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+//
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+// You can also put 'comptime' before a function parameter to
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+// enforce that the argument passed to the function must be known
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+// at compile time. We've actually been using a function like
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+// this the entire time, std.debug.print():
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+//
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+// fn print(comptime fmt: []const u8, args: anytype) void
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+//
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+// Notice that the format string parameter 'fmt' is marked as
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+// 'comptime'. One of the neat benefits of this is that the
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+// format string can be checked for errors at compile time rather
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+// than crashing at runtime.
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+//
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+// (The actual formatting is done by std.fmt.format() and it
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+// contains a complete format string parser that runs entirely at
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+// compile time!)
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+//
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+const print = @import("std").debug.print;
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+
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+// This struct is the model of a model boat. We can transform it
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+// to any scale we would like: 1:2 is half-size, 1:32 is
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+// thirty-two times smaller than the real thing, and so forth.
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+const Schooner = struct {
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+ name: []const u8,
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+ scale: u32 = 1,
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+ hull_length: u32 = 143,
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+ bowsprit_length: u32 = 34,
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+ mainmast_height: u32 = 95,
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+
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+ fn scaleMe(self: *Schooner, comptime scale: u32) void {
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+ var my_scale = scale;
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+
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+ // We did something neat here: we've anticipated the
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+ // possibility of accidentally attempting to create a
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+ // scale of 1:0. Rather than having this result in a
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+ // divide-by-zero error at runtime, we've turned this
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+ // into a compile error.
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+ //
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+ // This is probably the correct solution most of the
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+ // time. But our model boat model program is very casual
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+ // and we just want it to "do what I mean" and keep
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+ // working.
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+ //
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+ // Please change this so that it sets a 0 scale to 1
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+ // instead.
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+ if (my_scale == 0) @compileError("Scale 1:0 is not valid!");
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+
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+ self.scale = my_scale;
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+ self.hull_length /= my_scale;
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+ self.bowsprit_length /= my_scale;
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+ self.mainmast_height /= my_scale;
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+ }
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+
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+ fn printMe(self: Schooner) void {
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+ print("{s} (1:{}, {} x {})\n", .{
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+ self.name,
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+ self.scale,
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+ self.hull_length,
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+ self.mainmast_height,
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+ });
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+ }
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+};
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+
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+pub fn main() void {
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+ var whale = Schooner {.name = "Whale"};
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+ var shark = Schooner {.name = "Shark"};
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+ var minnow = Schooner {.name = "Minnow"};
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+
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+ // Hey, we can't just pass this runtime variable as an
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+ // argument to the scaleMe() method. What would let us do
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+ // that?
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+ var scale: u32 = undefined;
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+
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+ scale = 32; // 1:32 scale
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+
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+ minnow.scaleMe(scale);
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+ minnow.printMe();
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+
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+ scale -= 16; // 1:16 scale
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+
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+ shark.scaleMe(scale);
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+ shark.printMe();
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+
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+ scale -= 16; // 1:0 scale (oops, but DON'T FIX THIS!)
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+
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+ whale.scaleMe(scale);
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+ whale.printMe();
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+}
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+//
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+// Going deeper:
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+//
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+// What would happen if you DID attempt to build a model in the
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+// scale of 1:0?
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+//
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+// A) You're already done!
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+// B) You would suffer a mental divide-by-zero error.
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+// C) You would construct a singularity and destroy the
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+// planet.
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+//
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+// And how about a model in the scale of 0:1?
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+//
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+// A) You're already done!
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+// B) You'd arrange nothing carefully into the form of the
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+// original nothing but infinitely larger.
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+// C) You would construct a singularity and destroy the
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+// planet.
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+//
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+// Answers can be found on the back of the Ziglings packaging.
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