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Ape is an easy to use programming language and library written in C, by Krzysztof Gabis. It's an offspring of Monkey language (from Writing An Interpreter In Go and Writing A Compiler In Go books by Thorsten Ball), but it evolved to be more procedural with variables, loops, operator overloading, modules, and more.
It's under development so everything in the language and the api might change.
fn contains_item(to_find, items) {
for (item in items) {
if (item == to_find) {
return true
}
}
return false
}
const cities = ["Warszawa", "Rabka", "Szczecin"]
const city = "Warszawa"
if (contains_item(city, cities)) {
println(`found ${city}!`)
}Run:
$ npm i apelang.cAnd then include ape.h as follows:
#include "node_modules/apelang.c/ape.h"You may also want to include ape.c as follows:
#ifndef __APELANG_C__
#define __APELANG_C__
#include "node_modules/apelang.c/ape.c"
#endifThis will include both the function declaration and their definitions into a single file.
Add ape.h and ape.c to your project and compile ape.c with a C compiler before linking.
#include "ape.h"
int main() {
ape_t *ape = ape_make();
ape_execute(ape, "println(\"hello world\")");
ape_destroy(ape);
return 0;
}An example that shows how to call Ape functions from C code and vice versa can be found here.
Ape is a dynamically typed language with mark and sweep garbage collection. It's compiled to bytecode and executed on internal VM. It's fairly fast for simple numeric operations and not very heavy on allocations (custom allocators can be configured). More documentation can be found here.
bool, string, number (double precision float), array, map, function, error
Math:
+ - * / %
Binary:
^ | & << >>
Logical:
! < > <= >= == != && ||
Assignment:
= += -= *= /= %= ^= |= &= <<= >>=const constant = 2
constant = 1 // fail
var variable = 3
variable = 7 // okconst str1 = "a string"
const str2 = 'also a string'
const str3 = `a template string, it can contain expressions: ${2 + 2}, ${str1}`const arr = [1, 2, 3]
arr[0] // -> 1const map = {"lorem": 1, 'ipsum': 2, dolor: 3}
map.lorem // -> 1, dot is a syntactic sugar for [""]
map["ipsum"] // -> 2
map['dolor'] // -> 3if (a) {
// a
} else if (b) {
// b
} else {
// c
}while (true) {
// body
}
var items = [1, 2, 3]
for (item in items) {
if (item == 2) {
break
} else {
continue
}
}
for (var i = 0; i < 10; i++) {
// body
}const add_1 = fn(a, b) { return a + b }
fn add_2(a, b) {
return a + b
}
fn map_items(items, map_fn) {
const res = []
for (item in items) {
append(res, map_fn(item))
}
return res
}
map_items([1, 2, 3], fn(x){ return x + 1 })
fn make_person(name) {
return {
name: name,
greet: fn() {
println(`Hello, I'm ${this.name}`)
},
}
}const err = error("something bad happened")
if (is_error(err)) {
println(err)
}
fn() {
recover (e) { // e is a runtime error wrapped in error
return null
}
crash("something bad happened") // crashes are recovered with "recover" statement
}import "foo" // import "foo.ape" and load global symbols prefixed with foo::
foo::bar()
import "bar/baz" // import "bar/baz.ape" and load global symbols prefixed with baz::
baz::foo()fn vec2(x, y) {
return {
x: x,
y: y,
__operator_add__: fn(a, b) { return vec2(a.x + b.x, a.y + b.y)},
__operator_sub__: fn(a, b) { return vec2(a.x - b.x, a.y - b.y)},
__operator_minus__: fn(a) { return vec2(-a.x, -a.y) },
__operator_mul__: fn(a, b) {
if (is_number(a)) {
return vec2(b.x * a, b.y * a)
} else if (is_number(b)) {
return vec2(a.x * b, a.y * b)
} else {
return vec2(a.x * b.x, a.y * b.y)
}
},
}
}ape.c can be split into separate files by running utils/split.py:
python3 utils/split.py --input ape.c --output-path apeIt can be joined back into a single file with utils/join.py:
python3 utils/join.py --template utils/ape.c.templ --path ape --output ape.cA Visual Studio Code extension can be found here.