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function

General Concept​

FluffOS has a variable type named function. Variables of this type may be used to point to a wide variety of functions. You are probably already familiar with the idea of passing a function to certain efuns. Take, for example, the filter efun. It takes an array, and returns an array containing the elements for which a certain function returns non-zero. Traditionally, this was done by passing an object and a function name. However, it can also be done by passing an expression of type 'function' which merely contains information about a function, which can be evaluated later.

Function pointers can be created and assigned to variables:

function f = (: local_func :);
// Or using the simplified syntax:
function f = local_func;

Passed to other routines or efuns, just like normal values:

foo(f);
map_array( ({ 1, 2 }), f);

Or evaluated at a later time:

x = evaluate(f, "hi");
// Or using the simplified invocation syntax:
x = f("hi");

When the last line is run, the function that f points to is called, and "hi" is passed to it. This will create the same effect as if you had done:

x = local_func("hi");

The advantage of using a function pointer is that if you later want to use a different function, you can just change the value of the variable.

Note that if evaluate() is passed a value that is not a function, it just returns the value. So you can do something like:

void set_short(mixed x) { short = x; }
mixed query_short() { return evaluate(short); }

This way, simple objects can simply do: set_short("Whatever"), while objects that want their shorts to change can do: set_short( (: short_func :) );

Syntax Sugar (Simplified Syntax)​

FluffOS supports a simplified syntax for working with function pointers that makes code more readable and closer to other modern languages:

Creating Function Pointers​

Instead of wrapping function names in (: :), you can use bare function names:

// Traditional syntax
function f1 = (: add :);
function f2 = (: abs :);

// Simplified syntax (equivalent)
function f1 = add;
function f2 = abs;

This works for:

  • Local functions in the same object
  • Simul efuns
  • Built-in efuns

Invoking Function Pointers​

Instead of using evaluate(), you can call function variables directly:

function f = add;

// Traditional syntax
int result = evaluate(f, 5, 3);

// Simplified syntax (equivalent)
int result = f(5, 3);

Examples​

Storing functions in data structures:

// Array of functions
function *operations = ({ add, subtract, multiply, divide });
int result = operations[0](10, 5); // Calls add(10, 5)

// Mapping of functions
mapping ops = ([
"add": add,
"multiply": multiply,
]);
int sum = ops["add"](3, 4); // Returns 7

Passing functions without wrappers:

int *numbers = ({ 1, 2, 3, 4, 5 });
int *doubled = map(numbers, (: $(times_two)($1) :));

Returning functions:

function get_operation(string op) {
if (op == "add") return add;
if (op == "multiply") return multiply;
return 0;
}

function f = get_operation("add");
int result = f(3, 4); // Returns 7

Backward Compatibility: The simplified syntax is fully compatible with the traditional (: :) syntax. You can mix both styles freely:

function f1 = add; // new style
function f2 = (: multiply :); // traditional style

int x = f1(3, 4); // new invocation
int y = evaluate(f2, 3, 4); // traditional invocation

// Both work with both invocation styles
int a = evaluate(f1, 3, 4); // works
int b = f2(3, 4); // works

Comparing Function Pointers​

Function values compare by identity: ==, !=, array subtraction and intersection, member_array(), and mapping keys all ask whether two values are the same function pointer, not whether they would call the same code.

A reference to a named function with no bound arguments is always the same value within an object. Local functions, simul efuns, and efuns all behave this way, whether written bare or wrapped in (: :). So a callback can be registered and later removed just by naming it, with nothing stored in between:

function *callbacks = ({});

void add_callback(function f) { callbacks += ({ f }); }
void remove_callback(function f) { callbacks -= ({ f }); }

void start() { add_callback(on_sight); }
void stop() { remove_callback(on_sight); } // removes what start() added
on_sight == on_sight // 1
on_sight == (: on_sight :) // 1
write == (: write :) // 1

Every other kind of function pointer is a new value each time its expression runs. Store it if you need to compare it later:

(: on_sight, 1 :) == (: on_sight, 1 :) // 0 -- bound arguments
(: $1 + 1 :) == (: $1 + 1 :) // 0 -- functional

The object that makes a pointer is part of its value. The same function named in two different objects gives two different pointers, and so does bind(), which copies a pointer to a new owner.

A named function also keeps its identity across recompile_object(). A pointer to a local function is re-resolved by name against the new program, just as the object's variables are carried over, so it runs the new code and is still equal to a fresh reference. That includes a pointer held in a variable that the recompile carried over. If the new program no longer defines the function, the pointer is stale, and calling it raises an error. A functional is code inside the old program, so it is always stale after a recompile. Efun and simul efun pointers don't depend on the object's program at all.

Available kinds of function pointers​

The simplest function pointers are the ones shown above. These simply point to a local function in the same object, and are made using (: function_name :). Arguments can also be included; for example:

string foo(string a, string b) {
return "(" + a "," + b + ")";
}

void create() {
function f = (: foo, "left" :);

printf( "%s %s\n", evaluate(f), evaluate(f, "right") );

}

Will print:

(left,0) (left,right)

The second kind is the efun pointer, which is just (: efun_name :). This is very similar to the local function pointer. For example, the objects() efun takes a optional function, and returns all objects for which the function is true, so:

objects( (: clonep :) )

will return an array of all the objects in the game which are clones. Arguments can also be used:

void create() {
int i;
function f = (: write, "Hello, world!\n" :);

for (i=0; i<3; i++) { evaluate(f); }
}

Will print:

Hello, world!
Hello, world!
Hello, world!

Note that simul_efuns work exactly like efuns with respect to function pointers.

The third type is the call_other function pointer, which is similar to the type of function pointer MudOS used to support. The form is (: object, function :). If arguments are to be used, the should be added to an array along with the function name. Here are some examples:

void create() {
string *ret;
function f = (: this_player(), "query" :);

ret = map( ({ "name", "short", "long" }), f );
write(implode(ret, "\n"));
}

This would print the results of this_player()->query("name"), this_player()->query("short"), and this_player()->query("long"). To make a function pointer that calls query("short") directly, use:

f = (: this_player(), ({ "query", "short" }) :)

For reference, here are some other ways of doing the same thing:

// a efun pointer using the call_other efun
f = (: call_other, this_player(), "query", "short" :);
// an expression functional
f = (: this_player()->query("short") :);

The fourth type is the expression function pointer. It is made using (: expression :). Within an expression function pointer, the arguments to it can be referred to as $1, $2, $3 ..., for example:

evaluate( (: $1 + $2 :), 3, 4) // returns 7.

This can be very useful for using sort_array, for example:

top_ten = sort_array( player_list, (:
$2->query_level() - $1->query_level()
:) )[0..9];

The fifth type is an anonymous function:

void create() {
function f = function(int x) {
int y;

switch(x) {
case 1: y = 3;break;
case 2: y = 5;
}
return y - 2;
};

printf("%i %i %i\n", (*f)(1), (*f)(2), (*f)(3));
}

would print:

1 3 -2

Note that (*f)(...) is the same as evaluate(f, ...) and is retained for backwards compatibility. Anything that is legal in a normal function is legal in an anonymous function.

When are things evaluated?​

The rule is that arguments included in the creation of efun, local function, and simul_efun function pointers are evaluated when the function pointer is made. For expression and functional function pointers, nothing is evaluated until the function pointer is actually used:

// When it is _evaluated_, it will destruct whoever "this_player()" was
// when it was _made_
(: destruct, this_player() :)

// destructs whoever is "this_player()" when the function is _evaluated_
(: destruct(this_player()) :)

For this reason, it is illegal to use a local variable in an expression pointer, since the local variable may no longer exist when the function pointer is evaluated. However, there is a way around it:

(: destruct( $(this_player) ) :) // Same as the first example above

$(whatever) means evaluate whatever, and hold its value, inserting it when the function is evaluated. It also can be used to make things more efficient:

map_array(listeners, (:
tell_object($1, $(this_player()->query_name()) + " bows.\n")
:) );

only does one call_other, instead of one for every message. The string addition could also be done before hand:

map_array(listeners, (:
tell_object($1, $(this_player()->query_name() + " bows.\n"))
:) );

Notice, in this case we could also do:

map_array(listeners, (:
tell_object, this_player()->query_name() + " bows.\n"
:) );