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πŸš€ Nail: Merge Rust's robustness & Go's runtime simplicity. If it compiles, it's likely to run bug-free (though not always). Constant evolution; specs may change.

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Nail

Summary

WIP

πŸš€ Introducing Nail!
Merging the robustness of Rust with the simplicity of Go's runtime.
Just like Rust, if it compiles, it's likely to run bug-free (of course, not all bugs can be eliminated). A memory-safe language powered by GC, embracing Rust's type system (with a touch of TypeScript) and concurrent model inspired by Go.
Step into the future with a language inspired by the best of Rust and Go. A refreshing take on modern programming!

  • Base: Rust
  • Memory Management: GC + optimization
  • Type System: Rust, with hints of TypeScript
  • Concurrency: Go

πŸ”§ Note: While our vision remains consistent, the specific implementations to achieve our goals may undergo significant changes.

Memory Management Strategy

Mutable Data

  • Large Size: Pass by pointer
    For large data structures, passing by pointer avoids the cost of copying the entire data.
  • Small Size: Pass by pointer
    Even for small data, passing by pointer ensures consistent data management for mutable data.

Immutable Data

  • Large Size: Pass by pointer
    For large immutable data, passing by pointer provides efficient access without the performance overhead of copying.
  • Small Size: Pass by value
    Small immutable data is copied to the stack, resulting in faster memory access.

This approach ensures efficient memory management and optimized performance by automatically selecting the most appropriate method based on data size and mutability.

Specification

Implemented = βœ…, Partially Implemented = 🚧, Not Implemented = ❌

  1. Variables and Data Types
  • βœ… Variable definition and referencing
    let value = 10;
    value // 10
  • Basic data types, such as integers, floating-point numbers, booleans, and characters
    • 🚧 Integer types
      Integer literals can be written as 10. To specify the number of bits, add the type name to the end, like 10_i8. If the type cannot be determined through type inference, it defaults to i32.
      Length Signed Unsigned
      8-bits i8 u8
      16-bits i16 u16
      32-bits i32 u32
      64-bits i64 u64
      128-bits i128 u128
      arch isize usize
    • ❌ Floating-point types
      Floating-point literals can be written as 10.0. To specify the number of bits, add the type name to the end, like 10_f32 or 10.0_f32. If the type cannot be determined through type inference, it defaults to f64.
      Length -
      32-bits f32
      64-bits f64
      128-bits f128
    • βœ… Boolean types
      Boolean literals can be written as true and false.
    • 🚧 Character types
      Character literals can be written as 'a'.
  • Collection types, such as strings, arrays, lists, tuples, and dictionaries
    • βœ… String types
      Strings are allocated on the heap. String literals can be written as "Hello, world!".
    • ❌ Array types
      Arrays are allocated on the stack. Array literals can be written as [1, 2, 3].
    • ❌ List types
      Lists are dynamic arrays and are allocated on the heap. List literals can be written as vec![1, 2, 3].
    • ❌ Tuple types
      Tuple literals can be written as (1, "hello", 3.14).
    • ❌ Dictionary types
      Dictionary literals can be written as map!{ "a": 1, "b": 2, "c": 3 }.
  • Defining and using custom types, such as structs, enums, and algebraic data types
    • ❌ Struct types
      struct User {
          name: String
      }
    • ❌ Enum types
      enum ShapeType {
          Circle,
          Rectangle,
      }
    • ❌ Algebraic data types
      enum Shape {
          Circle(f32),
          Rectangle(f32, f32),
          Triangle { base: f32, height: f32 }
      }
  1. Operators
  • βœ… Arithmetic operators (addition, subtraction, multiplication, division, etc.)
    1 + 2; // add
    1 - 2; // sub
    1 * 2; // mul
    1 / 2; // div
  • βœ… Comparison operators (equality, inequality, greater/less than, etc.)
    1 == 2; // equal
    1 != 2; // not equal
  • ❌ Logical operators (AND, OR, NOT, etc.)
    true && true // and
    false || true // or
    !true // not
  • 🚧 Assignment operators Only mutable variables can be assigned.
    let mut a = 10; // define variable
    a = 20;
  • ❌ Bitwise operators (bitwise AND, OR, NOT, shift, etc.)
    1 & 0 // bitwise and
    1 | 0 // bitwise or
    1 << 2 // bit left shift
    2 >> 1 // bit right shift
  1. Control structures
  • Conditional branching (if, else, match, etc.)

    • βœ… if

      if true {
          // statements
      }
    • βœ… else

      if false {
          // statements
      } else {
          // statements
      }
    • ❌ match

      enum Shape {
          Circle(f32),
          Rectangle(f32, f32),
          Triangle { base: f32, height: f32 }
      }
      
      let shape = ShapeType::Circle;
      match shape {
          Shape::Circle(radius) => (), // expression
          Shape::Rectanble(width, height) => {
              // statements
          }
          Triangle { base: f32, height: f32 } => {
              // statements
          }
      }
    • Loops (for, while, etc.)

      • ❌ for
        for value in [1, 2, 3] {
            // statements
        }
      • ❌ while
        let value = 1;
        while value < 10 {
            // statements
        }
      • βœ… loop
        loop {
            // statements
        }
      • Jumps (break, continue, return, etc.)
        • βœ… break
          Exits the current loop context.
          loop {
              break;
          }
        • βœ… continue
          Preserves the current loop context and skips the processing after continue, proceeding to the next iteration.
          loop {
              continue;
              // no execution
          }
  • βœ… return
    Interrupts the current function and returns a value. If no value is specified, () is returned.

    fn return_unit() {
      return;
    }
    fn return_value() -> i32 {
      return 10;
    }
  1. Functions and Methods
  • βœ… Function definition and invocation

    fn function() -> i32 {
        return 10
    }
    
    function();
  • ❌ Struct function definition and invocation
    You can define functions in the struct scope using impl.
    Defined functions can be called by using struct_name::function_name.
    By specifying self as the first argument, object-oriented style method invocation is possible.

    struct Rect {
      x: i32,
      y: i32
    }
    impl Rect {
      fn new(x: i32, y: i32) -> Rect {
        Rect {
          x: x,
          y: y
        }
      }
    
      fn area(self) -> i32 {
          self.x * self.y
      }
    }
    let rect = Rect::new(2, 3);
    rect.area(); // 6
  • ❌ Lambda expressions

    let value = || 10;
    value(); // 10
    
    let sum = |x, y| x * y;
    sum(2, 3); // 6
    
    let block = ||γ€€{
        let x = 10;
        let y = 20;
        x + y
    };
    block(); // 30
    
    let capture_value = 10;
    let closure = || {
        capture_value + 20
    };
    closure(); // 30
  1. Modules and Packages
  • 🚧 File modules

    //- /file_mod.nail
    fn function_in_file_mod() -> i32 {
        10
    }
    
    //- /main.nail
    mod file_mod;
  • 🚧 In-file modules

    mod module_in_file {
        fn function() -> i32 {
            10
        }
    }
  • 🚧 Module reference
    Reference by specifying the path directly or using use. The reference method is the same for both file modules and in-file modules.

    mod module {
      fn function() -> i32 {
        10
      }
    }
    fn main() {
      module::function(); // 10
    
      use module::function;
      function(); // 10
    }
  • ❌ Package management and dependency resolution
    Undefined

  1. Error Handling
  • ❌ Recoverable Errors
    Recoverable errors are just one of the values. The Result type is used to indicate success or failure. The Result type allows for early returns of errors using ? and extraction of the value on success.
    enum Error {
        SomeError
    }
    fn operate() -> Result<String, Error> {
        Result::Err(Error::SomeError)
    }
    fn main() -> Result<String, Error> {
        let result = match operate {
            Ok(value) => value,
            Err(err) => return err,
        };
        // or
        let result = operate()?;
    }
  • ❌ Unrecoverable Errors
    Unrecoverable errors cause the call stack to unwind, and the application terminates. There are plans to provide ways to catch unrecoverable errors, but they are intended for library developers and not for use in application code.
    panic!("Some error.");
  1. Type System
  • 🚧 Static Typing and Dynamic Typing
    Undefined
  • 🚧 Type Inference
    Based on the Hindley–Milner type system, it features bidirectional type inference.
    fn value(x: i64) -> i64 {
        x
    }
    let a = 10;
    x(a) // type of a is i64
  • ❌ Generics
    Generics can be used with function definitions, structs, algebraic data types, and in impl blocks.
    fn swap<T>(x: T, y: T) -> (T, T) {
        (y, x)
    }
    struct Vec<T> {
        data: [T],
    }
    enum Result<T, E> {
        Ok(T),
        Err(E),
    }
    impl<T, E> Result<T, E> {
        fn unwrap(self) -> T {
            match self {
                Result::Ok(value) => value,
                Result::Err(err) => panic!(err),
            }
        }
    }
  1. Memory Management

    • ❌ Garbage Collection Undefined
    • ❌ Manual Memory Management Undefined
  2. Concurrency and Parallelism

    • ❌ Creating and running threads or tasks
      Undefined

    • ❌ Synchronization primitives (mutexes, semaphores, condition variables, etc.)
      Undefined

    • ❌ Asynchronous programming
      Undefined

    • ❌ Concurrency models
      Nail supports the CSP concurrency model and has an asynchronous runtime. By default, functions are executed in the asynchronous runtime, so there is no need to mark individual asynchronous functions. Use spawn for non-blocking execution; otherwise, it will be a blocking execution. The work-stealing algorithm is continuation stealing.

      fn async_function() -> i32 {
        10
      }
      fn main() {
        async_function(); // await
        async_function().async;
      }
  3. Input/Output

  • ❌ Access to standard input, standard output, and standard error output
    Undefined
  • ❌ Reading and writing files
    Undefined
  • ❌ Network communication (TCP/IP, UDP, HTTP, etc.)
    Undefined
  1. String manipulation
  • ❌ String concatenation, splitting, replacement, searching, etc.
    Undefined
  • ❌ Regular expressions
    Undefined
  1. Traits
  • ❌ Definition
    Undefined
  • ❌ Invocation
    Undefined
  1. Meta-programming (as needed)
  • ❌ Macros
    Undefined
  • ❌ Compile-time computation
    Undefined
  1. Debugging and profiling
  • ❌ Debugging features (breakpoints, step execution, variable monitoring, etc.)
    Undefined
  • ❌ Profiling features (performance measurement, memory usage analysis, etc.)
    Undefined
  1. Standard library
  • ❌ A library providing general features such as mathematical functions, date and time manipulation, collection operations, etc.
    Undefined
  1. Parallel compilation
    Per-file or per-pod(package) basis

Experimental

It is a specification that I am currently considering whether to include it as a language feature.

  • Partial Type
    Support structural subtyping.

    partial type V4IpAddress {
        address: Vec<u8>
    }
    
    partial type V6IpAddress {
        address: Vec<u8>
    }
    
    fn is_empty(ip_address: V4IpAddress) -> bool {
        ip_address.address.is_empty()
    }
    
    fn handle(ip_address: V4IpAddress) -> bool {
        match ip_address {
            // IpAddressV4 and IpAddressV6 cannot be matched because I don't know what to pass to IpAddress.
            // It is close to the concept of Trait and Interface.
            // It might be called an implicitly implemented Trait or Interface.
        }
    }
    
    let ip_address = V4IpAddress {
        address: vec![127, 0, 0, 1]
    };
    is_empty(ip_address); // false
    
    let ip_address = V6IpAddress {
        address: vec![0, 0, 0, 0, 0, 0, 0, 1]
    };
    is_empty(ip_address); // false
    
  • Nested type definition
    Support for type definitions with nested structures such as Json

    type Json {
        key1: {
            key2: {
                key3: String
            }
        },
        key4: String
    }
    
    let json = Json {
        key1: .{ // This has the problem of being indistinguishable from BlockExpr. So let's add.
            key2: .{
                key3: "value"
            }
        },
        key4: "value"
    };
    json.key1.key2.key3; // "value"
    json.key4; // "value"
    fn handle(json: Json) -> bool {
        json.key1.key2.key3; // "value"
    }
    
  • Reference / Move / Copy semantics

    struct NotCopyable(i32);
    
    struct Copyable(i32);
    impl Copy for Copyable {}
    
    struct Custom {
      not_copyable: NotCopyable
      copyable: Copyable
      auto_copyable: i32
    }
    impl Custom {
      fn new() -> *Custom {
        *Custom { a: 10 }
      }
    
      /** Custom */
      fn ref_self(self) -> Custom {
        self
      }
    
      fn move_self(*self) -> *Custom {
        *self
      }
    
      fn copy_self(*self) -> *Custom {
        *self.copy() // Error
      }
    
      /** NotCopyable */
      fn ref_not_copyable(self) -> NotCopyable {
        self.not_copyable
      }
    
      fn move_not_copyable(*self) -> *NotCopyable {
        *self.not_copyable
      }
    
      fn copy_not_copyable(self) -> *NotCopyable {
        *self.not_copyable.copy() // Error
      }
    
      /** Copyable */
      fn ref_copyable(self) -> Copyable {
        self.copyable // Error
      }
    
      fn move_copyable(*self) -> *Copyable {
        *self.copyable // Error
      }
    
      fn copy_copyable(self) -> *Copyable {
        self.copyable.copy() // or *self.b
      }
    
      /** AutoCopyable */
      fn ref_auto_copyable(self) -> i32 {
        self.auto_copyable // Auto copy
      }
    
      fn move_auto_copyable(self) -> i32 {
        *self.auto_copyable // Error
      }
    
      fn copy_auto_copyable(self) -> i32 {
        self.auto_copyable // or self.auto_copyable.copy()
      }
    }
    
    // Cannot be referenced.
    // Must always call .copy().
    trait Copy: Clone {
    }
    
    // This is an automatic copy.
    // No need to call .copy().
    // Essentially, only primitive types implement this.
    // note: On the IDE, want to change the color
    trait AutoCopy: Copy {
    }
  • Reference / Copy semantics
    Consider that it is always a copy of the reference.

    struct NotCopyable(i32);
    
    struct Copyable(i32);
    impl Copy for Copyable {}
    
    struct Custom {
      not_copyable: NotCopyable
      copyable: Copyable
      auto_copyable: i32
    }
    impl Custom {
      fn new() -> *Custom {
        *Custom { a: 10 }
      }
    
      /** Custom */
      fn ref_self(self) -> Custom {
        self
      }
    
      fn copy_self(self) -> Custom {
        self.copy() // Error
      }
    
      /** NotCopyable */
      fn ref_not_copyable(self) -> NotCopyable {
        self.not_copyable
      }
    
      fn copy_not_copyable(self) -> NotCopyable {
        self.not_copyable.copy() // Error
      }
    
      /** Copyable */
      fn ref_copyable(self) -> Copyable {
        self.copyable
      }
    
      fn copy_copyable(self) -> Copyable {
        self.copyable.copy() // or *self.copyable
      }
    
      /** AutoCopyable */
      fn ref_auto_copyable(self) -> i32 {
        self.auto_copyable // Auto copy, no reference
      }
    
      fn copy_auto_copyable(self) -> i32 {
        self.auto_copyable // or self.auto_copyable.copy() or *self.auto_copyable
      }
    }

    It can also consume itself or its arguments.

    impl Custom {
      fn consume_self(consume self) {
        // After that, self cannot be accessed.
      }
    
      fn consume_arg(self, x: consume i32) {
        // The x passed to this function will be consumed.
      }
    }

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MIT

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πŸš€ Nail: Merge Rust's robustness & Go's runtime simplicity. If it compiles, it's likely to run bug-free (though not always). Constant evolution; specs may change.

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