the larger datatype. For example::
|
|
|
|
byte b = 44
|
|
w = (b as word)*55
|
|
w = b*(55 as word)
|
|
|
|
|
|
|
|
Subroutines
|
|
-----------
|
|
|
|
Defining a subroutine
|
|
^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Subroutines are parts of the code that can be repeatedly invoked using a subroutine call from elsewhere.
|
|
Their definition, using the ``sub`` statement, includes the specification of the required parameters and return value.
|
|
Subroutines can be defined in a Block, but also nested inside another subroutine. Everything is scoped accordingly.
|
|
With ``asmsub`` you can define a low-level subroutine that is implemented directly in assembly and takes parameters
|
|
directly in registers.
|
|
|
|
Trivial ``asmsub`` routines can be tagged as ``inline`` to tell the compiler to copy their code
|
|
in-place to the locations where the subroutine is called, rather than inserting an actual call and return to the
|
|
subroutine. This may increase code size significantly and can only be used in limited scenarios, so YMMV.
|
|
Note that the routine's code is copied verbatim into the place of the subroutine call in this case,
|
|
so pay attention to any jumps and rts instructions in the inlined code!
|
|
Inlining regular Prog8 subroutines is at the discretion of the compiler.
|
|
|
|
|
|
Calling a subroutine
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
The arguments in parentheses after the function name, should match the parameters in the subroutine definition.
|
|
If you want to ignore a return value of a subroutine, you should prefix the call with the ``void`` keyword.
|
|
Otherwise the compiler will issue a warning about discarding a result value.
|
|
|
|
.. note::
|
|
**Order of evaluation:**
|
|
|
|
The order of evaluation of arguments to a single function call is *unspecified* and should not be relied upon.
|
|
There is no guarantee of a left-to-right or right-to-left evaluation of the call arguments.
|
|
|
|
.. caution::
|
|
Note that due to the way parameters are processed by the compiler,
|
|
subroutines are *non-reentrant*. This means you cannot create recursive calls.
|
|
If you do need a recursive algorithm, you'll have to hand code it in embedded assembly for now,
|
|
or rewrite it into an iterative algorithm.
|
|
Also, subroutines used in the main program should not be used from an IRQ handler. This is because
|
|
the subroutine may be interrupted, and will then call itself from the IRQ handler. Results are
|
|
then undefined because the variables will get overwritten.
|
|
|
|
|
|
.. _builtinfunctions:
|
|
|
|
Built-in Functions
|
|
------------------
|
|
|
|
|
|
There's a set of predefined functions in the language. These are fixed and can't be redefined in user code.
|
|
You can use them in expressions and the compiler will evaluate them at compile-time if possible.
|
|
|
|
|
|
Math
|
|
^^^^
|
|
|
|
abs(x)
|
|
Absolute value of an integer. For floating point numbers, use ``floats.fabs()`` instead.
|
|
|
|
sgn(x)
|
|
Get the sign of the value. Result is -1, 0 or 1 (negative, zero, positive).
|
|
|
|
sqrt16(w)
|
|
16 bit unsigned integer Square root. Result is unsigned byte.
|
|
To do the reverse, squaring an integer, just write ``x*x``.
|
|
|
|
|
|
Array operations
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
any(x)
|
|
1 ('true') if any of the values in the array value x is 'true' (not zero), else 0 ('false')
|
|
|
|
all(x)
|
|
1 ('true') if all of the values in the array value x are 'true' (not zero), else 0 ('false')
|
|
|
|
len(x)
|
|
Number of values in the array value x, or the number of characters in a string (excluding the 0-byte).
|
|
Note: this can be different from the number of *bytes* in memory if the datatype isn't a byte. See sizeof().
|
|
Note: lengths of strings and arrays are determined at compile-time! If your program modifies the actual
|
|
length of the string during execution, the value of len(s) may no longer be correct!
|
|
(use the ``string.length`` routine if you want to dynamically determine the length by counting to the
|
|
first 0-byte)
|
|
|
|
reverse(array)
|
|
Reverse the values in the array (in-place).
|
|
Can be used after sort() to sort an array in descending order.
|
|
|
|
sort(array)
|
|
Sort the array in ascending order (in-place)
|
|
Supported are arrays of bytes or word values.
|
|
Sorting a floating-point array is not supported right now, as a general sorting routine for this will
|
|
be extremely slow. Either build one yourself or find another solution that doesn't require sorting.
|
|
Finally, note that sorting an array with strings in it will not do what you might think;
|
|
it considers the array as just an array of integer words and sorts the string *pointers* accordingly.
|
|
Sorting strings alphabetically has to be programmed yourself if you need it.
|
|
|
|
|
|
Miscellaneous
|
|
^^^^^^^^^^^^^
|
|
|
|
cmp(x,y)
|
|
Compare the integer value x to integer value y. Doesn't return a value or boolean result, only sets the processor's status bits!
|
|
You can use a conditional jumps (``if_cc`` etcetera) to act on this.
|
|
Normally you should just use a comparison expression (``x < y``)
|
|
|
|
lsb(x)
|
|
Get the least significant byte of the word x. Equivalent to the cast "x as ubyte".
|
|
|
|
msb(x)
|
|
Get the most significant byte of the word x.
|
|
|
|
mkword(msb, lsb)
|
|
Efficiently create a word value from two bytes (the msb and the lsb). Avoids multiplication and shifting.
|
|
So mkword($80, $22) results in $8022.
|
|
|
|
.. note::
|
|
The arguments to the mkword() function are in 'natural' order that is first the msb then the lsb.
|
|
Don't get confused by how the system actually stores this 16-bit word value in memory (which is
|
|
in little-endian format, so lsb first then msb)
|
|
|
|
peek(address)
|
|
same as @(address) - reads the byte at the given address in memory.
|
|
|
|
peekw(address)
|
|
reads the word value at the given address in memory. Word is read as usual little-endian lsb/msb byte order.
|
|
|
|
poke(address, value)
|
|
same as @(address)=value - writes the byte value at the given address in memory.
|
|
|
|
pokew(address, value)
|
|
writes the word value at the given address in memory, in usual little-endian lsb/msb byte order.
|
|
|
|
pokemon(address, value)
|
|
Attempts to write a byte to a ROM at a location in machine language monitor bank.
|
|
Doesn't have anything to do with a certain video game.
|
|
|
|
push(value)
|
|
pushes a byte value on the CPU hardware stack. Low-level function that should normally not be used.
|
|
|
|
pushw(value)
|
|
pushes a 16-bit word value on the CPU hardware stack. Low-level function that should normally not be used.
|
|
|
|
pop(variable)
|
|
pops a byte value off the CPU hardware stack into the given variable. Only variables can be used.
|
|
Low-level function that should normally not be used.
|
|
|
|
popw(value)
|
|
pops a 16-bit word value off the CPU hardware stack into the given variable. Only variables can be used.
|
|
Low-level function that should normally not be used.
|
|
|
|
rol(x)
|
|
Rotate the bits in x (byte or word) one position to the left.
|
|
This uses the CPU's rotate semantics: bit 0 will be set to the current value of the Carry flag,
|
|
while the highest bit will become the new Carry flag value.
|
|
(essentially, it is a 9-bit or 17-bit rotation)
|
|
Modifies in-place, doesn't return a value (so can't be used in an expression).
|
|
You can rol a memory location directly by using the direct memory access syntax, so like ``rol(@($5000))``
|
|
|
|
rol2(x)
|
|
Like ``rol`` but now as 8-bit or 16-bit rotation.
|
|
It uses some extra logic to not consider the carry flag as extra rotation bit.
|
|
Modifies in-place, doesn't return a value (so can't be used in an expression).
|
|
You can rol a memory location directly by using the direct memory access syntax, so like ``rol2(@($5000))``
|
|
|
|
ror(x)
|
|
Rotate the bits in x (byte or word) one position to the right.
|
|
This uses the CPU's rotate semantics: the highest bit will be set to the current value of the Carry flag,
|
|
while bit 0 will become the new Carry flag value.
|
|
(essentially, it is a 9-bit or 17-bit rotation)
|
|
Modifies in-place, doesn't return a value (so can't be used in an expression).
|
|
You can ror a memory location directly by using the direct memory access syntax, so like ``ror(@($5000))``
|
|
|
|
ror2(x)
|
|
Like ``ror`` but now as 8-bit or 16-bit rotation.
|
|
It uses some extra logic to not consider the carry flag as extra rotation bit.
|
|
Modifies in-place, doesn't return a value (so can't be used in an expression).
|
|
You can ror a memory location directly by using the direct memory access syntax, so like ``ror2(@($5000))``
|
|
|
|
sizeof(name)
|
|
Number of bytes that the object 'name' occupies in memory. This is a constant determined by the data type of
|
|
the object. For instance, for a variable of type uword, the sizeof is 2.
|
|
For an 10 element array of floats, it is 50 (on the C64, where a float is 5 bytes).
|
|
Note: usually you will be interested in the number of elements in an array, use len() for that.
|
|
|
|
memory(name, size, alignment)
|
|
Returns the address of the first location of a statically "reserved" block of memory of the given size in bytes,
|
|
with the given name. If you specify an alignment value >1, it means the block of memory will
|
|
be aligned to such a dividable address in memory, for instance an alignment of $100 means the
|
|
memory block is aligned on a page boundary, and $2 means word aligned (even addresses).
|
|
Requesting the address of such a named memory block again later with
|
|
the same name, will result in the same address as before.
|
|
When reusing blocks in that way, it is required that the size argument is the same,
|
|
otherwise you'll get a compilation error.
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This routine can be used to "reserve" parts of the memory where a normal byte array variable would
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not suffice; for instance if you need more than 256 consecutive bytes.
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|
The return value is just a simple uword address so it cannot be used as an array in your program.
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You can only treat it as a pointer or use it in inline assembly.
|
|
|
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callfar(bank, address, argumentaddress) ; NOTE: specific to cx16 target for now
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Calls an assembly routine in another ram-bank on the Commander X16 (using the ``jsrfar`` routine)
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|
The banked RAM is located in the address range $A000-$BFFF (8 kilobyte), but you can specify
|
|
any address in system ram (why this can be useful is explained at the end of this paragraph)
|
|
The third argument can be used to designate the memory address
|
|
of an argument for the routine; it will be loaded into the A register and will
|
|
receive the result value returned by the routine in the A register. If you leave this at zero,
|
|
no argument passing will be done.
|
|
If the routine requires different arguments or return values, ``callfar`` cannot be used
|
|
and you'll have to set up a call to ``jsrfar`` yourself to process this.
|
|
Note: the address can be a variable or other expression, which allows you to use ``callfar`` with bank 0 to do an indirect JSR to a subroutine
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|
whose address can vary (jump table, etc. ``goto`` can do an indirect JMP to a variable address): ``callfar(0, &routine, &argument)``
|
|
This is not very efficient though, so maybe you should write a small piece of inline assembly for this instead.
|
|
|
|
callrom(bank, address, argumentaddress) ; NOTE: specific to cx16 target for now
|
|
Calls an assembly routine in another rom-bank on the Commander X16
|
|
The banked ROM is located in the address range $C000-$FFFF (16 kilobyte).
|
|
There are 32 banks (0 to 31).
|
|
The third argument can be used to designate the memory address
|
|
of an argument for the routine; it will be loaded into the A register and will
|
|
receive the result value returned by the routine in the A register. If you leave this at zero,
|
|
no argument passing will be done.
|
|
If the routine requires different arguments or return values, ``callrom`` cannot be used
|
|
and you'll have to set up a call in assembly code yourself that handles the banking and
|
|
argument/returnvalues.
|
|
|
|
syscall(callnr), syscall1(callnr, arg), syscall2(callnr, arg1, arg2), syscall3(callnr, arg1, arg2, arg3)
|
|
Functions for doing a system call on targets that support this. Currently no actual target
|
|
uses this though except, possibly, the experimental code generation target!
|
|
The regular 6502 based compiler targets just use a subroutine call to asmsub Kernal routines at
|
|
specific memory locations. So these builtin function calls are not useful yet except for
|
|
experimentation in new code generation targets.
|
|
|
|
rsave, rsavex
|
|
Saves all registers including status (or only X) on the stack
|
|
It's not needed to rsave()/rsavex() before an asm subroutine that clobbers the X register
|
|
(which is used by prog8 as the internal evaluation stack pointer);
|
|
the compiler will take care of this situation automatically.
|
|
Note: the 16 bit 'virtual' registers of the Commander X16 are *not* saved.
|
|
|
|
rrestore, rrestorex
|
|
Restore all registers including status (or only X) back from the cpu hardware stack
|
|
Note: the 16 bit 'virtual' registers of the Commander X16 are *not* restored.
|
|
|
|
|
|
Library routines
|
|
----------------
|
|
|
|
There are many routines available in the compiler libraries.
|
|
Some are used internally by the compiler as well.
|
|
There's too many to list here, just have a look through the source code
|
|
of the library modules to see what's there.
|
|
(They can be found in the compiler/res directory)
|
|
The example programs also use a small set of the library routines, you can study
|
|
their source code to see how they might be used.
|