Dylan Programming

Quick Start

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Quick Start

We start by jumping right into Dylan. We show how to interact with a development environment, to use basic arithmetic functions, to define variables and constants, and to create a simple but complete Dylan program.

The Dylan language does not specify a development environment, but many Dylan implementations provide one. A development environment can contain many tools, such as an editor custom-tailored for Dylan code, a browser that helps you to examine objects, a debugger, and a listener that enables you to type in expressions and to see their return values and output. You can use a listener to test pieces of your program without compiling the whole program. When you start using Dylan, a good way to learn and explore is to use a listener. We use a hypothetical listener in this chapter to show the results of evaluating Dylan expressions. Of course, Dylan also supports the traditional approach of editing source files, compiling the program, and running the program.

Dialog with a Dylan listener

Here is a sample dialog between a user and a listener. The bold typewriter font shows what the user types. The bold-oblique typewriter font shows what the listener displays.

? 7 + 12;
=> 19

In our hypothetical listener, the Dylan prompt is the question mark, ?. The user types in 7 + 12; and presses Enter. The listener executes the expression and displays the value returned by that expression, which is 19. The listener displays any return values and output produced by the expression.

Environment note:

Our hypothetical development environment does not represent any particular Dylan development environment. The Dylan language does not require a development environment, so any given implementation may not provide one.

Simple arithmetic operations

We can do other simple arithmetic:

? 7 * 52;
=> 364

? 7 - 12;
=> -5

Caution: Spaces are needed!

In Dylan, it is legal to use characters such as +, -, *, <, >, and / in names of variables. Therefore, in most cases, you must leave spaces around those characters in code, to make it clear that you are using them as functions, and that they are not part of the name of a variable. For example:

  • a + b means add a and b.
  • a+b means the name a+b.

We can multiply several numbers together:

? 24 * 7 * 52;
=> 8736

True and false

We can compare the magnitude of two numbers:

? 1 = 1;
=> #t

? 3 < 30;
=> #t

? 15 > 16;
=> #f

The functions =, <, and > are predicates. A predicate returns true if the condition it is testing is true; otherwise, it returns false. As you might guess, #t means true and #f means false. False is represented by the unique value #f only, but any object that is not #f is true (thus, 0 is a true value).

Comparison with C and C++: Caution!

C and C++ use integers to represent Boolean values — 0 represents false, and any nonzero value is considered true. Dylan has an explicit <boolean> type with two instances: #f represents false, and #t represents the canonical true value. However, any value other than #f is also considered true in a Boolean test. Thus, in Dylan, 0 is considered true.

Comparison with Java:

Java has a separate type for Boolean values. Unlike Dylan, C, or C++, the Java Boolean class has only two values, true and false. This design allows the compiler to issue warnings for the common C error if (a=b) ..., because an assignment does not typically yield a Boolean result. An explicit conversion is required to test nonzero in Java: if (a!=0) ....

Infix syntax and function-call syntax

The functions +, -, *, <, >, and = use infix syntax; that is, the function name appears between the arguments to the function. Most other Dylan functions use the function-call syntax shown in the following call to the min function, which returns the smallest of its arguments:

? min(2, 4, 6);
=> 2

The function name appears first, followed by its arguments, which are surrounded by parentheses and separated by commas. Other examples of the function-call syntax follow:

? even?(3);
=> #f

? zero?(0);
=> #t

Convention:

The names of most predicates end with a question mark — for example, even?, odd?, zero?, positive? and negative?. The question mark is part of the name, and does not have any special behavior. There are exceptions to this convention, such as the predicates named =, <, and >.

Case insensitivity

Dylan is case insensitive. Therefore, we can call the max function as follows:

? MAX(-1, 1);
=> 1

? mAx(0, 55.3, 92);
=> 92

Variables and constants

We can define variables for storing values:

? define variable *my-number* = 7;

? define variable *your-number* = 12;

In Dylan, these variables are called module variables. A module variable has a name and a value. For now, you can consider module variables to be like global variables in other languages. (See Modules, for information about modules.) Module variables can have different values assigned to them during the execution of a program. When you define a module variable, you must initialize it; that is, you must provide an initial value for it. For example, the initial value of *my-number* is 7.

Convention:

Module variables have names that start and end with an asterisk — for example, *my-number*. The asterisks are part of the name, and do not have any special behavior.

We can ask the listener for the values of module variables:

? *my-number*;
=> 7

? *your-number*;
=> 12

We can add the values stored in these variables:

? *my-number* + *your-number*;
=> 19

We can multiply the values stored in these variables:

? *my-number* * *your-number*;
=> 84

We can use the assignment operator, :=, to change the values stored in a variable:

? *my-number* := 100;
=> 100

Assignment, initialization, and equality

People new to Dylan may find = and := confusing, because the names are similar, and the meanings are related but distinct.

The meaning of = depends on whether it appears an expression, or in a definition of a variable or constant. In an expression, = is a function that tests for equality; for example,

? 3 = 3;
=> #t

In a definition of a variable or constant, = precedes the initial value of the variable or constant; for example,

? define variable *her-number* = 3;

After you initialize a variable with =, the = function returns true:

? *her-number* = 3;
=> #t

The assignment operator, :=, performs assignment, which is setting the value of an existing variable; for example,

? *her-number* := 4;
=> 4

After you have assigned a value to a variable, the = function returns true:

? *her-number* = 4;
=> #t

Dylan offers an identity predicate, which we discuss in Predicates for testing equality.

Variables that have type constraints

We defined the variables *my-number* and *your-number* without giving a type constraint on the variables. Thus, we can store any type of value in these variables. For example, here we use the assignment operator, :=, to store strings in these variables:

? *my-number* := "seven";
=> "seven"

? *your-number* := "twelve";
=> "twelve"

What happens if we try to add the string values stored in these variables?

? *my-number* + *your-number*;
=> ERROR: No applicable method for + with arguments ("seven", "twelve")

Dylan signals an error because the + function does not know how to operate on string arguments.

Environment note:

The Dylan implementation defines the exact wording of error messages, and what happens when an error is signaled. If your implementation opens a Dylan debugger when an error is signaled, you now have an opportunity to experiment with the debugger!

We can redefine the variables to include a type constraint, which ensures that the variables can hold only numbers. We specify that *my-number* can hold any integer, and that *your-number* can hold a single-precision floating-point number:

? define variable my-number :: <integer> = 7;

? define variable your-number :: <single-float> = 12.01;

What happens if we try to store a string in one of the variables?

? *my-number* := "seven";
=> ERROR: The value assigned to *my-number* must be of type <integer>

Both <integer> and <single-float> are classes. For now, you can think of a class as being like a datatype in another language. Dylan provides a set of built-in classes, and you can also define new classes.

Convention:

Class names start with an open angle bracket and end with a close angle bracket — for example, <integer>. The angle brackets are part of the name, and do not have any special behavior.

The + function can operate on numbers of different types:

? *my-number* + *your-number*;
=> 19.01

Module constants

A module constant is much like a module variable, except that it is an error to assign a different value to a constant. Although you cannot assign a different value to a constant, you may be able to change the elements of the value, such as assigning a different value to an element of an array.

You use define constant to define a module constant, in the same way that you use define variable to define a variable. You must initialize the value of the constant, and you cannot change that value throughout the execution of a Dylan program. Here is an example:

? define constant $pi = 3.14159;

Convention:

Module constant names start with the dollar sign, $ — for example, $pi. The dollar sign is part of the name, and does not have any special behavior.

Both module variables and module constants are accessible within a module.

(See Modules, for information about modules.) Dylan also offers variables that are accessible within a smaller area, called local variables. There is no concept of a local constant; all constants are module constants. Therefore, throughout the rest of this book, we use the word constant as shorthand for module constant.

Local variables

You can define a local variable by using a let declaration. Unlike module variables, local variables are established dynamically, and they have lexical scope. During its lifetime, a local variable shadows any module variable, module constant, or existing local variable with the same name.

Local variables are scoped within the smallest body that surrounds them. You can use let anywhere within a body, rather than just at the beginning; the local variable is declared starting at its definition, and continuing to the end of the smallest body that surrounds the definition.

A body is a region of program code that delimits the scope of all local variables declared inside the body. When you are defining functions, usually there is an implicit body available. For example, define method creates an implicit body. (For information about method definitions, see Method definitions.) Other control structures, such as if, create implicit bodies. Bodies can be nested. If there is no body handy, or if you want to create a body smaller than the implicit one, you can create a body by using begin to start it and end to finish it:

? begin
   let radius = 5;
   let circumference = 2 \* $pi \* radius;
   circumference;
 end;
=> 31.4159

The local variables radius and circumference are declared, initialized, and used within the body. The value returned by the body is the value of the expression executed last in the body, which is circumference. Outside the lexical scope of the body, the local variables are no longer declared, and trying to access them is an error:

? radius
=> ERROR: The variable radius is undefined.

Formatted output

Throughout this book, we use the format-out function to print output. The syntax of format-out is

format-out(string, arg1, ... argn)

The format-out function sends output to the standard output destination, which could be the window where the program was invoked, or a new window associated with the program. The standard output destination depends on the platform.

The string argument can contain ordinary text, formatting instructions beginning with %, and characters beginning with a backslash, \. Ordinary text in the format string is sent to the destination verbatim. You can use the backslash character in the string argument to insert unusual characters, such as \n, which prints the newline character.

? format-out("Your future is filled with wondrous surprises.\n")
=> Your future is filled with wondrous surprises.

Formatting instructions begin with a percent sign, %. For each %, there is normally a corresponding argument giving an object to output. The character after the % controls how the object is formatted. A wide range of formatting characters is available, but we use only the following formatting characters in this book:

  • %d Prints an integer represented as a decimal number
  • %s Prints the contents of its string argument unquoted
  • %= Prints an implementation-specific representation of the object; you can use %= for any class of object

Here are examples:

? format-out
    ("Your number is %= and mine is %d\n", *your-number*,
     *my-number*);
=> Your number is 12.01 and mine is 7.

? format-out("The %s meeting will be held at %d:%d%d.\n", "Staff", 2,
             3, 0);
=> The Staff meeting will be held at 2:30.

In Dylan, functions do not need to return any values. The format-out function returns no values. Thus, it is called only for its side effect (printing output).

Comparison with C:

format-out is similar to printf.

The format-out function is available from the format-out library, and is not part of the core Dylan language. We now describe how to make the format-out function accessible to our program, and how to set up the files that constitute the program. Many of the details depend on the implementation of Dylan, so you will need to consult the documentation of your Dylan implementation.

Usage note:

The Apple Technology Release does not currently provide the format-out function. For information about how to run these examples in the Apple Technology Release, see Harlequin’s or Addison-Wesley’s Web page for our book. See Resources on Dylan.

A complete Dylan program

In this section, we show how to create a complete Dylan program. The Dylan program will print the following:

Hello, world

The Dylan expression that prints that output is

format-out("Hello, world\n");

A Dylan library defines a software component — a separately compilable unit that can be either a stand-alone program or a component of a larger program. Thus, when we talk about creating a Dylan program, we are really talking about creating a library.

A library contains modules. Each module contains definitions and expressions. The module is a namespace for the definitions and expressions. For example, if you define a module variable in one particular module, it is available to all the code in that module. If you choose to export that module variable, you can make it accessible to other modules that import it. In this chapter, we give the bare minimum of information about libraries and modules — just enough for you to get started quickly. For a complete description of libraries and modules, see Libraries and Modules.

To create a complete Dylan program, we need

  • To define the library that is our program; we shall create a library named hello
  • To define a module (or more than one) in the library, to hold the definitions and expressions in our program; we shall create a module named hello in the hello library
  • To write the program code, in the module; we shall put the format-out expression in the hello module of the hello library

Files of a Dylan program

Different Dylan environments store programs in different ways, but there is a file-based interchange format that all Dylan environments accept. In this interchange format, any program consists of a minimum of two files: a file containing the program itself, and a file describing the libraries and modules. The most trivial program consists of a single module in a single library, but it is still expressed in two files. Most Dylan implementations also accept a third file, which enumerates all the files that make up a program; this file is called a library-interchange definition (LID) file.

The details of how the files are named and stored depends on your Dylan implementation. Typically, however, you have a directory containing all the files of the program. As shown below, we name our program directory hello, and name the files hello.lid, library.dylan, and hello.dylan (the latter is the program file).

hello

  • hello.lid
  • library.dylan
  • hello.dylan

Comparison with C:

The following analogies may help you to understand how the elements of Dylan programs correspond to elements of C programs:

  • The program files are similar to .c files in C.
  • The library file is similar to a C header file.
  • The LID file is similar to a makefile, which is used in certain C development environments.

Components of a Dylan program

We start with this simple Dylan expression:

format-out("Hello, world\n");

All Dylan expressions must be in a module. Therefore, we use a text editor to create a file that contains the expression within a module:

The program file: hello.dylan.

module: hello

format-out("Hello, world\n");

The hello.dylan file is the top-level file; you can think of it as the program itself. When you run this program, Dylan executes all the expressions in the file in the order that they appear in the file. There is only one expression in this program — the call to format-out.

The first line of this file declares that the expressions and definitions in this file are in the hello module. Before we can run (or even compile) this program, we need to define the hello module. All modules must be in a library, so we must also define a library for our hello module. We create a second file, called the library file, and define the hello module and hello library in the library file:

The library file: library.dylan.

module: dylan-user

define library hello
  use dylan;
  use format-out;
end library hello;

define module hello
  use dylan;
  use format-out;
end module hello;

The first line of library.dylan states that the expressions in this file are in the dylan-user module. Every Dylan expression and definition must be in a module, including the definitions of libraries and modules. The dylan-user module is the starting point — the predefined module that enables you to define the libraries and modules that your program uses.

In the file library.dylan, we define a library named hello, and a module named hello. We define the hello library to use the dylan library and the format-out library, and we define the hello module to use the dylan module and the format-out module.

One library uses another library to allow its modules to use the other library’s exported modules. Most libraries need to use the dylan library, because it contains the dylan module. One module uses another module to allow its definitions to use the other module’s exported definitions. Most modules need to use the dylan module in the dylan library, because that module contains the definitions of the core Dylan language. We also need to use the format-out module in the format-out library, because that module defines the format-out function, which we use in our program.

Finally, we create a LID file that enumerates the files that make up the library. This file does not contain Dylan expressions, but rather is simply a textual description of the library’s files:

The LID file: hello.lid.

library: hello
files: library
       hello

The LID file simply states that the library hello comprises two files, named library and hello. In other words, to build the hello library, the compiler must process the two files listed, in the order that they appear in the file. The order is significant, because a module must be defined before the code that is in the module can be analyzed and compiled.

You can consult the documentation of your Dylan implementation to find out how to build an executable program from these files, and how to run that program once it is built. Most Dylan environments produce executable programs that can be invoked in the same manner as any other program on the particular platform that you are using.

We incur a fair amount of overhead in setting up the files that make up a simple program. Most environments automate this process — some of the complexity shown here occurs because we are working with the lowest common denominator: interchange files. The advantages of libraries and modules are significant for larger programs. See Libraries and Modules.

Summary

In this chapter, we covered the following:

  • We entered Dylan expressions to a listener and saw their values or output.
  • We used simple arithmetic functions: +, *, -. We used predicates: =, <, >, even?, and zero?.
  • We described certain naming conventions in Dylan; see Dylan naming conventions shown in this chapter..
  • We described the syntax of some commonly used elements of Dylan; see Syntax of Dylan elements..
  • We defined module variables (with define variable), constants (with define constant), and local variables (with let).
  • We set the value of variables by using :=, the assignment operator.
  • We defined a simple but complete Dylan program, consisting of a LID file, a library file, and a program file.

Here, we summarize the most basic information about libraries and modules:

  • A Dylan library defines a software component — a separately compilable unit that can be either a stand-alone program or a component of a larger program. Thus, when we talk about creating a Dylan program, we are really talking about creating a library.
  • Each Dylan expression and definition must be in a module. Each module is in a library.
  • One module uses another module to allow its definitions to use the other module’s exported definitions. Most modules need to use the dylan module in the dylan library, because it contains the definitions of the core Dylan language.
  • One library uses another library to allow its modules to use the other library’s exported modules. Most libraries need to use the dylan library, because it contains the dylan module.
Dylan naming conventions shown in this chapter.
Dylan element Example of name
module variable *my-number*
constant $pi
class <integer>
predicate positive?
Syntax of Dylan elements.
Dylan element Syntax example
string "Runway"
true any value that is not #f
canonical true value #t
false #f
infix syntax function call 2 + 3;
function call max(2, 3);

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