- Add string concatenation support to + operator in typechecker - Register ADT constructors in both type environment and interpreter - Bind handlers as values so they can be referenced in run...with - Fix effect checking to use subset instead of exact match - Add built-in effects (Console, Fail, State) to run block contexts - Suppress dead code warnings in diagnostics, modules, parser Update all example programs with: - Expected output documented in comments - Proper run...with statements to execute code Add new example programs: - behavioral.lux: pure, idempotent, deterministic, commutative functions - pipelines.lux: pipe operator demonstrations - statemachine.lux: ADT-based state machines - tailcall.lux: tail call optimization examples - traits.lux: type classes and pattern matching Add documentation: - docs/IMPLEMENTATION_PLAN.md: feature roadmap and status - docs/PERFORMANCE_AND_TRADEOFFS.md: performance analysis Add benchmarks for performance testing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
84 lines
2.0 KiB
Plaintext
84 lines
2.0 KiB
Plaintext
// State machine example using algebraic data types
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// Demonstrates pattern matching for state transitions
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//
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// Expected output:
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// Initial light: red
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// After transition: green
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// After two transitions: yellow
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// Door: Closed -> Open -> Closed -> Locked
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// Traffic light state machine
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type TrafficLight =
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| Red
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| Yellow
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| Green
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fn nextLight(light: TrafficLight): TrafficLight =
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match light {
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Red => Green,
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Green => Yellow,
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Yellow => Red
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}
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fn canGo(light: TrafficLight): Bool =
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match light {
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Green => true,
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Yellow => false,
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Red => false
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}
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fn lightColor(light: TrafficLight): String =
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match light {
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Red => "red",
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Yellow => "yellow",
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Green => "green"
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}
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// Door state machine
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type DoorState =
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| Open
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| Closed
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| Locked
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type DoorAction =
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| OpenDoor
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| CloseDoor
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| LockDoor
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| UnlockDoor
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fn applyAction(state: DoorState, action: DoorAction): DoorState =
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match (state, action) {
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(Closed, OpenDoor) => Open,
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(Open, CloseDoor) => Closed,
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(Closed, LockDoor) => Locked,
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(Locked, UnlockDoor) => Closed,
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_ => state
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}
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fn doorStateName(state: DoorState): String =
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match state {
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Open => "Open",
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Closed => "Closed",
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Locked => "Locked"
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}
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// Test the state machines
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let light1 = Red
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let light2 = nextLight(light1)
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let light3 = nextLight(light2)
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let door1 = Closed
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let door2 = applyAction(door1, OpenDoor)
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let door3 = applyAction(door2, CloseDoor)
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let door4 = applyAction(door3, LockDoor)
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// Print results
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fn printResults(): Unit with {Console} = {
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Console.print("Initial light: " + lightColor(light1))
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Console.print("After transition: " + lightColor(light2))
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Console.print("After two transitions: " + lightColor(light3))
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Console.print("Door: " + doorStateName(door1) + " -> " + doorStateName(door2) + " -> " + doorStateName(door3) + " -> " + doorStateName(door4))
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}
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let output = run printResults() with {}
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