# Types

As usual, types are divided into basic types and user defined types (enum, union, struct, errtypes, aliases). All types are defined on a global level. Using the public prefix is necessary for any type that is to be exposed outside of the current module.

##### Naming

All user defined types in C3 starts with upper case. So MyStruct or Mystruct would be fine, mystruct_t or mystruct would not. Since this affects C compatibility, it is possible to use attributes to change the external name of a type:

struct Stat @extname("stat")
{
// ...
}

fn CInt stat(const char* pathname, Stat* buf);

##### Differences from C

Unlike C, C3 does not use type qualifiers. const exists, but is a storage class modifier, not a type qualifier. Instead of volatile, volatile loads and stores are used. In order to signal restrictions on variable usage, like const-ness preconditions are used.

## Basic types

Basic types are divided into floating point types, and integer types. Integer types being either signed or unsigned.

##### Integer types
Name bit size signed
bool* 1 no
ichar 8 yes
char 8 no
short 16 yes
ushort 16 no
int 32 yes
uint 32 no
long 64 yes
ulong 64 no
iptr** varies yes
uptr** varies no
iptrdiff** varies yes
uptrdiff** varies no
isize** varies yes
usize** varies no

* bool will be stored as a byte.
** size, pointer and pointer sized types depend on platform.

##### Integer arithmetics

All signed integer arithmetics uses 2's complement.

##### Integer constants

Integer constants are 1293832 or -918212. Without a suffix, suffix type is assumed to the signed integer of arithmetic promotion width. Adding the u suffix gives a unsigned integer of the same width. Use ixx and uxx – where xx is the bitwidth for typed integers, e.g. 1234u16

Integers may be written in decimal, but also

• in binary with the prefix 0b e.g. 0b0101000111011, 0b011
• in octal with the prefix 0o e.g. 0o0770, 0o12345670
• in hexadecimal with the prefix 0x e.g. 0xdeadbeef 0x7f7f7f

Furthermore, underscore _ may be used to add space between digits to improve readability e.g. 0xFFFF_1234_4511_0000, 123_000_101_100

##### TwoCC, FourCC and EightCC

FourCC codes are often used to identify binary format types. C3 adds direct support for 4 character codes, but also 2 and 8 characters:

• 2 character strings, e.g. 'C3', would convert to an ushort or short.
• 4 character strings, e.g. 'TEST', converts to an uint or int.
• 8 character strings, e.g. 'FOOBAR11' converts to an ulong or long.

Conversion is always done so that the character string has the correct ordering in memory. This means that the same characters may have different integer values on different architectures due to endianess.

##### Base64 and hex data literals

Base64 encoded values work like TwoCC/FourCC/EightCC, in that is it laid out in byte order in memory. It uses the format b64'<base64>'. Hex encoded values work as base64 but with the format x'<hex>'. In data literals any whitespace is ignored, so '00 00 11'x encodes to the same value as x'000011'.

In our case we could encode b64'Rk9PQkFSMTE=' as 'FOOBAR11'.

Base64 and hex data literals initializes to arrays of the char type:

char[*] hello_world_base64 = b64"SGVsbG8gV29ybGQh";
char[*] hello_world_hex = x"4865 6c6c 6f20 776f 726c 6421";

##### String literals, multi-line and raw strings

Regular string literals is text enclosed in " ... " just like in C. C3 also offers two other types of literals: multi-line strings and raw strings.

Multi-line strings start and end with """. Newline after the initial """ are removed, and so is a trailing new line on the last line before """. Initial whitespace will be trimmed to the leftmost character in a line:

char* foo = """
<html>
<body>
<p>Hello World</p>
</body>
</html>
""";
// Same as:
char* foo = "<html>\n"
"  <body>\n"
"    <p>Hello World</p>\n"
"  </body>\n"
"</html>";


You can use \| (escapes to a zero length string) and \s (escapes to a space) to control the automatic trim:

char* foo = """
\|  <body>
\|    <p>Hello World</p>    \s
\|  </body>
""";
// Same as:
char* foo = " <body>\n"
"   <p>Hello World</p>     \n"
" </body>";


Raw strings uses text between  . Inside of a raw string, no escapes are available. To write a  double the character:

char* foo = C:\foo\bar.dll;
char* bar = "Say hello";
// Same as
char* foo = "C:\\foo\\bar.dll";
char* bar = "\"Say hello\"";

##### Floating point types
Name alias bit size
half* f16 16
float f32 32
double f64 64

*support depends on platform

##### Floating point constants

Floating point constants will at least use 64 bit precision. Just like for integer constants, it is allowed to use underscore, but it may not occur immediately before or after a dot or an exponential.

Floating point values may be written in decimal or hexadecimal. For decimal, the exponential symbol is e (or E, both are acceptable), for hexadecimal p (or P) is used: -2.22e-21 -0x21.93p-10

It is possible to type a floating point by adding a suffix:

Suffix type
f16 float16
f32 or f float
f64 double
f128 float128

### C compatibility

For C compatibility the following types are also defined when including std::cinterop

Name c type
CChar char
CShort short int
CUShort unsigned short int
CInt int
CUInt unsigned int
CLong long int
CULong unsigned long int
CLongLong long long
CULongLong unsigned long long
CFloat float
CDouble double
CLongDouble long double

Note that signed C char and unsigned char will correspond to ichar and char. CChar is only available to match the default signedness of char on the platform.

### Pointer types

Pointers mirror C: Foo* is a pointer to a Foo, while Foo** is a pointer to a pointer of Foo.

### Array types

Arrays are indicated by [<size>] after the type, e.g. int[4]. Subarrays use the type[]. For initialization the wildcard type[*] can be used to infer the size from the initializer. See the chapter on arrays.

## Enum

Enum (enumerated) types use the following syntax:

enum State : int
{
PENDING = 0,
RUNNING,
TERMINATED
}


Enum constants are namespaces by default, just like C++'s class enums. So accessing the enums above would for example use State.PENDING rather than PENDING.

### Enum type inference

When an enum is used in where the type can be inferred, like in case-clauses or in variable assignment, it is allowed to drop the enum name:

State foo = PENDING; // State.PENDING is inferred.
switch (foo)
{
case RUNNING: // State.RUNNING is inferred
...
default:
...
}

fn void test(State s) { ... }

...

test(RUNNING); // State.RUNNING is inferred


In the case that it collides with a global in the same scope, it needs the qualifier:

module test;

fn void testState(State s) { ... }

State RUNNING = State.TERMINATED; // Don't do this!

...

test(RUNNING); // Ambiguous
test(test::RUNNING); // Uses global.
test(State.RUNNING); // Uses enum constant.


## Error

Error types are similar to enums, and are used for error returns.

errtype IOError;
errtype ParseError
{
int line;
int col;
}


The data inside of an error cannot exceed the size of an iptr that is pointer sized.

An error is similar to a struct and is initialized the same way. One exception is that simple errors without a body does not need to be created using a ():

return IOError!;
return IOError({})!; // Same as above
return ParseError({ line, col })!;


In order to pass the error on the error side channel instead of as a value, the !.

## Failable

A failable is created by taking a type and appending !. A failable is a tagged union containing either the given type or an error.

int! i;
i = 5; // Assigning a real value to i.
i = IOError!; // Assigning an error to i.


Only variables and return variables may be of the failable type. Function and macro parameters may not be failable types.

fn Foo*! getFoo() { ... } // Ok!
fn void processFoo(Foo*! f) { ... } // Error!
int! x = 0; // Ok!


## Struct types

Structs are always named:

struct Person
{
char age;
char* name;
}


A struct's members may be accessed using dot notation, even for pointers to structs.

Person p;
p.age = 21;
p.name = "John Doe";

io::printf("%s is %d years old.", p.age, p.name);

Person* pPtr = &p;
pPtr.age = 20; // Ok!

io::printf("%s is %d years old.", pPtr.age, pPtr.name);


(One might wonder whether it's possible to take a Person** and use dot access. – It's not, only one level of dereference is done.)

## Struct subtyping

C3 allows creating struct subtypes:

struct ImportantPerson
{
inline Person person;
char* title;
}

fn printPerson(Person p)
{
io::printf("%s is %d years old.", p.age, p.name);
}

ImportantPerson important_person;
important_person.age = 25;
important_person.name = "Jane Doe";
important_person.title = "Rockstar";
printPerson(important_person); // Only the first part of the struct is copied.


## Union types

Union types are defined just like structs.

union Integral
{
byte as_byte;
short as_short;
int as_int;
long as_long;
}


As usual unions are used to hold one of many possible values:

Integral i;
i.as_byte = 40; // Setting the active member to as_byte

i.as_int = 500; // Changing the active member to as_int

// Undefined behaviour: as_byte is not the active member,
// so this will probably print garbage.
io.printf("%d", i.as_byte);


Note that unions only take up as much space as their largest member, so sizeof(Integral) is equivalent to sizeof(long).

## Anonymous sub-structs / unions

Just like in later versions of C, anonymous sub-structs / unions are allowed.

struct Person
{
char age;
char* name;
union
{
int employee_nr;
uint other_nr;
}
union subname
{
bool b;
Callback cb;
}
}


## Tagged unions

In C, using structs with an enum value to indicate type is common practice. C3 also offers tagged unions, which is formalizing this within the language:

TBD: Exact syntax (see the ideas page)

## Casting

Casting does not use the C-style (<NewType>) <expression> instead uses (<NewType>)(<expression>)

float f = 2.0f;
int i = (int)(f);


## Anonymous structs

It's possible to use anonymous structs (structs without name) as arguments. These will only be checked for structural equivalence.

NOTE: This syntax is not final.

fn void set_coordinates(struct { int i; int j; } coord) { ... }

struct Vec2
{
int x;
int y;
}

struct Vector
{
int px;
int py;
}

struct Vec3
{
int x;
int y;
int z;
}

fn void test()
{
Vec2 v2 = { 1, 2 };
Vector v = { 1, 4 };
Vec3 v3 = { 1, 2, 3 };
set_coordinates(v2);  // valid
set_coordinates(v);   // valid
set_coordinates(v3);  // ERROR, no structural equivalence.
struct { int i; int j; } xy = v2;
v = (struct { int, int })(v2);
}
`