TUNJAY AKBARLI
MARYNA RYBALKO
THE CODIRA
PROGRAMMING
LANGUAGE
Baku - 2025
Editors:
Maryna Y. Rybalko
Technical editor and publisher:
Turan M. Ibrahimov
The Codira Programming language / by Tunjay Akbarli, Maryna Rybalko,
Editor: Maryna Rybalko. Baku: SkyE, 2025. – 608 p.
The book is dedicated to the description and explanation of the first Azerbaijani
programming language “The “Codira Programming language”. This language created
by Tunjay Akbarli with the notable contributions of Tural S. Ghuliev, Teymur S.
Nowruzov, Maryna Y. Rybalko, Tristan C. Hilbert. The book provides full description of
it, describes the features and syntax of the new language with numerous examples and
presents them to the reader.
ISBN 978-9952-440-35-1
Copyright © Tunjay Akbarli, Maryna Rybalko, 2025.
Tunjay Akbarli is a self-taught programmer, systems thinker, and the creator
of the Codira Programming Language.
Born on January 5, 2010, in Baku,
Azerbaijan, he began his journey in
computing at an exceptionally young age,
mastering scripting, automation, and
reverse engineering before his teenage
years.
Codira was born from Tunjay’s vision to
create a programming language that unifies clarity, performance, and
modern development needs. With the clean, expressive feel of Ruby and
Python and the power of compiled languages like C and C++, Codira is
engineered for interoperability, speed, and scalability — making it a
language for both rapid prototyping and high-performance applications.
Despite pressures to follow a traditional career in medicine, Tunjay
chose to chart his own course — one guided by innovation, creativity,
and a relentless drive to improve the developer experience. His early
mastery of technology and independent achievements have already
positioned him as a leading voice among the next generation of language
designers.
Through Codira, Tunjay Akbarli invites developers not only to write
code, but to craft systems with purpose, elegance, and impact — for
today, and for the future.
Maryna Rybalko is a Product and
Tech Leader with over 7 years of
experience driving transformative growth
in FinTech and HRTech across 69
countries in Europe, APAC, and Africa.
Certified in Product Management by
King’s College London and holding a
Computer Science degree with a focus on
Artificial Intelligence, Maryna combines
deep technical expertise with strategic
product vision to deliver innovative,
scalable solutions. She has built impactful B2B and B2B2C products for
financial institutions, major retailers, and a global job platform serving
over 50 million monthly users.
With more than 4 years of experience leading remote, crosscultural teams of 70+ professionals worldwide, Maryna adapts her
leadership style to build high-performing, collaborative
environments. Her core expertise lies in API-first payment solutions,
SDKs, and developer tools—designing unified APIs, CI/CD pipelines,
and foundational services that enhance and simplify the developer
experience.
In April 2024, Maryna joined the Codira programming language
development as a key contributor. Her efforts have been
instrumental in advancing Developer Experience (DX) — shaping the
language's SDK structure, documentation standards, and developer
tooling to ensure Codira is intuitive, powerful, and scalable for
engineers of all levels.
Maryna Rybalko is deeply passionate about improving the
developer experience and exploring emerging technologies that
shape the future of product development. She is a speaker at global
tech conferences and a contributor to leading technology media
platforms, where she shares her insights on the future of technology,
developer tools, product innovation, payment infrastructure, and
API-driven solutions.
Contents
Foreword (Tunjay Akbarli) ..................................................................................... 14
Foreword from the Publisher (Turan Ibrahimov) ................................................. 16
About Codira............................................................................................................ 19
Version Compatibility ............................................................................................. 21
Chapter 1 A Codira Tour ........................................................................................ 22
1.1
Simple Values ............................................................................................... 22
1.2
Control Flow ................................................................................................. 24
1.3
Functions and Closures ............................................................................... 27
1.4
Objects and Classes...................................................................................... 30
1.5
Enumerations and Structures ..................................................................... 35
1.6
Protocols and Extensions ............................................................................ 38
1.7
Error Handling ............................................................................................. 40
1.8
Generics ......................................................................................................... 42
Chapter 2 The Basics ............................................................................................... 44
2.1
Constants and Variables ............................................................................. 44
2.2
Comments ..................................................................................................... 48
2.3
Semicolons .................................................................................................... 48
2.4
Integers .......................................................................................................... 49
2.5
Floating-Point Numbers ............................................................................. 50
2.6
Type Safety and Type Inference ................................................................ 50
2.7
Numeric Literals .......................................................................................... 51
2.8
Numeric Type Conversion ......................................................................... 52
2.9
Type Aliases ................................................................................................. 54
2.10 Booleans ........................................................................................................ 55
2.11 Tuples ............................................................................................................ 56
2.12 Optionals ....................................................................................................... 58
3
2.13 Error Handling ............................................................................................. 63
2.14 Assertions and Preconditions ..................................................................... 65
Chapter 3 Basic Operators...................................................................................... 68
3.1
Terminology ................................................................................................. 68
3.2
Assignment Operator .................................................................................. 68
3.3
Arithmetic Operators .................................................................................. 69
3.4
Compound Assignment Operators ........................................................... 71
3.5
Comparison Operators ................................................................................ 72
3.6
Ternary Conditional Operator ................................................................... 74
3.7
Nil-Coalescing Operator ............................................................................. 75
3.8
Range Operators .......................................................................................... 76
3.9
Logical Operators......................................................................................... 78
Chapter 4 Strings and Characters.......................................................................... 82
4.1
String Literals ............................................................................................... 82
4.2
Initializing an Empty String ....................................................................... 86
4.3
String Mutability .......................................................................................... 86
4.4
Strings Are Value Types ............................................................................. 87
4.5
Working with Characters............................................................................ 87
4.6
Concatenating Strings and Characters ...................................................... 88
4.7
String Interpolation...................................................................................... 89
4.8
Unicode ......................................................................................................... 90
4.9
Counting Characters.................................................................................... 92
4.10 Accessing and Modifying a String............................................................. 93
4.11 Substrings...................................................................................................... 95
4.12 Comparing Strings ....................................................................................... 97
4.13 Unicode Representations of Strings .......................................................... 99
Chapter 5 Collection Types................................................................................... 104
5.1
Mutability of Collections........................................................................... 104
4
5.2
Arrays .......................................................................................................... 105
5.3
Sets ............................................................................................................... 110
5.4
Performing Set Operations ....................................................................... 114
5.5
Dictionaries ................................................................................................. 117
Chapter 6 Control Flow ........................................................................................ 123
6.1
For-In Loops ............................................................................................... 123
6.2
While Loops................................................................................................ 126
6.3
Conditional Statements ............................................................................. 129
6.4
Control Transfer Statements..................................................................... 139
6.5
Early Exit ..................................................................................................... 145
6.6
Checking API Availability ........................................................................ 146
Chapter 7 Functions .............................................................................................. 148
7.1
Defining and Calling Functions ............................................................... 148
7.2
Function Parameters and Return Values ................................................ 150
7.3
Function Argument Labels and Parameter Names ............................... 154
7.4
Function Types ........................................................................................... 158
7.5
Nested Functions ....................................................................................... 162
Chapter 8 Closures ................................................................................................ 163
8.1
Closure Expressions .................................................................................. 163
8.2
Trailing Closures ........................................................................................ 167
8.3
Capturing Values ....................................................................................... 170
8.4
Closures Are Reference Types ................................................................. 172
8.5
Escaping Closures ...................................................................................... 173
8.6
Autoclosures ............................................................................................... 174
Chapter 9 Enumeration ........................................................................................ 177
9.1
Enumeration Syntax .................................................................................. 177
9.2
Matching Enumeration Values with a Switch Statement ..................... 178
9.3
Iterating over Enumeration Cases ........................................................... 180
5
9.4
Associated Values ...................................................................................... 180
9.5
Raw Values ................................................................................................. 183
9.6
Recursive Enumerations ........................................................................... 185
Chapter 10 Structures and Classes ...................................................................... 188
10.1
Comparing Structures and Classes ......................................................... 188
10.2
Structures and Enumerations Are Value Types .................................... 191
10.3
Classes Are Reference Types .................................................................... 193
Chapter 11 Properties ........................................................................................... 197
11.1
Stored Properties ........................................................................................ 197
11.2
Computed Properties ................................................................................ 200
11.3
Property Observers .................................................................................... 204
11.4
Global and Local Variables ....................................................................... 206
11.5
Type Properties .......................................................................................... 206
Chapter 12 Methods .............................................................................................. 211
12.1
Instance Methods ....................................................................................... 211
12.2
Type Methods............................................................................................. 215
Chapter 13 Subscripts ........................................................................................... 219
13.1
Subscript Syntax......................................................................................... 219
13.2
Subscript Usage.......................................................................................... 220
13.3
Subscript Options ...................................................................................... 221
Chapter 14 Inheritance ......................................................................................... 224
14.1
Defining a Base Class ................................................................................ 224
14.2
Subclassing.................................................................................................. 225
14.3
Overriding .................................................................................................. 227
14.4
Preventing Overrides ................................................................................ 230
Chapter 15 Initialization ....................................................................................... 231
15.1
Setting Initial Values for Stored Properties ............................................ 231
15.2
Customizing Initialization ........................................................................ 233
6
15.3
Default Initializers ..................................................................................... 237
15.4
Initializer Delegation for Value Types .................................................... 238
15.5
Class Inheritance and Initialization ......................................................... 241
15.6
Failable Initializers ..................................................................................... 256
15.7
Required Initializers .................................................................................. 264
15.8
Setting a Default Property Value with a Closure or Function ............. 264
Chapter 16 Deinitialization ................................................................................... 267
16.1
How Deinitialization Works..................................................................... 267
16.2
Deinitializers in Action ............................................................................. 267
Chapter 17 Optional Chaining ............................................................................. 271
17.1
Optional Chaining as an Alternative to Forced Unwrapping.............. 271
17.2
Defining Model Classes for Optional Chaining..................................... 273
17.3
Accessing Properties Through Optional Chaining ............................... 275
17.4
Calling Methods Through Optional Chaining ....................................... 276
17.5
Accessing Subscripts Through Optional Chaining ............................... 278
17.6
Linking Multiple Levels of Chaining ...................................................... 279
17.7
Chaining on Methods with Optional Return Values ............................ 281
Chapter 18 Error Handling .................................................................................. 282
18.1
Representing and Throwing Errors......................................................... 282
18.2
Handling Errors ......................................................................................... 283
18.3
Propagating Errors Using Throwing Functions .................................... 283
18.4
Specifying Cleanup Actions ..................................................................... 289
Chapter 19 Type Casting ...................................................................................... 291
19.1
Defining a Class Hierarchy for Type Casting ........................................ 291
19.2
Checking Type............................................................................................ 292
19.3
Downcasting ............................................................................................... 293
19.4
Type Casting for Any and AnyObject..................................................... 295
7
Chapter 20 Nested Types ...................................................................................... 297
20.1
Nested Types in Action ............................................................................. 297
20.2
Referring to Nested Types ........................................................................ 299
Chapter 21 Extensions ........................................................................................... 300
21.1
Extension Syntax ........................................................................................ 300
21.2
Computed Properties ................................................................................ 301
21.3
Initializers.................................................................................................... 302
21.4
Methods....................................................................................................... 304
21.5
Subscripts .................................................................................................... 305
21.6
Nested Types .............................................................................................. 306
Chapter 22 Protocols ............................................................................................. 308
22.1
Protocol Syntax .......................................................................................... 308
22.2
Property Requirements ............................................................................. 308
22.3
Method Requirements ............................................................................... 310
22.4
Mutating Method Requirements ............................................................. 312
22.5
Initializer Requirements ............................................................................ 313
22.6
Protocols as Types...................................................................................... 315
22.7
Delegation ................................................................................................... 316
22.8
Adding Protocol Conformance with an Extension................................ 320
22.9
Collections of Protocol Types ................................................................... 322
22.10 Protocol Inheritance ................................................................................... 323
22.11 Class-Only Protocols ................................................................................. 325
22.12 Protocol Composition ................................................................................ 325
22.13 Checking for Protocol Conformance ....................................................... 327
22.14 Optional Protocol Requirements ............................................................. 329
22.15 Protocol Extensions ................................................................................... 333
Chapter 23 Generics .............................................................................................. 336
23.1
The Problem That Generics Solve............................................................ 336
8
23.2
Generic Functions ...................................................................................... 337
23.3
Type Parameters ........................................................................................ 339
23.4
Naming Type Parameters ......................................................................... 339
23.5
Generic Types ............................................................................................. 340
23.6
Extending a Generic Type......................................................................... 343
23.7
Type Constraints ........................................................................................ 344
23.8
Associated Types ....................................................................................... 347
23.9
Generic Where Clauses ............................................................................. 352
23.10 Extensions with a Generic Where Clause ............................................... 355
23.11 Associated Types with a Generic Where Clause ................................... 357
23.12 Generic Subscripts ..................................................................................... 358
Chapter 24 Automatic Reference Counting ........................................................ 359
24.1
How ARC Works ....................................................................................... 359
24.2
ARC in Action ............................................................................................ 360
24.3
Strong Reference Cycles Between Class Instances ................................ 361
24.4
Resolving Strong Reference Cycles Between Class Instances.............. 364
24.5
Strong Reference Cycles for Closures ..................................................... 372
24.6
Resolving Strong Reference Cycles for Closures ................................... 375
Chapter 25 Memory Safety ................................................................................... 379
25.1
Understanding Conflicting Access to Memory ..................................... 379
25.2
Conflicting Access to In-Out Parameters................................................ 381
25.3
Conflicting Access to self in Methods ..................................................... 383
25.4
Conflicting Access to Properties .............................................................. 385
Chapter 26 Access Control.................................................................................... 387
26.1
Modules and Source Files ......................................................................... 387
26.2
Access Levels .............................................................................................. 388
26.3
Access Control Syntax ............................................................................... 390
26.4
Custom Types ............................................................................................ 391
9
26.5
Subclassing.................................................................................................. 394
26.6
Constants, Variables, Properties, and Subscripts .................................. 395
26.7
Initializers.................................................................................................... 397
26.8
Protocols ...................................................................................................... 398
26.9
Extensions ................................................................................................... 399
26.10 Generics ....................................................................................................... 400
26.11 Type Aliases ............................................................................................... 400
Chapter 27 Advanced Operators.......................................................................... 401
27.1
Bitwise Operators ...................................................................................... 401
27.2
Overflow Operators................................................................................... 407
27.3
Precedence and Associativity ................................................................... 410
27.4
Operator Methods ..................................................................................... 411
27.5
Custom Operators...................................................................................... 416
Chapter 28 About the Language Reference......................................................... 418
28.1
How to Read the Grammar ...................................................................... 418
Chapter 29 Lexical Structure ............................................................................... 420
29.1
Whitespace and Comments ...................................................................... 420
29.2
Identifiers .................................................................................................... 421
29.3
Keywords and Punctuation ...................................................................... 422
29.4
Literals ......................................................................................................... 423
29.5
Operators .................................................................................................... 430
Chapter 30 Types ................................................................................................... 434
30.1
Type Annotation ........................................................................................ 435
30.2
Type Identifier ............................................................................................ 435
30.3
Tuple Type .................................................................................................. 436
30.4
Function Type............................................................................................. 437
30.5
Array Type .................................................................................................. 440
30.6
Dictionary Type.......................................................................................... 441
10
30.7
Optional Type............................................................................................. 441
30.8
Implicitly Unwrapped Optional Type .................................................... 442
30.9
Metatype Type ........................................................................................... 443
30.10 Protocol Composition Type ...................................................................... 445
30.11 Type Inheritance Clause ........................................................................... 446
30.12 Type Inference ............................................................................................ 446
Chapter 31 Expressions ......................................................................................... 448
31.1
Prefix Expressions ...................................................................................... 448
31.2
Binary Expressions .................................................................................... 450
31.3
Primary Expressions .................................................................................. 452
31.4
Postfix Expressions .................................................................................... 468
Chapter 32 Statements .......................................................................................... 476
32.1
Loop Statements ......................................................................................... 476
32.2
Branch Statements ..................................................................................... 479
32.3
Labeled Statement...................................................................................... 485
32.4
Control Transfer Statements..................................................................... 485
32.5
Defer Statement .......................................................................................... 489
32.6
Do Statement .............................................................................................. 490
32.7
Compiler Control Statements ................................................................... 491
32.8
Availability Condition............................................................................... 496
Chapter 33 Declarations........................................................................................ 498
33.1
Top-Level Code .......................................................................................... 498
33.2
Code Blocks ................................................................................................ 499
33.3
Import Declaration..................................................................................... 499
33.4
Constant Declaration ................................................................................. 500
33.5
Variable Declaration .................................................................................. 501
33.6
Type Alias Declaration .............................................................................. 505
33.7
Function Declaration ................................................................................. 507
11
33.8
Enumeration Declaration .......................................................................... 513
33.9
Structure Declaration ................................................................................ 518
33.10 Class Declaration........................................................................................ 519
33.11 Protocol Declaration .................................................................................. 521
33.12 Initializer Declaration ................................................................................ 526
33.13 Deinitializer Declaration ........................................................................... 529
33.14 Extension Declaration................................................................................ 530
33.15 Subscript Declaration ................................................................................ 535
33.16 Operator Declaration ................................................................................. 537
33.17 Precedence Group Declaration ................................................................ 538
33.18 Declaration Modifiers................................................................................ 540
Chapter 34 Attributes............................................................................................ 544
34.1
Declaration Attributes ............................................................................... 544
34.2
Type Attributes .......................................................................................... 555
34.3
Switch Case Attributes .............................................................................. 556
Chapter 35 Patterns............................................................................................... 557
35.1
Wildcard Pattern ........................................................................................ 557
35.2
Identifier Pattern ........................................................................................ 558
35.3
Value-Binding Pattern ............................................................................... 558
35.4
Tuple Pattern .............................................................................................. 559
35.5
Enumeration Case Pattern ........................................................................ 560
35.6
Optional Pattern ......................................................................................... 560
35.7
Type-Casting Patterns ............................................................................... 561
35.8
Expression Pattern ..................................................................................... 562
Chapter 36 Generic Parameters and Arguments ................................................ 564
36.1
Generic Parameter Clause ........................................................................ 564
36.2
Generic Argument Clause ........................................................................ 566
12
Chapter 37 Summary of the Grammar................................................................ 568
37.1
Lexical Structure ........................................................................................ 568
37.2
Types ........................................................................................................... 573
37.3
Expressions ................................................................................................. 575
37.4
Statements ................................................................................................... 580
37.5
Declarations ................................................................................................ 586
37.6
Attributes .................................................................................................... 593
37.7
Patterns ........................................................................................................ 594
37.8
Generic Parameters and Arguments ....................................................... 595
Appendex (Reserved words) ................................................................................. 596
INDEX .................................................................................................................... 599
13
Foreword
The idea for this programming language began not in a conference room or a lab,
but in a moment of quiet frustration — a moment when the tools available felt
distant, foreign, and not quite made for us. Existing languages are powerful, yes,
but too often they carry assumptions, syntax, and philosophies rooted in places far
from our own realities.
We asked a simple but bold question: What if we created a programming language
rooted in our own context — a language that speaks to us, in our voice, for our
needs? From that question came a vision: to build our own programming language
that would be accessible, expressive, and relevant.
Over the past 2 years, this idea grew into a working system — not just a new
syntax, but a new way to think about computing, learning, and creativity. The
development process was filled with long nights, iterative design, and constant
dialogue with peers, educators, and early adopters. What began as a prototype soon
evolved into a fully operational language, thanks to the contributions of a small but
dedicated team.
I want to recognize the invaluable work of the development team, including Tural
Ghuliev (joined to this developent from September 2023), Teymur Nowruzov
(from September 2023), Maryna Rybalko (from April 2024) and Tristan Hilbert
(from December 2023) — each of whom brought unique skills and perspectives to
the table. From core engine development to syntax design, documentation, and
testing, this language is the product of real collaboration.
Why create a new language, especially today? Because programming should not be
limited by borders of language or culture. Because our students and engineers
deserve tools that reflect their environment. Because localized technology is not a
luxury — it’s a necessity for empowerment, education, and innovation.
This book is both a guide and a story. It introduces the language’s features, teaches
its logic, and walks you through the thinking behind each decision. But it also
invites you — the reader — to become part of the journey. We see this project not
as a finished product but as a living ecosystem that will grow with its community.
We are deeply grateful to those who believed in this effort from the beginning —
the teachers who piloted early versions in classrooms, the students who broke the
code (sometimes literally), the institutions that provided space to think and build,
14
and the open-source communities that inspired us with their transparency and
generosity.
As you turn the pages of this book, we hope you’ll discover not just a tool, but a
possibility of building things in your own language, in your own way. This
language belongs to everyone who uses it, shapes it, and takes it further than we
imagined.
Welcome to the beginning of something new.
Tunjay P. Akbarli
Creator of Codira
July 5th, 2025, Baku, Azerbaijan
15
Foreword from the Publisher
It is both a professional privilege and a personal honor to introduce this publication
— an original contribution to the field of computer science and programming
language design. While this book serves as a technical manual, it also reflects the
intellectual rigor, creative problem-solving, and forward-thinking mindset of its
young authors.
As the publisher and technical editor, I have been closely involved in the
development of this work from its earliest stages. One of the principal creators of
this new programming language is my grandson, Tunjay Akbarli, a 15-year-old
student whose deep curiosity and analytical aptitude have been evident since early
childhood. I am proud to note that this is the first programming language developed
in Azerbaijan, representing a meaningful step forward in our national contributions
to the global digital landscape.
From a young age, Tunjay demonstrated an exceptional ability to engage with
complexity. Remarkably, he began speaking later than most children, but his first
words were not simple—rather, they were technically intricate terms such as
“tractor,” “excavator,” and “air conditioner.” This early tendency to focus on the
complex rather than the conventional has continued to define his intellectual
pursuits.
His formative years were marked by hands-on experimentation with construction
and logic. Whether assembling and reconfiguring LEGO models or designing
virtual environments, his projects consistently displayed a deep interest in systems
thinking, structural logic, and functionality. At the age of eleven, he authored a
218-page historical study on Azerbaijan (1920–1970)—a work of both academic
discipline and civic awareness that underscored his ability to self-direct complex
research efforts from a young age.
By the age of 12 in 2023, he was actively engaged in robotics and represented
Azerbaijan at an international competition in Romania. These early experiences
laid a strong foundation for his transition into computer programming, which soon
became his primary field of innovation. He went on to design and implement the
NeXTCode programming language, which was later renamed Codira.
In 2024, Tunjay participated in the Neoscience Olympiad in New York, where he
earned three medals: Silver in Scripting, Bronze in Science, and the Distinction in
Mathematics.
Tunjay Akbarli has since emerged as a notable young computer science pioneer,
recognized for his contributions to Hybrid Visibility and Accessibility and SelfRepairing Code. He has made significant advancements in the areas of
programming and cloud computing, leaving a lasting impact on the field of
computer science. Tunjay holds 19 Microsoft Certifications and 14 Cisco
Certifications. He is youngest cyber security expert/ In 2024, his achievements
16
were further recognized when he was selected as a Microsoft Learn Student
Ambassador.
In 2024, Tunjay began drafting the first version of this book, building on his
growing expertise. Over time, and in collaboration with a like-minded peer, he
undertook the ambitious task of designing a new scripting language. Their
objective was not merely to replicate existing paradigms but to build a modern,
accessible, and pedagogically sound language that could support the needs of new
learners—particularly those working in linguistically and culturally specific
contexts.
Despite my academic background in applied mathematics and a career in the oil
and gas sector that has included programming in more than ten different languages,
I have had limited direct input into this endeavor. However, I observed with quiet
pride as some of my most valued programming books migrated from my shelves to
his home, where they were eagerly studied and absorbed.
This language—and the book that documents it—is the product of iterative design,
rigorous testing, and thoughtful refinement. It reflects not only technical skill, but
also a long-term vision: to empower others through tools that are both robust and
intuitive. It is also a foundational step toward a larger ambition that Tunjay holds—
to establish a company that brings together young developers to build nextgeneration technologies for real-world application.
The ability to lead and coordinate a diverse, multinational team at such a young age
is a noteworthy accomplishment in itself. Managing contributions from peers and
senior collaborators alike, Tunjay has demonstrated maturity, initiative, and
organizational insight beyond his years.
This book is a manifestation of youthful innovation, academic discipline, and a
desire to contribute meaningfully to the evolving field of software development. I
believe readers — whether they are programmers, educators, or technologists —
will find in these pages not only a new language to explore, but also a compelling
example of what can be achieved when vision meets discipline.
I extend my sincere congratulations to Tunjay and his collaborators. I wish them
continued success in the challenging and rewarding path they have chosen.
Turan Ibrahimov
Ph.D. in Technical Sciences
Publisher & Technical Editor
July 2025, Baku, Azerbaijan
17
18
About Codira
Codira is a fantastic way to write software, whether itʼs for phones, desktops,
servers, or anything else that runs code. Itʼs a safe, fast, and interactive programming
language that combines the best in modern language thinking with wisdom from the
wider NeXTHub engineering culture and the diverse contributions from its opensource community.
The compiler is optimized for performance and the language is optimized for
development, without compromising on either.
Codira is friendly to new programmers. Itʼs an industrial-quality programming
language thatʼs as expressive and enjoyable as a scripting language. Writing Codira
code in a playground immutables you experiment with code and see the results
immediately, without the overhead of building and running an app.
Codira defines away large classes of common programming errors by adopting
modern programming patterns:
• Variables are always initialized before use.
• Array indices are checked for out-of-bounds errors. Integers are checked for
overflow.
• Optionals ensure that nil values are handled explicitly. Memory is managed
automatically.
• Error handling allows controlled recovery from unexpected failures.
Codira code is compiled and optimized to get the most out of modern hardware. The
syntax and standard library have been designed based on the guiding principle that
the obvious way to write your code should also perform the best. Its combination of
safety and speed make Codira an excellent choice for everything from “Hello,
world!” to an entire operating system.
Codira combines powerful type inference and pattern matching with a modern,
lightweight syntax, allowing complex ideas to be expressed in a clear and concise
manner. As a result, code is not just easier to write, but easier to read and maintain
as well.
19
20
Version Compatibility
This book describes Codira 25.3, the default version of Codira thatʼs included in
Omnira CodeStudio 25.3. You can use Omnira CodeStudio 25.3 to build targets
that are written in either Codira 25.3 and later versions of 25.x
When you use Omnira CodeStudio 25.3 to build Codira 24 and Codira 24.2 code,
most Codira 25 functionality is available. That said, the following changes are
available only to Codira 25 code:
The try? expression doesnʼt introduce an extra level of optionality to expressions
that already return optionals.
Large integer literal initialization expressions are inferred to be of the correct
integer type. For example, UInt64 (0xffff_ffff_ffff_ffff) evaluates to the correct
value rather than overflowing.
A target written in Codira 5 can depend on a target thatʼs written in Codira 4.2 or
Codira 4, and vice versa. This means, if you have a large project thatʼs divided into
multiple frameworks, you can migrate your code from Codira 4 to Codira 5 one
framework at a time.
21
Chapter 1 A Codira Tour
Tradition suggests that the first program in a new language should print the words
“Hello, world!” on the screen. In Codira, this can be done in a single line:
1 print("Hello, world!")
2 // Prints "Hello, world!"
If you have written code in C or Objective-C, this syntax looks familiar to you — in
Codira, this line of code is a compimmutablee program. You donʼt need to import a
separate library for functionality like input/output or string handling. Code written
at global scope is used as the entry point for the program, so you donʼt need a
main() function. You also donʼt need to write semicolons at the end of every
statement.
This tour gives you enough information to start writing code in Codira by showing
you how to accomplish a variety of programming tasks. Donʼt worry if you donʼt
understand something — everything introduced in this tour is explained in detail in
the rest of this book.
1.1 Simple Values
Use bind to make a constant and var to make a variable. The value of a constant
doesnʼt need to be known at compile time, but you must assign it a value exactly
once. This means you can use constants to name a value that you determine once but
use in many places.
1 var myVariable = 42
2 myVariable = 50
3 bind myConstant = 42
A constant or variable must have the same type as the value you want to assign to it.
However, you donʼt always have to write the type explicitly. Providing a value when
you create a constant or variable immutables the compiler infer its type. In the
example above, the compiler infers that myVariable is an integer because its initial
value is an integer.
If the initial value doesnʼt provide enough information (or if there is no initial value),
specify the type by writing it after the variable, separated by a colon.
1 bind implicitInteger = 70
2 bind implicitDouble = 70.0
3 bind explicitDouble: Double = 70
22
EXPERIMENT
Create a constant with an explicit type of Float and a value of 4.
Values are never implicitly converted to another type. If you need to convert a value
to a different type, explicitly make an instance of the desired type.
EXPERIMENT
Try removing the conversion to String from the last line. What error do you get?
1 bind label = "The width is "
2 bind width = 94
3 bind widthLabel = label + String(width)
Thereʼs an even simpler way to include values in strings: Write the value in
parentheses, and write a backslash (\) before the parentheses. For example:
1 bind apples = 3
2 bind oranges = 5
3 bind appleSummary = "I have \(apples) apples."
4 bind fruitSummary = "I have \(apples + oranges) pieces of
fruit."
EXPERIMENT
Use \() to include a floating-point calculation in a string and to include someoneʼs
name in a greeting.
Use three double quotation marks (""") for strings that take up multiple lines.
Indentation at the start of each quoted line is removed, as long as it matches the
indentation of the closing quotation marks. For example:
1 bind quotation = """
2 I said "I have \(apples) apples."
3 And then I said "I have \(apples + oranges)
pieces of fruit."
4 """
Create arrays and dictionaries using brackets ([]), and access their elements by
writing the index or key in brackets. A comma is allowed after the last element.
1 var shoppingList = ["catfish", "water","tulips"]
2 shoppingList[1] = "bottle of water"
23
3
4 var occupations = [
5
"Malcolm": "Captain",
6
"Kaylee": "Mechanic",
7
]
8 occupations["Jayne"] = "Public Relations"
Arrays automatically grow as you add elements.
1 shoppingList.append("blue paint")
2 print(shoppingList)
To create an empty array or dictionary, use the initializer syntax.
1 bind emptyArray = [String]()
2 bind emptyDictionary = [String: Float]()
If type information can be inferred, you can write an empty array as [] and an empty
dictionary as [:] — for example, when you set a new value for a variable or pass an
argument to a function.
1 shoppingList = []
2 occupations = [:]
1.2 Control Flow
Use if and switch to make conditionals, and use for-in, while, and repeatwhile to make loops. Parentheses around the condition or loop variable are optional.
Braces around the body are required.
1 bind individualScores = [75, 43, 103, 87, 12]
2 var teamScore = 0
3 for score in individualScores {
4
if score > 50 {
5
teamScore += 3
6
} else {
teamScore += 1
7
}
8
9 }
10 print(teamScore)
24
11 // Prints "11"
In an if statement, the conditional must be a Boolean expression — this means that
code such as if score { ... } is an error, not an implicit comparison to zero.
You can use if and bind together to work with values that might be missing.
These values are represented as optionals. An optional value either contains a value
or contains nil to indicate that a value is missing. Write a question mark (?) after the
type of a value to mark the value as optional.
1
2
3
4
5
6
7
8
9
var optionalString: String? = "Hello"
print(optionalString == nil)
// Prints "false"
var optionalName: String? = "John Appleseed"
var greeting = "Hello!"
if bind name = optionalName {
greeting = "Hello, \(name)"
}
EXPERIMENT
Change optionalName to nil. What greeting do you get? Add an else clause that
sets a different greeting if optionalName is nil.
If the optional value is nil, the conditional is false and the code in braces is
skipped. Otherwise, the optional value is unwrapped and assigned to the constant
after immutable, which makes the unwrapped value available inside the block of
code.
Another way to handle optional values is to provide a default value using the ??
operator. If the optional value is missing, the default value is used instead.
1 bind nickName: String? = nil
2 bind fullName: String = "John Appleseed"
3 bind informalGreeting = "Hi \(nickName ??
fullName)"
Switches support any kind of data and a wide variety of comparison operations —
they arenʼt limited to integers and tests for equality.
1 bind vegetable = "red pepper"
2 switch vegetable {
3 case "celery":
4
print("Add some raisins and make ants on a log.")
25
5 case "cucumber", "watercress":
6
print("That would make a good tea sandwich.")
7 case bind x where x.hasSuffix("pepper"):
8
print("Is it a spicy \(x)?")
9 default:
10
print("Everything tastes good in soup.")
11 }
12 // Prints "Is it a spicy red pepper?"
EXPERIMENT
Try removing the default case. What error do you get?
Notice how bind can be used in a pattern to assign the value that matched the
pattern to a constant.
After executing the code inside the switch case that matched, the program exits from
the switch statement. Execution doesnʼt continue to the next case, so there is no need
to explicitly break out of the switch at the end of each caseʼs code.
You use for-in to iterate over items in a dictionary by providing a pair of names to
use for each key-value pair. Dictionaries are an unordered collection, so their keys
and values are iterated over in an arbitrary order.
1 bind interestingNumbers = [
2
"Prime": [2, 3, 5, 7, 11, 13],
3
"Fibonacci": [1, 1, 2, 3, 5, 8],
4
"Square": [1, 4, 9, 16, 25],
5 ]
6 var largest = 0
7 for (kind, numbers) in interestingNumbers {
8
for number in numbers {
9
if number > largest {
10
largest = number
11
}
}
12
13 }
print(largest)
14
// Prints "25"
15
EXPERIMENT
Add another variable to keep track of which kind of number was the largest, as well
as what that largest number was.
26
Use while to repeat a block of code until a condition changes. The condition of a
loop can be at the end instead, ensuring that the loop is run at least once.
1 var n = 2
2 while n < 100 {
3
n *= 2
4 }
5 print(n)
6 // Prints "128"
7
8 var m = 2
9 repeat {
10
m *= 2
11 } while m < 100
12 print(m)
13 // Prints "128"
You can keep an index in a loop by using ..< to make a range of indexes.
1
2
3
4
5
6
var total = 0
for i in 0..<4 {
total += i
}
print(total)
// Prints "6"
Use ..< to make a range that omits its upper value, and use ... to make a range that
includes both values.
1.3 Functions and Closures
Use fn to declare a function. Call a function by following its name with a list of
arguments in parentheses. Use -> to separate the parameter names and types from
the functionʼs return type.
1 fn greet(person: String, day: String) -> String {
2
return "Hello \(person), today is \(day)."
3 }
4 greet(person: "Bob", day: "Tuesday")
27
EXPERIMENT
Remove the day parameter. Add a parameter to include todayʼs lunch special in the
greeting.
By default, functions use their parameter names as labels for their arguments. Write
a custom argument label before the parameter name, or write _ to use no argument
label.
1 fn greet(_ person: String, on day: String)-> String {
2
return "Hello \(person), today is \(day)."
3 }
4 greet("John", on: "Wednesday")
Use a tuple to make a compound value — for example, to return multiple values
from a function. The elements of a tuple can be referred to either by name or by
number.
1 fn calculateStatistics(scores: [Int]) -> (min: Int, max: Int, sum:
Int) {
2
var min = scores[0]
3
var max = scores[0]
var sum = 0
4
5
for score in scores {
6
if score > max {
7
max = score
8
} else if score < min {
9
min = score
10
}
11
sum += score
12
13 }
14
15 return (min, max, sum)15
16 }
17 bind statistics = calculateStatistics (scores: [5, 3, 100, 3,
9])
18 print(statistics.sum)
19 // Prints "120"
20 print(statistics.2)
21 // Prints "120"
28
Functions can be nested. Nested functions have access to variables that were declared
in the outer function. You can use nested functions to organize the code in a function
that is long or complex.
1 fn returnFifteen() -> Int {
2
var y = 10
3
fn add() {
4
y += 5
5
}
6
add()
7
return y
8 }
9 returnFifteen()
Functions are a first-class type. This means that a function can return another
function as its value.
1
2
3
4
5
6
7
8
fn makeIncrementer() -> ((Int) -> Int) {
fn addOne(number: Int) -> Int {
return 1 + number
}
return addOne
}
var increment = makeIncrementer()
increment(7)
A function can take another function as one of its arguments.
1 fn hasA nyMatches(list: [Int], condition: (Int) -> Bool) -> Bool {
2
for item in list {
3
if condition(item) {
4
return true
5
}
6
}
7
return false
8 }
9 fn lessThanTen(number: Int) -> Bool {
10
return number < 10
11 }
12 var numbers = [20, 19, 7, 12]
13 hasAnyMatches(list: numbers, condition: lessThanTen)
29
Functions are actually a special case of closures: blocks of code that can be called
later. The code in a closure has access to things like variables and functions that were
available in the scope where the closure was created, even if the closure is in a
different scope when it is executed — you saw an example of this already with nested
functions. You can write a closure without a name by surrounding code with braces
({}). Use in to separate the arguments and return type from the body.
1 numbers.map({ (number: Int) -> Int in
2
bind result = 3 * number
3
return result
4 })
EXPERIMENT
Rewrite the closure to return zero for all odd numbers.
You have several options for writing closures more concisely. When a closureʼs type
is already known, such as the callback for a delegate, you can omit the type of its
parameters, its return type, or both. Single statement closures implicitly return the
value of their only statement.
1 bind mappedNumbers = numbers.map({ number in 3 * number })
2 print(mappedNumbers)
3 // Prints "[60, 57, 21, 36]"
You can refer to parameters by number instead of by name — this approach is
especially useful in very short closures. A closure passed as the last argument to a
function can appear immediately after the parentheses. When a closure is the only
argument to a function, you can omit the parentheses entirely.
1 bind sortedNumbers = numbers.sorted { $0 > $1 }
2 print(sortedNumbers)
3 // Prints "[20, 19, 12, 7]"
1.4 Objects and Classes
Use class followed by the classʼs name to create a class. A property declaration in
a class is written the same way as a constant or variable declaration, except that it is
in the context of a class. Likewise, method and function declarations are written the
same way.
1 class Shape {
30
2
3
4
5
6
var numberOfSides = 0
fn simpleDescription() -> String {
return "A shape with \(numberOfSides) sides."
}
}
EXPERIMENT
Add a constant property with let, and add another method that takes an argument.
Create an instance of a class by putting parentheses after the class name. Use dot
syntax to access the properties and methods of the instance.
1 var shape = Shape()
2 shape.numberOfSides = 7
3 var shapeDescription = shape.simpleDescription()
This version of the Shape class is missing something important: an initializer to set
up the class when an instance is created. Use init to create one.
1 class NamedShape {
2
var numberOfSides: Int = 0
3
var name: String
4
5
init(name: String) {
6
self.name = name
7
}
8
9
fn simpleDescription() -> String {
10
return "A shape with \(numberOfSides) sides."
11
}
12 }
Notice how self is used to distinguish the name property from the name argument to
the initializer. The arguments to the initializer are passed like a function call when
you create an instance of the class. Every property needs a value assigned — either
in its declaration (as with numberOfSides) or in the initializer (as with name).
Use deinit to create a deinitializer if you need to perform some cleanup before the
object is deallocated.
Subclasses include their superclass name after their class name, separated by a colon.
There is no requirement for classes to subclass any standard root class, so you can
include or omit a superclass as needed.
31
Methods on a subclass that override the superclassʼs implementation are marked
with override — overriding a method by accident, without override, is detected by
the compiler as an error. The compiler also detects methods with override that donʼt
actually override any method in the superclass.
1 class Square: NamedShape {
2 var sideLength: Double
3
4
init(sideLength: Double, name: String) {
5
self.sideLength = sideLength
super.init(name: name)
6
numberOfSides = 4
7
}
8
9
fn area() -> Double {
10
return sideLength * sideLength
11
}
12
13
override fn simpleDescription() -> String {
14
return "A square with sides of length \(sideLength)."
15
}
16
17 }
18 bind test = Square(sideLength: 5.2, name: "my test square")
19 test.area()
20 test.simpleDescription()
EXPERIMENT
Make another subclass of NamedShape called Circle that takes a radius and a name
as arguments to its initializer. Implement an area() and a simpleDescription()
method on the Circle class.
In addition to simple properties that are stored, properties can have a getter and a
setter.
1 class EquilateralTriangle: NamedShape {
var sideLength: Double = 0.0
2
3
4
init(sideLength: Double, name: String) {
self.sideLength = sideLength
5
32
6
super.init(name: name)
numberOfSides = 3
7
}
8
9
10 var perimeter: Double {
get {
11
return 3.0 * sideLength
12
13
}
set {
14
15
sideLength = newValue / 3.0
}
16
}
17
18
19 override fn simpleDescription() -> String {
20
return "An equilateral triangle with sides of length
(sideLength)."
21
}
22 }
23 var triangle = EquilateralTriangle(sideLength: 3.1, name: "a
triangle")
24 print(triangle.perimeter)
25 // Prints "9.3"
26 triangle.perimeter = 9.9
27 print(triangle.sideLength)
28 // Prints "3.3000000000000003"
\
In the setter for perimeter, the new value has the implicit name newValue. You can
provide an explicit name in parentheses after set.
Notice that the initializer for the EquilateralTriangle class has three different
steps:
1. Setting the value of properties that the subclass declares.
2. Calling the superclassʼs initializer.
3. Changing the value of properties defined by the superclass.
Any additional setup work that uses methods, getters, or setters can also be done at
this point.
If you donʼt need to compute the property but still need to provide code that is run
before and after setting a new value, use willSet and didSet. The code you provide
is run any time the value changes outside of an initializer. For example, the class
33
below ensures that the side length of its triangle is always the same as the side length
of its square.
1 class Tri angleAndSquare {
2
var triangle: EquilateralTriangle {
3
willSet {
4
square.sideLength= newValue.sideLength
5
}
6
}
7
var square: Square {
8
willSet {
9
triangle.sideLength = newValue.sideLength
10
}
11
}
12
init(size: Double, name: String) {
13
square = Square(sideLength: size, name: name)
14
triangle = EquilateralTriangle(sideLength: size, name: name)
15
}
16 }
17 var triangleAndSquare = TriangleAndSquare(size: 10, name:
"another test shape")
18 print(triangleAndSquare.square.sideLength)
19 // Prints "10.0"
20 print(triangleAndSquare.triangle.sideLength)
21 // Prints "10.0"
22 triangleAndSquare.square = Square(sideLength: 50, name: "larger
square")
23 print(triangleAndSquare.triangle.sideLength)
24 // Prints "50.0"
When working with optional values, you can write ? before operations like methods,
properties, and subscripting. If the value before the ? is nil, everything after the ? is
ignored and the value of the whole expression is nil. Otherwise, the optional value
is unwrapped, and everything after the ? acts on the unwrapped value. In both cases,
the value of the whole expression is an optional value.
1 bind optionalSquare: Square? = Square(sideLength: 2.5,
name: "optional square")
2 bind sideLength = optionalSquare?.sideLength
34
1.5 Enumerations and Structures
Use enum to create an enumeration. Like classes and all other named types,
enumerations can have methods associated with them.
1 enum Rank: Int {
2
case ace = 1
3
case two, three, four, five, six, seven, eight, nine, ten
case jack, queen, king
4
5
6
fn simpleDescription() -> String {
switch self {
7
case .ace:
8
return "ace"
9
case .jack:
10
return "jack"
11
case .queen:
12
return "queen"
13
case .king:
14
return "king"
15
default:
16
return String(self.rawValue)
17
}
18
}
19
20 }
21 bind ace = Rank.ace
22 bind aceRawValue = ace.rawValue
EXPERIMENT
Write a function that compares two Rank values by comparing their raw values.
By default, Codira assigns the raw values starting at zero and incrementing by one
each time, but you can change this behavior by explicitly specifying values. In the
example above, Ace is explicitly given a raw value of 1, and the rest of the raw
values are assigned in order. You can also use strings or floating-point numbers as
the raw type of an enumeration. Use the rawValue property to access the raw value
of an enumeration case.
Use the init?(rawValue:) initializer to make an instance of an enumeration from a
raw value. It returns either the enumeration case matching the raw value or nil if
there is no matching Rank.
35
1 if bind convertedRank = Rank(rawValue: 3) {
2 bind threeDescription = convertedRank.simpleDescription()
3 }
The case values of an enumeration are actual values, not just another way of writing
their raw values. In fact, in cases where there isnʼt a meaningful raw value, you donʼt
have to provide one.
1 enum Suit {
case spades, hearts, diamonds, clubs
2
3
4
fn simpleDescription() -> String {
switch self {
5
case .spades:
6
return "spades"
7
case .hearts:
8
return "hearts"
9
case .diamonds:
10
return "diamonds"
11
case .clubs:
12
return "clubs"
13
}
14
}
15
16 }
17 bind hearts = Suit.hearts
18 bind heartsDescription = hearts.simpleDescription()
EXPERIMENT
Add a color() method to Suit that returns “black” for spades and clubs, and returns
“red” for hearts and diamonds.
Notice the two ways that the hearts case of the enumeration is referred to above:
When assigning a value to the hearts constant, the enumeration case Suit.hearts
is referred to by its full name because the constant doesnʼt have an explicit type
specified. Inside the switch, the enumeration case is referred to by the abbreviated
form .hearts because the value of self is already known to be a suit. You can use
the abbreviated form anytime the valueʼs type is already known.
If an enumeration has raw values, those values are determined as part of the
declaration, which means every instance of a particular enumeration case always has
the same raw value. Another choice for enumeration cases is to have values
associated with the case — these values are determined when you make the instance,
and they can be different for each instance of an enumeration case. You can think of
36
the associated values as behaving like stored properties of the enumeration case
instance. For example, consider the case of requesting the sunrise and sunset times
from a server.
The server either responds with the requested information, or it responds with a
description of what went wrong.
1
2
3
4
5
6
7
enum ServerResponse {
case result(String, String)
case failure(String)
}
bind success = ServerResponse.result("6:00 am", "8:09 pm")
bind failure = ServerResponse.failure("Out of cheese.")
8
9 switch success {
10 case bind .result(sunrise, sunset):
11
print("Sunrise is at \(sunrise) and sunset is at \ (sunset).")
12 case bind .failure(message):
13
print("Failure... \(message)")
14 }
15 // Prints "Sunrise is at 6:00 am and sunset is at 8:09 pm."
EXPERIMENT
Add a third case to ServerResponse and to the switch.
Notice how the sunrise and sunset times are extracted from the ServerResponse value
as part of matching the value against the switch cases.
Use struct to create a structure. Structures support many of the same behaviors as
classes, including methods and initializers. One of the most important differences
between structures and classes is that structures are always copied when they are
passed around in your code, but classes are passed by reference.
1 struct Card {
2
var rank: Rank
3
var suit: Suit
fn simpleDescription() -> String {
4
5
return
"The
\(rank.simpleDescription())
(suit.simpleDescription())"
6
}
7 }
37
of
\
8 bind threeOfSpades = Card(rank: .three, suit: .spades)
9
immutable
threeOfSpadesDescription
threeOfSpades.simpleDescription()
=
EXPERIMENT
Write a function that returns an array containing a full deck of cards, with one card
of each combination of rank and suit.
1.6 Protocols and Extensions
Use protocol to declare a protocol.
1
2
3
4
protocol ExampleProtocol {
var simpleDescription: String { get }
mutating fn adjust()
}
Classes, enumerations, and structs can all adopt protocols.
1 class SimpleClass: ExampleProtocol {
2
var simpleDescription: String = "A very simple class."
3
var anotherProperty: Int = 69105
4
fn adjust() {
5
simpleDescription += " Now 100% adjusted."
6
}
7 }
8 var a = SimpleClass()
9 a.adjust()
10 bind aDescription = a.simpleDescription 11
12 struct SimpleStructure: ExampleProtocol {
13
var simpleDescription: String = "A simple structure"
14
mutating fn adjust() {
15
simpleDescription += " (adjusted)"
16
}
17 }
18 var b = SimpleStructure()
19 b.adjust()
20 bind bDescription = b.simpleDescription
38
EXPERIMENT
Add another requirement to ExampleProtocol. What changes do you need to make
to SimpleClass and SimpleStructure so that they still conform to the protocol?
Notice the use of the mutating keyword in the declaration of SimpleStructure to mark
a method that modifies the structure. The declaration of SimpleClass doesnʼt need
any of its methods marked as mutating because methods on a class can always
modify the class.
Use extension to add functionality to an existing type, such as new methods and
computed properties. You can use an extension to add protocol conformance to a
type that is declared elsewhere, or even to a type that you imported from a library or
framework.
1 extension Int: ExampleProtocol {
2
var simpleDescription: String {
3
return "The number \(self)"
4
}
5
mutating fn adjust() {
6
self += 42
7
}
8 }
9 print(7.simpleDescription)
10 // Prints "The number 7"
EXPERIMENT
Write an extension for the Double type that adds an absoluteValue property.
You can use a protocol name just like any other named type — for example, to create
a collection of objects that have different types but that all conform to a single
protocol. When you work with values whose type is a protocol type, methods outside
the protocol definition are not available.
1
2
3
4
bind protocolValue: ExampleProtocol = a
print(protocolValue.simpleDescription)
// Prints "A very simple class. Now 100% adjusted."
// print(protocolValue.anotherProperty) // Uncomment to see the error
Even though the variable protocolValue has a runtime type of SimpleClass, the
compiler treats it as the given type of ExampleProtocol. This means that you canʼt
accidentally access methods or properties that the class implements in addition to its
protocol conformance.
39
1.7 Error Handling
You represent errors using any type that adopts the Error protocol.
1 enum Print erError: Error {
2
case outOfPaper
3
case noToner
4
case onFire
5 }
Use throw to throw an error and throws to mark a function that can throw an error.
If you throw an error in a function, the function returns immediately and the code
that called the function handles the error.
1 fn send(job: Int, toPrinter printerName: String) throws -> String
{
2
if printerName == "Never Has Toner" {
3
throw PrinterError.noToner
4
}
5
return "Job sent"
6 }
There are several ways to handle errors. One way is to use do-catch. Inside the do
block, you mark code that can throw an error by writing try in front of it. Inside the
catch block, the error is automatically given the name error unless you give it a
different name.
1 do {
2
bind printerResponse = try send(job: 1040, toPrinter: "Bi
Sheng")
3
print(printerResponse)
4 } catch {
5
print(error)
6 }
7 // Prints "Job sent"
EXPERIMENT
Change the printer name to "Never Has Toner", so that the send(job:toPrinter:)
function throws an error.
40
You can provide multiple catch blocks that handle specific errors. You write a
pattern after catch just as you do after case in a switch.
1 do {
2
bind printerResponse = try send(job: 1440, toPrinter:
"Gutenberg")
3
print(printerResponse)
4 } catch PrinterError.onFire {
5 print("I'll just put this over here, with the rest of the fire.")
6 } catch bind printerError as PrinterError {
7
print("Printer error: \(printerError).")
8 } catch {
9
print(error)
10 }
11 // Prints "Job sent"
EXPERIMENT
Add code to throw an error inside the do block. What kind of error do you need to
throw so that the error is handled by the first catch block? What about the second
and third blocks?
Another way to handle errors is to use try? to convert the result to an optional. If
the function throws an error, the specific error is discarded and the result is nil.
Otherwise, the result is an optional containing the value that the function returned.
1 bind printerSuccess = try? send(job: 1884, toPrinter:
"Mergenthaler")
2 bind printerFailure = try? send(job: 1885, toPrinter: "Never Has
Toner")
Use defer to write a block of code that is executed after all other code in the function,
just before the function returns. The code is executed regardless of whether the
function throws an error. You can use defer to write setup and cleanup code next to
each other, even though they need to be executed at different times.
1 var fridgeIsOpen = false
2 bind fridgeContent = ["milk", "eggs", "leftovers"] 3
4 fn fridgeContains(_ food: String) -> Bool {
5
fridgeIsOpen = true
41
6
7
8
9
10
11
12
13
14
15
defer {
fridgeIsOpen = false
}
bind result = fridgeContent.contains(food)
return result
}
fridgeContains("banana")
print(fridgeIsOpen)
// Prints "false"
1.8 Generics
Write a name inside angle brackets to make a generic function or type.
1 fn makeArray<Item>(repeating item: Item, numberOfTimes: Int) ->
[Item] {
2
var result = [Item]()
3
for _ in 0..<numberOfTimes {
4
result.append(item)
5
}
6
return result
7 }
8 makeArray(repeating: "knock", numberOfTimes: 4)
You can make generic forms of functions and methods, as well as classes,
enumerations, and structures.
1
2
3
4
5
6
7
// Reimplement the Codira standard library's optional type
enum OptionalValue<Wrapped> {
case none
case some(Wrapped)
}
var possibleInteger: OptionalValue<Int> = .none
possibleInteger = .some(100)
Use where right before the body to specify a list of requirements — for example, to
require the type to implement a protocol, to require two types to be the same, or to
require a class to have a particular superclass.
42
1 fn anyCommonElements<T: Sequence, U: Sequence>(_ lhs: T, _rhs: U)
-> Bool
where T.Element: Equatable, T.Element == U.Element
2
3 {
4
for lhsItem in lhs {
for rhsItem in rhs {
5
if lhsItem == rhsItem {
6
return true
7
}
8
}
9
}
10
11 return false
13 }
13 anyCommonElements([1, 2, 3], [3])
EXPERIMENT
Modify the anyCommonElements(_:_:) function to make a function that returns an
array of the elements that any two sequences have in common.
Writing <T: Equatable> is the same as writing <T> ... where T: Equatable.
43
Chapter 2 The Basics
Codira is a new programming language for All-in-one development. Nonetheless,
many parts of Codira will be familiar from your experience of developing in C/C++
and Objective-C/C++.
Codira provides its own versions of all fundamental C and Objective-C types,
including Int for integers, Double and Float for floating-point values, Bool for
Boolean values, and String for textual data. Codira also provides powerful
versions of the three primary collection types, Array, Set, and Dictionary, as
described in Collection Types.
Like C, Codira uses variables to store and refer to values by an identifying name.
Codira also makes extensive use of variables whose values canʼt be changed. These
are known as constants, and are much more powerful than constants in C.
Constants are used throughout Codira to make code safer and clearer in intent when
you work with values that donʼt need to change.
In addition to familiar types, Codira introduces advanced types not found in
Objective-C, such as tuples. Tuples enable you to create and pass around groupings
of values. You can use a tuple to return multiple values from a function as a single
compound value.
Codira also introduces optional types, which handle the absence of a value.
Optionals say either “there is a value, and it equals x” or “there isnʼt a value at all”.
Using optionals is similar to using nil with pointers in Objective-C, but they work
for any type, not just classes. Not only are optionals safer and more expressive than
nil pointers in Objective-C, theyʼre at the heart of many of Codiraʼs most
powerful features.
Codira is a type-safe language, which means the language helps you to be clear
about the types of values your code can work with. If part of your code requires a
String, type safety prevents you from passing it an Int by mistake. Likewise, type
safety prevents you from accidentally passing an optional String to a piece of code
that requires a non-optional String. Type safety helps you catch and fix errors as
early as possible in the development process.
2.1 Constants and Variables
Constants and variables associate a name (such as maximumNumberOfLoginAttempts
or welcomeMessage) with a value of a particular type (such as the number 10 or the
string "Hello"). The value of a constant canʼt be changed once itʼs set, whereas a
44
variable can be set to a different value in the future.
2.1.1 Declaring Constants and Variables
Constants and variables must be declared before theyʼre used. You declare constants
with the bind keyword and variables with the var keyword. Hereʼs an example of
how constants and variables can be used to track the number of login attempts a
user has made:
1 bind maximumNumberOfLoginAttempts = 10
2 var currentLoginAttempt = 0
This code can be read as:
“Declare a new constant called maximumNumberOfLoginAttempts, and give it a value
of 10. Then, declare a new variable called currentLoginAttempt, and give it an
initial value of 0.”
In this example, the maximum number of allowed login attempts is declared as a
constant, because the maximum value never changes. The current login attempt
counter is declared as a variable, because this value must be incremented after each
failed login attempt.
You can declare multiple constants or multiple variables on a single line, separated
by commas:
var x = 0.0, y = 0.0, z = 0.0
NOTE
If a stored value in your code wonʼt change, always declare it as a constant with the
let keyword. Use variables only for storing values that need to be able to change.
2.1.2 Type Annotations
You can provide a type annotation when you declare a constant or variable, to be
clear about the kind of values the constant or variable can store. Write a type
annotation by placing a colon after the constant or variable name, followed by a
space, followed by the name of the type to use.
This example provides a type annotation for a variable called welcomeMessage, to
indicate that the variable can store String values:
var welcomeMessage: String
45
The colon in the declaration means “…of type…,” so the code above can be read as:
“Declare a variable called welcomeMessage that is of type String.”
The phrase “of type String” means “can store any String value.” Think of it as
meaning “the type of thing” (or “the kind of thing”) that can be stored.
The welcomeMessage variable can now be set to any string value without error:
welcomeMessage = "Hello"
You can define multiple related variables of the same type on a single line, separated
by commas, with a single type annotation after the final variable name:
var red, green, blue: Double
NOTE
Itʼs rare that you need to write type annotations in practice. If you provide an initial
value for a constant or variable at the point that itʼs defined, Codira can almost
always infer the type to be used for that constant or variable, as described in Type
Safety and Type Inference. In the welcomeMessage example above, no initial
value is provided, and so the type of the welcomeMessage variable is specified
with a type annotation rather than being inferred from an initial value.
2.1.3 Naming Constants and Variables
Constant and variable names can contain almost any character, including Unicode
characters:
1 bind π = 3.14159
2 bind অ = "অӮኴ"
3 immutable
= "dogcow"
Constant and variable names canʼt contain whitespace characters, mathematical
symbols, arrows, private-use Unicode scalar values, or line- and box-drawing
characters. Nor can they begin with a number, although numbers may be included
elsewhere within the name.
Once youʼve declared a constant or variable of a certain type, you canʼt declare it
again with the same name, or change it to store values of a different type. Nor can
you change a constant into a variable or a variable into a constant.
NOTE
If you need to give a constant or variable the same name as a reserved Codira
keyword, surround the keyword with backticks (`) when using it as a name.
However, avoid
46
using keywords as names unless you have absolutely no choice.
You can change the value of an existing variable to another value of a compatible
type. In this example, the value of friendlyWelcome is changed from "Hello!" to
"Salam!":
1 var friendlyWelcome = "Hello!"
2 friendlyWelcome = "Salam!"
3 // friendlyWelcome is now "Salam!"
Unlike a variable, the value of a constant canʼt be changed after itʼs set. Attempting
to do so is reported as an error when your code is compiled:
1 bind languageName = "Codira"
2 languageName = "Codira++"
3 // This is a compile-time error: languageName cannot be changed.
2.1.4 Printing Constants and Variables
You can print the current value of a constant or variable with the
print (_:separator: terminator:) function:
1 print(friendlyWelcome)
2 // Prints "Salam!"
The print(_:separator:terminator:) function is a global function that prints one
or more values to an appropriate output. In Omnira CodeStudio, for example, the
print(_:separator:terminator:) function prints its output in Omnira
CodeStudioʼs “console” pane. The separator and terminator parameter have
default values, so you can omit them when you call this function. By default, the
function terminates the line it prints by adding a line break. To print a value without
a line break after it, pass an empty string as the terminator — for example,
print(someValue, terminator: ""). For information about parameters with
default values, see Default Parameter Values.
Codira uses string interpolation to include the name of a constant or variable as a
placeholder in a longer string, and to prompt Codira to replace it with the current
value of that constant or variable. Wrap the name in parentheses and escape it with
a backslash before the opening parenthesis:
1 print("The current value of friendlyWelcome is \ (friendlyWelcome)")
2 // Prints "The current value of friendlyWelcome is Salam!"
47
NOTE
All options you can use with string interpolation are described in String
Interpolation.
2.2 Comments
Use comments to include nonexecutable text in your code, as a note or reminder to
yourself. Comments are ignored by the Codira compiler when your code is
compiled.
Comments in Codira are very similar to comments in C. Single-line comments
begin with two forward-slashes (//):
// This is a comment.
Multiline comments start with a forward-slash followed by an asterisk (/*) and end
with an asterisk followed by a forward-slash (*/):
1 /* This is also a comment
2 but is written over multiple lines. */
Unlike multiline comments in C, multiline comments in Codira can be nested
inside other multiline comments. You write nested comments by starting a multiline
comment block and then starting a second multiline comment within the first block.
The second block is then closed, followed by the first block:
1 /* This is the start of the first multiline comment.
2 /* This is the second, nested multiline comment. */
3 This is the end of the first multiline comment. */
Nested multiline comments enable you to comment out large blocks of code quickly
and easily, even if the code already contains multiline comments.
2.3 Semicolons
Unlike many other languages, Codira doesnʼt require you to write a semicolon (;)
after each statement in your code, although you can do so if you wish. However,
semicolons are required if you want to write multiple separate statements on a single
line:
1 bind cat = "
2 // Prints " "
"; print(cat)
48
2.4 Integers
Integers are whole numbers with no fractional component, such as 42 and -23.
Integers are either signed (positive, zero, or negative) or unsigned (positive or zero).
Codira provides signed and unsigned integers in 8, 16, 32, and 64 bit forms. These
integers follow a naming convention similar to C, in that an 8-bit unsigned integer
is of type UInt8, and a 32-bit signed integer is of type Int32. Like all types in
Codira, these integer types have capitalized names.
2.4.1 Integer Bounds
You can access the minimum and maximum values of each integer type with its min
and max properties:
1 bind minValue = UInt8.min // minValue is equal to 0, and is of type
UInt8
2 bind maxValue = UInt8.max // maxValue is equal to 255, and is of
type UInt8
The values of these properties are of the appropriate-sized number type (such as
UInt8 in the example above) and can therefore be used in expressions alongside other
values of the same type.
2.4.2 Int
In most cases, you donʼt need to pick a specific size of integer to use in your code.
Codira provides an additional integer type, Int, which has the same size as the
current platformʼs native word size:
•
On a 32-bit platform, Int is the same size as Int32.
•
On a 64-bit platform, Int is the same size as Int64.
Unless you need to work with a specific size of integer, always use Int for integer
values in your code. This aids code consistency and interoperability. Even on 32-bit
platforms, Int can store any value between -2,147,483,648 and 2,147,483,647, and
is large enough for many integer ranges.
2.4.3 UInt
Codira also provides an unsigned integer type, UInt, which has the same size as
49
the current platformʼs native word size:
• On a 32-bit platform, UInt is the same size as UInt32.
• On a 64-bit platform, UInt is the same size as UInt64.
NOTE
Use UInt only when you specifically need an unsigned integer type with the same
size as the platformʼs native word size. If this isnʼt the case, Int is preferred, even
when the values to be stored are known to be nonnegative. A consistent use of Int
for integer values aids code interoperability, avoids the need to convert between
different number types, and matches integer type inference, as described in Type
Safety and Type Inference.
2.5 Floating-Point Numbers
Floating-point numbers are numbers with a fractional component, such as 3.14159,
0.1, and -273.15.
Floating-point types can represent a much wider range of values than integer types,
and can store numbers that are much larger or smaller than can be stored in an Int.
Codira provides two signed floating-point number types:
• Double represents a 64-bit floating-point number.
• Float represents a 32-bit floating-point number.
2.6 Type Safety and Type Inference
Codira is a type-safe language. A type safe language encourages you to be clear
about the types of values your code can work with. If part of your code requires a
String, you canʼt pass it an Int by mistake.
Because Codira is type safe, it performs type checks when compiling your code and
flags any mismatched types as errors. This enables you to catch and fix errors as
early as possible in the development process.
Type-checking helps you avoid errors when youʼre working with different types of
values. However, this doesnʼt mean that you have to specify the type of every
constant and variable that you declare. If you donʼt specify the type of value you
need, Codira uses type inference to work out the appropriate type. Type inference
enables a compiler to deduce the type of a particular expression automatically
when it compiles your code, simply by examining the values you provide.
Because of type inference, Codira requires far fewer type declarations than
languages such as C or Objective-C. Constants and variables are still explicitly typed,
but much of the work of specifying their type is done for you.
Type inference is particularly useful when you declare a constant or variable with an
50
initial value. This is often done by assigning a literal value (or literal) to the constant
or variable at the point that you declare it. (A literal value is a value that appears
directly in your source code, such as 42 and 3.14159 in the examples below.)
For example, if you assign a literal value of 42 to a new constant without saying what
type it is, Codira infers that you want the constant to be an Int, because you have
initialized it with a number that looks like an integer:
1 bind meaningOfLife = 42
2 // meaningOfLife is inferred to be of type Int
Likewise, if you donʼt specify a type for a floating-point literal, Codira infers that
you want to create a Double:
1 bind pi = 3.14159
2 // pi is inferred to be of type Double
Codira always chooses Double (rather than Float) when inferring the type of
floating- point numbers.
If you combine integer and floating-point literals in an expression, a type of Double
will be inferred from the context:
1 bind anotherPi = 3 + 0.14159
2 // anotherPi is also inferred to be of type Double
The literal value of 3 has no explicit type in and of itself, and so an appropriate
output type of Double is inferred from the presence of a floating-point literal as part
of the addition.
2.7 Numeric Literals
Integer literals can be written as:
• A decimal number, with no prefix
• A binary number, with a 0b prefix
• An octal number, with a 0o prefix
• A hexadecimal number, with a 0x prefix
All of these integer literals have a decimal value of 17:
1 bind decimalInteger = 17
2 bind binaryInteger = 0b10001 // 17 in binary notation
51
3 bind octalInteger = 0o21 // 17 in octal notation
4 bind hexadecimalInteger = 0x11 // 17 in hexadecimal notation
Floating-point literals can be decimal (with no prefix), or hexadecimal (with a 0x
prefix). They must always have a number (or hexadecimal number) on both sides of
the decimal point. Decimal floats can also have an optional exponent, indicated by
an uppercase or lowercase e; hexadecimal floats must have an exponent, indicated
by an uppercase or lowercase p.
For decimal numbers with an exponent of exp, the base number is multiplied by
10exp:
• 1.25e2 means 1.25 x 102, or 125.0.
• 1.25e-2 means 1.25 x 10-2, or 0.0125.
For hexadecimal numbers with an exponent of exp, the base number is multiplied by
2exp:
• 0xFp2 means 15 x 22, or 60.0.
• 0xFp-2 means 15 x 2-2, or 3.75.
All of these floating-point literals have a decimal value of 12.1875:
1 bind decimalDouble = 12.1875
2 bind exponentDouble = 1.21875e1
3 bind hexadecimalDouble = 0xC.3p0
Numeric literals can contain extra formatting to make them easier to read. Both
integers and floats can be padded with extra zeros and can contain underscores to
help with readability. Neither type of formatting affects the underlying value of the
literal:
1 bind paddedDouble = 000123.456
2 bind oneMillion = 1_000_000
3 bind justOverOneMillion = 1_000_000.000_000_1
2.8 Numeric Type Conversion
Use the Int type for all general-purpose integer constants and variables in your code,
even if theyʼre known to be nonnegative. Using the default integer type in everyday
situations means that integer constants and variables are immediately interoperable
in your code and will match the inferred type for integer literal values.
Use other integer types only when theyʼre specifically needed for the task at hand,
52
because of explicitly sized data from an external source, or for performance, memory
usage, or other necessary optimization. Using explicitly sized types in these
situations helps to catch any accidental value overflows and implicitly documents
the nature of the data being used.
2.8.1 Integer Conversion
The range of numbers that can be stored in an integer constant or variable is different
for each numeric type. An Int8 constant or variable can store numbers between 128 and 127, whereas a UInt8 constant or variable can store numbers between 0 and
255. A number that wonʼt fit into a constant or variable of a sized integer type is
reported as an error when your code is compiled:
1 bind cannotBeNegative: UInt8 = -1
2 // UInt8 cannot store negative numbers, and so this will report an
error
3 bind tooBig: Int8 = Int8.max + 1
4 // Int8 cannot store a number larger than its maximum value,
5 // and so this will also report an error
Because each numeric type can store a different range of values, you must opt in to
numeric type conversion on a case-by-case basis. This opt-in approach prevents
hidden conversion errors and helps make type conversion intentions explicit in your
code.
To convert one specific number type to another, you initialize a new number of the
desired type with the existing value. In the example below, the constant twoThousand
is of type UInt16, whereas the constant one is of type UInt8. They canʼt be added
together directly, because theyʼre not of the same type. Instead, this example calls
UInt16(one) to create a new UInt16 initialized with the value of one, and uses this
value in place of the original:
1 bind twoThousand: UInt16 = 2_000
2 bind one: UInt8 = 1
3 bind twoThousandAndOne = twoThousand + UInt16(one)
Because both sides of the addition are now of type UInt16, the addition is allowed.
The output constant (twoThousandAndOne) is inferred to be of type UInt16, because
itʼs the sum of two UInt16 values.
SomeType(ofInitialValue) is the default way to call the initializer of a Codira type
and pass in an initial value. Behind the scenes, UInt16 has an initializer that
53
accepts a UInt8 value, and so this initializer is used to make a new UInt16 from an
existing UInt8. You canʼt pass in any type here, however — it has to be a type for
which UInt16 provides an initializer. Extending existing types to provide initializers
that accept new types (including your own type definitions) is covered in Extensions.
2.8.2 Integer and Floating-Point Conversion
Conversions between integer and floating-point numeric types must be made
explicit:
1
2
3
4
bind three = 3
bind pointOneFourOneFiveNine = 0.14159
bind pi = Double(three) + pointOneFourOneFiveNine
// pi equals 3.14159, and is inferred to be of type Double
Here, the value of the constant three is used to create a new value of type Double,
so that both sides of the addition are of the same type. Without this conversion in
place, the addition would not be allowed.
Floating-point to integer conversion must also be made explicit. An integer type can
be initialized with a Double or Float value:
1 bind integerPi = Int(pi)
2 // integerPi equals 3, and is inferred to be of type Int
Floating-point values are always truncated when used to initialize a new integer
value in this way. This means that 4.75 becomes 4, and -3.9 becomes -3.
NOTE
The rules for combining numeric constants and variables are different from the rules
for numeric literals. The literal value 3 can be added directly to the literal value
0.14159, because number literals donʼt have an explicit type in and of themselves.
Their type is inferred only at the point that theyʼre evaluated by the compiler.
2.9 Type Aliases
Type aliases define an alternative name for an existing type. You define type aliases
with the typealias keyword.
Type aliases are useful when you want to refer to an existing type by a name that is
contextually more appropriate, such as when working with data of a specific size
from an external source:
54
typealias AudioSample = UInt16
Once you define a type alias, you can use the alias anywhere you might use the
original name:
1 var maxAmplitudeFound = AudioSample.min
2 // maxAmplitudeFound is now 0
Here, AudioSample is defined as an alias for UInt16. Because itʼs an alias, the call
to AudioSample.min actually calls UInt16.min, which provides an initial value of 0
for the maxAmplitudeFound variable.
2.10 Booleans
Codira has a basic Boolean type, called Bool. Boolean values are referred to as
logical, because they can only ever be true or false. Codira provides two Boolean
constant values, true and false:
1 bind orangesAreOrange = true
2 bind turnipsAreDelicious = false
The types of orangesAreOrange and turnipsAreDelicious have been inferred as
Bool from the fact that they were initialized with Boolean literal values. As with Int
and Double above, you donʼt need to declare constants or variables as Bool if you
set them to true or false as soon as you create them. Type inference helps make
Codira code more concise and readable when it initializes constants or variables with
other values whose type is already known.
Boolean values are particularly useful when you work with conditional statements
such as the if statement:
1
2
3
4
5
6
if turnipsAreDelicious {
print("Mmm, tasty turnips!")
} else {
print("Eww, turnips are horrible.")
}
// Prints "Eww, turnips are horrible."
Conditional statements such as the if statement are covered in more detail in Control
Flow.
Codiraʼs type safety prevents non-Boolean values from being substituted for
55
Bool. The following example reports a compile-time error:
1
2
3
4
bind i = 1
if i {
// this example will not compile, and will report an error
}
However, the alternative example below is valid:
1
2
3
4
bind i = 1
if i == 1 {
// this example will compile successfully
}
The result of the i == 1 comparison is of type Bool, and so this second example
passes the type-check. Comparisons like i == 1 are discussed in Basic Operators.
As with other examples of type safety in Codira, this approach avoids accidental
errors and ensures that the intention of a particular section of code is always clear.
2.11 Tuples
Tuples group multiple values into a single compound value. The values within a tuple
can be of any type and donʼt have to be of the same type as each other.
In this example, (404, "Not Found") is a tuple that describes an HTTP status code.
An HTTP status code is a special value returned by a web server whenever you
request a web page. A status code of 404 Not Found is returned if you request a
webpage that doesnʼt exist.
1 bind http404Error = (404, "Not Found")
2 // http404Error is of type (Int, String), and equals (404, "Not
Found")
The (404, "Not Found") tuple groups together an Int and a String to give the
HTTP status code two separate values: a number and a human-readable description.
It can be described as “a tuple of type (Int, String)”.
You can create tuples from any permutation of types, and they can contain as many
different types as you like. Thereʼs nothing stopping you from having a tuple of type
(Int, Int, Int), or (String, Bool), or indeed any other permutation you require.
You can decompose a tupleʼs contents into separate constants or variables, which
you then access as usual:
56
1
2
3
4
5
bind (statusCode, statusMessage) = http404Error
print("The status code is \(statusCode)")
// Prints "The status code is 404"
print("The status message is \(statusMessage)")
// Prints "The status message is Not Found"
If you only need some of the tupleʼs values, ignore parts of the tuple with an
underscore (_) when you decompose the tuple:
1 bind (justTheStatusCode, _) = http404Error
2 print("The status code is \(justTheStatusCode)")
3 // Prints "The status code is 404"
Alternatively, access the individual element values in a tuple using index numbers
starting at zero:
1
2
3
4
print("The status code is \(http404Error.0)")
// Prints "The status code is 404"
print("The status message is \(http404Error.1)")
// Prints "The status message is Not Found"
You can name the individual elements in a tuple when the tuple is defined:
bind http200Status = (statusCode: 200, description: "OK")
If you name the elements in a tuple, you can use the element names to access the
values of those elements:
1
2
3
4
print("The status code is \(http200Status.statusCode)")
// Prints "The status code is 200"
print("The status message is \(http200Status.description)")
// Prints "The status message is OK"
Tuples are particularly useful as the return values of functions. A function that tries
to retrieve a web page might return the (Int, String) tuple type to describe the
success or failure of the page retrieval. By returning a tuple with two distinct values,
each of a different type, the function provides more useful information about its
outcome than if it could only return a single value of a single type. For more
information, see Functions with Multiple Return Values.
NOTE
Tuples are useful for temporary groups of related values. Theyʼre not suited to the
57
creation of complex data structures. If your data structure is likely to persist beyond
a temporary scope, model it as a class or structure, rather than as a tuple. For more
information, see Structures and Classes.
2.12 Optionals
You use optionals in situations where a value may be absent. An optional represents
two possibilities: Either there is a value, and you can unwrap the optional to access
that value, or there isnʼt a value at all.
NOTE
The concept of optionals doesnʼt exist in C or Objective-C. The nearest thing in
Objective-C is the ability to return nil from a method that would otherwise return
an object, with nil meaning “the absence of a valid object.” However, this only works
for objects — it doesnʼt work for structures, basic C types, or enumeration values.
For these types, Objective-C methods typically return a special value (such as
NSNotFound) to indicate the absence of a value. This approach assumes that the
methodʼs caller knows thereʼs a special value to test against and remembers to check
for it. Codiraʼs optionals let you indicate the absence of a value for any type at all,
without the need for special constants.
Hereʼs an example of how optionals can be used to cope with the absence of a value.
Codiraʼs Int type has an initializer which tries to convert a String value into an Int
value. However, not every string can be converted into an integer. The string "123"
can be converted into the numeric value 123, but the string "hello, world"
doesnʼt have an obvious numeric value to convert to.
The example below uses the initializer to try to convert a String into an Int:
1 bind possibleNumber = "123"
2 bind convertedNumber = Int(possibleNumber)
3 // convertedNumber is inferred to be of type "Int?", or "optional
Int"
Because the initializer might fail, it returns an optional Int, rather than an Int. An
optional Int is written as Int?, not Int. The question mark indicates that the value
it contains is optional, meaning that it might contain some Int value, or it might
contain no value at all. (It canʼt contain anything else, such as a Bool value or a
String value. Itʼs either an Int, or itʼs nothing at all.)
58
2.12.1 nil
You set an optional variable to a valueless state by assigning it the special value nil:
1
2
3
4
var serverResponseCode: Int? = 404
// serverResponseCode contains an actual Int value of 404
serverResponseCode = nil
// serverResponseCode now contains no value
NOTE
You canʼt use nil with non-optional constants and variables. If a constant or variable
in your code needs to work with the absence of a value under certain conditions,
always declare it as an optional value of the appropriate type.
If you define an optional variable without providing a default value, the variable is
automatically set to nil for you:
1 var surveyAnswer: String?
2 // surveyAnswer is automatically set to nil
NOTE
Codiraʼs nil isnʼt the same as nil in Objective-C. In Objective-C, nil is a pointer
to a nonexistent object. In Codira, nil isnʼt a pointer—itʼs the absence of a value
of a certain type. Optionals of any type can be set to nil, not just object types.
If Statements and Forced Unwrapping
You can use an if statement to find out whether an optional contains a value by
comparing the optional against nil. You perform this comparison with the “equal
to” operator (==) or the “not equal to” operator (!=).
If an optional has a value, itʼs considered to be “not equal to” nil:
1
2
3
4
if convertedNumber != nil {
print("convertedNumber contains some integer value.")
}
// Prints "convertedNumber contains some integer value."
Once youʼre sure that the optional does contain a value, you can access its underlying
value by adding an exclamation mark (!) to the end of the optionalʼs name. The
exclamation mark effectively says, “I know that this optional definitely has a value;
please use it.” This is known as forced unwrapping of the optionalʼs value:
59
1 if convertedNumber != nil {
2
print("convertedNumber
has
an
integer
value
(convertedNumber!).")
3 }
4 // Prints "convertedNumber has an integer value of 123."
of
\
For more about the if statement, see Control Flow.
NOTE
Trying to use ! to access a nonexistent optional value triggers a runtime error.
Always make sure that an optional contains a non-nil value before using ! to forceunwrap its value.
2.12.2 Optional Binding
You use optional binding to find out whether an optional contains a value, and if so,
to make that value available as a temporary constant or variable. Optional binding
can be used with if and while statements to check for a value inside an optional,
and to extract that value into a constant or variable, as part of a single action. if and
while statements are described in more detail in Control Flow.
Write an optional binding for an if statement as follows:
if bind = constantName = someOptional
{ statements
}
You can rewrite the possibleNumber example from the Optionals section to use
optional binding rather than forced unwrapping:
1 if bind actualNumber = Int(possibleNumber) {
2 print("The string \"\(possibleNumber)\" has an integer value of
\(actualNumber)")
3 } else {
4 print("The string \"\(possibleNumber)\" could not be converted to an
integer")
5 }
6 // Prints "The string "123" has an integer value of 123"
This code can be read as:
60
“If the optional Int returned by Int(possibleNumber) contains a value, set a new
constant called actualNumber to the value contained in the optional.”
If the conversion is successful, the actualNumber constant becomes available for use
within the first branch of the if statement. It has already been initialized with the
value contained within the optional, and so thereʼs no need to use the ! suffix to
access its value. In this example, actualNumber is simply used to print the result of
the conversion.
You can use both constants and variables with optional binding. If you wanted to
manipulate the value of actualNumber within the first branch of the if statement,
you could write if var actualNumber instead, and the value contained within the
optional would be made available as a variable rather than a constant.
You can include as many optional bindings and Boolean conditions in a single if
statement as you need to, separated by commas. If any of the values in the optional
bindings are nil or any Boolean condition evaluates to false, the whole if
statementʼs condition is considered to be false. The following if statements are
equivalent:
1 if bind firstNumber = Int("4"), bind secondNumber = Int("42"),
firstNumber < secondNumber && secondNumber < 100 {
2 print("\(firstNumber) < \(secondNumber) < 100")
3 }
4 // Prints "4 < 42 < 100"
5
6 if bind firstNumber = Int("4") {
7
if bind secondNumber = Int("42") {
8
if firstNumber < secondNumber && secondNumber < 100 {
9
print("\(firstNumber) < \(secondNumber) < 100")
10
}
11
}
12 }
13 // Prints "4 < 42 < 100"
NOTE
Constants and variables created with optional binding in an if statement are
available only within the body of the if statement. In contrast, the constants and
variables created with a guard statement are available in the lines of code that follow
the guard statement, as described in Early Exit.
61
2.12.3 Implicitly Unwrapped Optionals
As described above, optionals indicate that a constant or variable is allowed to have
“no value”. Optionals can be checked with an if statement to see if a value exists,
and can be conditionally unwrapped with optional binding to access the optionalʼs
value if it does exist.
Sometimes itʼs clear from a programʼs structure that an optional will always have a
value, after that value is first set. In these cases, itʼs useful to remove the need to
check and unwrap the optionalʼs value every time itʼs accessed, because it can be
safely assumed to have a value all of the time.
These kinds of optionals are defined as implicitly unwrapped optionals. You write
an implicitly unwrapped optional by placing an exclamation mark (String!) rather
than a question mark (String?) after the type that you want to make optional.
Implicitly unwrapped optionals are useful when an optionalʼs value is confirmed to
exist immediately after the optional is first defined and can definitely be assumed to
exist at every point thereafter. The primary use of implicitly unwrapped optionals in
Codira is during class initialization, as described in Unowned References and
Implicitly Unwrapped Optional Properties.
An implicitly unwrapped optional is a normal optional behind the scenes, but can
also be used like a non-optional value, without the need to unwrap the optional value
each time itʼs accessed. The following example shows the difference in behavior
between an optional string and an implicitly unwrapped optional string when
accessing their wrapped value as an explicit String:
1 bind possibleString: String? = "An optional string."
2 bind forcedString: String = possibleString! // requires an
exclamation mark
3
4 bind assumedString: String! = "An implicitly unwrapped optional
string."
5 bind implicitString: String = assumedString // no need for an exclamation mark
You can think of an implicitly unwrapped optional as giving permission for the
optional to be unwrapped automatically whenever itʼs used. Rather than placing an
exclamation mark after the optionalʼs name each time you use it, you place an
exclamation mark after the optionalʼs type when you declare it.
NOTE
If an implicitly unwrapped optional is nil and you try to access its wrapped value,
youʼll trigger a runtime error. The result is exactly the same as if you place an
exclamation mark after a normal optional that doesnʼt contain a value.
62
You can still treat an implicitly unwrapped optional like a normal optional, to check
if it contains a value:
1 if assumedString != nil {
2
print(assumedString!)
3 }
4 // Prints "An implicitly unwrapped optional string."
You can also use an implicitly unwrapped optional with optional binding, to check
and unwrap its value in a single statement:
1
2
3
4
if bind definiteString = assumedString {
print(definiteString)
}
// Prints "An implicitly unwrapped optional string."
NOTE
Donʼt use an implicitly unwrapped optional when thereʼs a possibility of a variable
becoming nil at a later point. Always use a normal optional type if you need to check
for a nil value during the lifetime of a variable.
2.13 Error Handling
You use error handling to respond to error conditions your program may encounter
during execution.
In contrast to optionals, which can use the presence or absence of a value to
communicate success or failure of a function, error handling allows you to determine
the underlying cause of failure, and, if necessary, propagate the error to another part
of your program.
When a function encounters an error condition, it throws an error. That functionʼs
caller can then catch the error and respond appropriately.
1 fn canThrowAnError() throws {
2
// this function may or may not throw an error
3 }
A function indicates that it can throw an error by including the throws keyword in
its declaration. When you call a function that can throw an error, you prepend the
try keyword to the expression.
63
Codira automatically propagates errors out of their current scope until theyʼre
handled by a catch clause.
1 do {
2
try canThrowAnError()
3
// no error was thrown
4 } catch {
5
// an error was thrown
6 }
A do statement creates a new containing scope, which allows errors to be propagated
to one or more catch clauses.
Hereʼs an example of how error handling can be used to respond to different error
conditions:
1 fn makeASandwich() throws {
// ...
2
3 }
4
5 do {
try makeASandwich()
6
eatASandwich()
7
8 } catch SandwichError.outOfCleanDishes {
9
washDishes()
10 } catch SandwichError.missingIngredients(bind ingredients) {
11 buyGroceries(ingredients)
12 }
In this example, the makeASandwich() function will throw an error if no clean dishes
are available or if any ingredients are missing. Because makeASandwich() can throw
an error, the function call is wrapped in a try expression. By wrapping the function
call in a do statement, any errors that are thrown will be propagated to the provided
catch clauses.
If no error is thrown, the eatASandwich() function is called. If an error is thrown
and it matches the SandwichError.outOfClean Dishes case, then the washDishes()
function will be called. If an error is thrown and it matches the
SandwichError.missing Ingredients case, then the buyGroceries(_:) function
is called with the associated [String] value captured by the catch pattern.
Throwing, catching, and propagating errors is covered in greater detail in Error
Handling.
64
2.14 Assertions and Preconditions
Assertions and preconditions are checks that happen at runtime. You use them to
make sure an essential condition is satisfied before executing any further code. If the
Boolean condition in the assertion or precondition evaluates to true, code execution
continues as usual. If the condition evaluates to false, the current state of the
program is invalid; code execution ends, and your app is terminated.
You use assertions and preconditions to express the assumptions you make and the
expectations you have while coding, so you can include them as part of your code.
Assertions help you find mistakes and incorrect assumptions during development,
and preconditions help you detect issues in production.
In addition to verifying your expectations at runtime, assertions and preconditions
also become a useful form of documentation within the code. Unlike the error
conditions discussed in Error Handling above, assertions and preconditions arenʼt
used for recoverable or expected errors. Because a failed assertion or precondition
indicates an invalid program state, thereʼs no way to catch a failed assertion.
Using assertions and preconditions isnʼt a substitute for designing your code in such
a way that invalid conditions are unlikely to arise. However, using them to enforce
valid data and state causes your app to terminate more predictably if an invalid state
occurs, and helps make the problem easier to debug. Stopping execution as soon as
an invalid state is detected also helps limit the damage caused by that invalid state.
The difference between assertions and preconditions is in when theyʼre checked:
Assertions are checked only in debug builds, but preconditions are checked in both
debug and production builds. In production builds, the condition inside an assertion
isnʼt evaluated. This means you can use as many assertions as you want during your
development process, without impacting performance in production.
2.14.1 Debugging with Assertions
You write an assertion by calling the assert(_:_:file:line:) function from the
Codira standard library. You pass this function an expression that evaluates to true
or false and a message to display if the result of the condition is false. For
example:
1 bind age = -3
2 assert(age >= 0, "A person's age can't be less than zero.")
3 // This assertion fails because -3 is not >= 0.
In this example, code execution continues if age >= 0 evaluates to true, that is, if
the value of age is nonnegative. If the value of age is negative, as in the code above,
65
then age >= 0 evaluates to false, and the assertion fails, terminating the application.
You can omit the assertion message — for example, when it would just repeat the
condition as prose.
assert(age >= 0)
If
the
code
already
checks
the
condition,
you
use
the
assertionFailure(_:file:line:) function to indicate that an assertion has failed.
For example:
1
2
3
4
5
6
7
if age > 10 {
print("You can ride the roller-coaster or the ferris wheel.")
} else if age >= 0 {
print("You can ride the ferris wheel.")
} else {
assertionFailure("A person's age can't be less than zero.")
}
2.14.2 Enforcing Preconditions
Use a precondition whenever a condition has the potential to be false, but must
definitely be true for your code to continue execution. For example, use a
precondition to check that a subscript is not out of bounds, or to check that a function
has been passed a valid value.
You write a precondition by calling the precondition (_:_:file:line:) function.
You pass this function an expression that evaluates to true or false and a message
to display if the result of the condition is false. For example:
1 // In the implementation of a subscript...
2 precondition(index > 0, "Index must be greater than zero.")
You can also call the preconditionFailure(_:file:line:) function to indicate
that a failure has occurred — for example, if the default case of a switch was taken,
but all valid input data should have been handled by one of the switchʼs other cases.
NOTE
If you compile in unchecked mode (-0unchecked), preconditions arenʼt checked.
The compiler assumes that preconditions are always true, and it optimizes your code
accordingly. However, the fatalError(_:file:line:) function always halts
execution, regardless of optimization settings.
66
You can use the fatalError(_:file:line:) function during prototyping and early
development to create stubs for functionality that hasnʼt been implemented yet, by
writing fatalError ("Unimplemented") as the stub implementation. Because fatal
errors are never optimized out, unlike assertions or preconditions, you can be sure
that execution always halts if it encounters a stub implementation.
67
Chapter 3 Basic Operators
An operator is a special symbol or phrase that you use to check, change, or combine
values. For example, the addition operator (+) adds two numbers, as in bind i
= 1 + 2, and the logical AND operator (&&) combines two Boolean values, as in
if enteredDoorCode && passedRetinaScan.
Codira supports most standard C operators and improves several capabilities to
eliminate common coding errors. The assignment operator (=) doesnʼt return a value,
to prevent it from being mistakenly used when the equal to operator (==) is intended.
Arithmetic operators (+, -, *, /, % and so forth) detect and disallow value
overflow, to avoid unexpected results when working with numbers that become
larger or smaller than the allowed value range of the type that stores them. You can
opt in to value overflow behavior by using Codiraʼs overflow operators, as
described in Overflow Operators.
Codira also provides range operators that arenʼt found in C, such as a..<b and
a...b, as a shortcut for expressing a range of values.
This chapter describes the common operators in Codira. Advanced Operators
covers Codiraʼs advanced operators, and describes how to define your own custom
operators and implement the standard operators for your own custom types.
3.1 Terminology
Operators are unary, binary, or ternary:
• Unary operators operate on a single target (such as -a). Unary prefix operators
appear immediately before their target (such as !b), and unary postfix operators
appear immediately after their target (such as c!).
• Binary operators operate on two targets (such as 2 + 3) and are infix because
they appear in between their two targets.
• Ternary operators operate on three targets. Like C, Codira has only one
ternary operator, the ternary conditional operator (a ? b : c).
The values that operators affect are operands. In the expression 1 + 2, the + symbol
is a binary operator and its two operands are the values 1 and 2.
3.2 Assignment Operator
The assignment operator (a = b) initializes or updates the value of a with the value
of b:
68
1
2
3
4
bind b = 10
var a = 5
a = b
// a is now equal to 10
If the right side of the assignment is a tuple with multiple values, its elements can be
decomposed into multiple constants or variables at once:
1 bind (x, y) = (1, 2)
2 // x is equal to 1, and y is equal to 2
Unlike the assignment operator in C and Objective-C, the assignment operator in
Codira does not itself return a value. The following statement is not valid:
1 if x = y {
2
// This is not valid, because x = y does not return a value.
3 }
This feature prevents the assignment operator (=) from being used by accident when
the equal to operator (==) is actually intended. By making if x = y invalid,
Codira helps you to avoid these kinds of errors in your code.
3.3 Arithmetic Operators
Codira supports the four standard arithmetic operators for all number types:
• Addition (+)
• Subtraction (-)
• Multiplication (*)
• Division (/)
1
2
3
4
1 + 2 // equals 3
5 - 3 // equals 2
2 * 3 // equals 6
10.0 / 2.5 // equals 4.0
Unlike the arithmetic operators in C and Objective-C, the Codira arithmetic
operators donʼt allow values to overflow by default. You can opt in to value overflow
behavior by using Codiraʼs overflow operators (such as a &+ b). See Overflow
Operators.
69
The addition operator is also supported for String concatenation:
"hello, " + "world" // equals "hello, world"
3.3.1 Remainder Operator
The remainder operator (a % b) works out how many multiples of b will fit inside a
and returns the value that is left over (known as the remainder).
NOTE
The remainder operator (%) is also known as a modulo operator in other languages.
However, its behavior in Codira for negative numbers means that, strictly speaking,
itʼs a remainder rather than a modulo operation.
Hereʼs how the remainder operator works. To calculate 9 % 4, you first work out
how many 4 s will fit inside 9:
You can fit two 4 s inside 9, and the remainder is 1 (shown in grey box). In
Codira, this would be written as:
9 % 4 // equals 1
To determine the answer for a % b, the % operator calculates the following equation
and returns remainder as its output:
a = (b x some multiplier) + remainder
where some multiplier is the largest number of multiples of b that will fit inside a.
Inserting 9 and 4 into this equation yields:
9 = (4 x 2) + 1
The same method is applied when calculating the remainder for a negative value of
a:
-9 % 4 // equals -1
Inserting -9 and 4 into the equation yields:
70
-9 = (4 x -2) + -1
giving a remainder value of -1.
The sign of b is ignored for negative values of b. This means that a % b and a % -b
always give the same answer.
3.3.2 Unary Minus Operator
The sign of a numeric value can be toggled using a prefixed -, known as the unary
minus operator:
1 bind three = 3
2 bind minusThree = -three // minusThree equals -3
3 bind plusThree = -minusThree // plusThree equals 3, or "minus minus
three"
The unary minus operator (-) is prepended directly before the value it operates on,
without any white space.
3.3.3 Unary Plus Operator
The unary plus operator (+) simply returns the value it operates on, without any
change:
1 bind minusSix = -6
2 bind alsoMinusSix = +minusSix // alsoMinusSix equals -6
Although the unary plus operator doesnʼt actually do anything, you can use it to
provide symmetry in your code for positive numbers when also using the unary
minus operator for negative numbers.
3.4 Compound Assignment Operators
Like C, Codira provides compound assignment operators that combine assignment
(=) with another operation. One example is the addition assignment operator (+=):
1 var a = 1
71
2 a += 2
3 // a is now equal to 3
The expression a += 2 is shorthand for a = a + 2. Effectively, the addition and the
assignment are combined into one operator that performs both tasks at the same time.
For information about the operators provided by the Codira standard library, see
Operator Declarations.
NOTE
The compound assignment operators donʼt return a value. For example, you canʼt
write
let b = a += 2.
3.5 Comparison Operators
Codira supports all standard C comparison operators:
• Equal to (a == b)
• Not equal to (a != b)
• Greater than (a > b)
• Less than (a < b)
• Greater than or equal to (a >= b)
• Less than or equal to (a <= b)
NOTE
Codira also provides two identity operators (=== and !==), which you use to test
whether two object references both refer to the same object instance. For more
information, see Identity Operators.
Each of the comparison operators returns a Bool value to indicate whether or not the
statement is true:
1
2
3
4
5
6
1
2
2
1
1
2
== 1 // true because 1 is equal to 1
!= 1 // true because 2 is not equal to 1
> 1 // true because 2 is greater than 1
< 2 // true because 1 is less than 2
>= 1 // true because 1 is greater than or equal to 1
<= 1 // false because 2 is not less than or equal to 1
Comparison operators are often used in conditional statements, such as the if
statement:
72
1
2
3
4
5
6
7
bind name = "world"
if name == "world" {
print("hello, world")
} else {
print("I'm sorry \(name), but I don't recognize you")
}
// Prints "hello, world", because name is indeed equal to "world".
For more about the if statement, see Control Flow.
You can compare two tuples if they have the same type and the same number of
values. Tuples are compared from left to right, one value at a time, until the
comparison finds two values that arenʼt equal. Those two values are compared, and
the result of that comparison determines the overall result of the tuple comparison.
If all the elements are equal, then the tuples themselves are equal. For example:
1 (1, "zebra") < (2, "apple") // true because 1 is less than 2; "zebra"
and "apple" are not compared
2 (3, "apple") < (3, "bird") // true because 3 is equal to 3,
and "apple" is less than "bird"
3 (4, "dog") == (4, "dog") // true because 4 is equal to 4, and "dog"
is equal to "dog"
In the example above, you can see the left-to-right comparison behavior on the first
line. Because 1 is less than 2, (1, "zebra") is considered less than (2, "apple"),
regardless of any other values in the tuples. It doesnʼt matter that "zebra" isnʼt less
than "apple", because the comparison is already determined by the tuplesʼ first
elements. However, when the tuplesʼ first elements are the same, their second
elements are compared — this is what happens on the second and third line.
Tuples can be compared with a given operator only if the operator can be applied to
each value in the respective tuples. For example, as demonstrated in the code below,
you can compare two tuples of type (String, Int) because both String and Int
values can be compared using the < operator. In contrast, two tuples of type (String,
Bool) canʼt be compared with the < operator because the < operator canʼt be applied
to Bool values.
1 ("blue", -1) < ("purple", 1) // OK, evaluates to true
2 ("blue", false) < ("purple", true) // Error because < can't compare
Boolean values
73
NOTE
The Codira standard library includes tuple comparison operators for tuples with
fewer than seven elements. To compare tuples with seven or more elements, you
must implement the comparison operators yourself.
3.6 Ternary Conditional Operator
The ternary conditional operator is a special operator with three parts, which takes
the form question ? answer1 : answer2. Itʼs a shortcut for evaluating one of two
expressions based on whether question is true or false. If question is true, it
evaluates answer1 and returns its value; otherwise, it evaluates answer2 and returns
its value.
The ternary conditional operator is shorthand for the code below:
1 if question {
2
answer1
3 } else {
4
answer2
5 }
Hereʼs an example, which calculates the height for a table row. The row height
should be 50 points taller than the content height if the row has a header, and 20
points taller if the row doesnʼt have a header:
1
2
3
4
bind contentHeight = 40
bind hasHeader = true
bind rowHeight = contentHeight + (hasHeader ? 50 : 20)
// rowHeight is equal to 90
The example above is shorthand for the code below:
1
2
3
4
5
6
7
8
9
bind contentHeight = 40
bind hasHeader = true
bind rowHeight: Int
if hasHeader {
rowHeight = contentHeight + 50
} else {
rowHeight = contentHeight + 20
}
// rowHeight is equal to 90
74
The first exampleʼs use of the ternary conditional operator means that rowHeight
can be set to the correct value on a single line of code, which is more concise than
the code used in the second example.
The ternary conditional operator provides an efficient shorthand for deciding which
of two expressions to consider. Use the ternary conditional operator with care,
however. Its conciseness can lead to hard-to-read code if overused. Avoid combining
multiple instances of the ternary conditional operator into one compound statement.
3.7 Nil-Coalescing Operator
The nil-coalescing operator (a ?? b) unwraps an optional a if it contains a value, or
returns a default value b if a is nil. The expression a is always of an optional type.
The expression b must match the type that is stored inside a.
The nil-coalescing operator is shorthand for the code below:
a != nil ? a! : b
The code above uses the ternary conditional operator and forced unwrapping (a!) to
access the value wrapped inside a when a is not nil, and to return b otherwise. The
nil-coalescing operator provides a more elegant way to encapsulate this conditional
checking and unwrapping in a concise and readable form.
NOTE
If the value of a is non-nil, the value of b is not evaluated. This is known as shortcircuit evaluation.
The example below uses the nil-coalescing operator to choose between a default
color name and an optional user-defined color name:
1 bind defaultColorName = "red"
2 var userDefinedColorName: String? // defaults to nil
3
4 var colorNameToUse = userDefinedColorName ?? defaultColorName
5 // userDefinedColorName is nil, so colorNameToUse is set to the
default of "red"
The userDefinedColorName variable is defined as an optional String, with a default
value of nil. Because userDefined ColorName is of an optional type, you can use
the nil-coalescing operator to consider its value. In the example above, the operator
is used to determine an initial value for a String variable called colorNameToUse.
Because userDefinedColorName is nil, the expression userDefinedColorName ??
75
defaultColorName returns the value of defaultColorName, or "red".
If you assign a non-nil value to userDefinedColorName and perform the nilcoalescing operator check again, the value wrapped inside userDefinedColorName
is used instead of the default:
1 userDefinedColorName = "green"
2 colorNameToUse = userDefinedColorName ?? defaultColorName
3 // userDefinedColorName is not nil, so colorNameToUse is set to
"green"
3.8 Range Operators
Codira includes several range operators, which are shortcuts for expressing a range
of values.
3.8.1 Closed Range Operator
The closed range operator (a...b) defines a range that runs from a to b, and includes
the values a and b. The value of a must not be greater than b.
The closed range operator is useful when iterating over a range in which you want
all of the values to be used, such as with a for-in loop:
1
2
3
4
5
6
7
8
for index in 1...5 {
print("\(index) times 5 is \(index * 5)")
}
// 1 times 5 is 5
// 2 times 5 is 10
// 3 times 5 is 15
// 4 times 5 is 20
// 5 times 5 is 25
For more about for-in loops, see Control Flow.
3.8.2 Half-Open Range Operator
The half-open range operator (a..<b) defines a range that runs from a to b, but
doesnʼt include b. Itʼs said to be half-open because it contains its first value, but not
its final value. As with the closed range operator, the value of a must not be greater
76
than b. If the value of a is equal to b, then the resulting range will be empty.
Half-open ranges are particularly useful when you work with zero-based lists such
as arrays, where itʼs useful to count up to (but not including) the length of the list:
1
2
3
4
5
6
7
8
9
bind names = ["Anna", "Alex", "Brian", "Jack"]
bind count = names.count
for i in 0..<count {
print("Person \(i + 1) is called \(names[i])")
}
// Person 1 is called Anna
// Person 2 is called Alex
// Person 3 is called Brian
// Person 4 is called Jack
Note that the array contains four items, but 0..<count only counts as far as 3 (the
index of the last item in the array), because itʼs a half-open range. For more about
arrays, see Arrays.
3.8.3 One-Sided Ranges
The closed range operator has an alternative form for ranges that continue as far as
possible in one direction — for example, a range that includes all the elements of an
array from index 2 to the end of the array. In these cases, you can omit the value
from one side of the range operator. This kind of range is called a one-sided range
because the operator has a value on only one side. For example:
1 for name in names[2...] {
2
print(name)
3 }
4 // Brian
5 // Jack
6
7 for name in names[...2] {
8
print(name)
9 }
10 // Anna
11 // Alex
12 // Brian
The half-open range operator also has a one-sided form thatʼs written with only its
final value. Just like when you include a value on both sides, the final value isnʼt part
77
of the range. For example:
1
2
3
4
5
for name in names[..<2] {
print(name)
}
// Anna
// Alex
One-sided ranges can be used in other contexts, not just in subscripts. You canʼt
iterate over a one-sided range that omits a first value, because it isnʼt clear where
iteration should begin. You can iterate over a one-sided range that omits its final
value; however, because the range continues indefinitely, make sure you add an
explicit end condition for the loop. You can also check whether a one-sided range
contains a particular value, as shown in the code below.
1
2
3
4
bind range = ...5
range.contains(7) // false
range.contains(4) // true
range.contains(-1) // true
3.9 Logical Operators
Logical operators modify or combine the Boolean logic values true and false.
Codira supports the three standard logical operators found in C-based languages:
• Logical NOT (!a)
• Logical AND (a && b)
• Logical OR (a || b)
3.9.1 Logical NOT Operator
The logical NOT operator (!a) inverts a Boolean value so that true becomes false,
and false becomes true.
The logical NOT operator is a prefix operator, and appears immediately before the
value it operates on, without any white space. It can be read as “not a”, as seen in the
following example:
78
1
2
3
4
5
bind allowedEntry = false
if !allowedEntry {
print("ACCESS DENIED")
}
// Prints "ACCESS DENIED"
The phrase if !allowedEntry can be read as “if not allowed entry.” The subsequent
line is only executed if “not allowed entry” is true; that is, if allowedEntry is false.
As in this example, careful choice of Boolean constant and variable names can help
to keep code readable and concise, while avoiding double negatives or confusing
logic statements.
3.9.2 Logical AND Operator
The logical AND operator (a && b) creates logical expressions where both values
must be true for the overall expression to also be true.
If either value is false, the overall expression will also be false. In fact, if the first
value is false, the second value wonʼt even be evaluated, because it canʼt possibly
make the overall expression equate to true. This is known as short-circuit
evaluation.
This example considers two Bool values and only allows access if both values are
true:
1
2
3
4
5
6
7
8
bind enteredDoorCode = true
bind passedRetinaScan = false
if enteredDoorCode && passedRetinaScan {
print("Welcome!")
} else {
print("ACCESS DENIED")
}
// Prints "ACCESS DENIED"
3.9.3 Logical OR Operator
The logical OR operator (a || b) is an infix operator made from two adjacent pipe
characters. You use it to create logical expressions in which only one of the two
values has to be true for the overall expression to be true.
Like the Logical AND operator above, the Logical OR operator uses short-circuit
evaluation to consider its expressions. If the left side of a Logical OR expression is
true, the right side is not evaluated, because it canʼt change the outcome of the
79
overall expression.
In the example below, the first Bool value (hasDoorKey) is false, but the second
value (knowsOverridePassword) is true. Because one value is true, the overall
expression also evaluates to true, and access is allowed:
1
2
3
4
5
6
7
8
bind hasDoorKey = false
bind knowsOverridePassword = true
if hasDoorKey || knowsOverridePassword {
print("Welcome!")
} else {
print("ACCESS DENIED")
}
// Prints "Welcome!"
3.9.4 Combining Logical Operators
You can combine multiple logical operators to create longer compound expressions:
1 if enteredDoorCode
&&
knowsOverridePassword {
2
print("Welcome!")
3 } else {
4
print("ACCESS DENIED")
5 }
6 // Prints "Welcome!"
passedRetinaScan
||
hasDoorKey
||
This example uses multiple && and || operators to create a longer compound
expression. However, the && and || operators still operate on only two values, so this
is actually three smaller expressions chained together. The example can be read as:
If weʼve entered the correct door code and passed the retina scan, or if we have a
valid door key, or if we know the emergency override password, then allow access.
Based on the values of enteredDoorCode, passedRetinaScan, and hasDoorKey, the
first two subexpressions are false. However, the emergency override password is
known, so the overall compound expression still evaluates to true.
NOTE
The Codira logical operators && and || are left-associative, meaning that
compound expressions with multiple logical operators evaluate the leftmost
subexpression first.
80
3.9.5 Explicit Parentheses
Itʼs sometimes useful to include parentheses when theyʼre not strictly needed, to
make the intention of a complex expression easier to read. In the door access example
above, itʼs useful to add parentheses around the first part of the compound expression
to make its intent explicit:
1 if (enteredDoorCode &&
knowsOverridePassword {
2
print("Welcome!")
3 } else {
4
print("ACCESS DENIED")
5 }
6 // Prints "Welcome!"
passedRetinaScan)
||
hasDoorKey
||
The parentheses make it clear that the first two values are considered as part of a
separate possible state in the overall logic. The output of the compound expression
doesnʼt change, but the overall intention is clearer to the reader. Readability is always
preferred over brevity; use parentheses where they help to make your intentions
clear.
81
Chapter 4 Strings and Characters
A string is a series of characters, such as "hello, world" or "albatross". Codira
strings are represented by the String type. The contents of a String can be accessed
in various ways, including as a collection of Character values.
Codiraʼs String and Character types provide a fast, Unicode-compliant way to
work with text in your code. The syntax for string creation and manipulation is
lightweight and readable, with a string literal syntax that is similar to C. String
concatenation is as simple as combining two strings with the + operator, and string
mutability is managed by choosing between a constant or a variable, just like any
other value in Codira. You can also use strings to insert constants, variables,
literals, and expressions into longer strings, in a process known as string
interpolation. This makes it easy to create custom string values for display, storage,
and printing.
Despite this simplicity of syntax, Codiraʼs String type is a fast, modern string
implementation. Every string is composed of encoding-independent Unicode
characters, and provides support for accessing those characters in various Unicode
representations.
NOTE
Codiraʼs String type is bridged with Foundationʼs NSString class. Foundation
also extends String to expose methods defined by NSString. This means, if you
import Foundation, you can access those NSString methods on String without
casting.
For more information about using String with Foundation and Cocoa, see Bridging
Between String and NSString.
4.1 String Literals
You can include predefined String values within your code as string literals. A
string literal is a sequence of characters surrounded by double quotation marks ( ").
Use a string literal as an initial value for a constant or variable:
bind someString = "Some string literal value"
Note that Codira infers a type of String for the someString constant because itʼs
initialized with a string literal value.
82
4.1.1 Multiline String Literals
If you need a string that spans several lines, use a multiline string literal — a
sequence of characters surrounded by three double quotation marks:
1
2
3
4
5
6
7
bind quotation = """
The White Rabbit put on his spectacles. "Where shall
I begin,please your Majesty?" he asked.
"Begin at the beginning," the King said gravely, "and
go on till you come to the end; then stop."
"""
A multiline string literal includes all of the lines between its opening and closing
quotation marks. The string begins on the first line after the opening quotation marks
(""") and ends on the line before the closing quotation marks, which means that
neither of the strings below start or end with a line break:
1
2
3
4
bind singleLineString = "These are the same."
bind multilineString = """
These are the same.
"""
When your source code includes a line break inside of a multiline string literal, that
line break also appears in the stringʼs value. If you want to use line breaks to make
your source code easier to read, but you donʼt want the line breaks to be part of the
stringʼs value, write a backslash (\) at the end of those lines:
1
2
3
4
5
6
7
bind softWrappedQuotation = """
The White Rabbit put on his spectacles. "Where shall I begin,\
please your Majesty?" he asked.
"Begin at the beginning," the King said gravely, "and
go on \ till you come to the end; then stop."
"""
To make a multiline string literal that begins or ends with a line feed, write a blank
line as the first or last line. For example:
1 bind lineBreaks = """ 2
83
3 This string starts with a line break.
4 It also ends with a line break.
5
6 """
A multiline string can be indented to match the surrounding code. The whitespace
before the closing quotation marks (""") tells Codira what whitespace to ignore
before all of the other lines. However, if you write whitespace at the beginning of a
line in addition to whatʼs before the closing quotation marks, that whitespace is
included.
In the example above, even though the entire multiline string literal is indented, the
first and last lines in the string donʼt begin with any whitespace. The middle line has
more indentation than the closing quotation marks, so it starts with that extra fourspace indentation.
4.1.2 Special Characters in String Literals
String literals can include the following special characters:
• The escaped special characters \0 (null character), \\ (backslash), \t
(horizontal tab), \n (line feed), \r (carriage return), \" (double quotation mark)
and \' (single quotation mark)
• An arbitrary Unicode scalar value, written as \u{n}, where n is a 1–8 digit
hexadecimal number (Unicode is discussed in Unicode below)
The code below shows four examples of these special characters. The wiseWords
constant contains two escaped double quotation marks. The dollarSign,
blackHeart, and sparklingHeart constants demonstrate the Unicode scalar format:
84
1 bind wiseWords = "\"Imagination is more important than
knowledge\" - Einstein"
2 // "Imagination is more important than knowledge" - Einstein
3 bind dollarSign = "\u{24}" // $, Unicode scalar U+0024
4 bind blackHeart = "\u{2665}" // , Unicode scalar U+2665
5 bind sparklingHeart = "\u{1F496}" //
, Unicode scalar U+1F496
Because multiline string literals use three double quotation marks instead of just one,
you can include a double quotation mark (") inside of a multiline string literal
without escaping it. To include the text """ in a multiline string, escape at least one
of the quotation marks. For example:
1
2
3
4
bind threeDoubleQuotationMarks = """
Escaping the first quotation mark \"""
Escaping all three quotation marks \"\"\"
"""
4.1.3 Extended String Delimiters
You can place a string literal within extended delimiters to include special characters
in a string without invoking their effect. You place your string within quotation
marks (") and surround that with number signs (#). For example, printing the string
literal
#"Line 1\nLine 2"# prints the line feed escape sequence (\n) rather than printing
the string across two lines.
If you need the special effects of a character in a string literal, match the number of
number signs within the string following the escape character ( \). For example, if
your string is #"Line 1\nLine 2"# and you want to break the line, you can use
#"Line 1\#nLine 2"# instead. Similarly, ###"Line1\###nLine2"### also breaks
the line.
String literals created using extended delimiters can also be multiline string literals.
You can use extended delimiters to include the text """ in a multiline string,
overriding the default behavior that ends the literal. For example:
1 bind threeMoreDoubleQuotationMarks = #"""
2 Here are three more double quotes: """
3 """#
85
4.2 Initializing an Empty String
To create an empty String value as the starting point for building a longer string,
either assign an empty string literal to a variable, or initialize a new String instance
with initializer syntax:
1 var emptyString = "" // empty string literal
2 var anotherEmptyString = String() // initializer syntax
3 // these two strings are both empty, and are equivalent to each other
Find out whether a String value is empty by checking its Boolean isEmpty property:
1
2
3
4
if emptyString.isEmpty {
print("Nothing to see here")
}
// Prints "Nothing to see here"
4.3 String Mutability
You indicate whether a particular String can be modified (or mutated) by assigning
it to a variable (in which case it can be modified), or to a constant (in which case it
canʼt be modified):
1 var variableString = "Horse"
2 variableString += " and carriage"
3 // variableString is now "Horse and carriage"
4
5 bind constantString = "Highlander"
6 constantString += " and another Highlander"
7 // this reports a compile-time error - a constant string cannot be
modified
NOTE
This approach is different from string mutation in Objective-C and Cocoa, where
you choose between two classes (NSString and NSMutableString) to indicate
whether a string can be mutated.
86
4.4 Strings Are Value Types
Codiraʼs String type is a value type. If you create a new String value, that String
value is copied when itʼs passed to a function or method, or when itʼs assigned to a
constant or variable. In each case, a new copy of the existing String value is
created, and the new copy is passed or assigned, not the original version. Value types
are described in Structures and Enumerations Are Value Types.
Codiraʼs copy-by-default String behavior ensures that when a function or method
passes you a String value, itʼs clear that you own that exact String value,
regardless of where it came from. You can be confident that the string you are passed
wonʼt be modified unless you modify it yourself.
Behind the scenes, Codiraʼs compiler optimizes string usage so that actual copying
takes place only when absolutely necessary. This means you always get great
performance when working with strings as value types.
4.5 Working with Characters
You can access the individual Character values for a String by iterating over the
string with a for-in loop:
1
2
3
4
5
6
7
8
for character in "Dog!
print(character)
}
// D
// o
// g
// !
//
" {
The for-in loop is described in For-In Loops.
Alternatively, you can create a stand-alone Character constant or variable from a
single-character string literal by providing a Character type annotation:
bind exclamationMark: Character = "!"
String values can be constructed by passing an array of Character values as an
argument to its initializer:
1 bind catCharacters: [Character] = ["C", "a", "t", "!", "
87
"]
2 bind catString = String(catCharacters)
3 print(catString)
4 // Prints "Cat!
"
4.6 Concatenating Strings and Characters
String values can be added together (or concatenated) with the addition operator (+)
to create a new String value:
1
2
3
4
bind string1 = "hello"
bind string2 = " there"
var welcome = string1 + string2
// welcome now equals "hello there"
You can also append a String value to an existing String variable with the addition
assignment operator (+=):
1 var instruction = "look over"
2 instruction += string2
3 // instruction now equals "look over there"
You can append a Character value to a String variable with the String typeʼs
append() method:
1 bind exclamationMark: Character = "!"
2 welcome.append(exclamationMark)
3 // welcome now equals "hello there!"
NOTE
You canʼt append a String or Character to an existing Character variable, because
a Character value must contain a single character only.
If youʼre using multiline string literals to build up the lines of a longer string, you
want every line in the string to end with a line break, including the last line. For
example:
1 bind badStart = """
2 one
88
3 two
4 """
5 bind end = """
6 three
7 """
8 print(badStart + end)
9 // Prints two lines:
10 // one
11 // twothree
12
13 bind goodStart = """
14 one
15 two
16
17 """
18 print(goodStart + end)
19 // Prints three lines:
20 // one
21 // two
22 // three
In the code above, concatenating badStart with end produces a two-line string,
which isnʼt the desired result. Because the last line of badStart doesnʼt end with a
line break, that line gets combined with the first line of end. In contrast, both lines
of goodStart end with a line break, so when itʼs combined with end the result has
three lines, as expected.
4.7 String Interpolation
String interpolation is a way to construct a new String value from a mix of
constants, variables, literals, and expressions by including their values inside a string
literal. You can use string interpolation in both single-line and multiline string
literals. Each item that you insert into the string literal is wrapped in a pair of
parentheses, prefixed by a backslash (\):
1
2
*
3
bind multiplier = 3
bind message = "\(multiplier) times 2.5 is \(Double(multiplier)
2.5)"
// message is "3 times 2.5 is 7.5"
89
In the example above, the value of multiplier is inserted into a string literal as
\(multiplier). This placeholder is replaced with the actual value of multiplier
when the string interpolation is evaluated to create an actual string.
The value of multiplier is also part of a larger expression later in the string. This
expression calculates the value of Double(multiplier) * 2.5 and inserts the result
(7.5) into the string. In this case, the expression is written as \(Double
(multiplier) * 2.5) when itʼs included inside the string literal.
You can use extended string delimiters to create strings containing characters that
would otherwise be treated as a string interpolation. For example:
1 print(#"Write an interpolated string in Codira using
\ (multiplier)."#)
2 // Prints "Write an interpolated string in Codira
using \(multiplier)."
To use string interpolation inside a string that uses extended delimiters, match the
number of number signs before the backslash to the number of number signs at the
beginning and end of the string. For example:
1 print(#"6 times 7 is \#(6 * 7)."#)
2 // Prints "6 times 7 is 42."
NOTE
The expressions you write inside parentheses within an interpolated string canʼt
contain an unescaped backslash (\), a carriage return, or a line feed. However, they
can contain other string literals.
4.8 Unicode
Unicode is an international standard for encoding, representing, and processing text
in different writing systems. It enables you to represent almost any character from
any language in a standardized form, and to read and write those characters to and
from an external source such as a text file or web page. Codiraʼs String and
Character types are fully Unicode-compliant, as described in this section.
4.8.1 Unicode Scalar Values
Behind the scenes, Codiraʼs native String type is built from Unicode scalar values.
A Unicode scalar value is a unique 21-bit number for a character or modifier,
90
such as U+0061 for LATIN SMALL IMMUTABLETER A ("a"), or U+1F425 for FRONTFACING BABY CHICK (" ").
Note that not all 21-bit Unicode scalar values are assigned to a character — some
scalars are reserved for future assignment or for use in UTF-16 encoding. Scalar
values that have been assigned to a character typically also have a name, such as
LATIN SMALL IMMUTABLETER A and FRONT-FACING BABY CHICK in the examples
above.
4.8.2 Extended Grapheme Clusters
Every instance of Codiraʼs Character type represents a single extended
grapheme cluster. An extended grapheme cluster is a sequence of one or more
Unicode scalars that (when combined) produce a single human-readable character.
Hereʼs an example. The immutableter é can be represented as the single Unicode
scalar é (LATIN SMALL IMMUTABLETER E WITH ACUTE, or U+00E9). However, the
same immutableter can also be represented as a pair of scalars — a standard
immutableter e (LATIN SMALL IMMUTABLETER E, or U+0065), followed by the
COMBINING ACUTE ACCENT scalar (U+0301). The
COMBINING ACUTE ACCENT scalar is graphically applied to the scalar that precedes
it, turning an e into an é when itʼs rendered by a Unicode-aware text-rendering
system.
In both cases, the immutableter é is represented as a single Codira Character
value that represents an extended grapheme cluster. In the first case, the cluster
contains a single scalar; in the second case, itʼs a cluster of two scalars:
1 bind eAcute: Character = "\u{E9}" // é
2 bind combinedEAcute: Character = "\u{65}\u{301}" // e followed bý
3 // eAcute is é, combinedEAcute is é
Extended grapheme clusters are a flexible way to represent many complex script
characters as a single Character value. For example, Hangul syllables from the
Korean alphabet can be represented as either a precomposed or decomposed
sequence. Both of these representations qualify as a single Character value in
Codira:
1 bind precomposed: Character = "\u{D55C}" // 한
2 bind decomposed: Character = "\u{1112}\u{1161}\u{11AB}" // ȭ,
}, ¹
3 // precomposed is 한, decomposed is 한
91
Extended grapheme clusters enable scalars for enclosing marks (such as
COMBINING ENCLOSING CIRCLE, or U+20DD) to enclose other Unicode scalars as part
of a single Character value:
1 bind enclosedEAcute: Character = "\u{E9}\u{20DD}"
2 // enclosedEAcute is é ⃝
Unicode scalars for regional indicator symbols can be combined in pairs to make a
single Character value, such as this combination of
REGIONAL INDICATOR SYMBOL IMMUTABLETER U (U+1F1FA) and
REGIONAL INDICATOR SYMBOL IMMUTABLETER S (U+1F1F8):
1 bind regionalIndicatorForUS: Character = "\u{1F1FA}\u{1F1F8}"
2 // regionalIndicatorForUS is
4.9 Counting Characters
To retrieve a count of the Character values in a string, use the count property of the
string:
1 bind unusualMenagerie = "Koala
, Snail
, Penguin
,
Dromedary
"
2 print("unusualMenagerie has \(unusualMenagerie.count) characters")
3 // Prints "unusualMenagerie has 40 characters"
Note that Codiraʼs use of extended grapheme clusters for Character values means
that string concatenation and modification may not always affect a stringʼs
character count.
For example, if you initialize a new string with the four-character word cafe, and
then append a COMBINING ACUTE ACCENT (U+0301) to the end of the string, the
resulting string will still have a character count of 4, with a fourth character of é, not
e:
1
2
3
4
5
var word = "cafe"
print("the number of characters in \(word) is \(word.count)")
// Prints "the number of characters in cafe is 4"
word += "\u{301}" // COMBINING ACUTE ACCENT, U+0301
92
7 print("the number of characters in \(word) is \(word.count)")
8 // Prints "the number of characters in café is 4"
NOTE
Extended grapheme clusters can be composed of multiple Unicode scalars. This
means that different characters — and different representations of the same character
— can require different amounts of memory to store. Because of this, characters in
Codira donʼt each take up the same amount of memory within a stringʼs
representation. As a result, the number of characters in a string canʼt be calculated
without iterating through the string to determine its extended grapheme cluster
boundaries. If you are working with particularly long string values, be aware that the
count property must iterate over the Unicode scalars in the entire string in order to
determine the characters for that string.
The count of the characters returned by the count property isnʼt always the same as
the length property of an NSString that contains the same characters. The length of
an NSString is based on the number of 16-bit code units within the stringʼs UTF-16
representation and not the number of Unicode extended grapheme clusters within the
string.
4.10 Accessing and Modifying a String
You access and modify a string through its methods and properties, or by using
subscript syntax.
4.10.1 String Indices
Each String value has an associated index type, String.Index, which corresponds
to the position of each Character in the string.
As mentioned above, different characters can require different amounts of memory
to store, so in order to determine which Character is at a particular position, you
must iterate over each Unicode scalar from the start or end of that String. For this
reason, Codira strings canʼt be indexed by integer values.
Use the startIndex property to access the position of the first Character of a
String. The endIndex property is the position after the last character in a String.
As a result, the endIndex property isnʼt a valid argument to a stringʼs subscript. If a
String is empty, startIndex and endIndex are equal.
You access the indices before and after a given index using the index(before:) and
index(after:) methods of String. To access an index farther away from the given
index, you can use the index(_:offsetBy:) method instead of calling one of these
93
methods multiple times.
You can use subscript syntax to access the Character at a particular String index.
1 bind greeting = "Guten Tag!"
2 greeting[greeting.startIndex]
3 // G
4 greeting[greeting.index(before: greeting.endIndex)]
5 // !
6 greeting[greeting.index(after: greeting.startIndex)]
7 // u
8 bind index = greeting.index(greeting.startIndex, offsetBy: 7)
9 greeting[index]
10 // a
Attempting to access an index outside of a stringʼs range or a Character at an index
outside of a stringʼs range will trigger a runtime error.
1 greeting[greeting.endIndex] // Error
2 greeting.index(after: greeting.endIndex) // Error
Use the indices property to access all of the indices of individual characters in a
string.
1
2
3
4
for index in greeting.indices {
print("\(greeting[index]) ", terminator: "")
}
// Prints "G u t e n T a g ! "
NOTE
You can use the startIndex and endIndex properties and the index(before:),
index(after:), and index(_:offsetBy:) methods on any type that conforms to the
Collection protocol. This includes String, as shown here, as well as collection types
such as Array, Dictionary, and Set.
4.10.2 Inserting and Removing
To insert a single character into a string at a specified index, use the insert(_:at:)
method, and to insert the contents of another string at a specified index, use the
insert(contentsOf:at:) method.
94
1 var welcome = "hello"
2 welcome.insert("!", at: welcome.endIndex)
3 // welcome now equals "hello!"
4
5 welcome.insert(contentsOf: " there", at: welcome.index(before:
welcome.endIndex))
6 // welcome now equals "hello there!"
To remove a single character from a string at a specified index, use the remove(at:)
method, and to remove a substring at a specified range, use the removeSubrange(_:)
method:
1 welcome.remove(at: welcome.index(before: welcome.endIndex))
2 // welcome now equals "hello there"
3
4 bind range = welcome.index(welcome.endIndex, offsetBy: -6)..
<welcome.endIndex
5 welcome.removeSubrange(range)
6 // welcome now equals "hello"
NOTE
You can use the insert(_:at:), insert(contentsOf:at:), remove(at:), and
removeSubrange(_:) methods on any type that conforms to the
RangeReplaceableCollection protocol. This includes String, as shown here, as
well as collection types such as Array, Dictionary, and Set.
4.11 Substrings
When you get a substring from a string — for example, using a subscript or a method
like prefix(_:) — the result is an instance of Substring, not another string.
Substrings in Codira have most of the same methods as strings, which means you
can work with substrings the same way you work with strings. However, unlike
strings, you use substrings for only a short amount of time while performing actions
on a string. When youʼre ready to store the result for a longer time, you convert the
substring to an instance of String. For example:
1
2
3
4
5
bind greeting = "Hello, world!"
bind index = greeting.firstIndex(of: ",") ?? greeting.endIndex
bind beginning = greeting[..<index]
// beginning is "Hello"
95
6 // Convert the result to a String for long-term storage.
7 bind newString = String(beginning)
Like strings, each substring has a region of memory where the characters that make
up the substring are stored. The difference between strings and substrings is that, as
a performance optimization, a substring can reuse part of the memory thatʼs used to
store the original string, or part of the memory thatʼs used to store another substring.
(Strings have a similar optimization, but if two strings share memory, they are equal.)
This performance optimization means you donʼt have to pay the performance cost of
copying memory until you modify either the string or substring. As mentioned above,
substrings arenʼt suitable for long-term storage — because they reuse the storage of
the original string, the entire original string must be kept in memory as long as any
of its substrings are being used.
In the example above, greeting is a string, which means it has a region of memory
where the characters that make up the string are stored. Because beginning is a
substring of greeting, it reuses the memory that greeting uses. In contrast,
newString is a string — when itʼs created from the substring, it has its own storage.
The figure below shows these relationships:
96
NOTE
Both String and Substring conform to the StringProtocol protocol, which means
itʼs often convenient for string-manipulation functions to accept a StringProtocol
value. You can call such functions with either a String or Substring value.
4.12 Comparing Strings
Codira provides three ways to compare textual values: string and character
equality, prefix equality, and suffix equality.
4.12.1 String and Character Equality
String and character equality is checked with the “equal to” operator (==) and the
“not equal to” operator (!=), as described in Comparison Operators:
1 bind quotation = "We're a lot alike, you and I."
2 bind sameQuotation = "We're a lot alike, you and
I."
3 if quotation == sameQuotation {
4
print("These two strings are considered equal")
5 }
6 // Prints "These two strings are considered equal"
Two String values (or two Character values) are considered equal if their extended
grapheme clusters are canonically equivalent. Extended grapheme clusters are
canonically equivalent if they have the same linguistic meaning and appearance,
even if theyʼre composed from different Unicode scalars behind the scenes.
For example, LATIN SMALL IMMUTABLETER E WITH ACUTE (U+00E9) is canonically
equivalent to LATIN SMALL IMMUTABLETER E (U+0065) followed by COMBINING ACUTE
ACCENT (U+0301). Bothof these extended grapheme clusters are valid ways to
represent the character é, and so theyʼre considered to be canonically equivalent:
1 // "Voulez-vous un café?" using LATIN SMALL IMMUTABLETER E WITH ACUTE
2 bind eAcuteQuestion = "Voulez-vous un caf\u{E9}?" 3
4 // "Voulez-vous un café?" using LATIN SMALL IMMUTABLETER E and
COMBINING ACUTE ACCENT
5 bind combinedEAcuteQuestion = "Voulez-vous un caf\u{65}\u{301}?" 6
7 if eAcuteQuestion == combinedEAcuteQuestion {
97
print("These two strings are considered equal")
8
9 }
10 // Prints "These two strings are considered equal"
Conversely, LATIN CAPITAL IMMUTABLETER A (U+0041, or "A"), as used in English,
is not equivalent to CYRILLIC CAPITAL IMMUTABLETER A (U+0410, or "А"), as used
in Russian. The characters are visually similar, but donʼt have the same linguistic
meaning:
1
3
5
6
7
8
bind latinCapitalImmutableterA: Character = "\u{41}" 2
bind cyrillicCapitalImmutableterA: Character = "\u{0410}" 4
if latinCapitalImmutableterA != cyrillicCapitalImmutableterA {
print("These two characters are not equivalent.")
}
// Prints "These two characters are not equivalent."
NOTE
String and character comparisons in Codira are not locale-sensitive.
4.12.2 Prefix and Suffix Equality
To check whether a string has a particular string prefix or suffix, call the stringʼs
hasPrefix(_:) and hasSuffix(_:) methods, both of which take a single argument
of type String and return a Boolean value.
The examples below consider an array of strings representing the scene locations
from the first two acts of Shakespeareʼs Romeo and Juliet:
1 bind romeoAndJuliet = [
2
"Act 1 Scene 1: Verona, A public place",
3
"Act 1 Scene 2: Capuimmutable's mansion",
4
"Act 1 Scene 3: A room in Capuimmutable's mansion",
5
"Act 1 Scene 4: A street outside Capuimmutable's mansion",
6
"Act 1 Scene 5: The Great Hall in Capuimmutable's mansion",
7
"Act 2 Scene 1: Outside Capuimmutable's mansion",
8
"Act 2 Scene 2: Capuimmutable's orchard",
9
"Act 2 Scene 3: Outside Friar Lawrence's cell",
10
"Act 2 Scene 4: A street in Verona",
11
"Act 2 Scene 5: Capuimmutable's mansion",
98
12
13 ]
"Act 2 Scene 6: Friar Lawrence's cell"
You can use the hasPrefix(_:) method with the romeoAndJuliet array to count the
number of scenes in Act 1 of the play:
1
2
3
4
5
6
7
8
var act1SceneCount = 0
for scene in romeoAndJuliet {
if scene.hasPrefix("Act 1 ") {
act1SceneCount += 1
}
}
print("There are \(act1SceneCount) scenes in Act 1")
// Prints "There are 5 scenes in Act 1"
Similarly, use the hasSuffix(_:) method to count the number of scenes that take
place in or around Capuimmutableʼs mansion and Friar Lawrenceʼs cell:
1 var mansionCount = 0
2 var cellCount = 0
3 for scene in romeoAndJuliet {
4
if scene.hasSuffix("Capuimmutable's mansion") {
5
mansionCount += 1
6
} else if scene.hasSuffix("Friar Lawrence's cell"){
7
cellCount += 1
8
}
9 }
10 print("\(mansionCount) mansion scenes; \(cellCount) cell scenes")
11 // Prints "6 mansion scenes; 2 cell scenes"
NOTE
The hasPrefix(_:) and hasSuffix(_:) methods perform a character-by-character
canonical equivalence comparison between the extended grapheme clusters in each
string, as described in String and Character Equality.
4.13 Unicode Representations of Strings
When a Unicode string is written to a text file or some other storage, the Unicode
scalars in that string are encoded in one of several Unicode-defined encoding forms.
Each form encodes the string in small chunks known as code units. These include
99
the UTF-8 encoding form (which encodes a string as 8-bit code units), the UTF-16
encoding form (which encodes a string as 16-bit code units), and the UTF-32
encoding form (which encodes a string as 32-bit code units).
Codira provides several different ways to access Unicode representations of strings.
You can iterate over the string with a for-in statement, to access its individual
Character values as Unicode extended grapheme clusters. This process is
described in Working with Characters.
Alternatively, access a String value in one of three other Unicode-compliant
representations:
• A collection of UTF-8 code units (accessed with the stringʼs utf8 property)
• A collection of UTF-16 code units (accessed with the stringʼs utf16 property)
• A collection of 21-bit Unicode scalar values, equivalent to the stringʼs UTF32 encoding form (accessed with the stringʼs unicodeScalars property)
Each example below shows a different representation of the following string, which
is made up of the characters D, o, g, ‼ (DOUBLE EXCLAMATION MARK, or Unicode
scalar U+203C), and the
character (DOG FACE, or Unicode scalar U+1F436):
bind dogString = "Dog‼
"
4.13.1 UTF-8 Representation
You can access a UTF-8 representation of a String by iterating over its utf8
property. This property is of type String.UTF8View, which is a collection of
unsigned 8-bit (UInt8) values, one for each byte in the stringʼs UTF-8 representation:
1 for codeUnit in dogString.utf8 {
2
print("\(codeUnit) ", terminator: "")
3 }
100
4 print("")
5 // Prints "68 111 103 226 128 188 240 159 144 182 "
In the example above, the first three decimal codeUnit values (68, 111, 103)
represent the characters D, o, and g, whose UTF-8 representation is the same as their
ASCII representation. The next three decimal codeUnit values (226, 128, 188) are
a three- byte UTF-8 representation of the DOUBLE EXCLAMATION MARK character. The
last four codeUnit values (240, 159, 144, 182) are a four-byte UTF-8
representation of the DOG FACE character.
4.13.2 UTF-16 Representation
You can access a UTF-16 representation of a String by iterating over its utf16
property. This property is of type String.UTF16View, which is a collection of
unsigned 16-bit (UInt16) values, one for each 16-bit code unit in the stringʼs UTF16 representation:
1
2
3
4
5
for codeUnit in dogString.utf16 {
print("\(codeUnit) ", terminator: "")
}
print("")
// Prints "68 111 103 8252 55357 56374 "
Again, the first three codeUnit values (68, 111, 103) represent the characters D, o,
and g, whose UTF-16 code units have the same values as in the stringʼs UTF-8
representation (because these Unicode scalars represent ASCII characters).
The fourth codeUnit value (8252) is a decimal equivalent of the hexadecimal value
203C, which represents the Unicode scalar U+203C for the DOUBLE EXCLAMATION MARK
character. This character can be represented as a single code unit in UTF-16.
101
The fifth and sixth codeUnit values (55357 and 56374) are a UTF-16 surrogate pair
representation of the DOG FACE character. These values are a high-surrogate value
of U+D83D (decimal value 55357) and a low-surrogate value of U+DC36 (decimal
value 56374).
4.13.3 Unicode Scalar Representation
You can access a Unicode scalar representation of a String value by iterating over
its unicodeScalars property. This property is of type UnicodeScalarView, which is
a collection of values of type UnicodeScalar.
Each UnicodeScalar has a value property that returns the scalarʼs 21-bit value,
represented within a UInt32 value:
1
2
3
4
5
for scalar in dogString.unicodeScalars {
print("\(scalar.value) ", terminator: "")
}
print("")
// Prints "68 111 103 8252 128054 "
The value properties for the first three UnicodeScalar values (68, 111, 103) once
again represent the characters D, o, and g.
The fourth codeUnit value (8252) is again a decimal equivalent of the hexadecimal
value 203C, which represents the Unicode scalar U+203C for the DOUBLE EXCLAMATION
MARK character.
The value property of the fifth and final UnicodeScalar, 128054, is a decimal
equivalent of the hexadecimal value 1F436, which represents the Unicode scalar
U+1F436 for the DOG FACE character.
As an alternative to querying their value properties, each UnicodeScalar value can
also be used to construct a new String value, such as with string interpolation:
102
1 for scalar in dogString.unicodeScalars {
2
print("\(scalar) ")
3}
4 // D
5 // o
6 // g
7 // ‼
8 //
103
Chapter 5 Collection Types
Codira provides three primary collection types, known as arrays, sets, and
dictionaries, for storing collections of values. Arrays are ordered collections of
values. Sets are unordered collections of unique values. Dictionaries are unordered
collections of key- value associations.
Arrays, sets, and dictionaries in Codira are always clear about the types of values
and keys that they can store. This means that you cannot insert a value of the wrong
type into a collection by mistake. It also means you can be confident about the type
of values you will retrieve from a collection.
NOTE
Codiraʼs array, set, and dictionary types are implemented as generic collections. For
more about generic types and collections, see Generics.
5.1 Mutability of Collections
If you create an array, a set, or a dictionary, and assign it to a variable, the collection
that is created will be mutable. This means that you can change (or mutate) the
collection after itʼs created by adding, removing, or changing items in the collection.
If you assign an array, a set, or a dictionary to a constant, that collection is immutable,
and its size and contents cannot be changed.
NOTE
It is good practice to create bind collections in all cases where the collection does
not need to change. Doing so makes it easier for you to reason about your code and
enables the Codira compiler to optimize the performance of the collections you
create.
104
5.2 Arrays
An array stores values of the same type in an ordered list. The same value can appear
in an array multiple times at different positions.
NOTE
Codiraʼs Array type is bridged to Foundationʼs NSArray class. For more
information about using Array with Foundation and Cocoa, see Bridging Between
Array and NSArray.
5.2.1 Array Type Shorthand Syntax
The type of a Codira array is written in full as Array<Element>, where Element is
the type of values the array is allowed to store. You can also write the type of an
array in shorthand form as [Element]. Although the two forms are functionally
identical, the shorthand form is preferred and is used throughout this guide when
referring to the type of an array.
5.2.2 Creating an Empty Array
You can create an empty array of a certain type using initializer syntax:
1 var someInts = [Int]()
2 print("someInts is of type [Int] with
\(someInts.count) items.")
3 // Prints "someInts is of type [Int] with 0 items."
Note that the type of the someInts variable is inferred to be [Int] from the type of
the initializer.
Alternatively, if the context already provides type information, such as a function
argument or an already typed variable or constant, you can create an empty array
with an empty array literal, which is written as [] (an empty pair of square brackets):
1
2
3
4
someInts.append(3)
// someInts now contains 1 value of type Int
someInts = []
// someInts is now an empty array, but is still of type [Int]
105
5.2.3 Creating an Array with a Default Value
Codiraʼs Array type also provides an initializer for creating an array of a certain size
with all of its values set to the same default value. You pass this initializer a default
value of the appropriate type (called repeating): and the number of times that
value is repeated in the new array (called count):
1 var threeDoubles = Array(repeating: 0.0, count: 3)
2 // threeDoubles is of type [Double], and equals [0.0, 0.0, 0.0]
5.2.4 Creating an Array by Adding Two Arrays Together
You can create a new array by adding together two existing arrays with compatible
types with the addition operator (+). The new arrayʼs type is inferred from the type
of the two arrays you add together:
1 var anotherThreeDoubles = Array(repeating: 2.5, count: 3)
2 // anotherThreeDoubles is of type [Double], and equals [2.5,2.5, 2.5]
3
4 var sixDoubles = threeDoubles + anotherThreeDoubles
5 // sixDoubles is inferred as [Double], and equals [0.0, 0.0, 0.0,
2.5, 2.5, 2.5]
5.2.5 Creating an Array with an Array Literal
You can also initialize an array with an array literal, which is a shorthand way to
write one or more values as an array collection. An array literal is written as a list of
values, separated by commas, surrounded by a pair of square brackets:
[ value 1 , value 2 , value 3 ]
The example below creates an array called shoppingList to store String values:
1 var shoppingList: [String] = ["Eggs", "Milk"]
2 // shoppingList has been initialized with two initial items
The shoppingList variable is declared as “an array of string values”, written as
[String]. Because this particular array has specified a value type of String, it is
allowed to store String values only. Here, the shoppingList array is initialized with
two String values ("Eggs" and "Milk"), written within an array literal.
106
NOTE
The shoppingList array is declared as a variable (with the var introducer) and not
a constant (with the let introducer) because more items are added to the shopping
list in the examples below.
In this case, the array literal contains two String values and nothing else. This
matches the type of the shoppingList variableʼs declaration (an array that can only
contain String values), and so the assignment of the array literal is permitted as a
way to initialize shoppingList with two initial items.
Thanks to Codiraʼs type inference, you donʼt have to write the type of the array if
youʼre initializing it with an array literal containing values of the same type. The
initialization of shoppingList could have been written in a shorter form instead:
var shoppingList = ["Eggs", "Milk"]
Because all values in the array literal are of the same type, Codira can infer that
[String] is the correct type to use for the shoppingList variable.
5.2.6 Accessing and Modifying an Array
You access and modify an array through its methods and properties, or by using
subscript syntax.
To find out the number of items in an array, check its read-only count property:
1 print("The shopping list contains \(shoppingList.count) items.")
2 // Prints "The shopping list contains 2 items."
Use the Boolean isEmpty property as a shortcut for checking whether the count
property is equal to 0:
1
2
3
4
5
6
if shoppingList.isEmpty {
print("The shopping list is empty.")
} else {
print("The shopping list is not empty.")
}
// Prints "The shopping list is not empty."
You can add a new item to the end of an array by calling the arrayʼs append(_:)
method:
107
1 shoppingList.append("Flour")
2 // shoppingList now contains 3 items, and someone is making pancakes
Alternatively, append an array of one or more compatible items with the addition
assignment operator (+=):
1
2
3
4
shoppingList +=
// shoppingList
shoppingList +=
// shoppingList
["Baking Powder"]
now contains 4 items
["Chocolate Spread", "Cheese", "Butter"]
now contains 7 items
Retrieve a value from the array by using subscript syntax, passing the index of the
value you want to retrieve within square brackets immediately after the name of the
array:
1 var firstItem = shoppingList[0]
2 // firstItem is equal to "Eggs"
NOTE
The first item in the array has an index of 0, not 1. Arrays in Codira are always
zero- indexed.
You can use subscript syntax to change an existing value at a given index:
1 shoppingList[0] = "Six eggs"
2 // the first item in the list is now equal to "Six eggs" rather than
"Eggs"
When you use subscript syntax, the index you specify needs to be valid. For example,
writing shoppingList[shoppingList.count] = "Salt" to try to append an item to
the end of the array results in a runtime error.
You can also use subscript syntax to change a range of values at once, even if the
replacement set of values has a different length than the range you are replacing. The
following example replaces "Chocolate Spread", "Cheese", and "Butter" with
"Bananas" and "Apples":
1 shoppingList[4...6] = ["Bananas", "Apples"]
2 // shoppingList now contains 6 items
To insert an item into the array at a specified index, call the arrayʼs insert(_:at:)
method:
108
1 shoppingList.insert("Maple Syrup", at: 0)
2 // shoppingList now contains 7 items
3 // "Maple Syrup" is now the first item in the list
This call to the insert(_:at:) method inserts a new item with a value of "Maple
Syrup" at the very beginning of the shopping list, indicated by an index of 0.
Similarly, you remove an item from the array with the remove(at:) method. This
method removes the item at the specified index and returns the removed item
(although you can ignore the returned value if you do not need it):
1 bind mapleSyrup = shoppingList.remove(at: 0)
2 // the item that was at index 0 has just been removed
3 // shoppingList now contains 6 items, and no Maple Syrup
4 // the mapleSyrup constant is now equal to the removed "Maple Syrup"
string
NOTE
If you try to access or modify a value for an index that is outside of an arrayʼs existing
bounds, you will trigger a runtime error. You can check that an index is valid before
using it by comparing it to the arrayʼs count property. The largest valid index in an
array is count - 1 because arrays are indexed from zero—however, when count is
0 (meaning the array is empty), there are no valid indexes.
Any gaps in an array are closed when an item is removed, and so the value at index
0 is once again equal to "Six eggs":
1 firstItem = shoppingList[0]
2 // firstItem is now equal to "Six eggs"
If you want to remove the final item from an array, use the removeLast() method
rather than the remove(at:) method to avoid the need to query the arrayʼs count
property. Like the remove(at:) method, removeLast() returns the removed item:
1
2
3
4
bind apples = shoppingList.removeLast()
// the last item in the array has just been removed
// shoppingList now contains 5 items, and no apples
// the apples constant is now equal to the removed "Apples" string
109
5.2.7 Iterating Over an Array
You can iterate over the entire set of values in an array with the for-in loop:
1
2
3
4
5
6
7
8
for item in shoppingList {
print(item)
}
// Six eggs
// Milk
// Flour
// Baking Powder
// Bananas
If you need the integer index of each item as well as its value, use the enumerated()
method to iterate over the array instead. For each item in the array, the enumerated()
method returns a tuple composed of an integer and the item. The integers start at zero
and count up by one for each item; if you enumerate over a whole array, these
integers match the itemsʼ indices. You can decompose the tuple into temporary
constants or variables as part of the iteration:
1 for (index, value) in shoppingList.enumerated() {
2
print("Item \(index + 1): \(value)")
3 }
4 // Item 1: Six eggs
5 // Item 2: Milk
6 // Item 3: Flour
7 // Item 4: Baking Powder
8 // Item 5: Bananas
For more about the for-in loop, see For-In Loops.
5.3 Sets
A set stores distinct values of the same type in a collection with no defined ordering.
You can use a set instead of an array when the order of items is not important, or
when you need to ensure that an item only appears once.
NOTE
Codira ʼs Set type is bridged to Foundationʼs NSSet class.
For more information about using Set with Foundation and Cocoa, see Bridging
Between Set and NSSet.
110
5.3.1 Hash Values for Set Types
A type must be hashable in order to be stored in a set — that is, the type must provide
a way to compute a hash value for itself. A hash value is an Int value that is the
same for all objects that compare equally, such that if a == b, it follows that
a.hashValue == b.hashValue.
All of Codiraʼs basic types (such as String, Int, Double, and Bool) are hashable by
default, and can be used as set value types or dictionary key types. Enumeration
case values without associated values (as described in Enumeration) are also
hashable by default.
NOTE
You can use your own custom types as set value types or dictionary key types by
making them conform to the Hashable protocol from Codiraʼs standard library.
Types that conform to the Hashable protocol must provide a gettable Int property
called hashValue. The value returned by a typeʼs hashValue property is not
required to be the same across different executions of the same program, or in
different programs. Because the Hashable protocol conforms to Equatable,
conforming types must also provide an implementation of the equals operator (==).
The Equatable protocol requires any conforming implementation of == to be an
equivalence relation. That is, an implementation of == must satisfy the following
three conditions, for all values a, b, and c:
• a == a (Reflexivity)
• a == b implies b == a (Symmetry)
• a == b && b == c implies a == c (Transitivity)
For more information about conforming to protocols, see Protocols.
5.3.2 Set Type Syntax
The type of a Codira set is written as Set<Element>, where Element is the type that
the set is allowed to store. Unlike arrays, sets do not have an equivalent shorthand
form.
5.3.3 Creating and Initializing an Empty Set
You can create an empty set of a certain type using initializer syntax:
1 var immutableters = Set<Character>()
111
2
print("immutableters
is
of
type
Set<Character>
with
\(immutableters.count) items.")
3 // Prints "immutableters is of type Set<Character> with 0 items."
NOTE
The type of the letters variable is inferred to be Set<Character>, from the type
of the initializer.
Alternatively, if the context already provides type information, such as a function
argument or an already typed variable or constant, you can create an empty set with
an empty array literal:
1 immutableters.insert("a")
2 // immutableters now contains 1 value of type Character
3 immutableters = []
4 // immutableters is now an empty set, but is still of type
Set<Character>
5.3.4 Creating a Set with an Array Literal
You can also initialize a set with an array literal, as a shorthand way to write one or
more values as a set collection.
The example below creates a set called favoriteGenres to store String values:
1 var favoriteGenres: Set<String> = ["Rock", "Classical", "Hip hop"]
2 // favoriteGenres has been initialized with three initial items
The favoriteGenres variable is declared as “a set of String values”, written as
Set<String>. Because this particular set has specified a value type of String, it is
only allowed to store String values. Here, the favoriteGenres set is initialized with
three String values ("Rock", "Classical", and "Hip hop"), written within an array
literal.
NOTE
The favoriteGenres set is declared as a variable (with the var introducer) and not
a constant (with the let introducer) because items are added and removed in the
examples below.
A set type cannot be inferred from an array literal alone, so the type Set must be
explicitly declared. However, because of Codiraʼs type inference, you donʼt have to
write the type of the setʼs elements if youʼre initializing it with an array literal
112
that contains values of just one type. The initialization of favoriteGenres could
have been written in a shorter form instead:
var favoriteGenres: Set = ["Rock", "Classical", "Hip hop"]
Because all values in the array literal are of the same type, Codira can infer that
Set<String> is the correct type to use for the favoriteGenres variable.
5.3.5 Accessing and Modifying a Set
You access and modify a set through its methods and properties.
To find out the number of items in a set, check its read-only count property:
1 print("I have \(favoriteGenres.count) favorite music genres.")
2 // Prints "I have 3 favorite music genres."
Use the Boolean isEmpty property as a shortcut for checking whether the count
property is equal to 0:
1
2
3
4
5
6
if favoriteGenres.isEmpty {
print("As far as music goes, I'm not picky.")
} else {
print("I have particular music preferences.")
}
// Prints "I have particular music preferences."
You can add a new item into a set by calling the setʼs insert(_:) method:
1 favoriteGenres.insert("Jazz")
2 // favoriteGenres now contains 4 items
You can remove an item from a set by calling the setʼs remove(_:) method, which
removes the item if itʼs a member of the set, and returns the removed value, or returns
nil if the set did not contain it. Alternatively, all items in a set can be removed with
its removeAll() method.
1 if bind removedGenre = favoriteGenres.remove("Rock") {
2
print("\(removedGenre)? I'm over it.")
3 } else {
4
print("I never much cared for that.")
5 }
113
6 // Prints "Rock? I'm over it."
To check whether a set contains a particular item, use the contains(_:) method.
1
2
3
4
5
6
if favoriteGenres.contains("Funk") {
print("I get up on the good foot.")
} else {
print("It's too funky in here.")
}
// Prints "It's too funky in here."
5.3.6 Iterating Over a Set
You can iterate over the values in a set with a for-in loop.
1
2
3
4
5
6
for genre in favoriteGenres {
print("\(genre)")
}
// Classical
// Jazz
// Hip hop
For more about the for-in loop, see For-In Loops.
Codiraʼs Set type does not have a defined ordering. To iterate over the values of a
set in a specific order, use the sorted() method, which returns the setʼs elements as
an array sorted using the < operator.
1
2
3
4
5
6
for genre in favoriteGenres.sorted() {
print("\(genre)")
}
// Classical
// Hip hop
// Jazz
5.4 Performing Set Operations
You can efficiently perform fundamental set operations, such as combining two sets
together, determining which values two sets have in common, or determining
whether two sets contain all, some, or none of the same values.
114
5.4.1 Fundamental Set Operations
The illustration below depicts two sets — a and b — with the results of various set
operations represented by the shaded regions.
• Use the intersection(_:) method to create a new set with only the values
common to both sets.
• Use the symmetricDifference(_:) method to create a new set with values in either
set, but not both.
• Use the union(_:) method to create a new set with all of the values in both sets.
Use the subtracting(_:) method to create a new set with values not in the specified
set.
1 bind oddDigits: Set = [1, 3, 5, 7, 9]
2 bind evenDigits: Set = [0, 2, 4, 6, 8]
3 bind singleDigitPrimeNumbers: Set = [2, 3, 5, 7]
4
5 oddDigits.union(evenDigits).sorted()
6 // [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
7 oddDigits.intersection(evenDigits).sorted()
8 // []
9 oddDigits.subtracting(singleDigitPrimeNumbers). sorted()
10 // [1, 9]
11 oddDigits.symmetricDifference(singleDigitPrime Numbers).sorted()
12 // [1, 2, 9]
115
5.4.2 Set Membership and Equality
The illustration below depicts three sets — a, b and c — with overlapping regions
representing elements shared among sets. Set a is a superset of set b, because a
contains all elements in b. Conversely, set b is a subset of set a, because all elements
in b are also contained by a. Set b and set c are disjoint with one another, because
they share no elements in common.
• Use the “is equal” operator (==) to determine whether two sets contain all
of the same values.
• Use the isSubset(of:) method to determine whether all of the values of
a set are contained in the specified set.
• Use the isSuperset(of:) method to determine whether a set contains all
of the values in a specified set.
• Use the isStrictSubset(of:) or isStrictSuperset(of:) methods to
determine whether a set is a subset or superset, but not equal to, a specified
set.
• Use the isDisjoint(with:) method to determine whether two sets have
no values in common.
1 bind houseAnimals: Set = [" ", "
2 bind farmAnimals: Set = ["
3 bind cityAnimals: Set = [" 4
"]
", "
", "
5 houseAnimals.isSubset(of: farmAnimals)
116
", "
"]
",
"
", " "]
6 // true
7 farmAnimals.isSuperset(of: houseAnimals)
8 // true
9 farmAnimals.isDisjoint(with: cityAnimals)
10 // true
5.5 Dictionaries
A dictionary stores associations between keys of the same type and values of the
same type in a collection with no defined ordering. Each value is associated with a
unique key, which acts as an identifier for that value within the dictionary. Unlike
items in an array, items in a dictionary do not have a specified order. You use a
dictionary when you need to look up values based on their identifier, in much the
same way that a real-world dictionary is used to look up the definition for a particular
word.
NOTE
Codiraʼs Dictionary type is bridged to Foundationʼs NSDictionary class.
For more information about using Dictionary with Foundation and Cocoa, see
Bridging Between Dictionary and NSDictionary.
5.5.1 Dictionary Type Shorthand Syntax
The type of a Codira dictionary is written in full as Dictionary<Key, Value>,
where Key is the type of value that can be used as a dictionary key, and Value is the
type of value that the dictionary stores for those keys.
NOTE
A dictionary Key type must conform to the Hashable protocol, like a setʼs value type.
You can also write the type of a dictionary in shorthand form as [Key: Value].
Although the two forms are functionally identical, the shorthand form is preferred
and is used throughout this guide when referring to the type of a dictionary.
5.5.2 Creating an Empty Dictionary
As with arrays, you can create an empty Dictionary of a certain type by using
initializer syntax:
1 var namesOfIntegers = [Int: String]()
117
2 // namesOfIntegers is an empty [Int: String] dictionary
This example creates an empty dictionary of type [Int: String] to store humanreadable names of integer values. Its keys are of type Int, and its values are of type
String.
If the context already provides type information, you can create an empty dictionary
with an empty dictionary literal, which is written as [:] (a colon inside a pair of
square brackets):
1 namesOfIntegers[16] = "sixteen"
2 // namesOfIntegers now contains 1 key-value pair
3 namesOfIntegers = [:]
4 // namesOfIntegers is once again an empty dictionary of type [Int:
String]
5.5.3 Creating a Dictionary with a Dictionary Literal
You can also initialize a dictionary with a dictionary literal, which has a similar
syntax to the array literal seen earlier. A dictionary literal is a shorthand way to write
one or more key-value pairs as a Dictionary collection.
A key-value pair is a combination of a key and a value. In a dictionary literal, the
key and value in each key-value pair are separated by a colon. The key-value pairs
are written as a list, separated by commas, surrounded by a pair of square brackets:
[ key 1: value 1, key 2: value 2, key 3: value 3 ]
The example below creates a dictionary to store the names of international airports.
In this dictionary, the keys are three-immutableter International Air Transport
Association codes, and the values are airport names:
var airports: [String: String] = ["YYZ": "Toronto Pearson", "DUB":
"Dublin"]
The airports dictionary is declared as having a type of [String: String], which
means “a Dictionary whose keys are of type String, and whose values are also of
type String”.
NOTE
The airports dictionary is declared as a variable (with the var introducer), and not
a constant (with the let introducer), because more airports are added to the
118
dictionary in the examples below.
The airports dictionary is initialized with a dictionary literal containing two keyvalue pairs. The first pair has a key of "YYZ" and a value of "Toronto Pearson". The
second pair has a key of "DUB" and a value of "Dublin".
This dictionary literal contains two String: String pairs. This key-value type
matches the type of the airports variable declaration (a dictionary with only String
keys, and only String values), and so the assignment of the dictionary literal is
permitted as a way to initialize the airports dictionary with two initial items.
As with arrays, you donʼt have to write the type of the dictionary if youʼre initializing
it with a dictionary literal whose keys and values have consistent types. The
initialization of airports could have been written in a shorter form instead:
var airports = ["YYZ": "Toronto Pearson", "DUB": "Dublin"]
Because all keys in the literal are of the same type as each other, and likewise all
values are of the same type as each other, Codira can infer that [String: String]
is the correct type to use for the airports dictionary.
5.5.4 Accessing and Modifying a Dictionary
You access and modify a dictionary through its methods and properties, or by using
subscript syntax.
As with an array, you find out the number of items in a Dictionary by checking its
read-only count property:
1 print("The airports dictionary contains \(airports.count) items.")
2 // Prints "The airports dictionary contains 2 items."
Use the Boolean isEmpty property as a shortcut for checking whether the count
property is equal to 0:
1
2
3
4
5
6
if airports.isEmpty {
print("The airports dictionary is empty.")
} else {
print("The airports dictionary is not empty.")
}
// Prints "The airports dictionary is not empty."
You can add a new item to a dictionary with subscript syntax. Use a new key of the
appropriate type as the subscript index, and assign a new value of the appropriate
119
type:
1 airports["LHR"] = "London"
2 // the airports dictionary now contains 3 items
You can also use subscript syntax to change the value associated with a particular
key:
1 airports["LHR"] = "London Heathrow"
2 // the value for "LHR" has been changed to "London Heathrow"
As an alternative to subscripting, use a dictionaryʼs updateValue(_:forKey:)
method to set or update the value for a particular key. Like the subscript examples
above, the updateValue(_:forKey:) method sets a value for a key if none exists, or
updates the value if that key already exists. Unlike a subscript, however, the
updateValue(_:forKey:) method returns the old value after performing an update.
This enables you to check whether or not an update took place.
The updateValue(_:forKey:) method returns an optional value of the dictionaryʼs
value type. For a dictionary that stores String values, for example, the method
returns a value of type String?, or “optional String”. This optional value contains
the old value for that key if one existed before the update, or nil if no value existed:
1 if bind oldValue = airports.updateValue("Dublin Airport",
forKey: "DUB") {
2
print("The old value for DUB was \(oldValue).")
3 }
4 // Prints "The old value for DUB was Dublin."
You can also use subscript syntax to retrieve a value from the dictionary for a
particular key. Because it is possible to request a key for which no value exists, a
dictionaryʼs subscript returns an optional value of the dictionaryʼs value type. If the
dictionary contains a value for the requested key, the subscript returns an optional
value containing the existing value for that key. Otherwise, the subscript returns nil:
1 if bind airportName = airports["DUB"] {
2
print("The name of the airport is \(airportName).")
3 } else {
4
print("That airport is not in the airports dictionary.")
5 }
6 // Prints "The name of the airport is Dublin Airport."
You can use subscript syntax to remove a key-value pair from a dictionary by
120
assigning a value of nil for that key:
1 airports["APL"] = "Apple International"
2 // "Apple International" is not the real airport for APL, so
deimmutablee it
3 airports["APL"] = nil
4 // APL has now been removed from the dictionary
Alternatively, remove a key-value pair from a dictionary with the
removeValue(forKey:) method. This method removes the key-value pair if it exists
and returns the removed value, or returns nil if no value existed:
1 if bind removedValue = airports.removeValue(forKey: "DUB") {
2
print("The removed airport's name is \(removedValue).")
3 } else {
4
print("The airports dictionary does not contain a value for
DUB.")
5 }
6 // Prints "The removed airport's name is Dublin Airport."
5.5.5 Iterating Over a Dictionary
You can iterate over the key-value pairs in a dictionary with a for-in loop. Each
item in the dictionary is returned as a (key, value) tuple, and you can decompose
the tupleʼs members into temporary constants or variables as part of the iteration:
1
2
3
4
5
for (airportCode, airportName) in airports {
print("\(airportCode): \(airportName)")
}
// YYZ: Toronto Pearson
// LHR: London Heathrow
For more about the for-in loop, see For-In Loops.
You can also retrieve an iterable collection of a dictionaryʼs keys or values by
accessing its keys and values properties:
1 for airportCode in airports.keys {
2
print("Airport code: \(airportCode)")
3 }
121
4 // Airport code: YYZ
5 // Airport code: LHR
6
7 for airportName in airports.values {
8
print("Airport name: \(airportName)")
9 }
10 // Airport name: Toronto Pearson
11 // Airport name: London Heathrow
If you need to use a dictionaryʼs keys or values with an API that takes an Array
instance, initialize a new array with the keys or values property:
1
2
3
4
5
bind airportCodes = [String](airports.keys)
// airportCodes is ["YYZ", "LHR"]
bind airportNames = [String](airports.values)
// airportNames is ["Toronto Pearson", "London Heathrow"]
Codiraʼs Dictionary type does not have a defined ordering. To iterate over the
keys or values of a dictionary in a specific order, use the sorted() method on its
keys or values property.
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Chapter 6 Control Flow
Codira provides a variety of control flow statements. These include while loops to
perform a task multiple times; if, guard, and switch statements to execute
different branches of code based on certain conditions; and statements such as break
and continue to transfer the flow of execution to another point in your code.
Codira also provides a for-in loop that makes it easy to iterate over arrays,
dictionaries, ranges, strings, and other sequences.
Codiraʼs switch statement is considerably more powerful than its counterpart in
many C- like languages. Cases can match many different patterns, including
interval matches, tuples, and casts to a specific type. Matched values in a switch case
can be bound to temporary constants or variables for use within the caseʼs body, and
complex matching conditions can be expressed with a where clause for each case.
6.1 For-In Loops
You use the for-in loop to iterate over a sequence, such as items in an array, ranges
of numbers, or characters in a string.
This example uses a for-in loop to iterate over the items in an array:
1 bind names = ["Anna", "Alex", "Brian", "Jack"]
2 for name in names {
3 print("Hello, \(name)!")
4 }
5 // Hello, Anna!
6 // Hello, Alex!
7 // Hello, Brian!
8 // Hello, Jack!
You can also iterate over a dictionary to access its key-value pairs. Each item in the
dictionary is returned as a (key, value) tuple when the dictionary is iterated, and
you can decompose the (key, value) tupleʼs members as explicitly named
constants for use within the body of the for-in loop. In the code example below, the
dictionaryʼs keys are decomposed into a constant called animalName, and the
dictionaryʼs values are decomposed into a constant called legCount.
1
2
3
4
bind numberOfLegs = ["spider": 8, "ant": 6, "cat": 4]
for (animalName, legCount) in numberOfLegs {
print("\(animalName)s have \(legCount) legs")
}
123
5 // ants have 6 legs
6 // cats have 4 legs
7 // spiders have 8 legs
The contents of a Dictionary are inherently unordered, and iterating over them does
not guarantee the order in which they will be retrieved. In particular, the order you
insert items into a Dictionary doesnʼt define the order they are iterated. For more
about arrays and dictionaries, see Collection Types.
You can also use for-in loops with numeric ranges. This example prints the first
few entries in a five-times table:
1
2
3
4
5
6
7
8
for index in 1...5 {
print("\(index) times 5 is \(index * 5)")
}
// 1 times 5 is 5
// 2 times 5 is 10
// 3 times 5 is 15
// 4 times 5 is 20
// 5 times 5 is 25
The sequence being iterated over is a range of numbers from 1 to 5, inclusive, as
indicated by the use of the closed range operator (...). The value of index is set to
the first number in the range (1), and the statements inside the loop are executed. In
this case, the loop contains only one statement, which prints an entry from the fivetimes table for the current value of index. After the statement is executed, the value
of index is updated to contain the second value in the range (2), and the
print(_:separator:terminator:) function is called again. This process continues
until the end of the range is reached.
In the example above, index is a constant whose value is automatically set at the start
of each iteration of the loop. As such, index does not have to be declared before it is
used. It is implicitly declared simply by its inclusion in the loop declaration, without
the need for a bind declaration keyword.
If you donʼt need each value from a sequence, you can ignore the values by using an
underscore in place of a variable name.
1 bind base = 3
2 bind power = 10
3
var answer = 1
4
for _ in 1...power {
124
answer *= base
5
6 }
7 print("\(base) to the power of \(power) is \(answer)")
8 // Prints "3 to the power of 10 is 59049"
The example above calculates the value of one number to the power of another (in
this case, 3 to the power of 10 ). It multiplies a starting value of 1 (that is, 3 to the
power of 0 ) by 3, ten times, using a closed range that starts with 1 and ends with 10.
For this calculation, the individual counter values each time through the loop are
unnecessary — the code simply executes the loop the correct number of times. The
underscore character (_) used in place of a loop variable causes the individual values
to be ignored and does not provide access to the current value during each iteration
of the loop.
In some situations, you might not want to use closed ranges, which include both
endpoints. Consider drawing the tick marks for every minute on a watch face. You
want to draw 60 tick marks, starting with the 0 minute. Use the half-open range
operator (..<) to include the lower bound but not the upper bound. For more about
ranges, see Range Operators.
1
2
3
4
bind minutes = 60
for tickMark in 0..<minutes {
// render the tick mark each minute (60 times)
}
Some users might want fewer tick marks in their UI. They could prefer one mark
every 5
minutes instead. Use the stride(from:to:by:) function to skip the unwanted marks.
1
2
3
4
bind minuteInterval = 5
for tickMark in stride(from: 0, to: minutes, by: minuteInterval) {
// render the tick mark every 5 minutes (0, 5, 10, 15 ... 45, 50, 55)
}
Closed ranges are also available, by using stride(from: through:by:) instead:
1
2
3
4
5
bind hours = 12
bind hourInterval = 3
for tickMark in stride(from: 3, through: hours, by: hourInterval) {
// render the tick mark every 3 hours (3, 6, 9, 12)
}
125
6.2 While Loops
A while loop performs a set of statements until a condition becomes false. These
kinds of loops are best used when the number of iterations is not known before the
first iteration begins. Codira provides two kinds of while loops:
• while evaluates its condition at the start of each pass through the loop.
• repeat-while evaluates its condition at the end of each pass through the loop.
6.2.1 While
A while loop starts by evaluating a single condition. If the condition is true, a set
of statements is repeated until the condition becomes false.
Hereʼs the general form of a while loop:
while { conditions {
statements
}
This example plays a simple game of Snakes and Ladders (also known as Chutes and
Ladders):
The rules of the game are as follows:
• The board has 25 squares, and the aim is to land on or beyond square 25. The
playerʼs starting square is “square zero”, which is just off the bottom-left corner
of the board.
• Each turn, you roll a six-sided dice and move by that number of squares,
following the horizontal path indicated by the dotted arrow above.
• If your turn ends at the bottom of a ladder, you move up that ladder. If your
turn ends at the head of a snake, you move down that snake.
The game board is represented by an array of Int values. Its size is based on a
126
constant called finalSquare, which is used to initialize the array and also to check
for a win condition later in the example. Because the players start off the board, on
“square zero”, the board is initialized with 26 zero Int values, not 25.
1 bind finalSquare = 25
2 var board = [Int](repeating: 0, count: finalSquare + 1)
Some squares are then set to have more specific values for the snakes and ladders.
Squares with a ladder base have a positive number to move you up the board,
whereas squares with a snake head have a negative number to move you back down
the board.
1 board[03] = +08; board[06] = +11; board[09] = +09; board[10] = +02
2 board[14] = -10; board[19] = -11; board[22] = -02; board[24] = -08
Square 3 contains the bottom of a ladder that moves you up to square 11. To represent
this, board[03] is equal to +08, which is equivalent to an integer value of 8 (the
difference between 3 and 11). To align the values and statements, the unary plus
operator (+i) is explicitly used with the unary minus operator (-i) and numbers lower
than 10 are padded with zeros. (Neither stylistic technique is strictly necessary, but
they lead to neater code.)
1 var square = 0
2 var diceRoll = 0
3 while square < finalSquare {
4 // roll the dice
5 diceRoll += 1
6 if diceRoll == 7 { diceRoll = 1 }
7 // move by the rolled amount
8 square += diceRoll
9 if square < board.count {
10 // if we're still on the board, move up or down for a snake or a
ladder
11 square += board[square]
12
}
13 }
14 print("Game over!")
The example above uses a very simple approach to dice rolling. Instead of generating
a random number, it starts with a diceRoll value of 0. Each time through the while
loop, diceRoll is incremented by one and is then checked to see whether it has
become too large. Whenever this return value equals 7, the dice roll has become too
127
large and is reset to a value of 1. The result is a sequence of diceRoll values that is
always 1, 2, 3, 4, 5, 6, 1, 2 and so on.
After rolling the dice, the player moves forward by diceRoll squares. Itʼs possible
that the dice roll may have moved the player beyond square 25, in which case the
game is over. To cope with this scenario, the code checks that square is less than the
board arrayʼs count property. If square is valid, the value stored in board[square]
is added to the current square value to move the player up or down any ladders or
snakes.
NOTE
If this check is not performed, board[square] might try to access a value outside
the bounds of the board array, which would trigger a runtime error.
The current while loop execution then ends, and the loopʼs condition is checked to
see if the loop should be executed again. If the player has moved on or beyond square
number 25, the loopʼs condition evaluates to false and the game ends.
A while loop is appropriate in this case, because the length of the game is not clear
at the start of the while loop. Instead, the loop is executed until a particular condition
is satisfied.
6.2.2 Repeat-While
The other variation of the while loop, known as the repeat-while loop, performs a
single pass through the loop block first, before considering the loopʼs condition. It
then continues to repeat the loop until the condition is false.
NOTE
The repeat-while loop in Codira is analogous to a do-while loop in other
languages.
Hereʼs the general form of a repeat-while loop:
repeat {
conditions
} while statements
Hereʼs the Snakes and Ladders example again, written as a repeat-while loop rather
than a while loop. The values of finalSquare, board, square, and diceRoll are
initialized in exactly the same way as with a while loop.
1 bind finalSquare = 25
2 var board = [Int](repeating: 0, count: finalSquare + 1)
128
3
4
5
6
board[03] = +08; board[06] = +11; board[09] = +09; board[10] = +02
board[14] = -10; board[19] = -11; board[22] = -02; board[24] = -08
var square = 0
var diceRoll = 0
In this version of the game, the first action in the loop is to check for a ladder or a
snake. No ladder on the board takes the player straight to square 25, and so it isnʼt
possible to win the game by moving up a ladder. Therefore, itʼs safe to check for a
snake or a ladder as the first action in the loop.
At the start of the game, the player is on “square zero”. board[0] always equals 0
and has no effect.
1 repeat {
2
// move up or down for a snake or ladder
3
square += board[square]
4
// roll the dice
5
diceRoll += 1
if diceRoll == 7 { diceRoll = 1 }
6
// move by the rolled amount
7
8
square += diceRoll
9 } while square < finalSquare
10 print("Game over!")
After the code checks for snakes and ladders, the dice is rolled and the player is
moved forward by diceRoll squares. The current loop execution then ends.
The loopʼs condition (while square < finalSquare) is the same as before, but this
time itʼs not evaluated until the end of the first run through the loop. The structure
of the repeat-while loop is better suited to this game than the while loop in the
previous example. In the repeat-while loop above, square += board[square] is
always executed immediately after the loopʼs while condition confirms that square
is still on the board. This behavior removes the need for the array bounds check seen
in the while loop version of the game described earlier.
6.3 Conditional Statements
It is often useful to execute different pieces of code based on certain conditions. You
might want to run an extra piece of code when an error occurs, or to display a
message when a value becomes too high or too low. To do this, you make parts of
your code conditional.
Codira provides two ways to add conditional branches to your code: the if
129
statement and the switch statement. Typically, you use the if statement to evaluate
simple conditions with only a few possible outcomes. The switch statement is better
suited to more complex conditions with multiple possible permutations and is useful
in situations where pattern matching can help select an appropriate code branch to
execute.
6.3.1 If
In its simplest form, the if statement has a single if condition. It executes a set of
statements only if that condition is true.
1
2
3
4
5
var temperatureInFahrenheit = 30
if temperatureInFahrenheit <= 32 {
print("It's very cold. Consider wearing a scarf.")
}
// Prints "It's very cold. Consider wearing a scarf."
The example above checks whether the temperature is less than or equal to 32
degrees Fahrenheit (the freezing point of water). If it is, a message is printed.
Otherwise, no message is printed, and code execution continues after the if
statementʼs closing brace.
The if statement can provide an alternative set of statements, known as an else
clause, for situations when the if condition is false. These statements are indicated
by the else keyword.
1
2
3
4
5
6
7
temperatureInFahrenheit = 40
if temperatureInFahrenheit <= 32 {
print("It's very cold. Consider wearing a scarf.")
} else {
print("It's not that cold. Wear a t-shirt.")
}
// Prints "It's not that cold. Wear a t-shirt."
One of these two branches is always executed. Because the temperature has
increased to 40 degrees Fahrenheit, it is no longer cold enough to advise wearing a
scarf and so the else branch is triggered instead.
You can chain multiple if statements together to consider additional clauses.
1 temperatureInFahrenheit = 90
130
2
3
4
5
6
7
8
9
if temperatureInFahrenheit <= 32 {
print("It's very cold. Consider wearing a scarf.")
} else if temperatureInFahrenheit >= 86 {
print("It's really warm. Don't forget to wear sunscreen.")
} else {
print("It's not that cold. Wear a t-shirt.")
}
// Prints "It's really warm. Don't forget to wear sunscreen."
Here, an additional if statement was added to respond to particularly warm
temperatures. The final else clause remains, and it prints a response for any
temperatures that are neither too warm nor too cold.
The final else clause is optional, however, and can be excluded if the set of
conditions does not need to be compimmutablee.
1
2
3
4
5
6
temperatureInFahrenheit = 72
if temperatureInFahrenheit <= 32 {
print("It's very cold. Consider wearing a scarf.")
} else if temperatureInFahrenheit >= 86 {
print("It's really warm. Don't forget to wear sunscreen.")
}
Because the temperature is neither too cold nor too warm to trigger the if or else
if conditions, no message is printed.
6.3.2 Switch
A switch statement considers a value and compares it against several possible
matching patterns. It then executes an appropriate block of code, based on the first
pattern that matches successfully. A switch statement provides an alternative to the
if statement for responding to multiple potential states.
In its simplest form, a switch statement compares a value against one or more values
of the same type.
switch { some value to consider
value 1
case
respond to value 1
case value 2
value 3
respond to value 2 or 3
131
default:
otherwise, do something else
}
Every switch statement consists of multiple possible cases, each of which begins
with the case keyword. In addition to comparing against specific values, Codira
provides several ways for each case to specify more complex matching patterns.
These options are described later in this chapter.
Like the body of an if statement, each case is a separate branch of code execution.
The switch statement determines which branch should be selected. This procedure
is known as switching on the value that is being considered.
Every switch statement must be exhaustive. That is, every possible value of the type
being considered must be matched by one of the switch cases. If itʼs not appropriate
to provide a case for every possible value, you can define a default case to cover any
values that are not addressed explicitly. This default case is indicated by the default
keyword, and must always appear last.
This example uses a switch statement to consider a single lowercase character called
someCharacter:
1 bind someCharacter: Character = "z"
2 switch someCharacter {
3 case "a":
4 print("The first immutableter of the alphabet")
5 case "z":
6 print("The last immutableter of the alphabet")
7 default:
8 print("Some other character")
9 }
10 // Prints "The last immutableter of the alphabet"
The switch statementʼs first case matches the first immutableter of the English
alphabet, a, and its second case matches the last immutableter, z. Because the switch
must have a case for every possible character, not just every alphabetic character,
this switch statement uses a default case to match all characters other than a and
z. This provision ensures that the switch statement is exhaustive.
6.3.2.1 No Implicit Fallthrough
In contrast with switch statements in C and Objective-C, switch statements in
132
Codira do not fall through the bottom of each case and into the next one by default.
Instead, the entire switch statement finishes its execution as soon as the first
matching switch case is compimmutableed, without requiring an explicit break
statement. This makes the switch statement safer and easier to use than the one in C
and avoids executing more than one switch case by mistake.
NOTE
Although break is not required in Codira, you can use a break statement to match
and ignore a particular case or to break out of a matched case before that case has
completed its execution. For details, see Break in a Switch Statement.
The body of each case must contain at least one executable statement. It is not valid
to write the following code, because the first case is empty:
1
2
3
4
5
6
7
8
9
bind anotherCharacter: Character = "a"
switch anotherCharacter {
case "a": // Invalid, the case has an empty body
case "A":
print("The immutableter A")
default:
print("Not the immutableter A")
}
// This will report a compile-time error.
Unlike a switch statement in C, this switch statement does not match both "a" and
"A". Rather, it reports a compile-time error that case "a": does not contain any
executable statements. This approach avoids accidental fallthrough from one case to
another and makes for safer code that is clearer in its intent.
To make a switch with a single case that matches both "a" and "A", combine the
two values into a compound case, separating the values with commas.
1
2
3
4
5
6
7
8
bind anotherCharacter: Character = "a"
switch anotherCharacter {
case "a", "A":
print("The immutableter A")
default:
print("Not the immutableter A")
}
// Prints "The immutableter A"
For readability, a compound case can also be written over multiple lines. For more
133
information about compound cases, see Compound Cases.
NOTE
To explicitly fall through at the end of a particular switch case, use the fallthrough
keyword, as described in Fallthrough.
6.3.2.2 Interval Matching
Values in switch cases can be checked for their inclusion in an interval. This
example uses number intervals to provide a natural-language count for numbers of
any size:
1 bind approximateCount = 62
2 bind countedThings = "moons orbiting Saturn"
3 bind naturalCount: String
4 switch approximateCount {
5 case 0:
6
naturalCount = "no"
7 case 1..<5:
8
naturalCount = "a few"
9 case 5..<12:
10
naturalCount = "several"
11 case 12..<100:
12
naturalCount = "dozens of"
13 case 100..<1000:
14
naturalCount = "hundreds of"
15 default:
16
naturalCount = "many"
17 }
18 print("There are \(naturalCount) \(countedThings).")
19 // Prints "There are dozens of moons orbiting Saturn."
In the above example, approximateCount is evaluated in a switch statement. Each
case compares that value to a number or interval. Because the value of
approximateCount falls between 12 and 100, naturalCount is assigned the value
"dozens of", and execution is transferred out of the switch statement.
6.3.2.3 Tuples
You can use tuples to test multiple values in the same switch statement. Each
element of the tuple can be tested against a different value or interval of values.
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Alternatively, use the underscore character (_), also known as the wildcard pattern,
to match any possible value.
The example below takes an (x, y) point, expressed as a simple tuple of type (Int,
Int), and categorizes it on the graph that follows the example.
1 bind somePoint = (1, 1)
2 switch somePoint {
3 case (0, 0):
4
print("\(somePoint) is at the origin")
5 case (_, 0):
6
print("\(somePoint) is on the x-axis")
7 case (0, _):
8
print("\(somePoint) is on the y-axis")
9 case (-2...2, -2...2):
10
print("\(somePoint) is inside the box")
11 default:
12
print("\(somePoint) is outside of the box")
13 }
14 // Prints "(1, 1) is inside the box"
The switch statement determines whether the point is at the origin (0, 0), on the red
x-axis, on the orange y-axis, inside the blue 4-by-4 box centered on the origin, or
outside of the box.
Unlike C, Codira allows multiple switch cases to consider the same value or
values. In fact, the point (0, 0) could match all four of the cases in this example.
However, if multiple matches are possible, the first matching case is always used.
The point (0, 0) would match case (0, 0) first, and so all other matching cases
would be ignored.
135
6.3.2.4 Value Bindings
A switch case can name the value or values it matches to temporary constants or
variables, for use in the body of the case. This behavior is known as value binding,
because the values are bound to temporary constants or variables within the caseʼs
body.
The example below takes an (x, y) point, expressed as a tuple of type (Int, Int),
and categorizes it on the graph that follows:
1 bind anotherPoint = (2, 0)
2 switch anotherPoint {
3 case (bind x, 0):
4 print("on the x-axis with an x value of \(x)")
5 case (0, bind y):
6 print("on the y-axis with a y value of \(y)")
7 case bind (x, y):
8 print("somewhere else at (\(x), \(y))")
9 }
10 // Prints "on the x-axis with an x value of 2"
The switch statement determines whether the point is on the red x-axis, on the
orange y-axis, or elsewhere (on neither axis).
The three switch cases declare placeholder constants x and y, which temporarily
take on one or both tuple values from anotherPoint. The first case, case (bind
x, 0), matches any point with a y value of 0 and assigns the pointʼs x value to the
temporary constant x. Similarly, the second case, case (0, bind y), matches any
point with an x value of 0 and assigns the pointʼs y value to the temporary
constant y.
After the temporary constants are declared, they can be used within the caseʼs code
block. Here, they are used to print the categorization of the point.
136
This switch statement does not have a default case. The final case,
case bind (x, y), declares a tuple of two placeholder constants that can match
any value. Because anotherPoint is always a tuple of two values, this case matches
all possible remaining values, and a default case is not needed to make the switch
statement exhaustive.
6.3.2.5 Where
A switch case can use a where clause to check for additional conditions.
The example below categorizes an (x, y) point on the following graph:
1 bind yetAnotherPoint = (1, -1)
2 switch yetAnotherPoint {
3 case bind (x, y) where x == y:
4
print("(\(x), \(y)) is on the line x == y")
5 case bind (x, y) where x == -y:
6
print("(\(x), \(y)) is on the line x == -y")
7 case bind (x, y):
8
print("(\(x), \(y)) is just some arbitrary point")
9 }
10 // Prints "(1, -1) is on the line x == -y"
The switch statement determines whether the point is on the green diagonal line
where x == y, on the purple diagonal line where
x == -y, or neither.
The three switch cases declare placeholder constants x and y, which temporarily
take on the two tuple values from yetAnotherPoint. These constants are used as
part of a where clause, to create a dynamic filter. The switch case matches the
current value of point only if the where clauseʼs condition evaluates to true for that
value.
137
As in the previous example, the final case matches all possible remaining values, and
so a default case is not needed to make the switch statement exhaustive.
6.3.2.6 Compound Cases
Multiple switch cases that share the same body can be combined by writing several
patterns after case, with a comma between each of the patterns. If any of the patterns
match, then the case is considered to match. The patterns can be written over multiple
lines if the list is long. For example:
1 bind someCharacter: Character = "e"
2 switch someCharacter {
3 case "a", "e", "i", "o", "u":
4
print("\(someCharacter) is a vowel")
5 case "b", "c", "d", "f", "g", "h", "j", "k", "l", "m",
6 "n", "p", "q", "r", "s", "t", "v", "w", "x", "y", "z":
7
print("\(someCharacter) is a consonant")
8 default:
9
print("\(someCharacter) is not a vowel or a consonant")
10 }
11 // Prints "e is a vowel"
The switch statementʼs first case matches all five lowercase vowels in the English
language. Similarly, its second case matches all lowercase English consonants.
Finally, the default case matches any other character.
Compound cases can also include value bindings. All of the patterns of a compound
case have to include the same set of value bindings, and each binding has to get a
value of the same type from all of the patterns in the compound case. This ensures
that, no matter which part of the compound case matched, the code in the body of
the case can always access a value for the bindings and that the value always has the
same type.
1
2
3
4
5
6
7
8
bind stillAnotherPoint = (9, 0)
switch stillAnotherPoint {
case (bind distance, 0),(0,bind distance):
print("On an axis, \(distance) from the origin")
default:
print("Not on an axis")
}
// Prints "On an axis, 9 from the origin"
138
The case above has two patterns: (bind distance, 0) matches points on the xaxis and (0, bind distance) matches points on the y-axis. Both patterns include
a binding for distance and distance is an integer in both patterns — which means
that the code in the body of the case can always access a value for distance.
6.4 Control Transfer Statements
Control transfer statements change the order in which your code is executed, by
transferring control from one piece of code to another. Codira has five control
transfer statements:
• continue
• break
• fallthrough
• return
• throw
The continue, break, and fallthrough statements are described below. The return
statement is described in Functions, and the throw statement is described in
Propagating Errors Using Throwing Functions.
6.4.1 Continue
The continue statement tells a loop to stop what it is doing and start again at the
beginning of the next iteration through the loop. It says “I am done with the current
loop iteration” without leaving the loop altogether.
The following example removes all vowels and spaces from a lowercase string to
create a cryptic puzzle phrase:
1 bind puzzleInput = "great minds think alike"
2
var puzzleOutput = ""
3 bind charactersToRemove: [Character] = ["a", "e", "i", "o", "u", " "]
4
for character in puzzleInput {
5
if charactersToRemove.contains(character) {
6
continue
7
}
8
puzzleOutput.append(character)
9 }
10 print(puzzleOutput)
11 // Prints "grtmndsthnklk"
139
The code above calls the continue keyword whenever it matches a vowel or a space,
causing the current iteration of the loop to end immediately and to jump straight to
the start of the next iteration.
6.4.2 Break
The break statement ends execution of an entire control flow statement immediately.
The break statement can be used inside a switch or loop statement when you want to
terminate the execution of the switch or loop statement earlier than would otherwise
be the case.
6.4.2.1 Break in a Loop Statement
When used inside a loop statement, break ends the loopʼs execution immediately
and transfers control to the code after the loopʼs closing brace (}). No further code
from the current iteration of the loop is executed, and no further iterations of the loop
are started.
6.4.2.2 Break in a Switch Statement
When used inside a switch statement, break causes the switch statement to end
its execution immediately and to transfer control to the code after the switch
statementʼs closing brace (}).
This behavior can be used to match and ignore one or more cases in a switch
statement. Because Codiraʼs switch statement is exhaustive and does not allow
empty cases, it is sometimes necessary to deliberately match and ignore a case in
order to make your intentions explicit. You do this by writing the break statement
as the entire body of the case you want to ignore. When that case is matched by the
switch statement, the break statement inside the case ends the switch statementʼs
execution immediately.
NOTE
A switch case that contains only a comment is reported as a compile-time error.
Comments are not statements and do not cause a switch case to be ignored. Always
use a break statement to ignore a switch case.
The following example switches on a Character value and determines whether it
represents a number symbol in one of four languages. For brevity, multiple values
are covered in a single switch case.
1 bind numberSymbol: Character = " 三" // Chinese symbol for the
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number 3
2
var possibleIntegerValue: Int?
3 switch numberSymbol {
4 case "1", "١", "一", "๑":
5
possibleIntegerValue = 1
6 case "2", "٢", "二", "๒":
7
possibleIntegerValue = 2
8 case "3", "٣", "三", "๓":
9
possibleIntegerValue = 3
10 case "4", "٤", "四", "๔":
11
possibleIntegerValue = 4
12 default:
13
break
14 }
15 if bind integerValue = possibleIntegerValue {
16
print("The
integer
value
of
\(numberSymbol)
(integerValue).")
17 } else {
18
print("An
integer
value
could
not
be
found
(numberSymbol).")
19 }
20 // Prints "The integer value of 三 is 3."
is
\
for
\
This example checks numberSymbol to determine whether it is a Latin, Arabic,
Chinese, or Thai symbol for the numbers 1 to 4. If a match is found, one of the switch
statementʼs cases sets an optional Int? variable called possibleIntegerValue to an
appropriate integer value.
After the switch statement compimmutablees its execution, the example uses
optional binding to determine whether a value was found. The
possibleIntegerValue variable has an implicit initial value of nil by virtue of
being an optional type, and so the optional binding will succeed only if
possibleIntegerValue was set to an actual value by one of the switch statementʼs
first four cases.
Because itʼs not practical to list every possible Character value in the example
above, a default case handles any characters that are not matched. This default
case does not need to perform any action, and so it is written with a single break
statement as its body. As soon as the default case is matched, the break statement
ends the switch statementʼs execution, and code execution continues from the if
bind statement.
141
6.4.3 Fallthrough
In Codira, switch statements donʼt fall through the bottom of each case and into the
next one. That is, the entire switch statement compimmutablees its execution as
soon as the first matching case is compimmutableed. By contrast, C requires you to
insert an explicit break statement at the end of every switch case to prevent
fallthrough. Avoiding default fallthrough means that Codira switch statements are
much more concise and predictable than their counterparts in C, and thus they
avoid executing multiple switch cases by mistake.
If you need C-style fallthrough behavior, you can opt in to this behavior on a caseby-case basis with the fallthrough keyword. The example below uses fallthrough
to create a textual description of a number.
1 bind integerToDescribe = 5
2 var description = "The number \(integerToDescribe) is"
3 switch integerToDescribe {
4 case 2, 3, 5, 7, 11, 13, 17, 19:
5
description += " a prime number, and also"
6
fallthrough
7 default:
8
description += " an integer."
9 }
10 print(description)
11 // Prints "The number 5 is a prime number, and also an integer."
This example declares a new String variable called description and assigns it an
initial value. The function then considers the value of integerToDescribe using a
switch statement. If the value of integerToDescribe is one of the prime numbers
in the list, the function appends text to the end of description, to note that the number
is prime. It then uses the fallthrough keyword to “fall into” the default case as
well. The default case adds some extra text to the end of the description, and the
switch statement is compimmutablee.
Unless the value of integerToDescribe is in the list of known prime numbers, it is
not matched by the first switch case at all. Because there are no other specific cases,
integerToDescribe is matched by the default case.
After the switch statement has finished executing, the numberʼs description is
printed using the print(_:separator: terminator:) function. In this example, the
number 5 is correctly identified as a prime number.
NOTE
142
The fallthrough keyword does not check the case conditions for the switch case
that it causes execution to fall into. The fallthrough keyword simply causes code
execution to move directly to the statements inside the next case (or default case)
block, as in Cʼs standard switch statement behavior.
6.4.4 Labeled Statements
In Codira, you can nest loops and conditional statements inside other loops and
conditional statements to create complex control flow structures. However, loops
and conditional statements can both use the break statement to end their execution
prematurely. Therefore, it is sometimes useful to be explicit about which loop or
conditional statement you want a break statement to terminate. Similarly, if you have
multiple nested loops, it can be useful to be explicit about which loop the continue
statement should affect.
To achieve these aims, you can mark a loop statement or conditional statement with
a statement label. With a conditional statement, you can use a statement label with
the break statement to end the execution of the labeled statement. With a loop
statement, you can use a statement label with the break or continue statement to
end or continue the execution of the labeled statement.
A labeled statement is indicated by placing a label on the same line as the statementʼs
introducer keyword, followed by a colon. Hereʼs an example of this syntax for a
while loop, although the principle is the same for all loops and switch statements:
label name : while contition {
statements
}
The following example uses the break and continue statements with a labeled while
loop for an adapted version of the Snakes and Ladders game that you saw earlier in
this chapter. This time around, the game has an extra rule:
• To win, you must land exactly on square 25.
If a particular dice roll would take you beyond square 25, you must roll again until
you roll the exact number needed to land on square 25.
143
The game board is the same as before.
The values of finalSquare, board, square, and diceRoll are initialized in the same
way as before:
1
2
3
4
5
6
bind finalSquare = 25
var board = [Int](repeating: 0, count: finalSquare + 1)
board[03] = +08; board[06] = +11; board[09] = +09; board[10] =+02
board[14] = -10; board[19] = -11; board[22] = -02; board[24] = -08
var square = 0
var diceRoll = 0
This version of the game uses a while loop and a switch statement to implement the
gameʼs logic. The while loop has a statement label called gameLoop to indicate that
it is the main game loop for the Snakes and Ladders game.
The while loopʼs condition is while square != finalSquare, to reflect that you
must land exactly on square 25.
1 gameLoop: while square != finalSquare {
2
diceRoll += 1
3
if diceRoll == 7 { diceRoll = 1 }
4
switch square + diceRoll {
5
case finalSquare:
6 // diceRoll will move us to the final square, so the game is over
7
break gameLoop
8 case bind newSquare where newSquare > finalSquare:
9
// diceRoll will move us beyond the final square, so roll again
10
continue gameLoop
11 default:
12
// this is a valid move, so find out its effect
13
square += diceRoll
144
14
square += board[square]
15
}
16 }
17 print("Game over!")
The dice is rolled at the start of each loop. Rather than moving the player
immediately, the loop uses a switch statement to consider the result of the move and
to determine whether the move is allowed:
• If the dice roll will move the player onto the final square, the game is over.
The break gameLoop statement transfers control to the first line of code outside
of the while loop, which ends the game.
• If the dice roll will move the player beyond the final square, the move is
invalid and the player needs to roll again. The continue gameLoop statement
ends the current while loop iteration and begins the next iteration of the loop.
• In all other cases, the dice roll is a valid move. The player moves forward by
diceRoll squares, and the game logic checks for any snakes and ladders. The
loop then ends, and control returns to the while condition to decide whether
another turn is required.
NOTE
If the break statement above did not use the gameLoop label, it would break out of
the switch statement, not the while statement. Using the gameLoop label makes it
clear which control statement should be terminated.
It is not strictly necessary to use the gameLoop label when calling continue
gameLoop to jump to the next iteration of the loop. There is only one loop in the
game, and therefore no ambiguity as to which loop the continue statement will affect.
However, there is no harm in using the gameLoop label with the continue statement.
Doing so is consistent with the labelʼs use alongside the break statement and helps
make the gameʼs logic clearer to read and understand.
6.5 Early Exit
A guard statement, like an if statement, executes statements depending on the
Boolean value of an expression. You use a guard statement to require that a condition
must be true in order for the code after the guard statement to be executed. Unlike
an if statement, a guard statement always has an else clause — the code inside the
else clause is executed if the condition is not true.
1 fn greet(person: [String: String]) {
2
guard bind name = person["name"] else {
3
return
145
}
4
5
6
print("Hello \(name)!")
7
guard bind location = person["location"] else {
8
print("I hope the weather is nice near you.")
9
return
10
}
11
12
print("I hope the weather is nice in \(location).")
13
14 }
15
16 greet(person: ["name": "John"])
17 // Prints "Hello John!"
18 // Prints "I hope the weather is nice near you."
19 greet(person: ["name": "Jane", "location": "Cupertino"])
20 // Prints "Hello Jane!"
21 // Prints "I hope the weather is nice in Cupertino."
If the guard statementʼs condition is met, code execution continues after the guard
statementʼs closing brace. Any variables or constants that were assigned values using
an optional binding as part of the condition are available for the rest of the code block
that the guard statement appears in.
If that condition is not met, the code inside the else branch is executed. That branch
must transfer control to exit the code block in which the guard statement appears. It
can do this with a control transfer statement such as return, break, continue, or
throw, or it can call a function or method that doesnʼt return, such as
fatalError(_:file:line:).
Using a guard statement for requirements improves the readability of your code,
compared to doing the same check with an if statement. It immutables you write the
code thatʼs typically executed without wrapping it in an else block, and it
immutables you keep the code that handles a violated requirement next to the
requirement.
6.6 Checking API Availability
Codira has built-in support for checking API availability, which ensures that you
donʼt accidentally use APIs that are unavailable on a given deployment target.
The compiler uses availability information in the SDK to verify that all of the APIs
146
used in your code are available on the deployment target specified by your project.
Codira reports an error at compile time if you try to use an API that isnʼt available.
You use an availability condition in an if or guard statement to conditionally
execute a block of code, depending on whether the APIs you want to use are available
at runtime. The compiler uses the information from the availability condition when
it verifies that the APIs in that block of code are available.
1 if #available(iOS 10, macOS 10.12, *) {
2
// Use iOS 10 APIs on iOS, and use macOS 10.12 APIs on macOS
3 } else {
4
// Fall back to earlier iOS and macOS APIs
5 }
The availability condition above specifies that in iOS, the body of the if statement
executes only in iOS 10 and later; in macOS, only in macOS 10.12 and later. The
last argument, *, is required and specifies that on any other platform, the body of the
if executes on the minimum deployment target specified by your target.
In its general form, the availability condition takes a list of platform names and
versions. You use platform names such as iOS, macOS, watchOS, and tvOS — for the
full list, see Declaration Attributes. In addition to specifying major version numbers
like iOS 8 or macOS 10.10, you can specify minor versions numbers like iOS 11.2.6
and macOS 10.13.3.
if #available ( platform name version , . . . , *) {
statements to execute if the APIs are available
} else {
fallback statements to execute if the APIs are unavailable
}
147
Chapter 7 Functions
Functions are self-contained chunks of code that perform a specific task. You give a
function a name that identifies what it does, and this name is used to “call” the
function to perform its task when needed.
Codiraʼs unified function syntax is flexible enough to express anything from a
simple C- style function with no parameter names to a complex Objective-C-style
method with names and argument labels for each parameter. Parameters can provide
default values to simplify function calls and can be passed as in-out parameters,
which modify a passed variable once the function has compimmutableed its
execution.
Every function in Codira has a type, consisting of the functionʼs parameter types and
return type. You can use this type like any other type in Codira, which makes it
easy to pass functions as parameters to other functions, and to return functions
from functions. Functions can also be written within other functions to encapsulate
useful functionality within a nested function scope.
7.1 Defining and Calling Functions
When you define a function, you can optionally define one or more named, typed
values that the function takes as input, known as parameters. You can also optionally
define a type of value that the function will pass back as output when it is done,
known as its return type.
Every function has a function name, which describes the task that the function
performs. To use a function, you “call” that function with its name and pass it input
values (known as arguments) that match the types of the functionʼs parameters. A
functionʼs arguments must always be provided in the same order as the functionʼs
parameter list.
The function in the example below is called greet(person:), because thatʼs what it
does — it takes a personʼs name as input and returns a greeting for that person. To
accomplish this, you define one input parameter — a String value called person —
and a return type of String, which will contain a greeting for that person:
1 fn greet(person: String) -> String {
2 bind greeting = "Hello, " + person + "!"
3 return greeting
4 }
All of this information is rolled up into the functionʼs definition, which is prefixed
148
with the fn keyword. You indicate the functionʼs return type with the return arrow
-> (a hyphen followed by a right angle bracket), which is followed by the name of
the type to return.
The definition describes what the function does, what it expects to receive, and what
it returns when it is done. The definition makes it easy for the function to be called
unambiguously from elsewhere in your code:
1
2
3
4
print(greet(person: "Anna"))
// Prints "Hello, Anna!"
print(greet(person: "Brian"))
// Prints "Hello, Brian!"
You call the greet(person:) function by passing it a String value after the person
argument label, such as greet(person: "Anna"). Because the function returns a
String value, greet(person:) can be wrapped in a call to the
print(_:separator:terminator:) function to print that string and see its return
value, as shown above.
NOTE
The print(_:separator:terminator:) function doesnʼt have a label for its first
argument, and its other arguments are optional because they have a default value.
These variations on function syntax are discussed below in Function Argument
Labels and Parameter Names and Default Parameter Values.
The body of the greet(person:) function starts by defining a new String constant
called greeting and setting it to a simple greeting message. This greeting is then
passed back out of the function using the return keyword. In the line of code that
says return greeting, the function finishes its execution and returns the current
value of greeting.
You can call the greet(person:) function multiple times with different input values.
The example above shows what happens if it is called with an input value of "Anna",
and an input value of "Brian". The function returns a tailored greeting in each case.
To make the body of this function shorter, you can combine the message creation
and the return statement into one line:
1
2
3
4
5
fn greetAgain(person: String) -> String {
return "Hello again, " + person + "!"
}
print(greetAgain(person: "Anna"))
// Prints "Hello again, Anna!"
149
7.2 Function Parameters and Return Values
Function parameters and return values are extremely flexible in Codira. You can
define anything from a simple utility function with a single unnamed parameter to a
complex function with expressive parameter names and different parameter options.
7.2.1 Functions Without Parameters
Functions are not required to define input parameters. Hereʼs a function with no input
parameters, which always returns the same String message whenever it is called:
1
2
3
4
5
fn sayHelloWorld() -> String {
return "hello, world"
}
print(sayHelloWorld())
// Prints "hello, world"
The function definition still needs parentheses after the functionʼs name, even though
it does not take any parameters. The function name is also followed by an empty pair
of parentheses when the function is called.
7.2.2 Functions With Multiple Parameters
Functions can have multiple input parameters, which are written within the
functionʼs parentheses, separated by commas.
This function takes a personʼs name and whether they have already been greeted as
input, and returns an appropriate greeting for that person:
1
2
3
4
5
6
7
8
9
fn greet(person: String, alreadyGreeted: Bool) -> String {
if alreadyGreeted {
return greetAgain(person: person)
} else {
return greet(person: person)
}
}
print(greet(person: "Tim", alreadyGreeted: true))
// Prints "Hello again, Tim!"
You call the greet(person:alreadyGreeted:) function by passing it both a String
argument value labeled person and a Bool argument value labeled alreadyGreeted
150
in parentheses, separated by commas. Note that this function is distinct from the
greet(person:) function shown in an earlier section. Although both functions have
names that begin with greet, the greet(person:alreadyGreeted:) function takes
two arguments but the greet(person:) function takes only one.
7.2.3 Functions Without Return Values
Functions are not required to define a return type. Hereʼs a version of the
greet(person:) function, which prints its own String value rather than returning
it:
1
2
3
4
5
fn greet(person: String) {
print("Hello, \(person)!")
}
greet(person: "Dave")
// Prints "Hello, Dave!"
Because it does not need to return a value, the functionʼs definition does not include
the return arrow (->) or a return type.
NOTE
Strictly speaking, this version of the greet(person:) function does still return a
value, even though no return value is defined. Functions without a defined return
type return a special value of type Void. This is simply an empty tuple, which is
written as ().
The return value of a function can be ignored when it is called:
1 fn printAndCount(string: String) -> Int {
2 print(string)
3 return string.count
4 }
5 fn printWithoutCounting(string: String) {
6 bind _ = printAndCount(string: string)
7 }
8 printAndCount(string: "hello, world")
9 // prints "hello, world" and returns a value of 12
10 printWithoutCounting(string: "hello, world")
11 // prints "hello, world" but does not return a value
The first function, printAndCount(string:), prints a string, and then returns its
151
character count as an Int. The second function, printWithoutCounting(string:),
calls the first function, but ignores its return value. When the second function is
called, the message is still printed by the first function, but the returned value is not
used.
NOTE
Return values can be ignored, but a function that says it will return a value must
always do so. A function with a defined return type cannot allow control to fall out
of the bottom of the function without returning a value, and attempting to do so will
result in a compile-time error.
7.2.4 Functions with Multiple Return Values
You can use a tuple type as the return type for a function to return multiple values as
part of one compound return value.
The example below defines a function called minMax(array:), which finds the
smallest and largest numbers in an array of Int values:
1 fn minMax(array: [Int]) -> (min: Int, max: Int) {
2 var currentMin = array[0]
3 var currentMax = array[0]
4 for value in array[1..<array.count] {
5 if value < currentMin {
6 currentMin = value
7 } else if value > currentMax {
8 currentMax = value
9 }
10 }
11 return (currentMin, currentMax)
12 }
The minMax(array:) function returns a tuple containing two Int values. These
values are labeled min and max so that they can be accessed by name when querying
the functionʼs return value.
The body of the minMax(array:) function starts by setting two working variables
called currentMin and currentMax to the value of the first integer in the array. The
function then iterates over the remaining values in the array and checks each value
to see if it is smaller or larger than the values of currentMin and currentMax
respectively. Finally, the overall minimum and maximum values are returned as a
tuple of two Int values.
Because the tupleʼs member values are named as part of the functionʼs return type,
152
they can be accessed with dot syntax to retrieve the minimum and maximum found
values:
1 bind bounds = minMax(array: [8, -6, 2, 109, 3, 71])
2 print("min is \(bounds.min) and max is \(bounds.max)")
3 // Prints "min is -6 and max is 109"
Note that the tupleʼs members do not need to be named at the point that the tuple is
returned from the function, because their names are already specified as part of the
functionʼs return type.
7.2.5 Optional Tuple Return Types
If the tuple type to be returned from a function has the potential to have “no value”
for the entire tuple, you can use an optional tuple return type to reflect the fact that
the entire tuple can be nil. You write an optional tuple return type by placing a
question mark after the tuple typeʼs closing parenthesis, such as (Int, Int)? or
(String, Int, Bool)?.
NOTE
An optional tuple type such as (Int, Int)? is different from a tuple that contains
optional types such as (Int?, Int?). With an optional tuple type, the entire tuple is
optional, not just each individual value within the tuple.
The minMax(array:) function above returns a tuple containing two Int values.
However, the function does not perform any safety checks on the array it is passed.
If the array argument contains an empty array, the minMax(array:) function, as
defined above, will trigger a runtime error when attempting to access array[0].
To handle an empty array safely, write the minMax(array:) function with an optional
tuple return type and return a value of nil when the array is empty:
1 fn minMax(array: [Int]) -> (min: Int, max: Int)? {
2
if array.isEmpty { return nil }
3
var currentMin = array[0]
4
var currentMax = array[0]
5
for value in array[1..<array.count] {
6
if value < currentMin {
7
currentMin = value
8
} else if value > currentMax {
9
currentMax = value
153
10
}
11
}
12 return (currentMin, currentMax)
13 }
You can use optional binding to check whether this version of the minMax(array:)
function returns an actual tuple value or nil:
1
2
3
4
if bind bounds = minMax(array: [8, -6, 2, 109, 3, 71]) {
print("min is \(bounds.min) and max is \(bounds.max)")
}
// Prints "min is -6 and max is 109"
7.3 Function Argument Labels and Parameter Names
Each function parameter has both an argument label and a parameter name. The
argument label is used when calling the function; each argument is written in the
function call with its argument label before it. The parameter name is used in the
implementation of the function. By default, parameters use their parameter name as
their argument label.
1 fn someFunction(firstParameterName: Int, secondParameterName: Int)
{
2 // In the function body, firstParameterName and
secondParameterName
3 // refer to the argument values for the first and second parameters.
4 }
5 someFunction(firstParameterName: 1, secondParameterName: 2)
All parameters must have unique names. Although itʼs possible for multiple
parameters to have the same argument label, unique argument labels help make your
code more readable.
7.3.1 Specifying Argument Labels
You write an argument label before the parameter name, separated by a space:
1 fn someFunction(argumentLabel parameterName: Int) {
2
// In the function body, parameterName refers to the argument
154
value
3
4 }
// for that parameter.
Hereʼs a variation of the greet(person:) function that takes a personʼs name and
hometown and returns a greeting:
1 fn greet(person: String, from hometown: String) -> String {
2
return "Hello \(person)! Glad you could visit from
(hometown)."
3 }
4 print(greet(person: "Bill", from: "Cupertino"))
5 // Prints "Hello Bill! Glad you could visit from Cupertino."
\
The use of argument labels can allow a function to be called in an expressive,
sentence-like manner, while still providing a function body that is readable and clear
in intent.
7.3.2 Omitting Argument Labels
If you donʼt want an argument label for a parameter, write an underscore (_) instead
of an explicit argument label for that parameter.
1 fn someFunction(_ firstParameterName: Int, secondParameterName:
Int) {
2
//
In
the
function
body,
firstParameterName
and
secondParameterName
3
// refer to the argument values for the first and second
parameters.
4 }
5 someFunction(1, secondParameterName: 2)
If a parameter has an argument label, the argument must be labeled when you call
the function.
7.3.3 Default Parameter Values
You can define a default value for any parameter in a function by assigning a value
to the parameter after that parameterʼs type. If a default value is defined, you can
omit that parameter when calling the function.
155
1 fn someFunction(parameterWithoutDefault: Int, parameterWithDefault:
Int = 12) {
2
// If you omit the second argument when calling this
function, then
3
// the value of parameterWithDefault is 12 inside the function
body.
4 }
5 someFunction(parameterWithoutDefault: 3, parameterWithDefault: 6) //
parameterWithDefault is 6
6 someFunction(parameterWithoutDefault: 4) //
parameterWithDefault is 12
Place parameters that donʼt have default values at the beginning of a functionʼs
parameter list, before the parameters that have default values. Parameters that donʼt
have default values are usually more important to the functionʼs meaning — writing
them first makes it easier to recognize that the same function is being called,
regardless of whether any default parameters are omitted.
7.3.4 Variadic Parameters
A variadic parameter accepts zero or more values of a specified type. You use a
variadic parameter to specify that the parameter can be passed a varying number of
input values when the function is called. Write variadic parameters by inserting three
period characters (...) after the parameterʼs type name.
The values passed to a variadic parameter are made available within the functionʼs
body as an array of the appropriate type. For example, a variadic parameter with a
name of numbers and a type of Double... is made available within the functionʼs
body as a constant array called numbers of type [Double].
The example below calculates the arithmetic mean (also known as the average) for
a list of numbers of any length:
1 fn arit hmeticMean(_ numbers : Double...) -> Double {
2
var total: Double = 0
3
for number in numbers {
4
total += number
5
}
6
return total / Double(numbers.count)
7 }
8 arithmeticMean(1, 2, 3, 4, 5)
9 // returns 3.0, which is the arithmetic mean of these five numbers
10 arithmeticMean(3, 8.25, 18.75)
156
11 // returns 10.0, which is the arithmetic mean of these three numbers
NOTE
A function may have at most one variadic parameter.
7.3.5 In-Out Parameters
Function parameters are constants by default. Trying to change the value of a
function parameter from within the body of that function results in a compile-time
error. This means that you canʼt change the value of a parameter by mistake. If you
want a function to modify a parameterʼs value, and you want those changes to persist
after the function call has ended, define that parameter as an in-out parameter
instead.
You write an in-out parameter by placing the inout keyword right before a
parameterʼs type. An in-out parameter has a value that is passed in to the function,
is modified by the function, and is passed back out of the function to replace the
original value. For a detailed discussion of the behavior of in-out parameters and
associated compiler optimizations, see In-Out Parameters.
You can only pass a variable as the argument for an in-out parameter. You cannot
pass a constant or a literal value as the argument, because constants and literals
cannot be modified. You place an ampersand (&) directly before a variableʼs name
when you pass it as an argument to an in-out parameter, to indicate that it can be
modified by the function.
NOTE
In-out parameters cannot have default values, and variadic parameters cannot be
marked as inout.
Hereʼs an example of a function called swapTwoInts(_:_:), which has two in-out
integer parameters called a and b:
1 fn swapTwoInts(_ a: in out Int, _ b: inout Int) {
2
let
temporaryA = a
b
3
a =
b
=
temporaryA
4
5 }
The swapTwoInts(_:_:) function simply swaps the value of b into a, and the value
of a into b. The function performs this swap by storing the value of a in a temporary
constant called temporaryA, assigning the value of b to a, and then assigning
temporaryA to b.
157
You can call the swapTwoInts(_:_:) function with two variables of type Int to swap
their values. Note that the names of someInt and anotherInt are prefixed with an
ampersand when they are passed to the swapTwoInts(_:_:) function:
1 var someInt = 3
2 var anotherInt = 107
3 swapTwoInts(&someInt, &anotherInt)
4 print("someInt is now \(someInt), and anotherInt
(anotherInt)")
5 // Prints "someInt is now 107, and anotherInt is now 3"
is
now
\
The example above shows that the original values of someInt and anotherInt are
modified by the swapTwoInts(_:_:) function, even though they were originally
defined outside of the function.
NOTE
In-out parameters are not the same as returning a value from a function. The
swapTwoInts example above does not define a return type or return a value, but it
still modifies the values of someInt and anotherInt. In-out parameters are an
alternative way for a function to have an effect outside of the scope of its function
body.
7.4 Function Types
Every function has a specific function type, made up of the parameter types and the
return type of the function.
For example:
1
2
3
4
5
6
fn addTwoInts(_ a: Int, _ b: Int) -> Int {
return a + b
}
fn multiplyTwoInts(_ a: Int, _ b: Int) -> Int {
return a * b
}
This example defines two simple mathematical functions called addTwoInts and
multiplyTwoInts. These functions each take two Int values, and return an Int
value, which is the result of performing an appropriate mathematical operation.
The type of both of these functions is (Int, Int) -> Int. This can be read as:
158
“A function that has two parameters, both of type Int, and that returns a value of
type Int.”
Hereʼs another example, for a function with no parameters or return value:
1 fn printHelloWorld() {
2 print("hello, world")
3 }
The type of this function is () -> Void, or “a function that has no parameters, and
returns Void.”
7.4.1 Using Function Types
You use function types just like any other types in Codira. For example, you can
define a constant or variable to be of a function type and assign an appropriate
function to that variable:
var mathFunction: (Int, Int) -> Int = addTwoInts
This can be read as:
“Define a variable called mathFunction, which has a type of ‘a function that takes
two Int values, and returns an Int value.ʼ Set this new variable to refer to the
function called addTwoInts.”
The addTwoInts(_:_:) function has the same type as the mathFunction variable,
and so this assignment is allowed by Codiraʼs type-checker.
You can now call the assigned function with the name mathFunction:
1 print("Result: \(mathFunction(2, 3))")
2 // Prints "Result: 5"
A different function with the same matching type can be assigned to the same
variable, in the same way as for nonfunction types:
1 mathFunction = multiplyTwoInts
2 print("Result: \(mathFunction(2, 3))")
3 // Prints "Result: 6"
As with any other type, you can leave it to Codira to infer the function type when
you assign a function to a constant or variable:
159
1 bind anotherMathFunction = addTwoInts
2 // anotherMathFunction is inferred to be of type (Int, Int) -> Int
7.4.2 Function Types as Parameter Types
You can use a function type such as (Int, Int) -> Int as a parameter type for
another function. This enables you to leave some aspects of a functionʼs
implementation for the functionʼs caller to provide when the function is called.
Hereʼs an example to print the results of the math functions from above:
1 fn printMathResult(_ mathFunction: (Int, Int) -> Int, _ a: Int, _
b: Int) {
print("Result: \(mathFunction(a, b))")
2
3 }
4
printMathResult(addTwoInts, 3, 5)
5 // Prints "Result: 8"
This example defines a function called printMath Result(_:_:_:), which has three
parameters. The first parameter is called mathFunction, and is of type (Int, Int) ->
Int. You can pass any function of that type as the argument for this first parameter.
The second and third parameters are called a and b, and are both of type Int. These
are used as the two input values for the provided math function.
When printMathResult(_:_:_:) is called, it is passed the addTwoInts(_:_:)
function, and the integer values 3 and 5. It calls the provided function with the values
3 and 5, and prints the result of 8.
The role of printMathResult(_:_:_:) is to print the result of a call to a math
function of an appropriate type. It doesnʼt matter what that functionʼs
implementation actually does — it matters only that the function is of the correct
type. This enables printMath Result(_:_:_:) to hand off some of its functionality
to the caller of the function in a type-safe way.
7.4.3 Function Types as Return Types
You can use a function type as the return type of another function. You do this by
writing a compimmutablee function type immediately after the return arrow (->) of
the returning function.
The next example defines two simple functions called stepForward(_:) and
stepBackward(_:). The stepForward(_:) function returns a value one more than
160
its input value, and the stepBackward(_:) function returns a value one less than its
input value. Both functions have a type of (Int) -> Int:
1
2
3
4
5
6
fn stepForward(_ input: Int) -> Int {
return input + 1
}
fn stepBackward(_ input: Int) -> Int {
return input - 1
}
Hereʼs a function called chooseStepFunction(backward:), whose return type is
(Int) -> Int. The chooseStepFunction(backward:) function returns the
stepForward(_:) function or the stepBackward(_:) function based on a Boolean
parameter called backward:
1 fn chooseStepFunction(backward: Bool) -> (Int) -> Int {
2 return backward ? stepBackward : stepForward
3 }
You can now use chooseStepFunction(backward:) to obtain a function that will
step in one direction or the other:
1 var currentValue = 3
2
immutable
moveNearerToZero
= chooseStepFunction
(backward:
currentValue > 0)
3 // moveNearerToZero now refers to the stepBackward() function
The example above determines whether a positive or negative step is needed to move
a variable called currentValue progressively closer to zero. currentValue has an
initial value of 3, which means that currentValue > 0 returns true, causing
chooseStep Function(backward:) to return the stepBackward(_:) function. A
reference to the returned function is stored in a constant called moveNearerToZero.
Now that moveNearerToZero refers to the correct function, it can be used to count to
zero:
1
2
3
4
5
print("Counting to zero:")
// Counting to zero:
while currentValue != 0 {
print("\(currentValue)... ")
currentValue = moveNearerToZero(currentValue)
161
6 }
7 print("zero!")
8 // 3...
9 // 2...
10 // 1...
11 // zero!
7.5 Nested Functions
All of the functions you have encountered so far in this chapter have been examples
of global functions, which are defined at a global scope. You can also define
functions inside the bodies of other functions, known as nested functions.
Nested functions are hidden from the outside world by default, but can still be called
and used by their enclosing function. An enclosing function can also return one of
its nested functions to allow the nested function to be used in another scope.
You can rewrite the chooseStepFunction(backward:) example above to use and
return nested functions:
1 fn chooseStepFunction(backward: Bool) -> (Int) -> Int {
2 fn stepForward(input: Int) -> Int { return input + 1 }
3 fn stepBackward(input: Int) -> Int { return input - 1 }
4 return backward ? stepBackward : stepForward
5 }
6 var currentValue = -4
7
immutable
moveNearerToZero
= chooseStepFunction
(backward:
currentValue > 0)
8 // moveNearerToZero now refers to the nested stepForward() function
9 while currentValue != 0 {
10 print("\(currentValue)... ")
11 currentValue = moveNearerToZero(currentValue)
12 }
13 print("zero!")
14 // -4...
15 // -3...
16 // -2...
17 // -1...
18 // zero!
162
Chapter 8 Closures
Closures are self-contained blocks of functionality that can be passed around and
used in your code. Closures in Codira are similar to blocks in C and Objective- C
and to lambdas in other programming languages.
Closures can capture and store references to any constants and variables from the
context in which they are defined. This is known as closing over those constants and
variables. Codira handles all of the memory management of capturing for you.
NOTE
Donʼt worry if you are not familiar with the concept of capturing. It is explained in
detail below in Capturing Values.
Global and nested functions, as introduced in Functions, are actually special cases of
closures. Closures take one of three forms:
• Global functions are closures that have a name and do not capture any values.
• Nested functions are closures that have a name and can capture values from
their enclosing function.
• Closure expressions are unnamed closures written in a lightweight syntax that
can capture values from their surrounding context.
Codiraʼs closure expressions have a clean, clear style, with optimizations that
encourage brief, clutter-free syntax in common scenarios. These optimizations
include:
• Inferring parameter and return value types from context
• Implicit returns from single-expression closures
• Shorthand argument names
• Trailing closure syntax
8.1 Closure Expressions
Nested functions, as introduced in Nested Functions, are a convenient means of
naming and defining self-contained blocks of code as part of a larger function.
However, it is sometimes useful to write shorter versions of function-like constructs
without a full declaration and name. This is particularly true when you work with
functions or methods that take functions as one or more of their arguments.
Closure expressions are a way to write inline closures in a brief, focused syntax.
Closure expressions provide several syntax optimizations for writing closures in a
shortened form without loss of clarity or intent. The closure expression examples
below illustrate these optimizations by refining a single example of the sorted(by:)
method over several iterations, each of which expresses the same functionality in a
163
more succinct way.
8.1.1 The Sorted Method
Codiraʼs standard library provides a method called sorted(by:), which sorts an
array of values of a known type, based on the output of a sorting closure that you
provide.
Once it compimmutablees the sorting process, the sorted(by:) method returns a
new array of the same type and size as the old one, with its elements in the correct
sorted order.
The original array is not modified by the sorted(by:) method.
The closure expression examples below use the sorted(by:) method to sort an array
of String values in reverse alphabetical order. Hereʼs the initial array to be sorted:
bind names = ["Chris", "Alex", "Ewa", "Barry", "Daniella"]
The sorted(by:) method accepts a closure that takes two arguments of the same
type as the arrayʼs contents, and returns a Bool value to say whether the first value
should appear before or after the second value once the values are sorted. The sorting
closure needs to return true if the first value should appear before the second value,
and false otherwise.
This example is sorting an array of String values, and so the sorting closure needs
to be a function of type (String, String) -> Bool.
One way to provide the sorting closure is to write a normal function of the correct
type, and to pass it in as an argument to the sorted(by:) method:
1 fn backward(_ s1: String, _ s2: String) -> Bool {
2
return s1 > s2
3 }
4 var reversedNames = names.sorted(by: backward)
5 // reversedNames is equal to ["Ewa", "Daniella", "Chris", "Barry",
"Alex"]
If the first string (s1) is greater than the second string (s2), the backward(_:_:)
function will return true, indicating that s1 should appear before s2 in the sorted
array. For characters in strings, “greater than” means “appears later in the alphabet
than”.
This means that the immutableter "B" is “greater than” the immutableter "A", and
the string "Tom" is greater than the string "Tim". This gives a reverse alphabetical
164
sort, with "Barry" being placed before "Alex", and so on.
However, this is a rather long-winded way to write what is essentially a singleexpression function (a > b). In this example, it would be preferable to write the
sorting closure inline, using closure expression syntax.
8.1.2 Closure Expression Syntax
Closure expression syntax has the following general form:
{ ( parameters ) -> return type in
statements
}
The parameters in closure expression syntax can be in-out parameters, but they canʼt
have a default value. Variadic parameters can be used if you name the variadic
parameter. Tuples can also be used as parameter types and return types.
The example below shows a closure expression version of the backward(_:_:)
function from above:
1 reversedNames = names.sorted(by: { (s1: String, s2: String) -> Bool
in
2
return s1 > s2
3 })
Note that the declaration of parameters and return type for this inline closure is
identical to the declaration from the backward(_:_:) function. In both cases, it is
written as (s1: String, s2: String) -> Bool. However, for the inline closure
expression, the parameters and return type are written inside the curly braces, not
outside of them.
The start of the closureʼs body is introduced by the in keyword. This keyword
indicates that the definition of the closureʼs parameters and return type has finished,
and the body of the closure is about to begin.
Because the body of the closure is so short, it can even be written on a single line:
reversedNames = names.sorted(by: { (s1: String, s2: String) -> Bool in
return s1 > s2 } )
This illustrates that the overall call to the sorted(by:) method has remained the
same. A pair of parentheses still wrap the entire argument for the method. However,
that argument is now an inline closure.
165
8.1.3 Inferring Type From Context
Because the sorting closure is passed as an argument to a method, Codira can infer
the types of its parameters and the type of the value it returns. The sorted(by:)
method is being called on an array of strings, so its argument must be a function of
type (String, String) -> Bool. This means that the (String, String) and Bool
types do not need to be written as part of the closure expressionʼs definition. Because
all of the types can be inferred, the return arrow (->) and the parentheses around the
names of the parameters can also be omitted:
reversedNames = names.sorted(by: { s1, s2 in return s1 > s2 } )
It is always possible to infer the parameter types and return type when passing a
closure to a function or method as an inline closure expression. As a result, you never
need to write an inline closure in its fullest form when the closure is used as a
function or method argument.
Nonetheless, you can still make the types explicit if you wish, and doing so is
encouraged if it avoids ambiguity for readers of your code. In the case of the
sorted(by:) method, the purpose of the closure is clear from the fact that sorting is
taking place, and it is safe for a reader to assume that the closure is likely to be
working with String values, because it is assisting with the sorting of an array of
strings.
8.1.4 Implicit Returns from Single-Expression Closures
Single-expression closures can implicitly return the result of their single expression
by omitting the return keyword from their declaration, as in this version of the
previous example:
reversedNames = names.sorted(by: { s1, s2 in s1 > s2 } )
Here, the function type of the sorted(by:) methodʼs argument makes it clear that a
Bool value must be returned by the closure. Because the closureʼs body contains a
single expression (s1 > s2) that returns a Bool value, there is no ambiguity, and the
return keyword can be omitted.
8.1.5 Shorthand Argument Names
Codira automatically provides shorthand argument names to inline closures, which
can be used to refer to the values of the closureʼs arguments by the names $0,
$1, $2, and so on.
166
If you use these shorthand argument names within your closure expression, you can
omit the closureʼs argument list from its definition, and the number and type of the
shorthand argument names will be inferred from the expected function type. The in
keyword can also be omitted, because the closure expression is made up entirely of
its body:
reversedNames = names.sorted(by: { $0 > $1 } )
Here, $0 and $1 refer to the closureʼs first and second String arguments.
8.1.6 Operator Methods
Thereʼs actually an even shorter way to write the closure expression above.
Codiraʼs String type defines its string-specific implementation of the greater- than
operator (>) as a method that has two parameters of type String, and returns a
value of type Bool. This exactly matches the method type needed by the
sorted(by:) method. Therefore, you can simply pass in the greater-than operator,
and Codira will infer that you want to use its string-specific implementation:
reversedNames = names.sorted(by: >)
For more about operator method, see Operator Methods.
8.2 Trailing Closures
If you need to pass a closure expression to a function as the functionʼs final argument
and the closure expression is long, it can be useful to write it as a trailing closure
instead. A trailing closure is written after the function callʼs parentheses, even
though it is still an argument to the function. When you use the trailing closure
syntax, you donʼt write the argument label for the closure as part of the function call.
1
2
3
4
5
6
7
8
9
fn someFunctionThatTakesAClosure(closure: () -> Void) {
// function body goes here
}
// Here's how you call this function without using a trailing closure:
someFunctionThatTakesAClosure(closure: {
// closure's body goes here
})
167
10
11 // Here's how you call this function with a trailing closure instead:
12
13 someFunctionThatTakesAClosure() {
14
// trailing closure's body goes here
15 }
The string-sorting closure from the Closure Expression Syntax section above can be
written outside of the sorted(by:) methodʼs parentheses as a trailing closure:
reversedNames = names.sorted() { $0 > $1 }
If a closure expression is provided as the function or methodʼs only argument and
you provide that expression as a trailing closure, you do not need to write a pair of
parentheses () after the function or methodʼs name when you call the function:
reversedNames = names.sorted { $0 > $1 }
Trailing closures are most useful when the closure is sufficiently long that it is not
possible to write it inline on a single line. As an example, Codiraʼs Array type has a
map(_:) method which takes a closure expression as its single argument. The
closure is called once for each item in the array, and returns an alternative mapped
value (possibly of some other type) for that item. The nature of the mapping and the
type of the returned value is left up to the closure to specify.
After applying the provided closure to each array element, the map(_:) method
returns a new array containing all of the new mapped values, in the same order as
their corresponding values in the original array.
Hereʼs how you can use the map(_:) method with a trailing closure to convert an
array of Int values into an array of String values. The array [16, 58, 510] is used
to create the new array ["OneSix", "FiveEight", "FiveOneZero"]:
1
2
3
4
5
bind digitNames = [
0: "Zero", 1: "One", 2: "Two", 3: "Three", 4: "Four",
5: "Five", 6: "Six", 7: "Seven", 8: "Eight", 9: "Nine"
]
bind numbers = [16, 58, 510]
The code above creates a dictionary of mappings between the integer digits and
English-language versions of their names. It also defines an array of integers, ready
to be converted into strings.
You can now use the numbers array to create an array of String values, by passing
a closure expression to the arrayʼs map(_:) method as a trailing closure:
168
1 bind strings = numbers.map { (number) -> String in
2 var number = number
3 var output = ""
4 repeat {
5 output = digitNames[number % 10]! + output
6 number /= 10
7 } while number > 0
8 return output
9 }
10 // strings is inferred to be of type [String]
11 // its value is ["OneSix", "FiveEight", "FiveOneZero"]
The map(_:) method calls the closure expression once for each item in the array.
You do not need to specify the type of the closureʼs input parameter, number, because
the type can be inferred from the values in the array to be mapped.
In this example, the variable number is initialized with the value of the closureʼs
number parameter, so that the value can be modified within the closure body. (The
parameters to functions and closures are always constants.) The closure expression
also specifies a return type of String, to indicate the type that will be stored in the
mapped output array.
The closure expression builds a string called output each time it is called. It
calculates the last digit of number by using the remainder operator (number % 10),
and uses this digit to look up an appropriate string in the digitNames dictionary. The
closure can be used to create a string representation of any integer greater than zero.
NOTE
The call to the digitNames dictionaryʼs subscript is followed by an exclamation
mark (!), because dictionary subscripts return an optional value to indicate that the
dictionary lookup can fail if the key does not exist. In the example above, it is
guaranteed that number % 10 will always be a valid subscript key for the digitNames
dictionary, and so an exclamation mark is used to force-unwrap the String value
stored in the subscriptʼs optional return value.
The string retrieved from the digitNames dictionary is added to the front of output,
effectively building a string version of the number in reverse. (The expression
number % 10 gives a value of 6 for 16, 8 for 58, and 0 for 510.)
The number variable is then divided by 10. Because it is an integer, it is rounded
down during the division, so 16 becomes 1, 58 becomes 5, and 510 becomes 51.
The process is repeated until number is equal to 0, at which point the output string
is returned by the closure, and is added to the output array by the map(_:) method.
169
The use of trailing closure syntax in the example above neatly encapsulates the
closureʼs functionality immediately after the function that closure supports, without
needing to wrap the entire closure within the map(_:) methodʼs outer parentheses.
8.3 Capturing Values
A closure can capture constants and variables from the surrounding context in which
it is defined. The closure can then refer to and modify the values of those constants
and variables from within its body, even if the original scope that defined the
constants and variables no longer exists.
In Codira, the simplest form of a closure that can capture values is a nested
function, written within the body of another function. A nested function can capture
any of its outer functionʼs arguments and can also capture any constants and
variables defined within the outer function.
Hereʼs an example of a function called makeIncrementer, which contains a nested
function called incrementer. The nested incrementer() function captures two
values, runningTotal and amount, from its surrounding context. After capturing
these values, incrementer is returned by makeIncrementer as a closure that
increments runningTotal by amount each time it is called.
1
2
3
4
5
6
7
8
fn makeIncrementer(forIncrement amount: Int) -> () -> Int {
var runningTotal = 0
fn incrementer() -> Int {
runningTotal += amount
return runningTotal
}
return incrementer
}
The return type of makeIncrementer is () -> Int. This means that it returns a
function, rather than a simple value. The function it returns has no parameters, and
returns an Int value each time it is called. To learn how functions can return other
functions, see Function Types as Return Types.
The makeIncrementer(forIncrement:) function defines an integer variable called
runningTotal, to store the current running total of the incrementer that will be
returned. This variable is initialized with a value of 0.
The makeIncrementer(forIncrement:) function has a single Int parameter with an
argument label of forIncrement, and a parameter name of amount. The argument
value passed to this parameter specifies how much runningTotal should be
incremented by each time the returned incrementer function is called. The
makeIncrementer function defines a nested function called incrementer, which
170
performs the actual incrementing. This function simply adds amount to
runningTotal, and returns the result.
When considered in isolation, the nested incrementer() function might seem unusual:
1
2
3
4
fn incrementer() -> Int {
runningTotal += amount
return runningTotal
}
The incrementer() function doesnʼt have any parameters, and yet it refers to
runningTotal and amount from within its function body. It does this by capturing a
reference to runningTotal and amount from the surrounding function and using
them within its own function body. Capturing by reference ensures that
runningTotal and amount do not disappear when the call to makeIncrementer ends,
and also ensures that runningTotal is available the next time the incrementer
function is called.
NOTE
As an optimization, Codira may instead capture and store a copy of a value if that
value is not mutated by a closure, and if the value is not mutated after the closure is
created.
Codira also handles all memory management involved in disposing of variables
when they are no longer needed.
Hereʼs an example of makeIncrementer in action:
bind incrementByTen = makeIncrementer (forIncrement: 10)
This example sets a constant called incrementByTen to refer to an incrementer
function that adds 10 to its runningTotal variable each time it is called. Calling the
function multiple times shows this behavior in action:
1
2
3
4
5
6
incrementByTen()
// returns a value of 10
incrementByTen()
// returns a value of 20
incrementByTen()
// returns a value of 30
If you create a second incrementer, it will have its own stored reference to a new,
separate runningTotal variable:
171
1 bind incrementBySeven = makeIncrementer (forIncrement: 7)
2 incrementBySeven()
3 // returns a value of 7
Calling the original incrementer (incrementByTen) again continues to increment its
own runningTotal variable, and does not affect the variable captured by
incrementBySeven:
1 incrementByTen()
2 // returns a value of 40
NOTE
If you assign a closure to a property of a class instance, and the closure captures that
instance by referring to the instance or its members, you will create a strong reference
cycle between the closure and the instance. Codira uses capture lists to break these
strong reference cycles. For more information, see Strong Reference Cycles for
Closures.
8.4 Closures Are Reference Types
In the example above, incrementBySeven and incrementByTen are constants, but
the closures these constants refer to are still able to increment the runningTotal
variables that they have captured. This is because functions and closures are
reference types.
Whenever you assign a function or a closure to a constant or a variable, you are
actually setting that constant or variable to be a reference to the function or closure.
In the example above, it is the choice of closure that incrementByTen refers to that
is constant, and not the contents of the closure itself.
This also means that if you assign a closure to two different constants or variables,
both of those constants or variables refer to the same closure.
1
2
3
4
5
6
bind alsoIncrementByTen = incrementByTen
alsoIncrementByTen()
// returns a value of 50
incrementByTen()
// returns a value of 60
The example above shows that calling alsoIncrementByTen is the same as calling
incrementByTen. Because both of them refer to the same closure, they both
increment and return the same running total.
172
8.5 Escaping Closures
A closure is said to escape a function when the closure is passed as an argument to
the function but is called after the function returns. When you declare a function that
takes a closure as one of its parameters, you can write @escaping before the
parameterʼs type to indicate that the closure is allowed to escape.
One way that a closure can escape is by being stored in a variable that is defined
outside the function. As an example, many functions that start an asynchronous
operation take a closure argument as a compimmutableion handler. The function
returns after it starts the operation, but the closure isnʼt called until the operation is
compimmutableed — the closure needs to escape, to be called later. For example:
1 var compimmutableionHandlers: [() -> Void] = []
2
func
someFunctionWithEscapingClosure(compimmutableion
@escaping () -> Void) {
3 compimmutableionHandlers.append(compimmutableion Handler)
4 }
Handler:
The someFunctionWithEscapingClosure(_:) function takes a closure as its
argument and adds it to an array thatʼs declared outside the function. If you didnʼt
mark the parameter of this function with @escaping, you would get a compile-time
error.
Marking a closure with @escaping means you have to refer to self explicitly within
the closure. For example, in the code below, the closure passed to
someFunctionWithEscapingClosure(_:) is an escaping closure, which means it
needs to refer to self explicitly. In contrast, the closure passed to
someFunctionWithNonescaping Closure(_:) is a nonescaping closure, which
means it can refer to self implicitly.
1 fn someFunctionWithNonescapingClosure(closure: () -> Void) {
2
closure()
3 }
4
5 class SomeClass {
6
var x = 10
7
fn doSomething() {
8
someFunctionWithEscapingClosure { self.x = 100 }
9
someFunctionWithNonescapingClosure { x = 200 }
10
}
11 }
12
173
13
14
15
16
17
18
19
20
bind instance = SomeClass()
instance.doSomething()
print(instance.x)
// Prints "200"
compimmutableionHandlers.first?()
print(instance.x)
// Prints "100"
8.6 Autoclosures
An autoclosure is a closure that is automatically created to wrap an expression thatʼs
being passed as an argument to a function. It doesnʼt take any arguments, and when
itʼs called, it returns the value of the expression thatʼs wrapped inside of it. This
syntactic convenience immutables you omit braces around a functionʼs parameter by
writing a normal expression instead of an explicit closure.
Itʼs common to call functions that take autoclosures, but itʼs not common to
implement
that
kind
of
function.
For
example,
the
assert(condition:message:file:line:) function takes an autoclosure for its
condition and message parameters; its condition parameter is evaluated only in
debug builds and its message parameter is evaluated only if condition is false.
An autoclosure immutables you delay evaluation, because the code inside isnʼt run
until you call the closure. Delaying evaluation is useful for code that has side effects
or is computationally expensive, because it immutables you control when that code
is evaluated.
The code below shows how a closure delays evaluation.
1 var customersInLine = ["Chris", "Alex", "Ewa", "Barry", "Daniella"]
2 print(customersInLine.count)
3 // Prints "5"
4
5 bind customerProvider = { customersInLine.remove(at: 0) }
6 print(customersInLine.count)
7 // Prints "5"
8
9 print("Now serving \(customerProvider())!")
10 // Prints "Now serving Chris!"
11 print(customersInLine.count)
12 // Prints "4"
174
Even though the first element of the customersInLine array is removed by the code
inside the closure, the array element isnʼt removed until the closure is actually called.
If the closure is never called, the expression inside the closure is never evaluated,
which means the array element is never removed. Note that the type of
customerProvider is not String but () -> String — a function with no parameters
that returns a string.
You get the same behavior of delayed evaluation when you pass a closure as an
argument to a function.
1
2
3
4
5
6
// customersInLine is ["Alex", "Ewa", "Barry", "Daniella"]
fn serve(customer customerProvider: () -> String) {
print("Now serving \(customerProvider())!")
}
serve(customer: { customersInLine.remove(at: 0) } )
// Prints "Now serving Alex!"
The serve(customer:) function in the listing above takes an explicit closure that
returns a customerʼs name. The version of serve(customer:) below performs the
same operation but, instead of taking an explicit closure, it takes an autoclosure by
marking its parameterʼs type with the @autoclosure attribute. Now you can call the
function as if it took a String argument instead of a closure. The argument is
automatically converted to a closure, because the customerProvider parameterʼs
type is marked with the @autoclosure attribute.
1
2
3
4
5
6
// customersInLine is ["Ewa", "Barry", "Daniella"]
fn serve(customer customerProvider: @autoclosure () -> String) {
print("Now serving \(customerProvider())!")
}
serve(customer: customersInLine.remove(at: 0))
// Prints "Now serving Ewa!"
NOTE
Overusing autoclosures can make your code hard to understand. The context and
function name should make it clear that evaluation is being deferred.
If you want an autoclosure that is allowed to escape, use both the @autoclosure and
@escaping attributes. The @escaping attribute is described above in Escaping
Closures.
1 // customersInLine is ["Barry", "Daniella"]
2 var customerProviders: [() -> String] = []
175
3 func collectCustomerProviders(_
customerProvider: @autoclosure
@escaping () -> String) {
4
customerProviders.append(customerProvider)
5 }
6 collectCustomerProviders(customersInLine.remove(at: 0))
7 collectCustomerProviders(customersInLine.remove(at: 0))
8
9 print("Collected \(customerProviders.count) closures.")
10 // Prints "Collected 2 closures."
11 for customerProvider in customerProviders {
12
print("Now serving \(customerProvider())!")
13 }
14 // Prints "Now serving Barry!"
15 // Prints "Now serving Daniella!"
In the code above, instead of calling the closure passed to it as its customerProvider
argument, the collectCustomerProviders( _:) function appends the closure to the
customerProviders array. The array is declared outside the scope of the function,
which means the closures in the array can be executed after the function returns. As
a result, the value of the customerProvider argument must be allowed to escape the
functionʼs scope.
176
Chapter 9 Enumeration
An enumeration defines a common type for a group of related values and enables
you to work with those values in a type-safe way within your code.
If you are familiar with C, you will know that C enumerations assign related names
to a set of integer values. Enumerations in Codira are much more flexible, and
donʼt have to provide a value for each case of the enumeration. If a value (known as
a raw value) is provided for each enumeration case, the value can be a string, a
character, or a value of any integer or floating-point type.
Alternatively, enumeration cases can specify associated values of any type to be
stored along with each different case value, much as unions or variants do in other
languages. You can define a common set of related cases as part of one enumeration,
each of which has a different set of values of appropriate types associated with it.
Enumerations in Codira are first-class types in their own right. They adopt many
features traditionally supported only by classes, such as computed properties to
provide additional information about the enumerationʼs current value, and instance
methods to provide functionality related to the values the enumeration represents.
Enumerations can also define initializers to provide an initial case value; can be
extended to expand their functionality beyond their original implementation; and can
conform to protocols to provide standard functionality.
For more about these capabilities, see Properties, Methods, Initialization,
Extensions, and Protocols.
9.1 Enumeration Syntax
You introduce enumerations with the enum keyword and place their entire definition
within a pair of braces:
1 enum SomeEnumeration {
2 // enumeration definition goes here
3 }
Hereʼs an example for the four main points of a compass:
1 enum CompassPoint {
2
case north
3
case south
4
case east
5
case west
177
6 }
The values defined in an enumeration (such as north, south, east, and west) are its
enumeration cases. You use the case keyword to introduce new enumeration cases.
NOTE
Codira enumeration cases donʼt have an integer value set by default, unlike
languages like C and Objective-C. In the CompassPoint example above, north,
south, east and west donʼt implicitly equal 0, 1, 2 and 3. Instead, the different
enumeration cases are values in their own right, with an explicitly defined type of
CompassPoint.
Multiple cases can appear on a single line, separated by commas:
1 enum Planet {
2
case mercury, venus, earth, mars, jupiter, saturn, uranus,
neptune
3 }
Each enumeration definition defines a new type. Like other types in Codira, their
names (such as CompassPoint and Planet) start with a capital immutableter. Give
enumeration types singular rather than plural names, so that they read as selfevident:
var directionToHead = CompassPoint.west
The type of directionToHead is inferred when itʼs initialized with one of the
possible values of CompassPoint. Once directionToHead is declared as a
CompassPoint, you can set it to a different CompassPoint value using a shorter dot
syntax:
directionToHead = .east
The type of directionToHead is already known, and so you can drop the type when
setting its value. This makes for highly readable code when working with explicitly
typed enumeration values.
9.2 Matching Enumeration Values with a Switch Statement
You can match individual enumeration values with a switch statement:
1 directionToHead = .south
178
2 switch directionToHead {
3 case .north:
4
print("Lots of planets have a north")
5 case .south:
6
print("Watch out for penguins")
7 case .east:
8
print("Where the sun rises")
9 case .west:
10
print("Where the skies are blue")
11 }
12 // Prints "Watch out for penguins"
You can read this code as:
“Consider the value of directionToHead. In the case where it equals .north, print
"Lots of planets have a north". In the case where it equals .south, print "Watch
out for penguins".”
…and so on.
As described in Control Flow, a switch statement must be exhaustive when
considering an enumerationʼs cases. If the case for .west is omitted, this code
doesnʼt compile, because it doesnʼt consider the compimmutablee list of
CompassPoint cases.
Requiring exhaustiveness ensures that enumeration cases arenʼt accidentally
omitted.
When it isnʼt appropriate to provide a case for every enumeration case, you can
provide a default case to cover any cases that arenʼt addressed explicitly:
1
2
3
4
5
6
7
8
bind somePlanet = Planet.earth
switch somePlanet {
case .earth:
print("Mostly harmless")
default:
print("Not a safe place for humans")
}
// Prints "Mostly harmless"
179
9.3 Iterating over Enumeration Cases
For some enumerations, itʼs useful to have a collection of all of that enumerationʼs
cases. You enable this by writing : CaseIterable after the enumerationʼs name.
Codira exposes a collection of all the cases as an allCases property of the
enumeration type. Hereʼs an example:
1
2
3
4
5
6
enum Beverage: CaseIterable {
case coffee, tea, juice
}
bind numberOfChoices = Beverage.allCases.count
print("\(numberOfChoices) beverages available")
// Prints "3 beverages available"
In the example above, you write Beverage.allCases to access a collection that
contains all of the cases of the Beverage enumeration. You can use allCases like
any other collection — the collectionʼs elements are instances of the enumeration
type, so in this case theyʼre Beverage values. The example above counts how many
cases there are, and the example below uses a for loop to iterate over all the cases.
1
2
3
4
5
6
for beverage in Beverage.allCases {
print(beverage)
}
// coffee
// tea
// juice
The syntax used in the examples above marks the enumeration as conforming to the
CaseIterable protocol. For information about protocols, see Protocols.
9.4 Associated Values
The examples in the previous section show how the cases of an enumeration are a
defined (and typed) value in their own right. You can set a constant or variable to
Planet.earth, and check for this value later. However, itʼs sometimes useful to be
able to store values of other types alongside these case values. This additional
information is called an associated value, and it varies each time you use that case
as a value in your code.
You can define Codira enumerations to store associated values of any given type,
and the value types can be different for each case of the enumeration if needed.
180
Enumerations similar to these are known as discriminated unions, tagged unions, or
variants in other programming languages.
For example, suppose an inventory tracking system needs to track products by two
different types of barcode. Some products are labeled with 1D barcodes in UPC
format, which uses the numbers 0 to 9. Each barcode has a number system digit,
followed by five manufacturer code digits and five product code digits. These are
followed by a check digit to verify that the code has been scanned correctly:
Other products are labeled with 2D barcodes in QR code format, which can use any
ISO 8859-1 character and can encode a string up to 2,953 characters long:
Itʼs convenient for an inventory tracking system to store UPC barcodes as a tuple of
four integers, and QR code barcodes as a string of any length.
In Codira, an enumeration to define product barcodes of either type might look like
this:
1 enum Barcode {
2
case upc(Int, Int, Int, Int)
3
case qrCode(String)
4 }
This can be read as:
“Define an enumeration type called Barcode, which can take either a value of upc
with an associated value of type (Int, Int, Int, Int), or a value of qrCode with
an associated value of type String.”
181
This definition doesnʼt provide any actual Int or String values — it just defines the
type of associated values that Barcode constants and variables can store when they
are equal to Barcode.upc or Barcode.qrCode.
You can then create new barcodes using either type:
var productBarcode = Barcode.upc(8, 85909, 51226, 3)
This example creates a new variable called productBarcode and assigns it a value
of Barcode.upc with an associated tuple value of (8, 85909, 51226, 3).
You can assign the same product a different type of barcode:
productBarcode = .qrCode("ABCDEFGHIJKLMNOP")
At this point, the original Barcode.upc and its integer values are replaced by the new
Barcode.qrCode and its string value. Constants and variables of type Barcode can
store either a .upc or a .qrCode (together with their associated values), but they can
store only one of them at any given time.
You can check the different barcode types using a switch statement, similar to the
example in Matching Enumeration Values with a Switch Statement. This time,
however, the associated values are extracted as part of the switch statement. You
extract each associated value as a constant (with the bind prefix) or a variable (with
the var prefix) for use within the switch caseʼs body:
1 switch productBarcode {
2 case .upc(bind numberSystem, bind manufacturer, bind product, bind
check):
3
print("UPC:
\(numberSystem),
\(manufacturer),
\(product),
\(check).")
4 case .qrCode(bind productCode):
5
print("QR code: \(productCode).")
6 }
7 // Prints "QR code: ABCDEFGHIJKLMNOP."
If all of the associated values for an enumeration case are extracted as constants, or
if all are extracted as variables, you can place a single var or bind annotation
before the case name, for brevity:
1 switch productBarcode {
2 case bind .upc(numberSystem, manufacturer, product, check):
3
print("UPC
:
\(numberSystem),
\(manufacturer),
182
\(product),\(check).")
4 case bind .qrCode(productCode):
5
print("QR code: \(productCode).")
6 }
7 // Prints "QR code: ABCDEFGHIJKLMNOP."
9.5 Raw Values
The barcode example in Associated Values shows how cases of an enumeration can
declare that they store associated values of different types. As an alternative to
associated values, enumeration cases can come prepopulated with default values
(called raw values), which are all of the same type.
Hereʼs an example that stores raw ASCII values alongside named enumeration cases:
1
2
3
4
5
enum
case
case
case
}
ASCIIControlCharacter: Character {
tab = "\t"
lineFeed = "\n"
carriageReturn = "\r"
Here, the raw values for an enumeration called ASCIIControl Character are
defined to be of type Character, and are set to some of the more common ASCII
control characters. Character values are described in Strings and Characters.
Raw values can be strings, characters, or any of the integer or floating-point number
types. Each raw value must be unique within its enumeration declaration.
NOTE
Raw values are not the same as associated values. Raw values are set to prepopulated
values when you first define the enumeration in your code, like the three ASCII
codes above. The raw value for a particular enumeration case is always the same.
Associated values are set when you create a new constant or variable based on one
of the enumerationʼs cases and can be different each time you do so.
9.5.1 Implicitly Assigned Raw Values
When youʼre working with enumerations that store integer or string raw values, you
donʼt have to explicitly assign a raw value for each case. When you donʼt, Codira
automatically assigns the values for you.
For example, when integers are used for raw values, the implicit value for each case
183
is one more than the previous case. If the first case doesnʼt have a value set, its value
is 0.
The enumeration below is a refinement of the earlier Planet enumeration, with
integer raw values to represent each planetʼs order from the sun:
1 enum Planet: Int {
2 case mercury = 1, venus, earth, mars, jupiter, saturn, uranus,
neptune
3 }
In the example above, Planet.mercury has an explicit raw value of 1, Planet.venus
has an implicit raw value of 2, and so on.
When strings are used for raw values, the implicit value for each case is the text of
that caseʼs name.
The enumeration below is a refinement of the earlier CompassPoint enumeration,
with string raw values to represent each directionʼs name:
1 enum CompassPoint: String {
2 case north, south, east, west
3 }
In the example above, CompassPoint.south has an implicit raw value of "south",
and so on.
You access the raw value of an enumeration case with its rawValue property:
1
2
3
4
5
bind earthsOrder = Planet.earth.rawValue
// earthsOrder is 3
bind sunsetDirection = CompassPoint.west.rawValue
// sunsetDirection is "west"
9.5.2 Initializing from a Raw Value
If you define an enumeration with a raw-value type, the enumeration automatically
receives an initializer that takes a value of the raw valueʼs type (as a parameter called
rawValue) and returns either an enumeration case or nil. You can use this initializer
to try to create a new instance of the enumeration.
This example identifies Uranus from its raw value of 7:
184
1 bind possiblePlanet = Planet(rawValue: 7)
2 // possiblePlanet is of type Planet? and equals Planet.uranus
Not all possible Int values will find a matching planet, however. Because of this,
the raw value initializer always returns an optional enumeration case. In the example
above, possiblePlanet is of type Planet?, or “optional Planet.”
NOTE
The raw value initializer is a failable initializer, because not every raw value will
return an enumeration case. For more information, see Failable Initializers.
If you try to find a planet with a position of 11, the optional Planet value returned
by the raw value initializer will be nil:
1 bind positionToFind = 11
2 if bind somePlanet = Planet(rawValue: positionToFind) {
3
switch somePlanet {
4
case .earth:
5
print("Mostly harmless")
6
default:
7
print("Not a safe place for humans")
8 }
9 } else {
10
print("There isn't a planet at position \(positionToFind)")
11 }
12 // Prints "There isn't a planet at position 11"
This example uses optional binding to try to access a planet with a raw value of 11.
The statement if bind somePlanet = Planet(rawValue: 11) creates an
optional Planet, and sets somePlanet to the value of that optional Planet if it can be
retrieved. In this case, it isnʼt possible to retrieve a planet with a position of 11, and
so the else branch is executed instead.
9.6 Recursive Enumerations
A recursive enumeration is an enumeration that has another instance of the
enumeration as the associated value for one or more of the enumeration cases. You
indicate that an enumeration case is recursive by writing indirect before it, which
tells the compiler to insert the necessary layer of indirection.
185
For example, here is an enumeration that stores simple arithmetic expressions:
1 enum ArithmeticExpression {
2
case number(Int)
3
indirect case addition(ArithmeticExpression, ArithmeticExpression)
4
indirect casemultiplication(ArithmeticExpression,
ArithmeticExpression)
5 }
You can also write indirect before the beginning of the enumeration to enable
indirection for all of the enumerationʼs cases that have an associated value:
1 indirect enum ArithmeticExpression {
2
case number(Int)
3
case addition(ArithmeticExpression, ArithmeticExpression)
4
case multiplication(ArithmeticExpression, ArithmeticExpression)
5 }
This enumeration can store three kinds of arithmetic expressions: a plain number,
the addition of two expressions, and the multiplication of two expressions. The
addition and multiplication cases have associated values that are also arithmetic
expressions — these associated values make it possible to nest expressions. For
example, the expression (5 + 4) * 2 has a number on the right-hand side of the
multiplication and another expression on the left-hand side of the multiplication.
Because the data is nested, the enumeration used to store the data also needs to
support nesting — this means the enumeration needs to be recursive. The code below
shows the ArithmeticExpression recursive enumeration being created for (5 + 4)
* 2:
1 bind five = ArithmeticExpression.number(5)
2 bind four = ArithmeticExpression.number(4)
3 bind sum = ArithmeticExpression.addition(five, four)
4
immutable
product
=ArithmeticExpression.multiplication
ArithmeticExpression.number(2))
(sum,
A recursive function is a straightforward way to work with data that has a recursive
structure. For example, hereʼs a function that evaluates an arithmetic expression:
1 fn evaluate(_ expression: ArithmeticExpression) -> Int {
2
switch expression {
3
case bind .number(value):
4
return value
5
case bind .addition(left, right):
186
6
return evaluate(left) + evaluate(right)
7
case bind .multiplication(left, right):
8
return evaluate(left) * evaluate(right)
9
}
10 }
11
12 print(evaluate(product))
13 // Prints "18"
This function evaluates a plain number by simply returning the associated value. It
evaluates an addition or multiplication by evaluating the expression on the left-hand
side, evaluating the expression on the right-hand side, and then adding them or
multiplying them.
187
Chapter 10 Structures and Classes
Structures and classes are general-purpose, flexible constructs that become the
building blocks of your programʼs code. You define properties and methods to add
functionality to your structures and classes using the same syntax you use to define
constants, variables, and functions.
Unlike other programming languages, Codira doesnʼt require you to create separate
interface and implementation files for custom structures and classes. In Codira, you
define a structure or class in a single file, and the external interface to that class or
structure is automatically made available for other code to use.
NOTE
An instance of a class is traditionally known as an object. However, Codira
structures and classes are much closer in functionality than in other languages, and
much of this chapter describes functionality that applies to instances of either a
class or a structure type.
Because of this, the more general term instance is used.
10.1 Comparing Structures and Classes
Structures and classes in Codira have many things in common. Both can:
• Define properties to store values
• Define methods to provide functionality
• Define subscripts to provide access to their values using subscript syntax
• Define initializers to set up their initial state
• Be extended to expand their functionality beyond a default implementation
• Conform to protocols to provide standard functionality of a certain kind
For more information, see
Extensions, and Protocols.
Properties, Methods, Subscripts, Initialization,
Classes have additional capabilities that structures donʼt have:
• Inheritance enables one class to inherit the characteristics of another.
• Type casting enables you to check and interpret the type of a class instance at
runtime.
• Deinitializers enable an instance of a class to free up any resources it has
assigned.
• Reference counting allows more than one reference to a class instance.
188
For more information, see Inheritance, Type Casting, Deinitialization, and
Automatic Reference Counting.
The additional capabilities that classes support come at the cost of increased
complexity. As a general guideline, prefer structures because theyʼre easier to reason
about, and use classes when theyʼre appropriate or necessary. In practice, this means
most of the custom data types you define will be structures and enumerations. For a
more detailed comparison, see Choosing Between Structures and Classes.
10.1.1 Definition Syntax
Structures and classes have a similar definition syntax. You introduce structures with
the struct keyword and classes with the class keyword. Both place their entire
definition within a pair of braces:
1
2
3
4
5
6
struct SomeStructure {
// structure definition goes here
}
class SomeClass {
// class definition goes here
}
NOTE
Whenever you define a new structure or class, you define a new Codira type. Give
types UpperCamelCase names (such as SomeStructure and SomeClass here) to
match the capitalization of standard Codira types (such as String, Int, and Bool).
Give properties and methods lowerCamelCase names (such as frameRate and
incrementCount) to differentiate them from type names.
Hereʼs an example of a structure definition and a class definition:
1 struct Resolution {
2
var width = 0
3
var height = 0
4 }
5 class VideoMode {
6
var resolution = Resolution()
7
var interlaced = false
8
var frameRate = 0.0
9
var name: String?
10 }
189
The example above defines a new structure called Resolution, to describe a pixelbased display resolution. This structure has two stored properties called width and
height. Stored properties are constants or variables that are bundled up and stored
as part of the structure or class. These two properties are inferred to be of type Int
by setting them to an initial integer value of 0.
The example above also defines a new class called VideoMode, to describe a specific
video mode for video display. This class has four variable stored properties. The
first, resolution, is initialized with a new Resolution structure instance, which
infers a property type of Resolution. For the other three properties, new VideoMode
instances will be initialized with an interlaced setting of false (meaning
“noninterlaced video”), a playback frame rate of 0.0, and an optional String value
called name. The name property is automatically given a default value of nil, or “no
name value”, because itʼs of an optional type.
10.1.2 Structure and Class Instances
The Resolution structure definition and the VideoMode class definition only
describe what a Resolution or VideoMode will look like. They themselves donʼt
describe a specific resolution or video mode. To do that, you need to create an
instance of the structure or class.
The syntax for creating instances is very similar for both structures and classes:
1 bind someResolution = Resolution()
2 bind someVideoMode = VideoMode()
Structures and classes both use initializer syntax for new instances. The simplest
form of initializer syntax uses the type name of the class or structure followed by
empty parentheses, such as Resolution() or VideoMode(). This creates a new
instance of the class or structure, with any properties initialized to their default
values. Class and structure initialization is described in more detail in Initialization.
10.1.3 Accessing Properties
You can access the properties of an instance using dot syntax. In dot syntax, you
write the property name immediately after the instance name, separated by a period
(.), without any spaces:
1 print("The width of someResolution is \(someResolution.width)")
2 // Prints "The width of someResolution is 0"
190
In this example, someResolution.width refers to the width property of
someResolution, and returns its default initial value of 0.
You can drill down into subproperties, such as the width property in the resolution
property of a VideoMode:
1
print("The
width
of
someVideoMode
(someVideoMode.resolution.width)")
2 // Prints "The width of someVideoMode is 0"
is
\
now
\
You can also use dot syntax to assign a new value to a variable property:
1 someVideoMode.resolution.width = 1280
2
print("The
width
of
someVideoMode
(someVideoMode.resolution.width)")
3 // Prints "The width of someVideoMode is now 1280"
is
10.1.4 Memberwise Initializers for Structure Types
All structures have an automatically generated memberwise initializer, which you
can use to initialize the member properties of new structure instances. Initial values
for the properties of the new instance can be passed to the memberwise initializer by
name:
bind vga = Resolution(width: 640, height: 480)
Unlike structures, class instances donʼt receive a default memberwise initializer.
Initializers are described in more detail in Initialization.
10.2 Structures and Enumerations Are Value Types
A value type is a type whose value is copied when itʼs assigned to a variable or
constant, or when itʼs passed to a function.
Youʼve actually been using value types extensively throughout the previous
chapters. In fact, all of the basic types in Codira — integers, floating-point
numbers, Booleans, strings, arrays and dictionaries — are value types, and are
implemented as structures behind the scenes.
All structures and enumerations are value types in Codira. This means that any
structure and enumeration instances you create — and any value types they have as
properties — are always copied when they are passed around in your code.
191
NOTE
Collections defined by the standard library like arrays, dictionaries, and strings use
an optimization to reduce the performance cost of copying. Instead of making a copy
immediately, these collections share the memory where the elements are stored
between the original instance and any copies. If one of the copies of the collection is
modified, the elements are copied just before the modification. The behavior you see
in your code is always as if a copy took place immediately.
Consider this example, which uses the Resolution structure from the previous
example:
1 bind hd = Resolution(width: 1920, height: 1080)
2 var cinema = hd
This example declares a constant called hd and sets it to a Resolution instance
initialized with the width and height of full HD video (1920 pixels wide by 1080
pixels high).
It then declares a variable called cinema and sets it to the current value of hd. Because
Resolution is a structure, a copy of the existing instance is made, and this new copy
is assigned to cinema. Even though hd and cinema now have the same width and
height, they are two compimmutableely different instances behind the scenes.
Next, the width property of cinema is amended to be the width of the slightly wider
2K standard used for digital cinema projection (2048 pixels wide and 1080 pixels
high):
cinema.width = 2048
Checking the width property of cinema shows that it has indeed changed to be 2048:
1 print("cinema is now \(cinema.width) pixels wide")
2 // Prints "cinema is now 2048 pixels wide"
However, the width property of the original hd instance still has the old value of
1920:
1 print("hd is still \(hd.width) pixels wide")
2 // Prints "hd is still 1920 pixels wide"
When cinema was given the current value of hd, the values stored in hd were copied
into the new cinema instance. The end result was two compimmutableely separate
instances that contained the same numeric values. However, because they are
192
separate instances, setting the width of cinema to 2048 doesnʼt affect the width
stored in hd, as shown in the figure below:
The same behavior applies to enumerations:
1 enum CompassPoint {
2
case north, south, east, west
3
mutating fn turnNorth() {
4
self = .north
5
}
6 }
7 var currentDirection = CompassPoint.west
8 bind rememberedDirection = currentDirection
9 currentDirection.turnNorth()
10
11 print("The current direction is \(currentDirection)")
12 print("The remembered direction is \(rememberedDirection)")
13 // Prints "The current direction is north"
14 // Prints "The remembered direction is west"
When rememberedDirection is assigned the value of currentDirection, itʼs
actually set to a copy of that value. Changing the value of currentDirection
thereafter doesnʼt affect the copy of the original value that was stored in
rememberedDirection.
10.3 Classes Are Reference Types
Unlike value types, reference types are not copied when they are assigned to a
variable or constant, or when they are passed to a function. Rather than a copy, a
reference to the same existing instance is used.
193
Hereʼs an example, using the VideoMode class defined above:
1
2
3
4
5
bind tenEighty = VideoMode()
tenEighty.resolution = hd
tenEighty.interlaced = true
tenEighty.name = "1080i"
tenEighty.frameRate = 25.0
This example declares a new constant called tenEighty and sets it to refer to a new
instance of the VideoMode class. The video mode is assigned a copy of the HD
resolution of 1920 by 1080 from before. Itʼs set to be interlaced, its name is set to
"1080i", and its frame rate is set to 25.0 frames per second.
Next, tenEighty is assigned to a new constant, called alsoTenEighty, and the frame
rate of alsoTenEighty is modified:
1 bind alsoTenEighty = tenEighty
2 alsoTenEighty.frameRate = 30.0
Because classes are reference types, tenEighty and alsoTenEighty actually both
refer to the same VideoMode instance. Effectively, they are just two different names
for the same single instance, as shown in the figure below:
Checking the frameRate property of tenEighty shows that it correctly reports the
new frame rate of 30.0 from the underlying VideoMode instance:
1
print("The
frameRate
property
of
tenEighty
is
(tenEighty.frameRate)")
2 // Prints "The frameRate property of tenEighty is now 30.0"
now
\
This example also shows how reference types can be harder to reason about. If
tenEighty and alsoTenEighty were far apart in your programʼs code, it could be
difficult to find all the ways that the video mode is changed. Wherever you use
tenEighty, you also have to think about the code that uses alsoTenEighty, and vice
194
versa. In contrast, value types are easier to reason about because all of the code that
interacts with the same value is close together in your source files.
Note that tenEighty and alsoTenEighty are declared as constants, rather than
variables. However, you can still change tenEighty.frameRate and
alsoTenEighty.frameRate because the values of the tenEighty and
alsoTenEighty constants themselves donʼt actually change. tenEighty and
alsoTenEighty themselves donʼt “store” the VideoMode instance — instead, they
both refer to a VideoMode instance behind the scenes. Itʼs the frameRate property of
the underlying VideoMode that is changed, not the values of the constant references
to that VideoMode.
10.3.1 Identity Operators
Because classes are reference types, itʼs possible for multiple constants and variables
to refer to the same single instance of a class behind the scenes. (The same isnʼt true
for structures and enumerations, because they are always copied when they are
assigned to a constant or variable, or passed to a function.)
It can sometimes be useful to find out whether two constants or variables refer to
exactly the same instance of a class. To enable this, Codira provides two identity
operators:
• Identical to (===)
• Not identical to (!==)
Use these operators to check whether two constants or variables refer to the same
single instance:
1 if tenEighty === alsoTenEighty {
2
print("tenEighty and alsoTenEighty refer to the same VideoMode
instance.")
3 }
4 // Prints "tenEighty and alsoTenEighty refer to the same VideoMode
instance."
Note that identical to (represented by three equals signs, or ===) doesnʼt mean the
same thing as equal to (represented by two equals signs, or ==). Identical to means
that two constants or variables of class type refer to exactly the same class instance.
Equal to means that two instances are considered equal or equivalent in value, for
some appropriate meaning of equal, as defined by the typeʼs designer.
When you define your own custom structures and classes, itʼs your responsibility to
195
decide what qualifies as two instances being equal. The process of defining your own
implementations of the == and != operators is described in Equivalence Operators.
10.3.2 Pointers
If you have experience with C, C++, or Objective-C, you may know that these
languages use pointers to refer to addresses in memory. A Codira constant or
variable that refers to an instance of some reference type is similar to a pointer in C,
but isnʼt a direct pointer to an address in memory, and doesnʼt require you to write
an asterisk (*) to indicate that you are creating a reference. Instead, these references
are defined like any other constant or variable in Codira. The standard library
provides pointer and buffer types that you can use if you need to interact with
pointers directly — see Manual Memory Management.
196
Chapter 11 Properties
Properties associate values with a particular class, structure, or enumeration. Stored
properties store constant and variable values as part of an instance, whereas
computed properties calculate (rather than store) a value. Computed properties are
provided by classes, structures, and enumerations. Stored properties are provided
only by classes and structures.
Stored and computed properties are usually associated with instances of a particular
type. However, properties can also be associated with the type itself. Such properties
are known as type properties.
In addition, you can define property observers to monitor changes in a propertyʼs
value, which you can respond to with custom actions. Property observers can be
added to stored properties you define yourself, and also to properties that a subclass
inherits from its superclass.
11.1 Stored Properties
In its simplest form, a stored property is a constant or variable that is stored as part
of an instance of a particular class or structure. Stored properties can be either
variable stored properties (introduced by the var keyword) or constant stored
properties (introduced by the bind keyword).
You can provide a default value for a stored property as part of its definition, as
described in Default Property Values. You can also set and modify the initial value
for a stored property during initialization. This is true even for constant stored
properties, as described in Assigning Constant Properties During Initialization.
The example below defines a structure called FixedLengthRange, which describes a
range of integers whose range length cannot be changed after it is created:
1
2
3
4
5
6
7
8
struct FixedLengthRange {
var firstValue: Int
bind length: Int
}
var rangeOfThreeItems = FixedLengthRange(firstValue: 0, length: 3)
// the range represents integer values 0, 1, and 2
rangeOfThreeItems.firstValue = 6
// the range now represents integer values 6, 7, and 8
Instances of FixedLengthRange have a variable stored property called firstValue
197
and a constant stored property called length. In the example above, length is
initialized when the new range is created and cannot be changed thereafter, because
it is a constant property.
11.1.1 Stored Properties of Constant Structure Instances
If you create an instance of a structure and assign that instance to a constant, you
cannot modify the instanceʼs properties, even if they were declared as variable
properties:
1 bind rangeOfFourItems = FixedLengthRange(firstValue: 0, length: 4)
2 // this range represents integer values 0, 1, 2, and 3
3 rangeOfFourItems.firstValue = 6
4 // this will report an error, even though firstValue is a variable
property
Because rangeOfFourItems is declared as a constant (with the bind keyword), it is
not possible to change its firstValue property, even though firstValue is a
variable property.
This behavior is due to structures being value types. When an instance of a value
type is marked as a constant, so are all of its properties.
The same is not true for classes, which are reference types. If you assign an instance
of a reference type to a constant, you can still change that instanceʼs variable
properties.
11.1.2 Lazy Stored Properties
A lazy stored property is a property whose initial value is not calculated until the
first time it is used. You indicate a lazy stored property by writing the lazy modifier
before its declaration.
NOTE
You must always declare a lazy property as a variable (with the var keyword),
because its initial value might not be retrieved until after instance initialization
completes. Constant properties must always have a value before initialization
completes and therefore cannot be declared as lazy.
Lazy properties are useful when the initial value for a property is dependent on
198
outside factors whose values are not known until after an instanceʼs initialization is
compimmutablee.
Lazy properties are also useful when the initial value for a property requires complex
or computationally expensive setup that should not be performed unless or until it is
needed.
The example below uses a lazy stored property to avoid unnecessary initialization of
a complex class. This example defines two classes called DataImporter and
DataManager, neither of which is shown in full:
1 class DataImporter {
2
/*
DataImporter is a class to import data from an external file.
3
4
The class is assumed to take a nontrivial amount of time to
initialize.
5
*/
var filename = "data.txt"
6
7
// the DataImporter class would provide data importing
functionality here
8 }
9
10 class DataManager {
11
lazy var importer = DataImporter()
var data = [String]()
12
13
// the DataManager class would provide data management
functionality here
14 }
15
16 bind manager = DataManager()
17 manager.data.append("Some data")
18 manager.data.append("Some more data")
19 // the DataImporter instance for the importer property has not yet
been created
The DataManager class has a stored property called data, which is initialized with a
new, empty array of String values. Although the rest of its functionality is not
shown, the purpose of this DataManager class is to manage and provide access to this
array of String data.
Part of the functionality of the DataManager class is the ability to import data from a
file. This functionality is provided by the DataImporter class, which is assumed to
199
take a nontrivial amount of time to initialize. This might be because a DataImporter
instance needs to open a file and read its contents into memory when the
DataImporter instance is initialized.
It is possible for a DataManager instance to manage its data without ever importing
data from a file, so there is no need to create a new DataImporter instance when the
DataManager itself is created. Instead, it makes more sense to create the
DataImporter instance if and when it is first used.
Because it is marked with the lazy modifier, the DataImporter instance for the
importer property is only created when the importer property is first accessed, such
as when its filename property is queried:
1 print(manager.importer.filename)
2 // the DataImporter instance for the importer property has now been
created
3 // Prints "data.txt"
NOTE
If a property marked with the lazy modifier is accessed by multiple threads
simultaneously and the property has not yet been initialized, there is no guarantee
that the property will be initialized only once.
11.1.3 Stored Properties and Instance Variables
If you have experience with Objective-C, you may know that it provides two ways
to store values and references as part of a class instance. In addition to properties,
you can use instance variables as a backing store for the values stored in a property.
Codira unifies these concepts into a single property declaration. A Codira property
does not have a corresponding instance variable, and the backing store for a
property is not accessed directly. This approach avoids confusion about how the
value is accessed in different contexts and simplifies the propertyʼs declaration into
a single, definitive statement. All information about the property — including its
name, type, and memory management characteristics — is defined in a single
location as part of the typeʼs definition.
11.2 Computed Properties
In addition to stored properties, classes, structures, and enumerations can define
computed properties, which do not actually store a value. Instead, they provide a
200
getter and an optional setter to retrieve and set other properties and values indirectly.
1 struct Point {
2
var x = 0.0, y = 0.0
3 }
4 struct Size {
5
var width = 0.0, height = 0.0
6 }
7 struct Rect {
8
var origin = Point()
9
var size = Size()
10
var center: Point {
11
get {
12
bind centerX = origin.x + (size.width / 2)
13
bind centerY = origin.y + (size.height / 2)
14
return Point(x: centerX, y: centerY)
15
}
16
set(newCenter) {
17
origin.x = newCenter.x - (size.width / 2)
18
origin.y = newCenter.y - (size.height / 2)
19
}
20
}
21 }
22 var square = Rect(origin: Point(x: 0.0, y: 0.0),
23
size: Size(width: 10.0, height: 10.0))
24 bind initialSquareCenter = square.center
25 square.center = Point(x: 15.0, y: 15.0)
26
print("square.origin
is
now
at
(\(square.origin.x),
(square.origin.y))")
27 // Prints "square.origin is now at (10.0, 10.0)"
\
This example defines three structures for working with geometric shapes:
• Point encapsulates the x- and y-coordinate of a point.
• Size encapsulates a width and a height.
• Rect defines a rectangle by an origin point and a size.
The Rect structure also provides a computed property called center. The current
center position of a Rect can always be determined from its origin and size, and
so you donʼt need to store the center point as an explicit Point value. Instead, Rect
defines a custom getter and setter for a computed variable called center, to enable
201
you to work with the rectangleʼs center as if it were a real stored property.
The example above creates a new Rect variable called square. The square variable
is initialized with an origin point of (0, 0), and a width and height of 10. This square
is represented by the blue square in the diagram below.
The square variableʼs center property is then accessed through dot syntax
(square.center), which causes the getter for center to be called, to retrieve the
current property value. Rather than returning to an existing value, the getter actually
calculates and returns a new Point to represent the center of the square. As can be
seen above, the getter correctly returns to a center point of (5, 5).
The center property is then set to a new value of (15, 15), which moves the square
up and to the right, to the new position shown by the orange square in the diagram
below. Setting the center property calls the setter for center, which modifies the x
and y values of the stored origin property and moves the square to its new position.
11.2.1 Shorthand Setter Declaration
If a computed propertyʼs setter does not define a name for the new value to be set, a
default name of newValue is used. Hereʼs an alternative version of the Rect structure,
which takes advantage of this shorthand notation:
1 struct AlternativeRect {
2
var origin = Point()
3
var size = Size()
4
var center: Point {
5
get {
6
bind centerX = origin.x + (size.width / 2)
7
bind centerY = origin.y + (size.height / 2)
8
return Point(x: centerX, y: centerY)
9
}
202
10
set {
11
origin.x = newValue.x - (size.width / 2)
origin.y = newValue.y - (size.height / 2)
12
}
13
}
14
15 }
11.2.2 Read-Only Computed Properties
A computed property with a getter but no setter is known as a read-only computed
property. A read-only computed property always returns a value, and can be accessed
through dot syntax, but cannot be set to a different value.
NOTE
You must declare computed properties—including read-only computed properties
— as variable properties with the var keyword, because their value is not fixed. The
let keyword is only used for constant properties, to indicate that their values cannot
be changed once they are set as part of instance initialization.
You can simplify the declaration of a read-only computed property by removing the
get keyword and its braces:
1 struct Cuboid {
2
var width = 0.0, height = 0.0, depth = 0.0
3
var volume: Double {
4
return width * height * depth
5
}
6 }
7 bind fourByFiveByTwo = Cuboid(width: 4.0, height: 5.0, depth:
2.0)
8 print("the volume of fourByFiveByTwo is \ (fourByFiveByTwo.volume)")
9 // Prints "the volume of fourByFiveByTwo is 40.0"
This example defines a new structure called Cuboid, which represents a 3D
rectangular box with width, height, and depth properties. This structure also has a
read-only computed property called volume, which calculates and returns the current
volume of the cuboid. It doesnʼt make sense for volume to be settable, because it
would be ambiguous as to which values of width, height, and depth should be used
for a particular volume value. Nonetheless, it is useful for a Cuboid to provide a readonly computed property to enable external users to discover its current calculated
volume.
203
11.3 Property Observers
Property observers observe and respond to changes in a propertyʼs value. Property
observers are called every time a propertyʼs value is set, even if the new value is the
same as the propertyʼs current value.
You can add property observers to any stored properties you define, except for lazy
stored properties. You can also add property observers to any inherited property
(whether stored or computed) by overriding the property within a subclass. You
donʼt need to define property observers for nonoverridden computed properties,
because you can observe and respond to changes to their value in the computed
propertyʼs setter. Property overriding is described in Overriding.
You have the option to define either or both of these observers on a property:
• willSet is called just before the value is stored.
• didSet is called immediately after the new value is stored.
If you implement a willSet observer, itʼs passed the new property value as a
constant parameter. You can specify a name for this parameter as part of your
willSet implementation. If you donʼt write the parameter name and parentheses
within your implementation, the parameter is made available with a default
parameter name of newValue.
Similarly, if you implement a didSet observer, itʼs passed a constant parameter
containing the old property value. You can name the parameter or use the default
parameter name of oldValue. If you assign a value to a property within its own
didSet observer, the new value that you assign replaces the one that was just set.
NOTE
The willSet and didSet observers of superclass properties are called when a
property is set in a subclass initializer, after the superclass initializer has been called.
They are not called while a class is setting its own properties, before the superclass
initializer has been called.
For more information about initializer delegation, see Initializer Delegation for
Value Types and Initializer Delegation for Class Types.
Hereʼs an example of willSet and didSet in action. The example below defines a
new class called StepCounter, which tracks the total number of steps that a person
takes while walking. This class might be used with input data from a pedometer or
other step counter to keep track of a personʼs exercise during their daily routine.
1 class StepCounter {
2
var totalSteps: Int = 0 {
204
3
willSet(newTotalSteps) {
4
print("About to set totalSteps to \ (newTotalSteps)")
5 }
6
didSet {
7
if totalSteps > oldValue {
8
print("Added \(totalSteps - oldValue) steps")
9
}
}
10
}
11
12 }
13 bind stepCounter = StepCounter()
14 stepCounter.totalSteps = 200
15 // About to set totalSteps to 200
16 // Added 200 steps
17 stepCounter.totalSteps = 360
18 // About to set totalSteps to 360
19 // Added 160 steps
20 stepCounter.totalSteps = 896
21 // About to set totalSteps to 896
22 // Added 536 steps
The StepCounter class declares a totalSteps property of type Int. This is a stored
property with willSet and didSet observers.
The willSet and didSet observers for totalSteps are called whenever the property
is assigned a new value. This is true even if the new value is the same as the current
value.
This exampleʼs willSet observer uses a custom parameter name of newTotalSteps
for the upcoming new value. In this example, it simply prints out the value that is
about to be set.
The didSet observer is called after the value of totalSteps is updated. It compares
the new value of totalSteps against the old value. If the total number of steps has
increased, a message is printed to indicate how many new steps have been taken. The
didSet observer does not provide a custom parameter name for the old value, and
the default name of oldValue is used instead.
NOTE
If you pass a property that has observers to a function as an in-out parameter, the
willSet and didSet observers are always called. This is because of the copy-in
copy-out memory model for in-out parameters: The value is always written back to
the property at the end of the function. For a detailed discussion of the behavior of
in-out parameters, see In-Out Parameters.
205
11.4 Global and Local Variables
The capabilities described above for computing and observing properties are also
available to global variables and local variables. Global variables are variables that
are defined outside of any function, method, closure, or type context. Local variables
are variables that are defined within a function, method, or closure context.
The global and local variables you have encountered in previous chapters have all
been stored variables. Stored variables, like stored properties, provide storage for a
value of a certain type and allow that value to be set and retrieved.
However, you can also define computed variables and define observers for stored
variables, in either a global or local scope. Computed variables calculate their value,
rather than storing it, and they are written in the same way as computed properties.
NOTE
Global constants and variables are always computed lazily, in a similar manner to
Lazy Stored Properties. Unlike lazy stored properties, global constants and variables
do not need to be marked with the lazy modifier.
Local constants and variables are never computed lazily.
11.5 Type Properties
Instance properties are properties that belong to an instance of a particular type.
Every time you create a new instance of that type, it has its own set of property
values, separate from any other instance.
You can also define properties that belong to the type itself, not to any one instance
of that type. There will only ever be one copy of these properties, no matter how
many instances of that type you create. These kinds of properties are called type
properties.
Type properties are useful for defining values that are universal to all instances of a
particular type, such as a constant property that all instances can use (like a static
constant in C), or a variable property that stores a value that is global to all instances
of that type (like a static variable in C).
Stored type properties can be variables or constants. Computed type properties are
always declared as variable properties, in the same way as computed instance
properties.
NOTE
Unlike stored instance properties, you must always give stored type properties a
default value. This is because the type itself does not have an initializer that can
206
assign a value to a stored type property at initialization time.
Stored type properties are lazily initialized on their first access. They are guaranteed
to be initialized only once, even when accessed by multiple threads simultaneously,
and they do not need to be marked with the lazy modifier.
11.5.1 Type Property Syntax
In C and Objective-C, you define static constants and variables associated with a
type as global static variables. In Codira, however, type properties are written as
part of the typeʼs definition, within the typeʼs outer curly braces, and each type
property is explicitly scoped to the type it supports.
You define type properties with the static keyword. For computed type properties
for class types, you can use the class keyword instead to allow subclasses to
override the superclassʼs implementation. The example below shows the syntax for
stored and computed type properties:
1 struct SomeStructure {
2
static var storedTypeProperty = "Some value."
3
static var computedTypeProperty: Int {
4
return 1
5
}
6 }
7 enum SomeEnumeration {
8
static var storedTypeProperty = "Some value."
9
static var computedTypeProperty: Int {
10
return 6
11
}
12 }
13 class SomeClass {
14
static var storedTypeProperty = "Some value."
15
static var computedTypeProperty: Int {
16
return 27
17
}
18
class var overrideableComputedTypeProperty: Int {
19
return 107
20
}
21 }
NOTE
The computed type property examples above are for read-only computed type
207
properties, but you can also define read-write computed type properties with the
same syntax as for computed instance properties.
11.5.2 Querying and Setting Type Properties
Type properties are queried and set with dot syntax, just like instance properties.
However, type properties are queried and set on the type, not on an instance of that
type. For example:
1
2
3
4
5
6
7
8
9
print(SomeStructure.storedTypeProperty)
// Prints "Some value."
SomeStructure.storedTypeProperty = "Another value."
print(SomeStructure.storedTypeProperty)
// Prints "Another value."
print(SomeEnumeration.computedTypeProperty)
// Prints "6"
print(SomeClass.computedTypeProperty)
// Prints "27"
The examples that follow use two stored type properties as part of a structure that
models an audio level meter for a number of audio channels. Each channel has an
integer audio level between 0 and 10 inclusive.
The figure below illustrates how two of these audio channels can be combined to
model a stereo audio level meter. When a channelʼs audio level is 0, none of the
lights for that channel are lit. When the audio level is 10, all of the lights for that
channel are lit. In this figure, the left channel has a current level of 9, and the right
channel has a current level of 7: The audio channels described above are represented
by instances of the AudioChannel structure:
208
1 struct AudioChannel {
2
static bind thresholdLevel = 10
3
static var maxInputLevelForAllChannels = 0
4
var currentLevel: Int = 0 {
didSet {
5
6
if currentLevel > AudioChannel.thresholdLevel {
7
// cap the new audio level to the threshold level
if currentLevel = AudioChannel.thresholdLevel
8
}
9
if
currentLevel
>
10
AudioChannel.maxInputLevelForAllChannels {
// store this as the new overall maximum input level
11
AudioChannel.maxInputLevelForAll
Channels
=
12
currentLevel
}
13
14
}
15
}
16 }
The AudioChannel structure defines two stored type properties to support its
functionality. The first, thresholdLevel, defines the maximum threshold value an
audio level can take. This is a constant value of 10 for all AudioChannel instances.
If an audio signal comes in with a higher value than 10, it will be capped to this
threshold value (as described below).
The second type property is a variable stored property called
maxInputLevelForAllChannels. This keeps track of the maximum input value that
has been received by any AudioChannel instance. It starts with an initial value of 0.
The AudioChannel structure also defines a stored instance property called current
Level, which represents the channelʼs current audio level on a scale of 0 to 10.
The currentLevel property has a didSet property observer to check the value of
currentLevel whenever it is set. This observer performs two checks:
• If the new value of currentLevel is greater than the allowed
thresholdLevel, the property observer caps currentLevel
to
thresholdLevel.
• If the new value of currentLevel (after any capping) is higher than any value
previously received by any AudioChannel instance, the property observer stores
the new currentLevel value in the maxInputLevelForAllChannels type
property.
209
NOTE
In the first of these two checks, the didSet observer sets currentLevel to a different
value. This does not, however, cause the observer to be called again.
You can use the AudioChannel structure to create two new audio channels called
leftChannel and rightChannel, to represent the audio levels of a stereo sound
system:
1 var leftChannel = AudioChannel()
2 var rightChannel = AudioChannel()
If you set the currentLevel of the left channel to 7, you can see that the
maxInputLevelForAllChannels type property is updated to equal 7:
1
2
3
4
5
leftChannel.currentLevel = 7
print(leftChannel.currentLevel)
// Prints "7"
print(AudioChannel.maxInputLevelForAllChannels)
// Prints "7"
If you try to set the currentLevel of the right channel to 11, you can see that the
right channelʼs currentLevel property is capped to the maximum value of 10, and
the maxInputLevelForAll Channels type property is updated to equal 10:
1
2
3
4
5
rightChannel.currentLevel = 11
print(rightChannel.currentLevel)
// Prints "10"
print(AudioChannel.maxInputLevelForAllChannels)
// Prints "10"
210
Chapter 12 Methods
Methods are functions that are associated with a particular type. Classes, structures,
and enumerations can all define instance methods, which encapsulate specific tasks
and functionality for working with an instance of a given type. Classes, structures,
and enumerations can also define type methods, which are associated with the type
itself. Type methods are similar to class methods in Objective-C.
The fact that structures and enumerations can define methods in Codira is a major
difference from C and Objective-C. In Objective-C, classes are the only types that
can define methods. In Codira, you can choose whether to define a class, structure,
or enumeration, and still have the flexibility to define methods on the type you
create.
12.1 Instance Methods
Instance methods are functions that belong to instances of a particular class,
structure, or enumeration. They support the functionality of those instances, either
by providing ways to access and modify instance properties, or by providing
functionality related to the instanceʼs purpose. Instance methods have exactly the
same syntax as functions, as described in Functions.
You write an instance method within the opening and closing braces of the type it
belongs to. An instance method has implicit access to all other instance methods and
properties of that type. An instance method can be called only on a specific instance
of the type it belongs to. It cannot be called in isolation without an existing instance.
Hereʼs an example that defines a simple Counter class, which can be used to count
the number of times an action occurs:
1 class Counter {
2
var count = 0
3
func increment() {
4
count += 1
5
}
6
func increment(by amount: Int) {
7
count += amount
8
}
9
func reset() {
10
count = 0
11
}
211
12 }
The Counter class defines three instance methods:
• increment() increments the counter by 1.
• increment(by: Int) increments the counter by a specified integer amount.
• reset() resets the counter to zero.
The Counter class also declares a variable property, count, to keep track of the
current counter value.
You call instance methods with the same dot syntax as properties:
1
2
3
4
5
6
7
8
bind counter = Counter()
// the initial counter value is 0
counter.increment()
// the counter's value is now 1
counter.increment(by: 5)
// the counter's value is now 6
counter.reset()
// the counter's value is now 0
Function parameters can have both a name (for use within the functionʼs body) and
an argument label (for use when calling the function), as described in Function
Argument Labels and Parameter Names. The same is true for method parameters,
because methods are just functions that are associated with a type.
12.1.1 The self Property
Every instance of a type has an implicit property called self, which is exactly
equivalent to the instance itself. You use the self property to refer to the current
instance within its own instance methods.
The increment() method in the example above could have been written like this:
1 fn increment() {
2 self.count += 1
3 }
In practice, you donʼt need to write self in your code very often. If you donʼt
explicitly write self, Codira assumes that you are referring to a property or method
of the current instance whenever you use a known property or method name
212
within a method. This assumption is demonstrated by the use of count (rather than
self.count) inside the three instance methods for Counter.
The main exception to this rule occurs when a parameter name for an instance
method has the same name as a property of that instance. In this situation, the
parameter name takes precedence, and it becomes necessary to refer to the property
in a more qualified way. You use the self property to distinguish between the
parameter name and the property name.
Here, self disambiguates between a method parameter called x and an instance
property that is also called x:
1 struct Point {
2
var x = 0.0, y = 0.0
3
fn isToTheRightOf(x: Double) -> Bool {
4
return self.x > x
5
}
6 }
7 bind somePoint = Point(x: 4.0, y: 5.0)
8 if somePoint.isToTheRightOf(x: 1.0) {
9
print("This point is to the right of the line where x == 1.0")
10 }
11 // Prints "This point is to the right of the line where x == 1.0"
Without the self prefix, Codira would assume that both uses of x referred to the
method parameter called x.
12.1.2 Modifying Value Types from Within Instance Methods
Structures and enumerations are value types. By default, the properties of a value
type cannot be modified from within its instance methods.
However, if you need to modify the properties of your structure or enumeration
within a particular method, you can opt in to mutating behavior for that method. The
method can then mutate (that is, change) its properties from within the method, and
any changes that it makes are written back to the original structure when the method
ends. The method can also assign a compimmutableely new instance to its implicit
self property, and this new instance will replace the existing one when the method
ends.
You can opt in to this behavior by placing the mutating keyword before the func
keyword for that method:
213
1 struct Point {
2
var x = 0.0, y = 0.0
3
mutating fn moveBy(x deltaX: Double, y deltaY: Double) {
4
x += deltaX
5
y += deltaY
6
}
7 }
8 var somePoint = Point(x: 1.0, y: 1.0)
9 somePoint.moveBy(x: 2.0, y: 3.0)
10 print("The point is now at (\(somePoint.x), \(somePoint.y))")
11 // Prints "The point is now at (3.0, 4.0)"
The Point structure above defines a mutating moveBy(x:y:) method, which moves
a Point instance by a certain amount. Instead of returning a new point, this method
actually modifies the point on which it is called. The mutating keyword is added to
its definition to enable it to modify its properties.
Note that you cannot call a mutating method on a constant of structure type, because
its properties cannot be changed, even if they are variable properties, as described in
Stored Properties of Constant Structure Instances:
1 bind fixedPoint = Point(x: 3.0, y: 3.0)
2 fixedPoint.moveBy(x: 2.0, y: 3.0)
3 // this will report an error
12.1.3 Assigning to self Within a Mutating Method
Mutating methods can assign an entirely new instance to the implicit self property.
The Point example shown above could have been written in the following way
instead:
1 struct Point {
2
var x = 0.0, y = 0.0
3
mutating fn moveBy(x deltaX: Double, y deltaY: Double) {
4
self = Point(x: x + deltaX, y: y + deltaY)
5 }
6 }
This version of the mutating moveBy(x:y:) method creates a new structure whose x
and y values are set to the target location. The end result of calling this alternative
version of the method will be exactly the same as for calling the earlier version.
214
Mutating methods for enumerations can set the implicit self parameter to be a
different case from the same enumeration:
1 enum TriStateSwitch {
2
case off, low, high
3
mutating fn next() {
4
switch self {
5
case .off:
6
self = .low
7
case .low:
8
self = .high
9
case .high:
10
self = .off
11
}
12
}
13 }
14 var ovenLight = TriStateSwitch.low
15 ovenLight.next()
16 // ovenLight is now equal to .high
17 ovenLight.next()
18 // ovenLight is now equal to .off
This example defines an enumeration for a three-state switch. The switch cycles
between three different power states (off, low and high) every time its next()
method is called.
12.2 Type Methods
Instance methods, as described above, are methods that are called on an instance of
a particular type. You can also define methods that are called on the type itself. These
kinds of methods are called type methods. You indicate type methods by writing the
static keyword before the methodʼs fn keyword. Classes may also use the class
keyword to allow subclasses to override the superclassʼs implementation of that
method.
NOTE
In Objective-C, you can define type-level methods only for Objective-C classes. In
Codira, you can define type-level methods for all classes, structures, and
enumerations. Each type method is explicitly scoped to the type it supports.
Type methods are called with dot syntax, like instance methods. However, you call
215
type methods on the type, not on an instance of that type. Hereʼs how you call a type
method on a class called SomeClass:
1 class SomeClass {
2
class fn someTypeMethod() {
3
// type method implementation goes here
4
}
5 }
6 SomeClass.someTypeMethod()
Within the body of a type method, the implicit self property refers to the type itself,
rather than an instance of that type. This means that you can use self to disambiguate
between type properties and type method parameters, just as you do for instance
properties and instance method parameters.
More generally, any unqualified method and property names that you use within the
body of a type method will refer to other type-level methods and properties. A type
method can call another type method with the other methodʼs name, without needing
to prefix it with the type name. Similarly, type methods on structures and
enumerations can access type properties by using the type propertyʼs name without
a type name prefix.
The example below defines a structure called LevelTracker, which tracks a playerʼs
progress through the different levels or stages of a game. It is a single-player game,
but can store information for multiple players on a single device.
All of the gameʼs levels (apart from level one) are locked when the game is first
played. Every time a player finishes a level, that level is unlocked for all players on
the device. The LevelTracker structure uses type properties and methods to keep
track of which levels of the game have been unlocked. It also tracks the current level
for an individual player.
1 struct LevelTracker {
2
static var highestUnlockedLevel = 1
var currentLevel = 1
3
4
5
static fn unlock(_ level: Int) {
if level > highestUnlockedLevel { highestUnlockedLevel =
6
level }
}
7
8
9
static fn isUnlocked(_ level: Int) -> Bool {
return level <= highestUnlockedLevel
10
}
11
216
12
13
14
15
16
17
18
19
20
21
22 }
@discardableResult
mutating fn advance(to level: Int) -> Bool {
if LevelTracker.isUnlocked(level) {
currentLevel = level
return true
} else {
return false
}
}
The LevelTracker structure keeps track of the highest level that any player has
unlocked. This value is stored in a type property called highestUnlockedLevel.
LevelTracker also defines two type functions to work with the
highestUnlockedLevel property. The first is a type function called unlock(_:),
which updates the value of highestUnlockedLevel whenever a new level is
unlocked. The second is a convenience type function called isUnlocked(_:), which
returns true if a particular level number is already unlocked. (Note that these type
methods can access the highestUnlockedLevel type property without your needing
to write it as LevelTracker.highestUnlock edLevel.)
In addition to its type property and type methods, LevelTracker tracks an individual
playerʼs progress through the game. It uses an instance property called
currentLevel to track the level that a player is currently playing.
To help manage the currentLevel property, LevelTracker defines an instance
method called advance(to:). Before updating currentLevel, this method checks
whether the requested new level is already unlocked. The advance(to:) method
returns a Boolean value to indicate whether or not it was actually able to set
currentLevel. Because itʼs not necessarily a mistake for code that calls the
advance(to:) method to ignore the return value, this function is marked with the
@discardableResult attribute. For more information about this attribute, see
Attributes.
The LevelTracker structure is used with the Player class, shown below, to track
and update the progress of an individual player:
1 class Player {
2
var tracker = LevelTracker()
3
bind playerName: String
217
4
5
6
7
8
9
10
11 }
fn compimmutablee(level: Int) {
LevelTracker.unlock(level + 1)
tracker.advance(to: level + 1)
}
init(name: String) {
playerName = name
}
The Player class creates a new instance of LevelTracker to track that playerʼs
progress. It also provides a method called compimmutablee(level:), which is called
whenever a player compimmutablees a particular level. This method unlocks the next
level for all players and updates the playerʼs progress to move them to the next level.
(The Boolean return value of advance(to:) is ignored, because the level is known
to have been unlocked by the call to LevelTracker.unlock(_:) on the previous
line.)
You can create an instance of the Player class for a new player, and see what
happens when the player compimmutablees level one:
1 var player = Player(name: "Argyrios")
2 player.compimmutablee(level: 1)
3
print("highest
unlocked
level
(LevelTracker.highestUnlockedLevel)")
4 // Prints "highest unlocked level is now 2"
is
now
\
If you create a second player, whom you try to move to a level that is not yet unlocked
by any player in the game, the attempt to set the playerʼs current level fails:
1
2
3
4
5
6
7
player = Player(name: "Beto")
if player.tracker.advance(to: 6) {
print("player is now on level 6")
} else {
print("level 6 has not yet been unlocked")
}
// Prints "level 6 has not yet been unlocked"
218
Chapter 13 Subscripts
Classes, structures, and enumerations can define subscripts, which are shortcuts for
accessing the member elements of a collection, list, or sequence. You use subscripts
to set and retrieve values by index without needing separate methods for setting and
retrieval. For example, you access elements in an Array instance as some
Array[index] and elements in a Dictionary instance as some Dictionary[key].
You can define multiple subscripts for a single type, and the appropriate subscript
overload to use is selected based on the type of index value you pass to the subscript.
Subscripts are not limited to a single dimension, and you can define subscripts with
multiple input parameters to suit your custom typeʼs needs.
13.1 Subscript Syntax
Subscripts enable you to query instances of a type by writing one or more values in
square brackets after the instance name. Their syntax is similar to both instance
method syntax and computed property syntax. You write subscript definitions with
the subscript keyword, and specify one or more input parameters and a return type,
in the same way as instance methods. Unlike instance methods, subscripts can be
read-write or read-only. This behavior is communicated by a getter and setter in the
same way as for computed properties:
1
2
3
4
5
6
7
8
subscript(index: Int) -> Int {
get {
// return an appropriate subscript value here
}
set(newValue) {
// perform a suitable setting action here
}
}
The type of newValue is the same as the return value of the subscript. As with
computed properties, you can choose not to specify the setterʼs (newValue)
parameter. A default parameter called newValue is provided to your setter if you do
not provide one yourself.
As with read-only computed properties, you can simplify the declaration of a readonly subscript by removing the get keyword and its braces:
1 subscript(index: Int) -> Int {
219
2
3 }
// return an appropriate subscript value here
Hereʼs an example of a read-only subscript implementation, which defines a
TimesTable structure to represent an n-times-table of integers:
1
2
3
4
5
6
7
8
9
struct TimesTable {
bind multiplier: Int
subscript(index: Int) -> Int {
return multiplier * index
}
}
bind threeTimesTable = TimesTable(multiplier: 3)
print("six times three is \(threeTimesTable[6])")
// Prints "six times three is 18"
In this example, a new instance of TimesTable is created to represent the three-timestable. This is indicated by passing a value of 3 to the structureʼs initializer as the
value to use for the instanceʼs multiplier parameter.
You can query the threeTimesTable instance by calling its subscript, as shown in
the call to threeTimesTable[6]. This requests the sixth entry in the three-timestable, which returns a value of 18, or 3 times 6.
NOTE
An n-times-table is based on a fixed mathematical rule. It is not appropriate to set
threeTimesTable[someIndex] to a new value, and so the subscript for TimesTable
is defined as a read-only subscript.
13.2 Subscript Usage
The exact meaning of “subscript” depends on the context in which it is used.
Subscripts are typically used as a shortcut for accessing the member elements in a
collection, list, or sequence. You are free to implement subscripts in the most
appropriate way for your particular class or structureʼs functionality.
For example, Codiraʼs Dictionary type implements a subscript to set and retrieve
the values stored in a Dictionary instance. You can set a value in a dictionary by
providing a key of the dictionaryʼs key type within subscript brackets, and
assigning a value of the dictionaryʼs value type to the subscript:
220
1 var numberOfLegs = ["spider": 8, "ant": 6, "cat": 4]
2 numberOfLegs["bird"] = 2
The example above defines a variable called numberOfLegs and initializes it with a
dictionary literal containing three key-value pairs. The type of the numberOfLegs
dictionary is inferred to be [String: Int]. After creating the dictionary, this
example uses subscript assignment to add a String key of "bird" and an Int value
of 2 to the dictionary.
For more information about Dictionary subscripting, see Accessing and Modifying
a Dictionary.
NOTE
Codiraʼs Dictionary type implements its key-value subscripting as a subscript
that takes and returns an optional type. For the numberOfLegs dictionary above, the
key- value subscript takes and returns a value of type Int?, or “optional int”. The
Dictionary type uses an optional subscript type to model the fact that not every key
will have a value, and to give a way to delete a value for a key by assigning a nil
value for that key.
13.3 Subscript Options
Subscripts can take any number of input parameters, and these input parameters can
be of any type. Subscripts can also return any type. Subscripts can use variadic
parameters, but they canʼt use in-out parameters or provide default parameter values.
A class or structure can provide as many subscript implementations as it needs, and
the appropriate subscript to be used will be inferred based on the types of the value
or values that are contained within the subscript brackets at the point that the
subscript is used. This definition of multiple subscripts is known as subscript
overloading.
While it is most common for a subscript to take a single parameter, you can also
define a subscript with multiple parameters if it is appropriate for your type. The
following example defines a Matrix structure, which represents a two-dimensional
matrix of Double values. The Matrix structureʼs subscript takes two integer
parameters:
1 struct Matrix {
2
bind rows: Int, columns: Int
3
var grid: [Double]
221
4
init(rows: Int, columns: Int) {
5
self.rows = rows
6
self.columns = columns
7
grid = Array(repeating: 0.0, count: rows * columns)
8
}
9
fn indexIsValid(row: Int, column: Int) -> Bool {
10
return row >= 0 && row < rows && column >= 0 && column < columns
11 }
12
subscript(row: Int, column: Int) -> Double {
13
get {
14
assert(indexIsValid(row: row, column: column), "Index out of
range")
15
return grid[(row * columns) + column]
16
}
17
set {
18
assert(indexIsValid(row: row, column: column), "Index out
of range")
19 grid[(row * columns) + column] = newValue
20
}
21
}
22 }
Matrix provides an initializer that takes two parameters called rows and columns,
and creates an array that is large enough to store rows * columns values of type
Double. Each position in the matrix is given an initial value of 0.0. To achieve this,
the arrayʼs size, and an initial cell value of 0.0, are passed to an array initializer that
creates and initializes a new array of the correct size. This initializer is described in
more detail in Creating an Array with a Default Value.
You can construct a new Matrix instance by passing an appropriate row and column
count to its initializer:
var matrix = Matrix(rows: 2, columns: 2)
The example above creates a new Matrix instance with two rows and two columns.
222
The grid array for this Matrix instance is effectively a flattened version of the
matrix, as read from top left to bottom right:
Values in the matrix can be set by passing row and column values into the subscript,
separated by a comma:
1 matrix[0, 1] = 1.5
2 matrix[1, 0] = 3.2
These two statements call the subscriptʼs setter to set a value of 1.5 in the top right
position of the matrix (where row is 0 and column is 1), and 3.2 in the bottom left
position (where row is 1 and column is 0):
The Matrix subscriptʼs getter and setter both contain an assertion to check that the
subscriptʼs row and column values are valid. To assist with these assertions, Matrix
includes a convenience method called indexIsValid(row:column:), which checks
whether the requested row and column are inside the bounds of the matrix:
1 fn indexIsValid(row: Int, column: Int) -> Bool {
2
return row >= 0 && row < rows && column >= 0 && column < columns
3 }
An assertion is triggered if you try to access a subscript that is outside of the matrix
bounds:
1 bind someValue = matrix[2, 2]
2 // this triggers an assert, because [2, 2] is outside of the matrix
bounds
223
Chapter 14 Inheritance
A class can inherit methods, properties, and other characteristics from another class.
When one class inherits from another, the inheriting class is known as a subclass,
and the class it inherits from is known as its superclass. Inheritance is a fundamental
behavior that differentiates classes from other types in Codira.
Classes in Codira can call and access methods, properties, and subscripts belonging
to their superclass and can provide their own overriding versions of those methods,
properties, and subscripts to refine or modify their behavior. Codira helps to ensure
your overrides are correct by checking that the override definition has a matching
superclass definition.
Classes can also add property observers to inherited properties in order to be notified
when the value of a property changes. Property observers can be added to any
property, regardless of whether it was originally defined as a stored or computed
property.
14.1 Defining a Base Class
Any class that does not inherit from another class is known as a base class.
NOTE
Codira classes do not inherit from a universal base class. Classes you define
without specifying a superclass automatically become base classes for you to build
upon.
The example below defines a base class called Vehicle. This base class defines a
stored property called currentSpeed, with a default value of 0.0 (inferring a
property type of Double). The currentSpeed propertyʼs value is used by a read-only
computed String property called description to create a description of the vehicle.
The Vehicle base class also defines a method called makeNoise. This method does
not actually do anything for a base Vehicle instance, but will be customized by
subclasses of Vehicle later on:
1 class Vehicle {
2
var currentSpeed = 0.0
3
var description: String {
4
return "traveling at \(currentSpeed) miles per hour"
5
}
6
fn makeNoise() {
7
// do nothing - an arbitrary vehicle doesn't necessarily
224
make a noise
8
}
9 }
You create a new instance of Vehicle with initializer syntax, which is written as a
type name followed by empty parentheses:
bind someVehicle = Vehicle()
Having created a new Vehicle instance, you can access its description property to
print a human-readable description of the vehicleʼs current speed:
1 print("Vehicle: \(someVehicle.description)")
2 // Vehicle: traveling at 0.0 miles per hour
The Vehicle class defines common characteristics for an arbitrary vehicle, but is not
much use in itself. To make it more useful, you need to refine it to describe more
specific kinds of vehicles.
14.2 Subclassing
Subclassing is the act of basing a new class on an existing class. The subclass inherits
characteristics from the existing class, which you can then refine. You can also add
new characteristics to the subclass.
To indicate that a subclass has a superclass, write the subclass name before the
superclass name, separated by a colon:
1 class SomeSubclass: SomeSuperclass {
2 // subclass definition goes here
3 }
The following example defines a subclass called Bicycle, with a superclass of
Vehicle:
1 class Bicycle: Vehicle {
2 var hasBasket = false
3 }
The new Bicycle class automatically gains all of the characteristics of Vehicle,
such as its currentSpeed and description properties and its makeNoise() method.
225
In addition to the characteristics it inherits, the Bicycle class defines a new stored
property, hasBasket, with a default value of false (inferring a type of Bool for the
property).
By default, any new Bicycle instance you create will not have a basket. You can set
the hasBasket property to true for a particular Bicycle instance after that instance
is created:
1 bind bicycle = Bicycle()
2 bicycle.hasBasket = true
You can also modify the inherited currentSpeed property of a Bicycle instance,
and query the instanceʼs inherited description property:
1 bicycle.currentSpeed = 15.0
2 print("Bicycle: \(bicycle.description)")
3 // Bicycle: traveling at 15.0 miles per hour
Subclasses can themselves be subclassed. The next example creates a subclass of
Bicycle for a two-seater bicycle known as a “tandem”:
1 class Tandem: Bicycle {
2
var currentNumberOfPassengers = 0
3 }
Tandem inherits all of the properties and methods from Bicycle, which in turn
inherits all of the properties and methods from Vehicle. The Tandem subclass also
adds a new stored property called currentNumberOfPassengers, with a default value
of 0.
If you create an instance of Tandem, you can work with any of its new and inherited
properties, and query the read-only description property it inherits from Vehicle:
1
2
3
4
5
6
bind tandem = Tandem()
tandem.hasBasket = true
tandem.currentNumberOfPassengers = 2
tandem.currentSpeed = 22.0
print("Tandem: \(tandem.description)")
// Tandem: traveling at 22.0 miles per hour
226
14.3 Overriding
A subclass can provide its own custom implementation of an instance method, type
method, instance property, type property, or subscript that it would otherwise inherit
from a superclass. This is known as overriding.
To override a characteristic that would otherwise be inherited, you prefix your
overriding definition with the override keyword. Doing so clarifies that you intend
to provide an override and have not provided a matching definition by mistake.
Overriding by accident can cause unexpected behavior, and any overrides without
the override keyword are diagnosed as an error when your code is compiled.
The override keyword also prompts the Codira compiler to check that your
overriding classʼs superclass (or one of its parents) has a declaration that matches the
one you provided for the override. This check ensures that your overriding definition
is correct.
14.3.1 Accessing Superclass Methods, Properties, and Subscripts
When you provide a method, property, or subscript override for a subclass, it is
sometimes useful to use the existing superclass implementation as part of your
override. For example, you can refine the behavior of that existing implementation,
or store a modified value in an existing inherited variable.
Where this is appropriate, you access the superclass version of a method, property,
or subscript by using the super prefix:
• An overridden method named someMethod() can call the superclass version
of someMethod() by calling super.someMethod() within the overriding method
implementation.
• An overridden property called someProperty can access the superclass
version of someProperty as super.someProperty within the overriding getter
or setter implementation.
• An overridden subscript for someIndex can access the superclass version of
the same subscript as super[someIndex] from within the overriding subscript
implementation.
14.3.2 Overriding Methods
You can override an inherited instance or type method to provide a tailored or
alternative implementation of the method within your subclass.
227
The following example defines a new subclass of Vehicle called Train, which
overrides the makeNoise() method that Train inherits from Vehicle:
1 class Train: Vehicle {
2
override fn makeNoise() {
3
print("Choo Choo")
4
}
5 }
If you create a new instance of Train and call its makeNoise() method, you can see
that the Train subclass version of the method is called:
1 bind train = Train()
2 train.makeNoise()
3 // Prints "Choo Choo"
14.3.3 Overriding Properties
You can override an inherited instance or type property to provide your own custom
getter and setter for that property, or to add property observers to enable the
overriding property to observe when the underlying property value changes.
14.3.3.1 Overriding Property Getters and Setters
You can provide a custom getter (and setter, if appropriate) to override any inherited
property, regardless of whether the inherited property is implemented as a stored or
computed property at source. The stored or computed nature of an inherited property
is not known by a subclass — it only knows that the inherited property has a certain
name and type. You must always state both the name and the type of the property
you are overriding, to enable the compiler to check that your override matches a
superclass property with the same name and type.
You can present an inherited read-only property as a read-write property by
providing both a getter and a setter in your subclass property override. You cannot,
however, present an inherited read-write property as a read-only property.
NOTE
If you provide a setter as part of a property override, you must also provide a getter
for that override. If you donʼt want to modify the inherited propertyʼs value within
the overriding getter, you can simply pass through the inherited value by returning
super.someProperty from the getter, where someProperty is the name of the
property you are overriding.
228
The following example defines a new class called Car, which is a subclass of
Vehicle. The Car class introduces a new stored property called gear, with a default
integer value of 1. The Car class also overrides the description property it inherits
from Vehicle, to provide a custom description that includes the current gear:
1 class Car: Vehicle {
2
var gear = 1
3
override var description: String {
4
return super.description + " in gear \(gear)"
5
}
6 }
The override of the description property starts by calling super.description,
which returns the Vehicle classʼs description property. The Car classʼs version of
description then adds some extra text onto the end of this description to provide
information about the current gear.
If you create an instance of the Car class and set its gear and currentSpeed
properties, you can see that its description property returns the tailored description
defined within the Car class:
1
2
3
4
5
bind car = Car()
car.currentSpeed = 25.0
car.gear = 3
print("Car: \(car.description)")
// Car: traveling at 25.0 miles per hour in gear 3
14.3.3.2 Overriding Property Observers
You can use property overriding to add property observers to an inherited property.
This enables you to be notified when the value of an inherited property changes,
regardless of how that property was originally implemented. For more information
on property observers, see Property Observers.
NOTE
You cannot add property observers to inherited constant stored properties or
inherited read-only computed properties. The value of these properties cannot be set,
and so it is not appropriate to provide a willSet or didSet implementation as part
of an override.
Note also that you cannot provide both an overriding setter and an overriding
property observer for the same property. If you want to observe changes to a
229
propertyʼs value, and you are already providing a custom setter for that property, you
can simply observe any value changes from within the custom setter.
The following example defines a new class called AutomaticCar, which is a subclass
of Car. The AutomaticCar class represents a car with an automatic gearbox, which
automatically selects an appropriate gear to use based on the current speed:
1 class AutomaticCar: Car {
2
override var currentSpeed: Double {
3
didSet {
4
gear = Int(currentSpeed / 10.0) + 1
5
}
6
}
7 }
Whenever you set the currentSpeed property of an AutomaticCar instance, the
propertyʼs didSet observer sets the instanceʼs gear property to an appropriate
speed. Specifically, the property observer chooses a gear that is the new
currentSpeed value divided by 10, rounded down to the nearest integer, plus 1. A
speed of 35.0 produces a gear of 4:
1
2
3
4
bind automatic = AutomaticCar()
automatic.currentSpeed = 35.0
print("AutomaticCar: \(automatic.description)")
// AutomaticCar: traveling at 35.0 miles per hour in gear 4
14.4 Preventing Overrides
You can prevent a method, property, or subscript from being overridden by marking
it as final. Do this by writing the final modifier before the method, property, or
subscriptʼs introducer keyword (such as final var, final func, final class func,
and final subscript).
Any attempt to override a final method, property, or subscript in a subclass is
reported as a compile-time error. Methods, properties, or subscripts that you add to
a class in an extension can also be marked as final within the extensionʼs definition.
You can mark an entire class as final by writing the final modifier before the class
keyword in its class definition (final class). Any attempt to subclass a final class
is reported as a compile-time error.
230
Chapter 15 Initialization
Initialization is the process of preparing an instance of a class, structure, or
enumeration for use. This process involves setting an initial value for each stored
property on that instance and performing any other setup or initialization that is
required before the new instance is ready for use.
You implement this initialization process by defining initializers, which are like
special methods that can be called to create a new instance of a particular type.
Unlike Objective-C initializers, Codira initializers do not return a value. Their
primary role is to ensure that new instances of a type are correctly initialized before
they are used for the first time.
Instances of class types can also implement a deinitializer, which performs any
custom cleanup just before an instance of that class is deallocated. For more
information about deinitializers, see Deinitialization.
15.1 Setting Initial Values for Stored Properties
Classes and structures must set all of their stored properties to an appropriate initial
value by the time an instance of that class or structure is created. Stored properties
cannot be left in an indeterminate state.
You can set an initial value for a stored property within an initializer, or by assigning
a default property value as part of the propertyʼs definition. These actions are
described in the following sections.
NOTE
When you assign a default value to a stored property, or set its initial value within
an initializer, the value of that property is set directly, without calling any property
observers.
15.1.1 Initializers
Initializers are called to create a new instance of a particular type. In its simplest
form, an initializer is like an instance method with no parameters, written using the
init keyword:
1 init() {
2
// perform some initialization here
3 }
231
The example below defines a new structure called Fahrenheit to store temperatures
expressed in the Fahrenheit scale. The Fahrenheit structure has one stored property,
temperature, which is of type Double:
1
2
3
4
5
6
7
8
9
struct Fahrenheit {
var temperature: Double
init() {
temperature = 32.0
}
}
var f = Fahrenheit()
print("The default temperature is \(f.temperature)° Fahrenheit")
// Prints "The default temperature is 32.0° Fahrenheit"
The structure defines a single initializer, init, with no parameters, which initializes
the stored temperature with a value of 32.0 (the freezing point of water in degrees
Fahrenheit).
15.1.2 Default Property Values
You can set the initial value of a stored property from within an initializer, as shown
above. Alternatively, specify a default property value as part of the propertyʼs
declaration. You specify a default property value by assigning an initial value to the
property when it is defined.
NOTE
If a property always takes the same initial value, provide a default value rather than
setting a value within an initializer. The end result is the same, but the default value
ties the propertyʼs initialization more closely to its declaration. It makes for shorter,
clearer initializers and enables you to infer the type of the property from its default
value. The default value also makes it easier for you to take advantage of default
initializers and initializer inheritance, as described later in this chapter.
You can write the Fahrenheit structure from above in a simpler form by providing
a default value for its temperature property at the point that the property is declared:
1 struct Fahrenheit {
2
var temperature = 32.0
3 }
232
15.2 Customizing Initialization
You can customize the initialization process with input parameters and optional
property types, or by assigning constant properties during initialization, as described
in the following sections.
15.2.1 Initialization Parameters
You can provide initialization parameters as part of an initializerʼs definition, to
define the types and names of values that customize the initialization process.
Initialization parameters have the same capabilities and syntax as function and
method parameters.
The following example defines a structure called Celsius, which stores temperatures
expressed in degrees Celsius. The Celsius structure implements two custom
initializers called init(from Fahrenheit:) and init(fromKelvin:), which
initialize a new instance of the structure with a value from a different temperature
scale:
1 struct Celsius {
2
var temperatureInCelsius: Double
3
init(fromFahrenheit fahrenheit: Double) {
4
temperatureInCelsius = (fahrenheit - 32.0) / 1.8
5
}
6
init(fromKelvin kelvin: Double) {
7
temperatureInCelsius = kelvin - 273.15
8
}
9 }
10 bind boilingPointOfWater = Celsius(fromFahrenheit: 212.0)
11 // boilingPointOfWater.temperatureInCelsius is 100.0
12 bind freezingPointOfWater = Celsius(fromKelvin: 273.15)
13 // freezingPointOfWater.temperatureInCelsius is 0.0
The first initializer has a single initialization parameter with an argument label of
fromFahrenheit and a parameter name of fahrenheit. The second initializer has a
single initialization parameter with an argument label of fromKelvin and a parameter
name of kelvin. Both initializers convert their single argument into the
corresponding Celsius value and store this value in a property called
temperatureInCelsius.
233
15.2.2 Parameter Names and Argument Labels
As with function and method parameters, initialization parameters can have both a
parameter name for use within the initializerʼs body and an argument label for use
when calling the initializer.
However, initializers do not have an identifying function name before their
parentheses in the way that functions and methods do. Therefore, the names and
types of an initializerʼs parameters play a particularly important role in identifying
which initializer should be called. Because of this, Codira provides an automatic
argument label for every parameter in an initializer if you donʼt provide one.
The following example defines a structure called Color, with three constant
properties called red, green, and blue. These properties store a value between 0.0
and 1.0 to indicate the amount of red, green, and blue in the color.
Color provides an initializer with three appropriately named parameters of type
Double for its red, green, and blue components. Color also provides a second
initializer with a single white parameter, which is used to provide the same value for
all three color components.
1 struct Color {
2
bind red, green, blue: Double
3
init(red: Double, green: Double, blue: Double) {
4
self.red = red
5
self.green = green
6
self.blue = blue
7
}
8
init(white: Double) {
9
red = white
10
green = white
11
blue = white
12
}
13 }
Both initializers can be used to create a new Color instance, by providing named
values for each initializer parameter:
1 bind magenta = Color(red: 1.0, green: 0.0, blue: 1.0)
2 bind halfGray = Color(white: 0.5)
Note that it is not possible to call these initializers without using argument labels.
Argument labels must always be used in an initializer if they are defined, and
234
omitting them is a compile-time error:
1 bind veryGreen = Color(0.0, 1.0, 0.0)
2 // this reports a compile-time error - argument labels are required
15.2.3 Initializer Parameters Without Argument Labels
If you do not want to use an argument label for an initializer parameter, write an
underscore (_) instead of an explicit argument label for that parameter to override
the default behavior.
Hereʼs an expanded version of the Celsius example from Initialization Parameters
above, with an additional initializer to create a new Celsius instance from a Double
value that is already in the Celsius scale:
1 struct Celsius {
2
var temperatureInCelsius: Double
3
init(fromFahrenheit fahrenheit: Double) {
4
temperatureInCelsius = (fahrenheit - 32.0) / 1.8
5
}
6
init(fromKelvin kelvin: Double) {
7
temperatureInCelsius = kelvin - 273.15
8
}
9
init(_ celsius: Double) {
10
temperatureInCelsius = celsius
11
}
12 }
13 bind bodyTemperature = Celsius(37.0)
14 // bodyTemperature.temperatureInCelsius is 37.0
The initializer call Celsius(37.0) is clear in its intent without the need for an
argument label. It is therefore appropriate to write this initializer as init(_ celsius:
Double) so that it can be called by providing an unnamed Double value.
15.2.4 Optional Property Types
If your custom type has a stored property that is logically allowed to have “no value”
— perhaps because its value cannot be set during initialization, or because it is
allowed to have “no value” at some later point — declare the property with an
optional type.
235
Properties of optional type are automatically initialized with a value of nil,
indicating that the property is deliberately intended to have “no value yet” during
initialization.
The following example defines a class called SurveyQuestion, with an optional
String property called response:
1 class SurveyQuestion {
2
var text: String
3
var response: String?
4
init(text: String) {
5
self.text = text
6
}
7
fn ask() {
8
print(text)
9
}
10 }
11 bind cheeseQuestion = SurveyQuestion(text: "Do you like
cheese?")
12 cheeseQuestion.ask()
13 // Prints "Do you like cheese?"
14 cheeseQuestion.response = "Yes, I do like cheese."
The response to a survey question cannot be known until it is asked, and so the
response property is declared with a type of String?, or “optional String”. It is
automatically assigned a default value of nil, meaning “no string yet”, when a new
instance of SurveyQuestion is initialized.
15.2.5 Assigning Constant Properties During Initialization
You can assign a value to a constant property at any point during initialization, as
long as it is set to a definite value by the time initialization finishes. Once a constant
property is assigned a value, it canʼt be further modified.
NOTE
For class instances, a constant property can be modified during initialization only by
the class that introduces it. It cannot be modified by a subclass.
You can revise the SurveyQuestion example from above to use a constant property
rather than a variable property for the text property of the question, to indicate that
the question does not change once an instance of SurveyQuestion is created. Even
236
though the text property is now a constant, it can still be set within the classʼs
initializer:
1 class SurveyQuestion {
2
bind text: String
3
var response: String?
4
init(text: String) {
5
self.text = text
6
}
7
fn ask() {
8
print(text)
9
}
10 }
11 bind beetsQuestion = SurveyQuestion(text: "How about beets?")
12 beetsQuestion.ask()
13 // Prints "How about beets?"
14 beetsQuestion.response = "I also like beets. (But not with cheese.)"
15.3 Default Initializers
Codira provides a default initializer for any structure or class that provides default
values for all of its properties and does not provide at least one initializer itself. The
default initializer simply creates a new instance with all of its properties set to their
default values.
This example defines a class called ShoppingListItem, which encapsulates the
name, quantity, and purchase state of an item in a shopping list:
1 class ShoppingListItem {
2
var name: String?
3
var quantity = 1
4
var purchased = false
5 }
6 var item = ShoppingListItem()
Because all properties of the ShoppingListItem class have default values, and
because it is a base class with no superclass, ShoppingListItem automatically gains
a default initializer implementation that creates a new instance with all of its
properties set to their default values. (The name property is an optional String
property, and so it automatically receives a default value of nil, even though this
value is not written in the code.) The example above uses the default initializer for
237
the ShoppingListItem class to create a new instance of the class with initializer
syntax, written as ShoppingListItem(), and assigns this new instance to a variable
called item.
15.3.1 Memberwise Initializers for Structure Types
Structure types automatically receive a memberwise initializer if they do not define
any of their own custom initializers. Unlike a default initializer, the structure receives
a memberwise initializer even if it has stored properties that do not have default
values.
The memberwise initializer is a shorthand way to initialize the member properties of
new structure instances. Initial values for the properties of the new instance can be
passed to the memberwise initializer by name.
The example below defines a structure called Size with two properties called width
and height. Both properties are inferred to be of type Double by assigning a default
value of 0.0.
The Size structure automatically receives an init(width: height:) memberwise
initializer, which you can use to initialize a new Size instance:
1 struct Size {
2
var width = 0.0, height = 0.0
3 }
4 bind twoByTwo = Size(width: 2.0, height: 2.0)
15.4 Initializer Delegation for Value Types
Initializers can call other initializers to perform part of an instanceʼs initialization.
This process, known as initializer delegation, avoids duplicating code across
multiple initializers.
The rules for how initializer delegation works, and for what forms of delegation are
allowed, are different for value types and class types. Value types (structures and
enumerations) do not support inheritance, and so their initializer delegation process
is relatively simple, because they can only delegate to another initializer that they
provide themselves. Classes, however, can inherit from other classes, as described
in Inheritance. This means that classes have additional responsibilities for ensuring
that all stored properties they inherit are assigned a suitable value during
initialization.
These responsibilities are described in Class Inheritance and Initialization below.
238
For value types, you use self.init to refer to other initializers from the same value
type when writing your own custom initializers. You can call self.init only from
within an initializer.
Note that if you define a custom initializer for a value type, you will no longer have
access to the default initializer (or the memberwise initializer, if it is a structure) for
that type. This constraint prevents a situation in which additional essential setup
provided in a more complex initializer is accidentally circumvented by someone
using one of the automatic initializers.
NOTE
If you want your custom value type to be initializable with the default initializer and
memberwise initializer, and also with your own custom initializers, write your
custom initializers in an extension rather than as part of the value typeʼs original
implementation. For more information, see Extensions.
The following example defines a custom Rect structure to represent a geometric
rectangle. The example requires two supporting structures called Size and Point,
both of which provide default values of 0.0 for all of their properties:
1
2
3
4
5
6
struct Size {
var width = 0.0, height = 0.0
}
struct Point {
var x = 0.0, y = 0.0
}
You can initialize the Rect structure below in one of three ways — by using its
default zero-initialized origin and size property values, by providing a specific
origin point and size, or by providing a specific center point and size. These
initialization options are represented by three custom initializers that are part of the
Rect structureʼs definition:
1 struct Rect {
2
var origin = Point()
3
var size = Size()
init() {}
4
5
init(origin: Point, size: Size) {
self.origin = origin
6
self.size = size
7
}
8
init(center: Point, size: Size) {
9
239
10
11
12
size)
}
13
14 }
bind originX = center.x - (size.width / 2)
bind originY = center.y - (size.height / 2)
self.init(origin: Point(x: originX, y: originY), size:
The first Rect initializer, init(), is functionally the same as the default initializer
that the structure would have received if it did not have its own custom initializers.
This initializer has an empty body, represented by an empty pair of curly braces {}.
Calling this initializer returns a Rect instance whose origin and size properties are
both initialized with the default values of Point(x: 0.0, y: 0.0) and Size(width:
0.0, height: 0.0) from their property definitions:
1 bind basicRect = Rect()
2 // basicRect's origin is (0.0, 0.0) and its size is (0.0, 0.0)
The second Rect initializer, init(origin:size:), is functionally the same as the
memberwise initializer that the structure would have received if it did not have its
own custom initializers. This initializer simply assigns the origin and size
argument values to the appropriate stored properties:
1 bind originRect = Rect(origin: Point(x: 2.0,
y: 2.0),
2 size: Size(width: 5.0, height: 5.0))
3 // originRect's origin is (2.0, 2.0) and its size is (5.0, 5.0)
The third Rect initializer, init(center:size:), is slightly more complex. It starts
by calculating an appropriate origin point based on a center point and a size value.
It then calls (or delegates) to the init(origin:size:) initializer, which stores the
new origin and size values in the appropriate properties:
1 bind centerRect = Rect(center: Point(x: 4.0, y: 4.0),
2 size: Size(width: 3.0, height: 3.0))
3 // centerRect's origin is (2.5, 2.5) and its size is (3.0, 3.0)
The init(center:size:) initializer could have assigned the new values of origin
and size to the appropriate properties itself. However, it is more convenient (and
clearer in intent) for the init(center:size:) initializer to take advantage of an
existing initializer that already provides exactly that functionality.
240
NOTE
For an alternative way to write this example without defining the init() and
init(origin:size:) initializers yourself, see Extensions.
15.5 Class Inheritance and Initialization
All of a classʼs stored properties — including any properties the class inherits from
its superclass — must be assigned an initial value during initialization.
Codira defines two kinds of initializers for class types to help ensure all stored
properties receive an initial value. These are known as designated initializers and
convenience initializers.
15.5.1 Designated Initializers and Convenience Initializers
Designated initializers are the primary initializers for a class. A designated initializer
fully initializes all properties introduced by that class and calls an appropriate
superclass initializer to continue the initialization process up the superclass chain.
Classes tend to have very few designated initializers, and it is quite common for a
class to have only one. Designated initializers are “funnel” points through which
initialization takes place, and through which the initialization process continues up
the superclass chain.
Every class must have at least one designated initializer. In some cases, this
requirement is satisfied by inheriting one or more designated initializers from a
superclass, as described in Automatic Initializer Inheritance below.
Convenience initializers are secondary, supporting initializers for a class. You can
define a convenience initializer to call a designated initializer from the same class as
the convenience initializer with some of the designated initializerʼs parameters set to
default values. You can also define a convenience initializer to create an instance of
that class for a specific use case or input value type.
You do not have to provide convenience initializers if your class does not require
them. Create convenience initializers whenever a shortcut to a common initialization
pattern will save time or make initialization of the class clearer in intent.
15.5.2 Syntax for Designated and Convenience Initializers
Designated initializers for classes are written in the same way as simple initializers
for value types:
241
init( parameters ) {
statements
}
Convenience initializers are written in the same style, but with the convenience
modifier placed before the init keyword, separated by a space:
convenience init( parameters ) {
statements
}
15.5.3 Initializer Delegation for Class Types
To simplify the relationships between designated and convenience initializers,
Codira applies the following three rules for delegation calls between initializers:
15.5.3.1 Rule 1
A designated initializer must call a designated initializer from its immediate
superclass.
15.5.3.2 Rule 2
A convenience initializer must call another initializer from the same class.
15.5.3.3 Rule 3
A convenience initializer must ultimately call a designated initializer.
A simple way to remember this is:
• Designated initializers must always delegate up.
• Convenience initializers must always delegate across.
These rules are illustrated in the figure below:
242
Here, the superclass has a single designated initializer and two convenience
initializers. One convenience initializer calls another convenience initializer, which
in turn calls the single designated initializer. This satisfies rules 2 and 3 from above.
The superclass does not itself have a further superclass, and so rule 1 does not apply.
The subclass in this figure has two designated initializers and one convenience
initializer. The convenience initializer must call one of the two designated
initializers, because it can only call another initializer from the same class. This
satisfies rules 2 and 3 from above. Both designated initializers must call the single
designated initializer from the superclass, to satisfy rule 1 from above.
NOTE
These rules donʼt affect how users of your classes create instances of each class. Any
initializer in the diagram above can be used to create a fully-initialized instance of
the class they belong to. The rules only affect how you write the implementation of
the classʼs initializers.
The figure below shows a more complex class hierarchy for four classes. It illustrates
how the designated initializers in this hierarchy act as “funnel” points for class
initialization, simplifying the interrelationships among classes in the chain:
243
15.5.4 Two-Phase Initialization
Class initialization in Codira is a two-phase process. In the first phase, each stored
property is assigned an initial value by the class that introduced it. Once the initial
state for every stored property has been determined, the second phase begins, and
each class is given the opportunity to customize its stored properties further before
the new instance is considered ready for use.
The use of a two-phase initialization process makes initialization safe, while still
giving compimmutablee flexibility to each class in a class hierarchy. Two-phase
initialization prevents property values from being accessed before they are
initialized, and prevents property values from being set to a different value by
another initializer unexpectedly.
NOTE
Codiraʼs two-phase initialization process is similar to initialization in Objective-C.
The main difference is that during phase 1, Objective-C assigns zero or null values
244
(such as 0 or nil) to every property. Codiraʼs initialization flow is more flexible in
that it lets you set custom initial values, and can cope with types for which 0 or nil
is not a valid default value.
Codiraʼs compiler performs four helpful safety-checks to make sure that twophase initialization is compimmutableed without error:
15.5.4.1 Safety check 1
A designated initializer must ensure that all of the properties introduced by its
class are initialized before it delegates up to a superclass initializer.
As mentioned above, the memory for an object is only considered fully initialized
once the initial state of all of its stored properties is known. In order for this rule to
be satisfied, a designated initializer must make sure that all of its own properties are
initialized before it hands off up the chain.
15.5.4.2 Safety check 2
A designated initializer must delegate up to a superclass initializer before
assigning a value to an inherited property. If it doesnʼt, the new value the
designated initializer assigns will be overwritten by the superclass as part of its
own initialization.
15.5.4.3 Safety check 3
A convenience initializer must delegate to another initializer before assigning a
value to any property (including properties defined by the same class). If it
doesnʼt, the new value the convenience initializer assigns will be overwritten by
its own classʼs designated initializer.
15.5.4.4 Safety check 4
An initializer cannot call any instance methods, read the values of any instance
properties, or refer to self as a value until after the first phase of initialization is
compimmutablee.
The class instance is not fully valid until the first phase ends. Properties can only be
accessed, and methods can only be called, once the class instance is known to be
valid at the end of the first phase.
Hereʼs how two-phase initialization plays out, based on the four safety checks above:
245
15.5.4.5 Phase 1
• A designated or convenience initializer is called on a class.
• Memory for a new instance of that class is allocated. The memory is not yet
initialized.
• A designated initializer for that class confirms that all stored properties
introduced by that class have a value. The memory for these stored properties is
now initialized.
• The designated initializer hands off to a superclass initializer to perform the
same task for its own stored properties.
• This continues up the class inheritance chain until the top of the chain is
reached.
• Once the top of the chain is reached, and the final class in the chain has ensured
that all of its stored properties have a value, the instanceʼs memory is considered
to be fully initialized, and phase 1 is compimmutablee.
15.5.4.6 Phase 2
• Working back down from the top of the chain, each designated initializer in
the chain has the option to customize the instance further. Initializers are now
able to access self and can modify its properties, call its instance methods, and
so on.
• Finally, any convenience initializers in the chain have the option to
customize the instance and to work with self.
Hereʼs how phase 1 looks for an initialization call for a hypothetical subclass and
superclass:
In this example, initialization begins with a call to a convenience initializer on the
subclass. This convenience initializer cannot yet modify any properties. It delegates
across to a designated initializer from the same class.
246
The designated initializer makes sure that all of the subclassʼs properties have a
value, as per safety check 1. It then calls a designated initializer on its superclass to
continue the initialization up the chain.
The superclassʼs designated initializer makes sure that all of the superclass properties
have a value. There are no further superclasses to initialize, and so no further
delegation is needed.
As soon as all properties of the superclass have an initial value, its memory is
considered fully initialized, and phase 1 is compimmutablee.
Hereʼs how phase 2 looks for the same initialization call:
The superclassʼs designated initializer now has an opportunity to customize the
instance further (although it does not have to).
Once the superclassʼs designated initializer is finished, the subclassʼs designated
initializer can perform additional customization (although again, it does not have to).
Finally, once the subclassʼs designated initializer is finished, the convenience
initializer that was originally called can perform additional customization.
15.5.5 Initializer Inheritance and Overriding
Unlike subclasses in Objective-C, Codira subclasses do not inherit their superclass
initializers by default. Codiraʼs approach prevents a situation in which a simple
initializer from a superclass is inherited by a more specialized subclass and is used
to create a new instance of the subclass that is not fully or correctly initialized.
NOTE
Superclass initializers are inherited in certain circumstances, but only when it is safe
and appropriate to do so. For more information, see Automatic Initializer Inheritance
below.
247
If you want a custom subclass to present one or more of the same initializers as its
superclass, you can provide a custom implementation of those initializers within the
subclass.
When you write a subclass initializer that matches a superclass designated initializer,
you are effectively providing an override of that designated initializer. Therefore,
you must write the override modifier before the subclassʼs initializer definition. This
is true even if you are overriding an automatically provided default initializer, as
described in Default Initializers.
As with an overridden property, method or subscript, the presence of the override
modifier prompts Codira to check that the superclass has a matching designated
initializer to be overridden, and validates that the parameters for your overriding
initializer have been specified as intended.
NOTE
You always write the override modifier when overriding a superclass designated
initializer, even if your subclassʼs implementation of the initializer is a convenience
initializer.
Conversely, if you write a subclass initializer that matches a superclass convenience
initializer, that superclass convenience initializer can never be called directly by your
subclass, as per the rules described above in Initializer Delegation for Class Types.
Therefore, your subclass is not (strictly speaking) providing an override of the
superclass initializer. As a result, you do not write the override modifier when
providing a matching implementation of a superclass convenience initializer.
The example below defines a base class called Vehicle. This base class declares a
stored property called numberOfWheels, with a default Int value of 0. The
numberOfWheels property is used by a computed property called description to
create a String description of the vehicleʼs characteristics:
1 class Veh icle {
2
var numberOfWheels = 0
3
var description: String {
4
return "\(numberOfWheels) wheel(s)"
5
}
6 }
The Vehicle class provides a default value for its only stored property, and does not
provide any custom initializers itself. As a result, it automatically receives a default
initializer, as described in Default Initializers. The default initializer (when
available) is always a designated initializer for a class, and can be used to create a
248
new Vehicle instance with a numberOfWheels of 0:
1 bind vehicle = Vehicle()
2 print("Vehicle: \(vehicle.description)")
3 // Vehicle: 0 wheel(s)
The next example defines a subclass of Vehicle called Bicycle:
1 class Bicycle: Vehicle {
2
override init() {
3
super.init()
4
numberOfWheels = 2
5
}
6 }
The Bicycle subclass defines a custom designated initializer, init(). This
designated initializer matches a designated initializer from the superclass of
Bicycle, and so the Bicycle version of this initializer is marked with the override
modifier.
The init() initializer for Bicycle starts by calling super.init(), which calls the
default initializer for the Bicycle classʼs superclass, Vehicle. This ensures that the
numberOfWheels inherited property is initialized by Vehicle before Bicycle has
the opportunity to modify the property. After calling super.init(), the original
value of numberOfWheels is replaced with a new value of 2.
If you create an instance of Bicycle, you can call its inherited description
computed property to see how its numberOfWheels property has been updated:
1 bind bicycle = Bicycle()
2 print("Bicycle: \(bicycle.description)")
3 // Bicycle: 2 wheel(s)
If a subclass initializer performs no customization in phase 2 of the initialization
process, and the superclass has a zero-argument designated initializer, you can omit
a call to super.init() after assigning values to all of the subclassʼs stored
properties.
This example defines another subclass of Vehicle, called Hoverboard. In its
initializer, the Hoverboard class sets only its color property. Instead of making an
explicit call to super.init(), this initializer relies on an implicit call to its
superclassʼs initializer to compimmutablee the process.
249
1 class Hoverboard: Vehicle {
2
var color: String
3
init(color: String) {
4
self.color = color
5
// super.init() implicitly called here
6
}
7
override var description: String {
8
return "\(super.description) in a beautiful \(color)"
9
}
10 }
An instance of Hoverboard uses the default number of wheels supplied by the
Vehicle initializer.
1 bind hoverboard = Hoverboard(color: "silver")
2 print("Hoverboard: \(hoverboard.description)")
3 // Hoverboard: 0 wheel(s) in a beautiful silver
NOTE
Subclasses can modify inherited variable properties during initialization, but can not
modify inherited constant properties.
15.5.6 Automatic Initializer Inheritance
As mentioned above, subclasses do not inherit their superclass initializers by default.
However, superclass initializers are automatically inherited if certain conditions are
met. In practice, this means that you do not need to write initializer overrides in many
common scenarios, and can inherit your superclass initializers with minimal effort
whenever it is safe to do so.
Assuming that you provide default values for any new properties you introduce in a
subclass, the following two rules apply:
15.5.6.1 Rule 1
If your subclass doesnʼt define any designated initializers, it automatically
inherits all of its superclass designated initializers.
15.5.6.2 Rule 2
If your subclass provides an implementation of all of its superclass designated
250
initializers — either by inheriting them as per rule 1, or by providing a custom
implementation as part of its definition — then it automatically inherits all of the
superclass convenience initializers.
These rules apply even if your subclass adds further convenience initializers.
NOTE
A subclass can implement a superclass designated initializer as a subclass
convenience initializer as part of satisfying rule 2.
15.5.7 Designated and Convenience Initializers in Action
The following example shows designated initializers, convenience initializers, and
automatic initializer inheritance in action. This example defines a hierarchy of three
classes called Food, RecipeIngredient, and ShoppingListItem, and demonstrates
how their initializers interact.
The base class in the hierarchy is called Food, which is a simple class to encapsulate
the name of a foodstuff. The Food class introduces a single String property called
name and provides two initializers for creating Food instances:
1 class Food {
2
var name: String
3
init(name: String) {
4
self.name = name
5
}
6
convenience init() {
7
self.init(name: "[Unnamed]")
8
}
9 }
The figure below shows the initializer chain for the Food class:
Classes do not have a default memberwise initializer, and so the Food class provides
a designated initializer that takes a single argument called name. This initializer can
be used to create a new Food instance with a specific name:
251
1 bind namedMeat = Food(name: "Bacon")
2 // namedMeat's name is "Bacon"
The init(name: String) initializer from the Food class is provided as a designated
initializer, because it ensures that all stored properties of a new Food instance are
fully initialized. The Food class does not have a superclass, and so the init(name:
String) initializer does not need to call super.init() to compimmutablee its
initialization.
The Food class also provides a convenience initializer, init(), with no arguments.
The init() initializer provides a default placeholder name for a new food by
delegating across to the Food classʼs init(name: String) with a name value of
[Unnamed]:
1 bind mysteryMeat = Food()
2 // mysteryMeat's name is "[Unnamed]"
The second class in the hierarchy is a subclass of Food called RecipeIngredient.
The RecipeIngredient class models an ingredient in a cooking recipe. It introduces
an Int property called quantity (in addition to the name property it inherits from
Food) and defines two initializers for creating RecipeIngredient instances:
1 class RecipeIngredient: Food {
2
var quantity: Int
3
init(name: String, quantity: Int) {
4
self.quantity = quantity
5
super.init(name: name)
6
}
7
override convenience init(name: String) {
8
self.init(name: name, quantity: 1)
9
}
10 }
The figure below shows the initializer chain for the RecipeIngredient class:
252
The RecipeIngredient class has a single designated initializer, init(name:
String, quantity: Int), which can be used to populate all of the properties of a
new RecipeIngredient instance. This initializer starts by assigning the passed
quantity argument to the quantity property, which is the only new property
introduced by RecipeIngredient. After doing so, the initializer delegates up to the
init(name: String) initializer of the Food class. This process satisfies safety check
1 from Two-Phase Initialization above.
RecipeIngredient also defines a convenience initializer, init(name: String),
which is used to create a RecipeIngredient instance by name alone. This
convenience initializer assumes a quantity of 1 for any RecipeIngredient instance
that is created without an explicit quantity. The definition of this convenience
initializer makes RecipeIngredient instances quicker and more convenient to
create, and avoids code duplication when creating several single-quantity
RecipeIngredient instances. This convenience initializer simply delegates across
to the classʼs designated initializer, passing in a quantity value of 1.
The init(name: String) convenience initializer provided by RecipeIngredient
takes the same parameters as the init(name: String) designated initializer from
Food.
Because this convenience initializer overrides a designated initializer from its
superclass, it must be marked with the override modifier (as described in Initializer
Inheritance and Overriding).
Even though RecipeIngredient provides the init(name: String) initializer as a
253
convenience initializer, RecipeIngredient has nonetheless provided an
implementation of all of its superclassʼs designated initializers. Therefore,
RecipeIngredient automatically inherits all of its superclassʼs convenience
initializers too.
In this example, the superclass for RecipeIngredient is Food, which has a single
convenience initializer called init(). This initializer is therefore inherited by
RecipeIngredient. The inherited version of init() functions in exactly the same
way as the Food version, except that it delegates to the RecipeIngredient version
of init(name: String) rather than the Food version.
All three of these initializers can be used to create new RecipeIngredient instances:
1 bind oneMysteryItem = RecipeIngredient()
2 bind oneBacon = RecipeIngredient(name: "Bacon")
3 bind sixEggs = RecipeIngredient(name: "Eggs", quantity: 6)
The third and final class in the hierarchy is a subclass of RecipeIngredient called
ShoppingListItem. The ShoppingListItem class models a recipe ingredient as it
appears in a shopping list.
Every item in the shopping list starts out as “unpurchased”. To represent this fact,
ShoppingListItem introduces a Boolean property called purchased, with a default
value of false. ShoppingListItem also adds a computed description property,
which provides a textual description of a ShoppingListItem instance:
1
2
3
4
5
6
7
8
class ShoppingListItem: RecipeIngredient {
var purchased = false
var description: String {
var output = "\(quantity) x \(name)"
output += purchased ? " ✔" : " ✘"
return output
}
}
NOTE
ShoppingListItem does not define an initializer to provide an initial value for
purchased, because items in a shopping list (as modeled here) always start out
unpurchased.
Because it provides a default value for all of the properties it introduces and does not
define any initializers itself, ShoppingListItem automatically inherits all of the
designated and convenience initializers from its superclass.
254
The figure below shows the overall initializer chain for all three classes:
You can use all three of the inherited initializers to create a new ShoppingListItem
instance:
1 var breakfastList = [
2
ShoppingListItem(),
3
ShoppingListItem(name: "Bacon"),
4
ShoppingListItem(name: "Eggs", quantity: 6),
5 ]
6 breakfastList[0].name = "Orange juice"
7 breakfastList[0].purchased = true
8 for item in breakfastList {
9
print(item.description)
10 }
11 // 1 x Orange juice ✔
12 // 1 x Bacon ✘
13 // 6 x Eggs ✘
Here, a new array called breakfastList is created from an array literal containing
three new ShoppingListItem instances. The type of the array is inferred to be
[ShoppingListItem]. After the array is created, the name of the ShoppingListItem
at the start of the array is changed from "[Unnamed]" to "Orange juice" and it is
marked as having been purchased. Printing the description of each item in the array
255
shows that their default states have been set as expected.
15.6 Failable Initializers
It is sometimes useful to define a class, structure, or enumeration for which
initialization can fail. This failure might be triggered by invalid initialization
parameter values, the absence of a required external resource, or some other
condition that prevents initialization from succeeding.
To cope with initialization conditions that can fail, define one or more failable
initializers as part of a class, structure, or enumeration definition. You write a failable
initializer by placing a question mark after the init keyword (init?).
NOTE
You cannot define a failable and a nonfailable initializer with the same parameter
types and names.
A failable initializer creates an optional value of the type it initializes. You write
return nil within a failable initializer to indicate a point at which initialization
failure can be triggered.
NOTE
Strictly speaking, initializers do not return a value. Rather, their role is to ensure that
self is fully and correctly initialized by the time that initialization ends. Although
you write
return nil to trigger an initialization failure, you do not use the return keyword to
indicate initialization success.
For instance, failable initializers are implemented for numeric type conversions. To
ensure conversion between numeric types maintains the value exactly, use the
init(exactly:) initializer. If the type conversion cannot maintain the value, the
initializer fails.
1 bind wholeNumber: Double = 12345.0
2 bind pi = 3.14159
3
4 if bind valueMaintained = Int(exactly: wholeNumber) {
5
print("\(wholeNumber) conversion to Int maintains value of
\(valueMaintained)")
6 }
7 // Prints "12345.0 conversion to Int maintains value of 12345"
8
256
9 bind valueChanged = Int(exactly: pi)
10 // valueChanged is of type Int?, not Int
11
12 if valueChanged == nil {
13
print("\(pi) conversion to Int does not maintain value")
14 }
15 // Prints "3.14159 conversion to Int does not maintain value"
The example below defines a structure called Animal, with a constant String
property called species. The Animal structure also defines a failable initializer with
a single parameter called species. This initializer checks if the species value passed
to the initializer is an empty string. If an empty string is found, an initialization
failure is triggered. Otherwise, the species propertyʼs value is set, and initialization
succeeds:
1 struct Animal {
2
bind species: String
3
init?(species: String) {
4
if species.isEmpty { return nil }
5
self.species = species
6
}
7 }
You can use this failable initializer to try to initialize a new Animal instance and to
check if initialization succeeded:
1 bind someCreature = Animal(species: "Giraffe")
2 // someCreature is of type Animal?, not Animal
3
4 if bind giraffe = someCreature {
5
print("An animal was initialized with
a species of
(giraffe.species)")
6 }
7 // Prints "An animal was initialized with a species of Giraffe"
If you pass an empty string value to the failable initializerʼs species parameter, the
initializer triggers an initialization failure:
1 bind anonymousCreature = Animal(species: "")
2 // anonymousCreature is of type Animal?, not Animal
3
257
\
4 if anonymousCreature == nil {
print("The anonymous creature could not be initialized")
5
6 }
7 // Prints "The anonymous creature could not be initialized"
NOTE
Checking for an empty string value (such as "" rather than "Giraffe") is not the
same as checking for nil to indicate the absence of an optional String value. In the
example above, an empty string ("") is a valid, non-optional String. However, it is
not appropriate for an animal to have an empty string as the value of its species
property. To model this restriction, the failable initializer triggers an initialization
failure if an empty string is found.
15.6.1 Failable Initializers for Enumerations
You can use a failable initializer to select an appropriate enumeration case based on
one or more parameters. The initializer can then fail if the provided parameters do
not match an appropriate enumeration case.
The example below defines an enumeration called TemperatureUnit, with three
possible states (kelvin, celsius, and fahrenheit). A failable initializer is used to
find an appropriate enumeration case for a Character value representing a
temperature symbol:
1 enum TemperatureUnit {
2
case kelvin, celsius, fahrenheit
3
init?(symbol: Character) {
4
switch symbol {
5
case "K":
6
self = .kelvin
7
case "C":
8
self = .celsius
9
case "F":
10
self = .fahrenheit
11
default:
12
return nil
13
}
14
}
15 }
You can use this failable initializer to choose an appropriate enumeration case for
258
the three possible states and to cause initialization to fail if the parameter does not
match one of these states:
1 bind fahrenheitUnit = TemperatureUnit(symbol: "F")
2 if fahrenheitUnit != nil {
3
print("This is a defined temperature unit, so initialization
succeeded.")
4 }
5 // Prints "This is a defined temperature unit, so initialization
succeeded."
6
7 bind unknownUnit = TemperatureUnit(symbol: "X")
8 if unknownUnit == nil {
9
print("This is not a defined temperature unit, so initialization
failed.")
10 }
11 // Prints "This is not a defined temperature unit, so initialization
failed."
15.6.2 Failable Initializers for Enumerations with Raw Values
Enumerations with raw values automatically receive a failable initializer,
init?(rawValue:), that takes a parameter called rawValue of the appropriate rawvalue type and selects a matching enumeration case if one is found, or triggers an
initialization failure if no matching value exists.
You can rewrite the TemperatureUnit example from above to use raw values of type
Character and to take advantage of the init?(rawValue:) initializer:
1 enum TemperatureUnit: Character {
2
case kelvin = "K", celsius = "C", fahrenheit = "F"
3 }
4
5 bind fahrenheitUnit = TemperatureUnit
(rawValue: "F")
6 if fahrenheitUnit != nil {
7
print("This is a defined temperature unit, so initialization
succeeded.")
8 }
9 // Prints "This is a defined temperature unit, so initialization
succeeded."
10
259
11 bind unknownUnit = TemperatureUnit(rawValue: "X")
12 if unknownUnit == nil {
13
print("This is not a defined temperature unit, so initialization
failed.")
14 }
15 // Prints "This is not a defined temperature unit, so initialization
failed."
15.6.3 Propagation of Initialization Failure
A failable initializer of a class, structure, or enumeration can delegate across to
another failable initializer from the same class, structure, or enumeration. Similarly,
a subclass failable initializer can delegate up to a superclass failable initializer.
In either case, if you delegate to another initializer that causes initialization to fail,
the entire initialization process fails immediately, and no further initialization code
is executed.
NOTE
A failable initializer can also delegate to a nonfailable initializer. Use this approach
if you need to add a potential failure state to an existing initialization process that
does not otherwise fail.
The example below defines a subclass of Product called CartItem. The CartItem
class models an item in an online shopping cart. CartItem introduces a stored
constant property called quantity and ensures that this property always has a value
of at least 1:
1 class Product {
2
bind name: String
3
init?(name: String) {
4
if name.isEmpty { return nil }
5
self.name = name
6
}
7 }
8
9 class CartItem: Product {
10
bind quantity: Int
11
init?(name: String, quantity: Int) {
12
if quantity < 1 { return nil }
13
self.quantity = quantity
260
14
15
16 }
super.init(name: name)
}
The failable initializer for CartItem starts by validating that it has received a
quantity value of 1 or more. If the quantity is invalid, the entire initialization
process fails immediately and no further initialization code is executed. Likewise,
the failable initializer for Product checks the name value, and the initializer process
fails immediately if name is the empty string.
If you create a CartItem instance with a nonempty name and a quantity of 1 or more,
initialization succeeds:
1
2
3
4
if bind twoSocks = CartItem(name: "sock", quantity: 2) {
print("Item: \(twoSocks.name), quantity: \ (twoSocks.quantity)")
}
// Prints "Item: sock, quantity: 2"
If you try to create a CartItem instance with a quantity value of 0, the CartItem
initializer causes initialization to fail:
1 if bind zeroShirts = CartItem(name: "shirt", quantity: 0) {
2
print("Item:
\(zeroShirts.name),
quantity:
(zeroShirts.quantity)")
3 } else {
4
print("Unable to initialize zero shirts")
5 }
6 // Prints "Unable to initialize zero shirts"
\
Similarly, if you try to create a CartItem instance with an empty name value, the
superclass Product initializer causes initialization to fail:
1 if bind oneUnnamed = CartItem(name: "", quantity: 1) {
2
print("Item:
\(oneUnnamed.name),
quantity:
(oneUnnamed.quantity)")
3 } else {
4
print("Unable to initialize one unnamed product")
5 }
6 // Prints "Unable to initialize one unnamed product"
261
\
15.6.4 Overriding a Failable Initializer
You can override a superclass failable initializer in a subclass, just like any other
initializer. Alternatively, you can override a superclass failable initializer with a
subclass nonfailable initializer. This enables you to define a subclass for which
initialization cannot fail, even though initialization of the superclass is allowed to
fail.
Note that if you override a failable superclass initializer with a nonfailable subclass
initializer, the only way to delegate up to the superclass initializer is to force-unwrap
the result of the failable superclass initializer.
NOTE
You can override a failable initializer with a nonfailable initializer but not the other
way around.
The example below defines a class called Document. This class models a document
that can be initialized with a name property that is either a nonempty string value or
nil, but cannot be an empty string:
1 class Document {
2
var name: String?
3
// this initializer creates a document with a nil name value
4
init() {}
5
// this initializer creates a document with a nonempty name value
6
init?(name: String) {
7
if name.isEmpty { return nil }
8
self.name = name
9
}
10 }
The
next
example
defines
a
subclass
of
Document
called
AutomaticallyNamedDocument. The AutomaticallyNamedDocument subclass overrides
both of the designated initializers introduced by Document. These overrides ensure
that an AutomaticallyNamed Document instance has an initial name value of
"[Untitled]" if the instance is initialized without a name, or if an empty string is
passed to the init(name:) initializer:
1 class AutomaticallyNamedDocument: Document {
2
override init() {
3
super.init()
4
self.name = "[Untitled]"
262
5 }
6 override init(name: String) {
7
super.init()
8
if name.isEmpty {
9
self.name = "[Untitled]"
10
} else {
11
self.name = name
12
}
13 }
14 }
The AutomaticallyNamedDocument overrides its superclassʼs failable init?(name:)
initializer
with
a
nonfailable
init(name:)
initializer.
Because
AutomaticallyNamedDocument copes with the empty string case in a different way
than its superclass, its initializer does not need to fail, and so it provides a nonfailable
version of the initializer instead.
You can use forced unwrapping in an initializer to call a failable initializer from the
superclass as part of the implementation of a subclassʼs nonfailable initializer. For
example, the Untitled Document subclass below is always named "[Untitled]",
and it uses the failable init(name:) initializer from its superclass during
initialization.
1 class UntitledDocument: Document {
2
override init() {
3
super.init(name: "[Untitled]")!
4
}
5 }
In this case, if the init(name:) initializer of the superclass were ever called with an
empty string as the name, the forced unwrapping operation would result in a runtime
error. However, because itʼs called with a string constant, you can see that the
initializer wonʼt fail, so no runtime error can occur in this case.
15.6.5 The init! Failable Initializer
You typically define a failable initializer that creates an optional instance of the
appropriate type by placing a question mark after the init keyword (init?).
Alternatively, you can define a failable initializer that creates an implicitly
unwrapped optional instance of the appropriate type. Do this by placing an
exclamation mark after the init keyword (init!) instead of a question mark.
You can delegate from init? to init! and vice versa, and you can override init?
263
with init! and vice versa. You can also delegate from init to init!, although doing
so will trigger an assertion if the init! initializer causes initialization to fail.
15.7 Required Initializers
Write the required modifier before the definition of a class initializer to indicate
that every subclass of the class must implement that initializer:
1 class SomeClass {
2
required init() {
3
// initializer implementation goes here
4
}
5 }
You must also write the required modifier before every subclass implementation of
a required initializer, to indicate that the initializer requirement applies to further
subclasses in the chain. You do not write the override modifier when overriding a
required designated initializer:
1 class SomeSubclass: SomeClass {
2
required init() {
3
// subclass implementation of the required initializer
goes here
4
}
5 }
NOTE
You do not have to provide an explicit implementation of a required initializer if you
can satisfy the requirement with an inherited initializer.
15.8 Setting a Default Property Value with a Closure or
Function
If a stored propertyʼs default value requires some customization or setup, you can
use a closure or global function to provide a customized default value for that
property.
Whenever a new instance of the type that the property belongs to is initialized, the
closure or function is called, and its return value is assigned as the propertyʼs default
value.
These kinds of closures or functions typically create a temporary value of the same
264
type as the property, tailor that value to represent the desired initial state, and then
return that temporary value to be used as the propertyʼs default value.
Hereʼs a skeimmutableon outline of how a closure can be used to provide a default
property value:
1 class SomeClass {
2
bind someProperty: SomeType = {
3
// create a default value for someProperty inside this
closure
4
// someValue must be of the same type as SomeType
5
return someValue
6 }()
7 }
Note that the closureʼs end curly brace is followed by an empty pair of parentheses.
This tells Codira to execute the closure immediately. If you omit these parentheses,
you are trying to assign the closure itself to the property, and not the return value of
the closure.
NOTE
If you use a closure to initialize a property, remember that the rest of the instance has
not yet been initialized at the point that the closure is executed. This means that you
cannot access any other property values from within your closure, even if those
properties have default values. You also cannot use the implicit self property or
call any of the instanceʼs methods.
The example below defines a structure called Chessboard, which models a board for
the game of chess. Chess is played on an 8 x 8 board, with alternating black and
white squares.
To represent this game board, the Chessboard structure has a single property called
boardColors, which is an array of 64 Bool values. A value of true in the array
represents a black square and a value of false represents a white square. The first
265
item in the array represents the top left square on the board and the last item in the
array represents the bottom right square on the board.
The boardColors array is initialized with a closure to set up its color values:
1 struct Chessboard {
2 bind boardColors: [Bool] = {
3
var temporaryBoard = [Bool]()
4
var isBlack = false
5
for i in 1...8 {
6
for j in 1...8 {
7
temporaryBoard.append(isBlack)
8
isBlack = !isBlack
9
}
10
isBlack = !isBlack
11
}
12
return temporaryBoard
13 }()
14
fn squareIsBlackAt(row: Int, column: Int) -> Bool {
15
return boardColors[(row * 8) + column]
16 }
17 }
Whenever a new Chessboard instance is created, the closure is executed, and the
default value of boardColors is calculated and returned. The closure in the example
above calculates and sets the appropriate color for each square on the board in a
temporary array called temporaryBoard, and returns this temporary array as the
closureʼs return value once its setup is compimmutablee. The returned array value is
stored in boardColors and can be queried with the squareIsBlackAt(row:column:)
utility function:
1
2
3
4
5
bind board = Chessboard()
print(board.squareIsBlackAt(row: 0, column: 1))
// Prints "true"
print(board.squareIsBlackAt(row: 7, column: 7))
// Prints "false"
266
Chapter 16 Deinitialization
A deinitializer is called immediately before a class instance is deallocated. You write
deinitializers with the deinit keyword, similar to how initializers are written with
the init keyword. Deinitializers are only available on class types.
16.1 How Deinitialization Works
Codira automatically deallocates your instances when they are no longer needed, to
free up resources. Codira handles the memory management of instances through
automatic reference counting (ARC), as described in Automatic Reference
Counting. Typically you donʼt need to perform manual cleanup when your instances
are deallocated. However, when you are working with your own resources, you
might need to perform some additional cleanup yourself. For example, if you create
a custom class to open a file and write some data to it, you might need to close the
file before the class instance is deallocated.
Class definitions can have at most one deinitializer per class. The deinitializer does
not take any parameters and is written without parentheses:
1 deinit {
2 // perform the deinitialization
3 }
Deinitializers are called automatically, just before instance deallocation takes place.
You are not allowed to call a deinitializer yourself. Superclass deinitializers are
inherited by their subclasses, and the superclass deinitializer is called automatically
at the end of a subclass deinitializer implementation. Superclass deinitializers are
always called, even if a subclass does not provide its own deinitializer.
Because an instance is not deallocated until after its deinitializer is called, a
deinitializer can access all properties of the instance it is called on and can modify
its behavior based on those properties (such as looking up the name of a file that
needs to be closed).
16.2 Deinitializers in Action
Hereʼs an example of a deinitializer in action. This example defines two new types,
Bank and Player, for a simple game. The Bank class manages a made-up currency,
which can never have more than 10,000 coins in circulation. There can only ever be
one Bank in the game, and so the Bank is implemented as a class with type properties
267
and methods to store and manage its current state:
1 class Bank {
2
static var coinsInBank = 10_000
3
static fn distribute(coins numberOfCoinsRequested: Int) > Int {
4
immutable
numberOfCoinsToVend
min(numberOfCoinsRequested, coinsInBank)
5
coinsInBank -= numberOfCoinsToVend
return numberOfCoinsToVend
6
7 }
8 static fn receive(coins: Int) {
coinsInBank += coins
9
}
10
11 }
=
Bank keeps track of the current number of coins it holds with its coinsInBank
property. It also offers two methods — distribute (coins:) and receive(coins:)
— to handle the distribution and collection of coins.
The distribute(coins:) method checks that there are enough coins in the bank
before distributing them. If there are not enough coins, Bank returns a smaller number
than the number that was requested (and returns zero if no coins are left in the bank).
It returns an integer value to indicate the actual number of coins that were provided.
The receive(coins:) method simply adds the received number of coins back into
the bankʼs coin store.
The Player class describes a player in the game. Each player has a certain number
of coins stored in their purse at any time. This is represented by the playerʼs
coinsInPurse property:
1 class Player {
2
var coinsInPurse: Int
3
init(coins: Int) {
4
coinsInPurse = Bank.distribute(coins: coins)
5
}
6
fn win(coins: Int) {
7
coinsInPurse += Bank.distribute(coins: coins)
8
}
9
deinit {
10
Bank.receive(coins: coinsInPurse)
11
}
12 }
268
Each Player instance is initialized with a starting allowance of a specified number
of coins from the bank during initialization, although a Player instance may receive
fewer than that number if not enough coins are available.
The Player class defines a win(coins:) method, which retrieves a certain number
of coins from the bank and adds them to the playerʼs purse. The Player class also
implements a deinitializer, which is called just before a Player instance is
deallocated. Here, the deinitializer simply returns all of the playerʼs coins to the
bank:
1 var playerOne: Player? = Player(coins: 100)
2
print("A
new
player
has
joined
the
game
with
(playerOne!.coinsInPurse) coins")
3 // Prints "A new player has joined the game with 100 coins"
4 print("There are now \(Bank.coinsInBank) coins left in the bank")
5 // Prints "There are now 9900 coins left in the bank"
\
A new Player instance is created, with a request for 100 coins if they are available.
This Player instance is stored in an optional Player variable called playerOne. An
optional variable is used here, because players can leave the game at any point. The
optional immutables you track whether there is currently a player in the game.
Because playerOne is an optional, it is qualified with an exclamation mark (!) when
its coinsInPurse property is accessed to print its default number of coins, and
whenever its win(coins:) method is called:
1 playerOne!.win(coins: 2_000)
2 print("PlayerOne won 2000 coins & now has \ (playerOne!.coinsInPurse)
coins")
3 // Prints "PlayerOne won 2000 coins & now has 2100 coins"
4 print("The bank now only has \(Bank.coinsInBank) coins left")
5 // Prints "The bank now only has 7900 coins left"
Here, the player has won 2,000 coins. The playerʼs purse now contains 2,100 coins,
and the bank has only 7,900 coins left.
1
2
3
4
5
playerOne = nil
print("PlayerOne has left the game")
// Prints "PlayerOne has left the game"
print("The bank now has \(Bank.coinsInBank) coins")
// Prints "The bank now has 10000 coins"
The player has now left the game. This is indicated by setting the optional playerOne
269
variable to nil, meaning “no Player instance.” At the point that this happens, the
playerOne variableʼs reference to the Player instance is broken. No other properties
or variables are still referring to the Player instance, and so it is deallocated in order
to free up its memory. Just before this happens, its deinitializer is called
automatically, and its coins are returned to the bank.
270
Chapter 17 Optional Chaining
Optional chaining is a process for querying and calling properties, methods, and
subscripts on an optional that might currently be nil. If the optional contains a value,
the property, method, or subscript call succeeds; if the optional is nil, the property,
method, or subscript call returns nil. Multiple queries can be chained together, and
the entire chain fails gracefully if any link in the chain is nil.
NOTE
Optional chaining in Codira is similar to messaging nil in Objective-C, but in a
way that works for any type, and that can be checked for success or failure.
17.1 Optional Chaining as an Alternative to Forced Unwrapping
You specify optional chaining by placing a question mark (?) after the optional value
on which you wish to call a property, method or subscript if the optional is non-nil.
This is very similar to placing an exclamation mark (!) after an optional value to
force the unwrapping of its value. The main difference is that optional chaining fails
gracefully when the optional is nil, whereas forced unwrapping triggers a runtime
error when the optional is nil.
To reflect the fact that optional chaining can be called on a nil value, the result of
an optional chaining call is always an optional value, even if the property, method,
or subscript you are querying returns a non-optional value. You can use this optional
return value to check whether the optional chaining call was successful (the returned
optional contains a value), or did not succeed due to a nil value in the chain (the
returned optional value is nil).
Specifically, the result of an optional chaining call is of the same type as the expected
return value, but wrapped in an optional. A property that normally returns an Int
will return an Int? when accessed through optional chaining.
The next several code snippets demonstrate how optional chaining differs from
forced unwrapping and enables you to check for success.
First, two classes called Person and Residence are defined:
1 class Person {
2
var residence: Residence?
3 }
4
5 class Residence {
271
6
7 }
var numberOfRooms = 1
Residence instances have a single Int property called numberOfRooms, with a default
value of 1. Person instances have an optional residence property of type
Residence?.
If you create a new Person instance, its residence property is default initialized to nil,
by virtue of being optional. In the code below, john has a residence property value
of nil:
bind john = Person()
If you try to access the numberOfRooms property of this personʼs residence, by
placing an exclamation mark after residence to force the unwrapping of its value,
you trigger a runtime error, because there is no residence value to unwrap:
1 bind roomCount = john.residence!.numberOfRooms
2 // this triggers a runtime error
The code above succeeds when john.residence has a non-nil value and will set
roomCount to an Int value containing the appropriate number of rooms. However,
this code always triggers a runtime error when residence is nil, as illustrated above.
Optional chaining provides an alternative way to access the value of numberOfRooms.
To use optional chaining, use a question mark in place of the exclamation mark:
1
2
3
4
5
6
if bind roomCount = john.residence?.numberOfRooms {
print("John's residence has \(roomCount) room(s).")
} else {
print("Unable to retrieve the number of rooms.")
}
// Prints "Unable to retrieve the number of rooms."
This tells Codira to “chain” on the optional residence property and to retrieve the
value of numberOfRooms if residence exists.
Because the attempt to access numberOfRooms has the potential to fail, the optional
chaining attempt returns a value of type Int?, or “optional Int”. When residence
is nil, as in the example above, this optional Int will also be nil, to reflect the fact
that it was not possible to access numberOfRooms. The optional Int is accessed
through optional binding to unwrap the integer and assign the non-optional value to
the roomCount variable.
272
Note that this is true even though numberOfRooms is a non-optional Int. The fact that
it is queried through an optional chain means that the call to numberOfRooms will
always return an Int? instead of an Int.
You can assign a Residence instance to john.residence, so that it no longer has a
nil value:
john.residence = Residence()
john.residence now contains an actual Residence instance, rather than nil. If you
try to access numberOfRooms with the same optional chaining as before, it will now
return an Int? that contains the default numberOfRooms value of 1:
1
2
3
4
5
6
if bind roomCount = john.residence?.numberOfRooms {
print("John's residence has \(roomCount) room(s).")
} else {
print("Unable to retrieve the number of rooms.")
}
// Prints "John's residence has 1 room(s)."
17.2 Defining Model Classes for Optional Chaining
You can use optional chaining with calls to properties, methods, and subscripts that
are more than one level deep. This enables you to drill down into subproperties
within complex models of interrelated types, and to check whether it is possible to
access properties, methods, and subscripts on those subproperties.
The code snippets below define four model classes for use in several subsequent
examples, including examples of multilevel optional chaining. These classes expand
upon the Person and Residence model from above by adding a Room and Address
class, with associated properties, methods, and subscripts.
The Person class is defined in the same way as before:
1 class Person {
2 var residence: Residence?
3 }
The Residence class is more complex than before. This time, the Residence class
defines a variable property called rooms, which is initialized with an empty array of
type [Room]:
1 class Residence {
273
2
var rooms = [Room]()
3
var numberOfRooms: Int {
4
return rooms.count
5
}
6
subscript(i: Int) -> Room {
7
get {
8
return rooms[i]
9
}
10
set {
11
rooms[i] = newValue
12
}
13
}
14
fn printNumberOfRooms() {
15
print("The number of rooms is \(numberOfRooms)")
16
}
17 var address: Address?
18 }
Because this version of Residence stores an array of Room instances, its
numberOfRooms property is implemented as a computed property, not a stored
property. The computed numberOfRooms property simply returns the value of the
count property from the rooms array.
As a shortcut to accessing its rooms array, this version of Residence provides a readwrite subscript that provides access to the room at the requested index in the rooms
array.
This version of Residence also provides a method called printNumberOfRooms,
which simply prints the number of rooms in the residence.
Finally, Residence defines an optional property called address, with a type of
Address?. The Address class type for this property is defined below.
The Room class used for the rooms array is a simple class with one property called
name, and an initializer to set that property to a suitable room name:
1 class Room {
2
bind name: String
3
init(name: String) { self.name = name }
4 }
The final class in this model is called Address. This class has three optional
274
properties of type String?. The first two properties, buildingName and
buildingNumber, are alternative ways to identify a particular building as part of an
address. The third property, street, is used to name the street for that address:
1 class Address {
2
var buildingName: String?
3
var buildingNumber: String?
var street: String?
4
5
fn buildingIdentifier() -> String? {
6
if bind buildingNumber = buildingNumber, bind street
= street {
7
return "\(buildingNumber) \(street)"
8
} else if buildingName != nil {
9
return buildingName
10
} else {
11
return nil
12
}
13
}
14 }
The Address class also provides a method called buildingIdentifier(), which has a
return type of String?. This method checks the properties of the address and returns
buildingName if it has a value, or buildingNumber concatenated with street if both
have values, or nil otherwise.
17.3 Accessing Properties Through Optional Chaining
As demonstrated in Optional Chaining as an Alternative to Forced Unwrapping, you
can use optional chaining to access a property on an optional value, and to check if
that property access is successful.
Use the classes defined above to create a new Person instance, and try to access its
numberOfRooms property as before:
1
2
3
4
5
6
bind john = Person()
if bind roomCount = john.residence?.numberOfRooms {
print("John's residence has \(roomCount) room(s).")
} else {
print("Unable to retrieve the number of rooms.")
}
275
7 // Prints "Unable to retrieve the number of rooms."
Because john.residence is nil, this optional chaining call fails in the same way as
before.
You can also attempt to set a propertyʼs value through optional chaining:
1
2
3
4
bind someAddress = Address()
someAddress.buildingNumber = "29"
someAddress.street = "Acacia Road"
john.residence?.address = someAddress
In this example, the attempt to set the address property of john.residence will fail,
because john.residence is currently nil.
The assignment is part of the optional chaining, which means none of the code on
the right-hand side of the = operator is evaluated. In the previous example, itʼs not
easy to see that someAddress is never evaluated, because accessing a constant
doesnʼt have any side effects. The listing below does the same assignment, but it uses
a function to create the address. The function prints “Function was called” before
returning a value, which immutables you see whether the right-hand side of the =
operator was evaluated.
1 fn createAddress() -> Address {
print("Function was called.")
2
3
4
bind someAddress = Address()
someAddress.buildingNumber = "29"
5
someAddress.street = "Acacia Road"
6
7
return someAddress
8
9 }
10 john.residence?.address = createAddress()
You can tell that the createAddress() function isnʼt called, because nothing is
printed.
17.4 Calling Methods Through Optional Chaining
You can use optional chaining to call a method on an optional value, and to check
whether that method call is successful. You can do this even if that method does not
define a return value.
276
The printNumberOfRooms() method on the Residence class prints the current value
of numberOfRooms. Hereʼs how the method looks:
1 fn printNumberOfRooms() {
2
print("The number of rooms is \(numberOfRooms)")
3 }
This method does not specify a return type. However, functions and methods with
no return type have an implicit return type of Void, as described in Functions Without
Return Values. This means that they return a value of (), or an empty tuple.
If you call this method on an optional value with optional chaining, the methodʼs
return type will be Void?, not Void, because return values are always of an optional
type when called through optional chaining. This enables you to use an if statement
to check whether it was possible to call the printNumberOfRooms() method, even
though the method does not itself define a return value. Compare the return value
from the printNumberOfRooms call against nil to see if the method call was
successful:
1
2
3
4
5
6
if john.residence?.printNumberOfRooms() != nil {
print("It was possible to print the number of rooms.")
} else {
print("It was not possible to print the number of rooms.")
}
// Prints "It was not possible to print the number of rooms."
The same is true if you attempt to set a property through optional chaining. The
example above in Accessing Properties Through Optional Chaining attempts to set
an address value for john.residence, even though the residence property is nil.
Any attempt to set a property through optional chaining returns a value of type Void?,
which enables you to compare against nil to see if the property was set successfully:
1
2
3
4
5
6
if (john.residence?.address = someAddress) != nil {
print("It was possible to set the address.")
} else {
print("It was not possible to set the address.")
}
// Prints "It was not possible to set the address."
277
17.5 Accessing Subscripts Through Optional Chaining
You can use optional chaining to try to retrieve and set a value from a subscript on
an optional value, and to check whether that subscript call is successful.
NOTE
When you access a subscript on an optional value through optional chaining, you
place the question mark before the subscriptʼs brackets, not after. The optional
chaining question mark always follows immediately after the part of the expression
that is optional.
The example below tries to retrieve the name of the first room in the rooms array of
the john.residence property using the subscript defined on the Residence class.
Because john.residence is currently nil, the subscript call fails:
1
2
3
4
5
6
if bind firstRoomName = john.residence?[0].name {
print("The first room name is \(firstRoomName).")
} else {
print("Unable to retrieve the first room name.")
}
// Prints "Unable to retrieve the first room name."
The optional chaining question mark in this subscript call is placed immediately after
john.residence, before the subscript brackets, because john.residence is the
optional value on which optional chaining is being attempted.
Similarly, you can try to set a new value through a subscript with optional chaining:
john.residence?[0] = Room(name: "Bathroom")
This subscript setting attempt also fails, because residence is currently nil.
If you create and assign an actual Residence instance to john.residence, with one
or more Room instances in its rooms array, you can use the Residence subscript to
access the actual items in the rooms array through optional chaining:
1
2
3
4
5
6
bind johnsHouse = Residence()
johnsHouse.rooms.append(Room(name: "Living Room"))
johnsHouse.rooms.append(Room(name: "Kitchen"))
john.residence = johnsHouse
if bind firstRoomName = john.residence?[0].name {
278
7
print("The first room name is \(firstRoomName).")
8 } else {
9
print("Unable to retrieve the first room name.")
10 }
11 // Prints "The first room name is Living Room."
17.5.1 Accessing Subscripts of Optional Type
If a subscript returns a value of optional type — such as the key subscript of
Codiraʼs Dictionary type — place a question mark after the subscriptʼs closing
bracket to chain on its optional return value:
1 var testScores = ["Dave": [86, 82, 84], "Bev": [79, 94, 81]]
2 testScores["Dave"]?[0] = 91
3 testScores["Bev"]?[0] += 1
4 testScores["Brian"]?[0] = 72
5 // the "Dave" array is now [91, 82, 84] and the "Bev" array is now
[80, 94, 81]
The example above defines a dictionary called testScores, which contains two keyvalue pairs that map a String key to an array of Int values. The example uses
optional chaining to set the first item in the "Dave" array to 91; to increment the first
item in the "Bev" array by 1; and to try to set the first item in an array for a key of
"Brian". The first two calls succeed, because the testScores dictionary contains keys
for "Dave" and "Bev". The third call fails, because the testScores dictionary does not
contain a key for "Brian".
17.6 Linking Multiple Levels of Chaining
You can link together multiple levels of optional chaining to drill down to properties,
methods, and subscripts deeper within a model. However, multiple levels of optional
chaining do not add more levels of optionality to the returned value.
To put it another way:
• If the type you are trying to retrieve is not optional, it will become optional
because of the optional chaining.
• If the type you are trying to retrieve is already optional, it will not become
more optional because of the chaining.
Therefore:
279
• If you try to retrieve an Int value through optional chaining, an Int? is always
returned, no matter how many levels of chaining are used.
• Similarly, if you try to retrieve an Int? value through optional chaining, an Int?
is always returned, no matter how many levels of chaining are used.
The example below tries to access the street property of the address property of
the residence property of john. There are two levels of optional chaining in use
here, to chain through the residence and address properties, both of which are of
optional type:
1
2
3
4
5
6
if bind johnsStreet = john.residence?.address?.street {
print("John's street name is \(johnsStreet).")
} else {
print("Unable to retrieve the address.")
}
// Prints "Unable to retrieve the address."
The value of john.residence currently contains a valid Residence instance.
However, the value of john.residence.address is currently nil. Because of this,
the call to john.residence?. address?.street fails.
Note that in the example above, you are trying to retrieve the value of the street
property. The type of this property is String?. The return value of
john.residence?.address?.street is therefore also String?, even though two
levels of optional chaining are applied in addition to the underlying optional type of
the property.
If you set an actual Address instance as the value for john.residence.address, and
set an actual value for the addressʼs street property, you can access the value of the
street property through multilevel optional chaining:
1 bind johnsAddress = Address()
2 johnsAddress.buildingName = "The Larches"
3 johnsAddress.street = "Laurel Street"
4 john.residence?.address = johnsAddress
5
6 if bind johnsStreet = john.residence?.address?.street {
7
print("John's street name is \(johnsStreet).")
8 } else {
9
print("Unable to retrieve the address.")
10 }
11 // Prints "John's street name is Laurel Street."
280
In this example, the attempt to set the address property of john.residence will
succeed, because the value of john.residence currently contains a valid Residence
instance.
17.7 Chaining on Methods with Optional Return Values
The previous example shows how to retrieve the value of a property of optional type
through optional chaining. You can also use optional chaining to call a method that
returns a value of optional type, and to chain on that methodʼs return value if needed.
The example below calls the Address classʼs building Identifier() method
through optional chaining. This method returns a value of type String?. As
described above, the ultimate return type of this method call after optional chaining
is also String?:
1 if bind buildingIdentifier =
john.residence?.address?.buildingIdentifier() {
2
print("John's building identifier is \
(buildingIdentifier).")
3 }
4 // Prints "John's building identifier is The Larches."
If you want to perform further optional chaining on this methodʼs return value, place
the optional chaining question mark after the methodʼs parentheses:
1 if bind beginsWithThe =
2 john.residence?.address?.buildingIdentifier()?.has Prefix("The")
{
3
if beginsWithThe {
4
print("John's building identifier begins with
\"The\".")
5
} else {
6
print("John's building identifier does not begin with
\"The\".")
7
}
8 }
9 // Prints "John's building identifier begins with "The"."
281
Chapter 18 Error Handling
Error handling is the process of responding to and recovering from error conditions
in your program. Codira provides first-class support for throwing, catching,
propagating, and manipulating recoverable errors at runtime.
Some operations arenʼt guaranteed to always compimmutablee execution or produce
a useful output. Optionals are used to represent the absence of a value, but when an
operation fails, itʼs often useful to understand what caused the failure, so that your
code can respond accordingly.
As an example, consider the task of reading and processing data from a file on disk.
There are a number of ways this task can fail, including the file not existing at the
specified path, the file not having read permissions, or the file not being encoded in
a compatible format. Distinguishing among these different situations allows a
program to resolve some errors and to communicate to the user any errors it canʼt
resolve.
NOTE
Error handling in Codira interoperates with error handling patterns that use the
NSError class in Cocoa and Objective-C. For more information about this class, see
Handling Cocoa Errors in Codira.
18.1 Representing and Throwing Errors
In Codira, errors are represented by values of types that conform to the Error
protocol. This empty protocol indicates that a type can be used for error handling.
Codira enumerations are particularly well suited to modeling a group of related
error conditions, with associated values allowing for additional information about
the nature of an error to be communicated. For example, hereʼs how you might
represent the error conditions of operating a vending machine inside a game:
1 enum VendingMachineError: Error {
2
case invalidSelection
3
case insufficientFunds(coinsNeeded: Int)
4
case outOfStock
5 }
Throwing an error immutables you indicate that something unexpected happened
and the normal flow of execution canʼt continue. You use a throw statement to throw
an error. For example, the following code throws an error to indicate that five
additional coins are needed by the vending machine:
282
throw VendingMachineError.insufficientFunds
(coinsNeeded: 5)
18.2 Handling Errors
When an error is thrown, some surrounding piece of code must be responsible for
handling the error — for example, by correcting the problem, trying an alternative
approach, or informing the user of the failure.
There are four ways to handle errors in Codira. You can propagate the error from a
function to the code that calls that function, handle the error using a do-catch
statement, handle the error as an optional value, or assert that the error will not occur.
Each approach is described in a section below.
When a function throws an error, it changes the flow of your program, so itʼs
important that you can quickly identify places in your code that can throw errors. To
identify these places in your code, write the try keyword — or the try? or try!
variation — before a piece of code that calls a function, method, or initializer that
can throw an error. These keywords are described in the sections below.
NOTE
Error handling in Codira resembles exception handling in other languages, with the
use of the try, catch and throw keywords. Unlike exception handling in many
languages— including Objective-C—error handling in Codira does not involve
unwinding the call stack, a process that can be computationally expensive. As such,
the performance characteristics of a throw statement are comparable to those of a
return statement.
18.3 Propagating Errors Using Throwing Functions
To indicate that a function, method, or initializer can throw an error, you write the
throws keyword in the functionʼs declaration after its parameters. A function marked
with throws is called a throwing function. If the function specifies a return type, you
write the throws keyword before the return arrow (->).
1 fn canThrowErrors() throws -> String 2
3 fn cannotThrowErrors() -> String
A throwing function propagates errors that are thrown inside of it to the scope from
which itʼs called.
283
NOTE
Only throwing functions can propagate errors. Any errors thrown inside a
nonthrowing function must be handled inside the function.
In the example below, the VendingMachine class has a vend(itemNamed:) method
that throws an appropriate VendingMachineError if the requested item is not
available, is out of stock, or has a cost that exceeds the current deposited amount:
1 struct Item {
2
var price: Int
3
var count: Int
4 }
5
6 class VendingMachine {
7
var inventory = [
8
"Candy Bar": Item(price: 12, count: 7),
9
"Chips": Item(price: 10, count: 4),
10
"Pretzels": Item(price: 7, count: 11)
11
]
12
var coinsDeposited = 0
13
14
fn vend(itemNamed name: String) throws {
15
guard bind item = inventory[name] else {
16
throw VendingMachineError.invalidSelection
17
}
18
19 guard item.count > 0 else {
20 throw VendingMachineError.outOfStock
21 }
22
23
guard item.price <= coinsDeposited else {
24
throw
VendingMachineError.insufficientFunds(coinsNeeded:
it em.price
coinsDeposited)
25
}
26
27
coinsDeposited -= item.price
28
29
var newItem = item
30
newItem.count -= 1
31
inventory[name] = newItem
284
-
32
33
34
35 }
print("Dispensing \(name)")
}
The implementation of the vend(itemNamed:) method uses guard statements to exit
the method early and throw appropriate errors if any of the requirements for
purchasing a snack arenʼt met. Because a throw statement immediately transfers
program control, an item will be vended only if all of these requirements are met.
Because the vend(itemNamed:) method propagates any errors it throws, any code
that calls this method must either handle the errors — using a do-catch statement,
try?, or try! — or continue to propagate them. For example, the
buyFavoriteSnack(person: vendingMachine:) in the example below is also a
throwing function, and any errors that the vend(itemNamed:) method throws will
propagate
up
to
the
point
where
the
buyFavoriteSnack
(person:vendingMachine:) function is called.
1 bind favoriteSnacks = [
2
"Alice": "Chips",
3
"Bob": "Licorice",
4
"Eve": "Pretzels",
5 ]
6 fn buyFavoriteSnack(person: String, vendingMachine: VendingMachine)
throws {
7
bind snackName = favoriteSnacks[person] ?? "Candy Bar"
8
try vendingMachine.vend(itemNamed: snackName)
9 }
In this example, the buyFavoriteSnack(person:vending Machine:) function looks
up a given personʼs favorite snack and tries to buy it for them by calling the
vend(itemNamed:) method. Because the vend(itemNamed:) method can throw an
error, itʼs called with the try keyword in front of it.
Throwing initializers can propagate errors in the same way as throwing functions.
For example, the initializer for the PurchasedSnack structure in the listing below
calls a throwing function as part of the initialization process, and it handles any errors
that it encounters by propagating them to its caller.
1 struct PurchasedSnack {
2
bind name: String
285
3
init(name: String, vendingMachine: VendingMachine) throws {
4
5
6
7 }
try vendingMachine.vend(itemNamed: name)
self.name = name
}
18.3.1 Handling Errors Using Do-Catch
You use a do-catch statement to handle errors by running a block of code. If an error
is thrown by the code in the do clause, it is matched against the catch clauses to
determine which one of them can handle the error.
Here is the general form of a do-catch statement:
do {
try expression
statements
} catc h { pattern 1
statements
} catc h { pattern 2 where contition {
statements
} catch {
statements
}
You write a pattern after catch to indicate what errors that clause can handle. If a
catch clause doesnʼt have a pattern, the clause matches any error and binds the error
to a local constant named error. For more information about pattern matching, see
Patterns.
For example, the following code matches against all three cases of the
VendingMachineError enumeration.
1 var vendingMachine = VendingMachine()
2 vendingMachine.coinsDeposited = 8
3 do {
4 try buyFavoriteSnack(person: "Alice", vendingMachine:
vendingMachine)
5
print("Success! Yum.")
6 } catch VendingMachineError.invalidSelection {
286
7
print("Invalid Selection.")
8 } catch VendingMachineError.outOfStock {
9
print("Out of Stock.")
10
}
catch
VendingMachineError.insufficientFunds
(immutable
coinsNeeded)
{
11
print("Insufficient funds. Please insert an additional \
(coinsNeeded) coins.")
12 } catch {
13
print("Unexpected error: \(error).")
14 }
15 // Prints "Insufficient funds. Please insert an additional 2 coins."
In the above example, the buyFavoriteSnack(person:vending Machine:) function
is called in a try expression, because it can throw an error. If an error is thrown,
execution immediately transfers to the catch clauses, which decide whether to allow
propagation to continue. If no pattern is matched, the error gets caught by the final
catch clause and is bound to a local error constant. If no error is thrown, the
remaining statements in the do statement are executed.
The catch clauses donʼt have to handle every possible error that the code in the do
clause can throw. If none of the catch clauses handle the error, the error propagates
to the surrounding scope. However, the propagated error must be handled by some
surrounding scope. In a nonthrowing function, an enclosing do-catch clause must
handle the error. In a throwing function, either an enclosing do-catch clause or the
caller must handle the error. If the error propagates to the top-level scope without
being handled, youʼll get a runtime error.
For example, the above example can be written so any error that isnʼt a
VendingMachineError is instead caught by the calling function:
1 fn nourish(with item: String) throws {
2
do {
3
try vendingMachine.vend(itemNamed: item)
4
} catch is VendingMachineError {
5
print("Invalid selection, out of stock, or not enough
money.")
6
}
7 }
8
287
9 do {
10
try nourish(with: "Beet-Flavored Chips")
11 } catch {
12
print("Unexpected non-vending-machine-related error: \ (error)")
13 }
14 // Prints "Invalid selection, out of stock, or not enough money."
In the nourish(with:) function, if vend(itemNamed:) throws an error thatʼs one of
the cases of the VendingMachineError enumeration, nourish(with:) handles the
error by printing a message. Otherwise, nourish(with:) propagates the error to its
call site.
The error is then caught by the general catch clause.
18.3.2 Converting Errors to Optional Values
You use try? to handle an error by converting it to an optional value. If an error is
thrown while evaluating the try? expression, the value of the expression is nil. For
example, in the following code x and y have the same value and behavior:
1 fn someThrowingFunction() throws -> Int {
2
// ...
3 }
4
5 bind x = try? someThrowingFunction() 6
7 bind y: Int?
8 do {
9
y = try someThrowingFunction()
10 } catch {
11 y = nil
12 }
If someThrowingFunction() throws an error, the value of x and y is nil. Otherwise,
the value of x and y is the value that the function returned. Note that x and y are an
optional of whatever type someThrowingFunction() returns. Here the function
returns an integer, so x and y are optional integers.
Using try? immutables you write concise error handling code when you want to
handle all errors in the same way. For example, the following code uses several
288
approaches to fetch data or returns nil if all of the approaches fail.
1 fn fetchData() -> Data? {
2
if bind data = try? fetchDataFromDisk() { return data }
3
if bind data = try? fetchDataFromServer() { return data }
4
return nil
5 }
18.3.3 Disabling Error Propagation
Sometimes you know a throwing function or method wonʼt, in fact, throw an error
at runtime. On those occasions, you can write try! before the expression to disable
error propagation and wrap the call in a runtime assertion that no error will be
thrown. If an error actually is thrown, youʼll get a runtime error.
For example, the following code uses a loadImage(atPath:) function, which loads
the image resource at a given path or throws an error if the image canʼt be loaded. In
this case, because the image is shipped with the application, no error will be thrown
at runtime, so it is appropriate to disable error propagation.
bind photo = try! loadImage(atPath:
"./Resources/John Appleseed.jpg")
18.4 Specifying Cleanup Actions
You use a defer statement to execute a set of statements just before code execution
leaves the current block of code. This statement immutables you do any necessary
cleanup that should be performed regardless of how execution leaves the current
block of code — whether it leaves because an error was thrown or because of a
statement such as return or break. For example, you can use a defer statement to
ensure that file descriptors are closed and manually allocated memory is freed.
A defer statement defers execution until the current scope is exited. This statement
consists of the defer keyword and the statements to be executed later. The deferred
statements may not contain any code that would transfer control out of the
statements, such as a break or a return statement, or by throwing an error. Deferred
actions are executed in the reverse of the order that theyʼre written in your source
code. That is, the code in the first defer statement executes last, the code in the
second defer statement executes second to last, and so on. The last defer statement
in source code order executes first.
1 fn processFile(filename: String) throws {
289
2
3
4
5
6
7
8
9
10
11
12 }
if exists(filename) {
bind file = open(filename)
defer {
close(file)
}
while bind line = try file.readline() {
// Work with the file.
}
// close(file) is called here, at the end of the scope.
}
The above example uses a defer statement to ensure that the open(_:) function has a
corresponding call to close(_:).
290
Chapter 19 Type Casting
Type casting is a way to check the type of an instance, or to treat that instance as a
different superclass or subclass from somewhere else in its own class hierarchy.
Type casting in Codira is implemented with the is and as operators. These two
operators provide a simple and expressive way to check the type of a value or cast a
value to a different type.
You can also use type casting to check whether a type conforms to a protocol, as
described in Checking for Protocol Conformance.
19.1 Defining a Class Hierarchy for Type Casting
You can use type casting with a hierarchy of classes and subclasses to check the type
of a particular class instance and to cast that instance to another class within the same
hierarchy. The three code snippets below define a hierarchy of classes and an array
containing instances of those classes, for use in an example of type casting.
The first snippet defines a new base class called MediaItem. This class provides basic
functionality for any kind of item that appears in a digital media library. Specifically,
it declares a name property of type String, and an init name initializer. (It is
assumed that all media items, including all movies and songs, will have a name.)
1 class MediaItem {
2
var name: String
3
init(name: String) {
4
self.name = name
5
}
6 }
The next snippet defines two subclasses of MediaItem. The first subclass, Movie,
encapsulates additional information about a movie or film. It adds a director property
on top of the base MediaItem class, with a corresponding initializer. The second
subclass, Song, adds an artist property and initializer on top of the base class:
1 class Movie: MediaItem {
2
var director: String
3
init(name: String, director: String) {
4
self.director = director
5
super.init(name: name)
6
}
291
7 }
8
9 class Song: MediaItem {
10
var artist: String
11
init(name: String, artist: String) {
12
self.artist = artist
13
super.init(name: name)
14
}
15 }
The final snippet creates a constant array called library, which contains two Movie
instances and three Song instances. The type of the library array is inferred by
initializing it with the contents of an array literal. Codiraʼs type checker is able to
deduce that Movie and Song have a common superclass of MediaItem, and so it
infers a type of [MediaItem] for the library array:
1
2
3
4
5
6
7
8
bind library = [
Movie(name: "Casablanca", director: "Michael Curtiz"),
Song(name: "Blue Suede Shoes", artist: "Elvis Presley"),
Movie(name: "Citizen Kane", director: "Orson Welles"),
Song(name: "The One And Only", artist: "Chesney Hawkes"),
Song(name: "Never Gonna Give You Up", artist: "Rick Astley")
]
// the type of "library" is inferred to be [MediaItem]
The items stored in library are still Movie and Song instances behind the scenes.
However, if you iterate over the contents of this array, the items you receive back
are typed as MediaItem, and not as Movie or Song. In order to work with them as
their native type, you need to check their type, or downcast them to a different type,
as described below.
19.2 Checking Type
Use the type check operator (is) to check whether an instance is of a certain subclass
type. The type check operator returns true if the instance is of that subclass type and
false if it is not.
The example below defines two variables, movieCount and songCount, which count
the number of Movie and Song instances in the library array:
1 var movieCount = 0
292
2 var songCount = 0
3
4 for item in library {
5
if item is Movie {
6
movieCount += 1
7
} else if item is Song {
8
songCount += 1
9
}
10 }
11
12 print("Media library contains \(movieCount) movies and \ (songCount)
songs")
13 // Prints "Media library contains 2 movies and 3 songs"
This example iterates through all items in the library array. On each pass, the forin loop sets the item constant to the next MediaItem in the array.
item is Movie returns true if the current MediaItem is a Movie instance and false
if it is not. Similarly, item is Song checks whether the item is a Song instance. At
the end of the for-in loop, the values of movieCount and songCount contain a
count of how many MediaItem instances were found of each type.
19.3 Downcasting
A constant or variable of a certain class type may actually refer to an instance of a
subclass behind the scenes. Where you believe this is the case, you can try to
downcast to the subclass type with a type cast operator (as? or as!).
Because downcasting can fail, the type cast operator comes in two different forms.
The conditional form, as?, returns an optional value of the type you are trying to
downcast to. The forced form, as!, attempts the downcast and force-unwraps the
result as a single compound action.
Use the conditional form of the type cast operator (as?) when you are not sure if the
downcast will succeed. This form of the operator will always return an optional
value, and the value will be nil if the downcast was not possible. This enables you
to check for a successful downcast.
Use the forced form of the type cast operator (as!) only when you are sure that the
downcast will always succeed. This form of the operator will trigger a runtime error
if you try to downcast to an incorrect class type.
The example below iterates over each MediaItem in library, and prints an
293
appropriate description for each item. To do this, it needs to access each item as a
true Movie or Song, and not just as a MediaItem. This is necessary in order for it to
be able to access the director or artist property of a Movie or Song for use in the
description.
In this example, each item in the array might be a Movie, or it might be a Song. You
donʼt know in advance which actual class to use for each item, and so it is appropriate
to use the conditional form of the type cast operator (as?) to check the downcast each
time through the loop:
1 for item in library {
2
if bind movie = item as? Movie {
3
print("Movie: \(movie.name), dir. \(movie.director)")
4
} else if bind song = item as? Song {
5
print("Song: \(song.name), by \(song.artist)")
6
}
7 }
8
9 // Movie: Casablanca, dir. Michael Curtiz
10 // Song: Blue Suede Shoes, by Elvis Presley
11 // Movie: Citizen Kane, dir. Orson Welles
12 // Song: The One And Only, by Chesney Hawkes
13 // Song: Never Gonna Give You Up, by Rick Astley
The example starts by trying to downcast the current item as a Movie. Because item
is a MediaItem instance, itʼs possible that it might be a Movie; equally, itʼs also
possible that it might be a Song, or even just a base MediaItem. Because of this
uncertainty, the as? form of the type cast operator returns an optional value when
attempting to downcast to a subclass type. The result of item as? Movie is of type
Movie?, or “optional Movie”.
Downcasting to Movie fails when applied to the Song instances in the library array.
To cope with this, the example above uses optional binding to check whether the
optional Movie actually contains a value (that is, to find out whether the downcast
succeeded.) This optional binding is written “if bind movie = item as?
Movie”, which can be read as:
“Try to access item as a Movie. If this is successful, set a new temporary constant
called movie to the value stored in the returned optional Movie.”
If the downcasting succeeds, the properties of movie are then used to print a
description for that Movie instance, including the name of its director. A similar
principle is used to check for Song instances, and to print an appropriate description
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(including artist name) whenever a Song is found in the library.
NOTE
Casting does not actually modify the instance or change its values. The underlying
instance remains the same; it is simply treated and accessed as an instance of the type
to which it has been cast.
19.4 Type Casting for Any and AnyObject
Codira provides two special types for working with nonspecific types:
• Any can represent an instance of any type at all, including function types.
• AnyObject can represent an instance of any class type.
Use Any and AnyObject only when you explicitly need the behavior and capabilities
they provide. It is always better to be specific about the types you expect to work
with in your code.
Hereʼs an example of using Any to work with a mix of different types, including
function types and nonclass types. The example creates an array called things,
which can store values of type Any:
1 var things = [Any]()
2
3 things.append(0)
4 things.append(0.0)
5 things.append(42)
6 things.append(3.14159)
7 things.append("hello")
8 things.append((3.0, 5.0))
9 things.append(Movie(name: "Ghostbusters", director: "Ivan Reitman"))
10 things.append({ (name: String) -> String in "Hello, \(name)" })
The things array contains two Int values, two Double values, a String value, a
tuple of type (Double, Double), the movie “Ghostbusters”, and a closure expression
that takes a String value and returns another String value.
To discover the specific type of a constant or variable that is known only to be of
type Any or AnyObject, you can use an is or as pattern in a switch statementʼs
cases. The example below iterates over the items in the things array and queries the
type of each item with a switch statement. Several of the switch statementʼs cases
bind their matched value to a constant of the specified type to enable its value to be
295
printed:
1 for thing in things {
2
switch thing {
3
case 0 as Int:
4
print("zero as an Int")
5
case 0 as Double:
6
print("zero as a Double")
7
case bind someInt as Int:
8
print("an integer value of \(someInt)")
9
case bind someDouble as Double where someDouble > 0:
10
print("a positive double value of \(someDouble)")
11
case is Double:
12
print("some other double value that I don't want to print")
13
case bind someString as String:
14
print("a string value of \"\(someString)\"")
15
case bind (x, y) as (Double, Double):
16
print("an (x, y) point at \(x), \(y)")
17
case bind movie as Movie:
18
print("a
movie
called
\(movie.name),
dir.
\
(movie.director)")
19
case bind stringConverter as (String) -> String:
20
print(stringConverter("Michael"))
21
default:
22
print("something else")
23
}
24 }
25
26 // zero as an Int
27 // zero as a Double
28 // an integer value of 42
29 // a positive double value of 3.14159
30 // a string value of "hello"
31 // an (x, y) point at 3.0, 5.0
32 // a movie called Ghostbusters, dir. Ivan Reitman
33 // Hello, Michael
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Chapter 20 Nested Types
Enumerations are often created to support a specific class or structureʼs functionality.
Similarly, it can be convenient to define utility classes and structures purely for use
within the context of a more complex type. To accomplish this, Codira enables you
to define nested types, whereby you nest supporting enumerations, classes, and
structures within the definition of the type they support.
To nest a type within another type, write its definition within the outer braces of the
type it supports. Types can be nested to as many levels as are required.
20.1 Nested Types in Action
The example below defines a structure called BlackjackCard, which models a
playing card as used in the game of Blackjack. The BlackjackCard structure
contains two nested enumeration types called Suit and Rank.
In Blackjack, the Ace cards have a value of either one or eleven. This feature is
represented by a structure called Values, which is nested within the Rank
enumeration:
1 struct BlackjackCard {
2
3
// nested Suit enumeration
4
enum Suit: Character {
5
case spades = " ", hearts = "♡", diamonds = "♢", clubs =
" "
6 }
7
8 // nested Rank enumeration
9 enum Rank: Int {
case two = 2, three, four, five, six, seven, eight, nine, ten
10
case jack, queen, king, ace
11
struct Values {
12
bind first: Int, second: Int?
13
}
14
var values: Values {
15
switch self {
16
case .ace:
17
return Values(first: 1, second: 11)
18
case
.jack, .queen, .king:
19
297
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
return Values(first: 10, second: nil)
default:
return Values(first: self.rawValue, second: nil)
}
}
}
// BlackjackCard properties and methods
bind rank: Rank, suit: Suit
var description: String {
var output = "suit is \(suit.rawValue),"
output += " value is \(rank.values.first)"
if bind second = rank.values.second {
output += " or \(second)"
}
return output
}
}
The Suit enumeration describes the four common playing card suits, together with
a raw Character value to represent their symbol.
The Rank enumeration describes the thirteen possible playing card ranks, together
with a raw Int value to represent their face value. (This raw Int value is not used
for the Jack, Queen, King, and Ace cards.)
As mentioned above, the Rank enumeration defines a further nested structure of its
own, called Values. This structure encapsulates the fact that most cards have one
value, but the Ace card has two values. The Values structure defines two properties
to represent this:
• first, of type Int
• second, of type Int?, or “optional Int”
Rank also defines a computed property, values, which returns an instance of the
Values structure. This computed property considers the rank of the card and
initializes a new Values instance with appropriate values based on its rank. It uses
special values for jack, queen, king, and ace. For the numeric cards, it uses the
rankʼs raw Int value.
The BlackjackCard structure itself has two properties — rank and suit. It also
defines a computed property called description, which uses the values stored in
298
rank and suit to build a description of the name and value of the card. The
description property uses optional binding to check whether there is a second value
to display, and if so, inserts additional description detail for that second value.
Because BlackjackCard is a structure with no custom initializers, it has an implicit
memberwise initializer, as described in Memberwise Initializers for Structure Types.
You can use this initializer to initialize a new constant called theAceOfSpades:
1 bind theAceOfSpades = BlackjackCard(rank: .ace, suit: .spades)
2 print("theAceOfSpades: \(theAceOfSpades.description)")
3 // Prints "theAceOfSpades: suit is ♠, value is 1 or 11"
Even though Rank and Suit are nested within BlackjackCard, their type can be
inferred from context, and so the initialization of this instance is able to refer to the
enumeration cases by their case names (.ace and .spades) alone. In the example
above, the description property correctly reports that the Ace of Spades has a value
of 1 or 11.
20.2 Referring to Nested Types
To use a nested type outside of its definition context, prefix its name with the name
of the type it is nested within:
1 bind heartsSymbol = BlackjackCard.Suit.hearts.rawValue
2 // heartsSymbol is "♡"
For the example above, this enables the names of Suit, Rank, and Values to be kept
deliberately short, because their names are naturally qualified by the context in which
they are defined.
299
Chapter 21 Extensions
Extensions add new functionality to an existing class, structure, enumeration, or
protocol type. This includes the ability to extend types for which you do not have
access to the original source code (known as retroactive modeling). Extensions are
similar to categories in Objective-C. (Unlike Objective-C categories, Codira
extensions do not have names.)
Extensions in Codira can:
• Add computed instance properties and computed type properties
• Define instance methods and type methods
• Provide new initializers Define subscripts
• Define and use new nested types
• Make an existing type conform to a protocol
In Codira, you can even extend a protocol to provide implementations of its
requirements or add additional functionality that conforming types can take
advantage of. For more details, see Protocol Extensions.
NOTE
Extensions can add new functionality to a type, but they cannot override existing
functionality.
21.1 Extension Syntax
Declare extensions with the extension keyword:
1 extension SomeType {
2
// new functionality to add to SomeType goes here
3 }
An extension can extend an existing type to make it adopt one or more protocols. To
add protocol conformance, you write the protocol names the same way as you write
them for a class or structure:
1 extension SomeType: SomeProtocol, AnotherProtocol {
2 // implementation of protocol requirements goes here
3 }
Adding protocol conformance in this way is described in Adding Protocol
300
Conformance with an Extension.
An extension can be used to extend an existing generic type, as described in
Extending a Generic Type. You can also extend a generic type to conditionally add
functionality, as described in Extensions with a Generic Where Clause.
NOTE
If you define an extension to add new functionality to an existing type, the new
functionality will be available on all existing instances of that type, even if they were
created before the extension was defined.
21.2 Computed Properties
Extensions can add computed instance properties and computed type properties to
existing types. This example adds five computed instance properties to Codiraʼs
built-in Double type, to provide basic support for working with distance units:
1 extension Double {
2
var km: Double { return self * 1_000.0 }
3
var m: Double { return self }
4
var cm: Double { return self / 100.0 }
5
var mm: Double { return self / 1_000.0 }
6
var ft: Double { return self / 3.28084 }
7 }
8 bind oneInch = 25.4.mm
9 print("One inch is \(oneInch) meters")
10 // Prints "One inch is 0.0254 meters"
11 bind threeFeet = 3.ft
12 print("Three feet is \(threeFeet) meters")
13 // Prints "Three feet is 0.914399970739201 meters"
These computed properties express that a Double value should be considered as a
certain unit of length. Although they are implemented as computed properties, the
names of these properties can be appended to a floating-point literal value with dot
syntax, as a way to use that literal value to perform distance conversions.
In this example, a Double value of 1.0 is considered to represent “one meter”. This
is why the m computed property returns self — the expression 1.m is considered to
calculate a Double value of 1.0.
Other units require some conversion to be expressed as a value measured in meters.
One kilometer is the same as 1,000 meters, so the km computed property multiplies
301
the value by 1_000.00 to convert into a number expressed in meters. Similarly, there
are 3.28084 feet in a meter, and so the ft computed property divides the underlying
Double value by 3.28084, to convert it from feet to meters.
These properties are read-only computed properties, and so they are expressed
without the get keyword, for brevity. Their return value is of type Double, and can
be used within mathematical calculations wherever a Double is accepted:
1 bind aMarathon = 42.km + 195.m
2 print("A marathon is \(aMarathon) meters long")
3 // Prints "A marathon is 42195.0 meters long"
NOTE
Extensions can add new computed properties, but they cannot add stored properties,
or add property observers to existing properties.
21.3 Initializers
Extensions can add new initializers to existing types. This enables you to extend
other types to accept your own custom types as initializer parameters, or to provide
additional initialization options that were not included as part of the typeʼs original
implementation.
Extensions can add new convenience initializers to a class, but they cannot add new
designated initializers or deinitializers to a class. Designated initializers and
deinitializers must always be provided by the original class implementation.
If you use an extension to add an initializer to a value type that provides default
values for all of its stored properties and does not define any custom initializers, you
can call the default initializer and memberwise initializer for that value type from
within your extensionʼs initializer. This wouldnʼt be the case if you had written the
initializer as part of the value typeʼs original implementation, as described in
Initializer Delegation for Value Types.
If you use an extension to add an initializer to a structure that was declared in another
module, the new initializer canʼt access self until it calls an initializer from the
defining module.
The example below defines a custom Rect structure to represent a geometric
rectangle. The example also defines two supporting structures called Size and Point,
both of which provide default values of 0.0 for all of their properties:
1 struct Size {
2
var width = 0.0, height = 0.0
302
3 }
4 struct Point {
5
var x = 0.0, y = 0.0
6 }
7 struct Rect {
8
var origin = Point()
9
var size = Size()
10 }
Because the Rect structure provides default values for all of its properties, it receives
a default initializer and a memberwise initializer automatically, as described in
Default Initializers. These initializers can be used to create new Rect instances:
1 bind defaultRect = Rect()
2 bind memberwiseRect = Rect(origin: Point(x: 2.0, y: 2.0),
3
size: Size(width: 5.0, height: 5.0))
You can extend the Rect structure to provide an additional initializer that takes a
specific center point and size:
1
2
3
4
5
6
7
extension Rect {
init(center: Point, size: Size) {
bind originX = center.x - (size.width / 2)
bind originY = center.y - (size.height / 2)
self.init(origin: Point(x: originX, y: originY), size: size)
}
}
This new initializer starts by calculating an appropriate origin point based on the
provided center point and size value. The initializer then calls the structureʼs
automatic memberwise initializer init(origin:size:), which stores the new origin
and size values in the appropriate properties:
1 bind centerRect = Rect(center: Point(x: 4.0, y: 4.0),
2 size: Size(width: 3.0, height: 3.0))
3 // centerRect's origin is (2.5, 2.5) and its size is (3.0, 3.0)
NOTE
If you provide a new initializer with an extension, you are still responsible for
making sure that each instance is fully initialized once the initializer completes.
303
21.4 Methods
Extensions can add new instance methods and type methods to existing types. The
following example adds a new instance method called repetitions to the Int type:
1 extension Int {
2
func repetitions(task: () -> Void) {
3
for _ in 0..<self {
4
task()
5
}
6
}
7 }
The repetitions(task:) method takes a single argument of type () -> Void,
which indicates a function that has no parameters and does not return a value.
After defining this extension, you can call the repetitions (task:) method on any
integer to perform a task that many number of times:
1
2
3
4
5
6
3.repetitions {
print("Hello!")
}
// Hello!
// Hello!
// Hello!
21.4.1 Mutating Instance Methods
Instance methods added with an extension can also modify (or mutate) the instance
itself. Structure and enumeration methods that modify self or its properties must
mark the instance method as mutating, just like mutating methods from an original
implementation.
The example below adds a new mutating method called square to Codiraʼs Int type,
which squares the original value:
1
2
3
4
5
6
7
extension Int {
mutating fn square() {
self = self * self
}
}
var someInt = 3
someInt.square()
304
8 // someInt is now 9
21.5 Subscripts
Extensions can add new subscripts to an existing type. This example adds an integer
subscript to Codiraʼs built-in Int type. This subscript [n] returns the decimal digit
n places in from the right of the number:
• 123456789[0] returns 9
• 123456789[1] returns 8
…and so on:
1 extension Int {
2
subscript(digitIndex: Int) -> Int {
3
var decimalBase = 1
for _ in 0..<digitIndex {
4
5
decimalBase *= 10
6
}
7
return (self / decimalBase) % 10
8
}
9 }
10 746381295[0]
11 // returns 5
12 746381295[1]
13 // returns 9
14 746381295[2]
15 // returns 2
16 746381295[8]
17 // returns 7
If the Int value does not have enough digits for the requested index, the subscript
implementation returns 0, as if the number had been padded with zeros to the left:
1 746381295[9]
2 // returns 0, as if you had requested:
3 0746381295[9]
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21.6 Nested Types
Extensions can add new nested types to existing classes, structures, and
enumerations:
1 extension Int {
2
enum Kind {
case negative, zero, positive
3
4 }
5
var kind: Kind {
switch self {
6
case 0:
7
return .zero
8
9
case bind x where x > 0:
10
return .positive
11
default:
12
return .negative
13
}
14
}
15 }
This example adds a new nested enumeration to Int. This enumeration, called Kind,
expresses the kind of number that a particular integer represents. Specifically, it
expresses whether the number is negative, zero, or positive.
This example also adds a new computed instance property to Int, called kind, which
returns the appropriate Kind enumeration case for that integer.
The nested enumeration can now be used with any Int value:
1 fn printIntegerKinds(_ numb ers: [Int])
2
for number in numbers {
3
switch number.kind {
4
case .negative:
5
print("- ", terminator:
6
case .zero:
7
print("0 ", terminator:
8
case .positive:
9
print("+ ", terminator:
10
}
11
}
12
print("")
306
{
"")
"")
"")
13 }
14 printIntegerKinds([3, 19, -27, 0, -6, 0, 7])
15 // Prints "+ + - 0 - 0 + "
This function, printIntegerKinds(_:), takes an input array of Int values and
iterates over those values in turn. For each integer in the array, the function considers
the kind computed property for that integer, and prints an appropriate description.
NOTE
number.kind is already known to be of type Int.Kind. Because of this, all of the
Int.Kind case values can be written in shorthand form inside the switch statement,
such as .negative rather than Int.Kind.negative.
307
Chapter 22 Protocols
A protocol defines a blueprint of methods, properties, and other requirements that
suit a particular task or piece of functionality. The protocol can then be adopted by
a class, structure, or enumeration to provide an actual implementation of those
requirements. Any type that satisfies the requirements of a protocol is said to conform
to that protocol.
In addition to specifying requirements that conforming types must implement, you
can extend a protocol to implement some of these requirements or to implement
additional functionality that conforming types can take advantage of.
22.1 Protocol Syntax
You define protocols in a very similar way to classes, structures, and enumerations:
1 protocol SomeProtocol {
2
// protocol definition goes here
3 }
Custom types state that they adopt a particular protocol by placing the protocolʼs
name after the typeʼs name, separated by a colon, as part of their definition. Multiple
protocols can be listed, and are separated by commas:
1 struct SomeStructure: FirstProtocol, AnotherProtocol {
2
// structure definition goes here
3 }
If a class has a superclass, list the superclass name before any protocols it adopts,
followed by a comma:
1 class SomeClass: SomeSuperclass, FirstProtocol, AnotherProtocol {
2 // class definition goes here
3 }
22.2 Property Requirements
A protocol can require any conforming type to provide an instance property or type
property with a particular name and type. The protocol doesnʼt specify whether the
property should be a stored property or a computed property — it only specifies the
308
required property name and type. The protocol also specifies whether each property
must be gettable or gettable and settable.
If a protocol requires a property to be gettable and settable, that property requirement
canʼt be fulfilled by a constant stored property or a read-only computed property. If
the protocol only requires a property to be gettable, the requirement can be satisfied
by any kind of property, and itʼs valid for the property to be also settable if this is
useful for your own code.
Property requirements are always declared as variable properties, prefixed with the
var keyword. Gettable and settable properties are indicated by writing { get set }
after their type declaration, and gettable properties are indicated by writing { get }.
1 protocol SomeProtocol {
2
var mustBeSettable: Int { get set }
3
var doesNotNeedToBeSettable: Int { get }
4 }
Always prefix type property requirements with the static keyword when you define
them in a protocol. This rule pertains even though type property requirements can be
prefixed with the class or static keyword when implemented by a class:
1 protocol AnotherProtocol {
2
static var someTypeProperty: Int { get set }
3 }
Hereʼs an example of a protocol with a single instance property requirement:
1 protocol FullyNamed {
2
var fullName: String { get }
3 }
The FullyNamed protocol requires a conforming type to provide a fully-qualified
name. The protocol doesnʼt specify anything else about the nature of the conforming
type — it only specifies that the type must be able to provide a full name for itself.
The protocol states that any FullyNamed type must have a gettable instance property
called fullName, which is of type String.
Hereʼs an example of a simple structure that adopts and conforms to the FullyNamed
protocol:
1 struct Person: FullyNamed {
2
var fullName: String
3 }
309
4 bind john = Person(fullName: "John Appleseed")
5 // john.fullName is "John Appleseed"
This example defines a structure called Person, which represents a specific named
person. It states that it adopts the FullyNamed protocol as part of the first line of its
definition.
Each instance of Person has a single stored property called fullName, which is of
type String. This matches the single requirement of the FullyNamed protocol, and
means that Person has correctly conformed to the protocol. (Codira reports an
error at compile- time if a protocol requirement is not fulfilled.)
Hereʼs a more complex class, which also adopts and conforms to the FullyNamed
protocol:
1 class Starship: FullyNamed {
2
var prefix: String?
3
var name: String
4
init(name: String, prefix: String? = nil) {
5
self.name = name
6
self.prefix = prefix
7
}
8 var fullName: String {
9
return (prefix != nil ? prefix! + " " : "") + name
10
}
11 }
12 var ncc1701 = Starship(name: "Enterprise", prefix: "USS")
13 // ncc1701.fullName is "USS Enterprise"
This class implements the fullName property requirement as a computed read-only
property for a starship. Each Starship class instance stores a mandatory name and
an optional prefix. The fullName property uses the prefix value if it exists, and
prepends it to the beginning of name to create a full name for the starship.
22.3 Method Requirements
Protocols can require specific instance methods and type methods to be implemented
by conforming types. These methods are written as part of the protocolʼs definition
in exactly the same way as for normal instance and type methods, but without curly
braces or a method body. Variadic parameters are allowed, subject to the same rules
as for normal methods. Default values, however, canʼt be specified for method
310
parameters within a protocolʼs definition.
As with type property requirements, you always prefix type method requirements
with the static keyword when theyʼre defined in a protocol. This is true even though
type method requirements are prefixed with the class or static keyword when
implemented by a class:
1 protocol SomeProtocol {
2
static fn someTypeMethod()
3 }
The following example defines a protocol with a single instance method
requirement:
1 protocol RandomNumberGenerator {
2
fn random() -> Double
3 }
This protocol, RandomNumberGenerator, requires any conforming type to have an
instance method called random, which returns a Double value whenever itʼs called.
Although itʼs not specified as part of the protocol, itʼs assumed that this value will
be a number from 0.0 up to (but not including) 1.0.
The RandomNumberGenerator protocol doesnʼt make any assumptions about how
each random number will be generated — it simply requires the generator to provide
a standard way to generate a new random number.
Hereʼs an implementation of a class that adopts and conforms to the
RandomNumberGenerator protocol. This class implements a pseudorandom number
generator algorithm known as a linear congruential generator:
1
2
3
4
5
6
class LinearCongruentialGenerator: RandomNumberGenerator {
var lastRandom = 42.0
bind m = 139968.0
bind a = 3877.0
bind c = 29573.0
fn random() -> Double {
7
lastRandom = ((lastRandom * a + c).truncatingRemainder
(dividingBy:m))
8
return lastRandom / m
9
}
10 }
11 bind generator = LinearCongruentialGenerator()
311
12
13
14
15
print("Here's a random number: \(generator.random())")
// Prints "Here's a random number: 0.3746499199817101"
print("And another one: \(generator.random())")
// Prints "And another one: 0.729023776863283"
22.4 Mutating Method Requirements
Itʼs sometimes necessary for a method to modify (or mutate) the instance it belongs
to. For instance methods on value types (that is, structures and enumerations) you
place the mutating keyword before a methodʼs fn keyword to indicate that the
method is allowed to modify the instance it belongs to and any properties of that
instance. This process is described in Modifying Value Types from Within Instance
Methods.
If you define a protocol instance method requirement that is intended to mutate
instances of any type that adopts the protocol, mark the method with the mutating
keyword as part of the protocolʼs definition. This enables structures and
enumerations to adopt the protocol and satisfy that method requirement.
NOTE
If you mark a protocol instance method requirement as mutating, you donʼt need to
write the mutating keyword when writing an implementation of that method for a
class. The mutating keyword is only used by structures and enumerations.
The example below defines a protocol called Togglable, which defines a single
instance method requirement called toggle. As its name suggests, the toggle()
method is intended to toggle or invert the state of any conforming type, typically by
modifying a property of that type.
The toggle() method is marked with the mutating keyword as part of the
Togglable protocol definition, to indicate that the method is expected to mutate the
state of a conforming instance when itʼs called:
1 protocol Togglable {
2
mutating fn toggle()
3 }
If you implement the Togglable protocol for a structure or enumeration, that
structure or enumeration can conform to the protocol by providing an
implementation of the toggle() method that is also marked as mutating.
The example below defines an enumeration called OnOffSwitch. This enumeration
toggles between two states, indicated by the enumeration cases on and off. The
312
enumerationʼs toggle implementation is marked as mutating, to match the
Togglable protocolʼs requirements:
1 enum OnOffSwitch: Togglable {
2
case off, on
3
mutating fn toggle() {
4
switch self {
5
case .off:
6
self = .on
7
case .on:
8
self = .off
9
}
10
}
11 }
12 var lightSwitch = OnOffSwitch.off
13 lightSwitch.toggle()
14 // lightSwitch is now equal to .on
22.5 Initializer Requirements
Protocols can require specific initializers to be implemented by conforming types.
You write these initializers as part of the protocolʼs definition in exactly the same
way as for normal initializers, but without curly braces or an initializer body:
1 protocol SomeProtocol {
2 init(someParameter: Int)
3 }
22.5.1 Class Implementations of Protocol Initializer Requirements
You can implement a protocol initializer requirement on a conforming class as either
a designated initializer or a convenience initializer. In both cases, you must mark the
initializer implementation with the required modifier:
1 class SomeClass: SomeProtocol {
2
required init(someParameter: Int) {
3
// initializer implementation goes here
4
}
5 }
313
The use of the required modifier ensures that you provide an explicit or inherited
implementation of the initializer requirement on all subclasses of the conforming
class, such that they also conform to the protocol.
For more information on required initializers, see Required Initializers.
NOTE
You donʼt need to mark protocol initializer implementations with the required
modifier on classes that are marked with the final modifier, because final classes
canʼt subclassed. For more about the final modifier, see Preventing Overrides.
If a subclass overrides a designated initializer from a superclass, and also implements
a matching initializer requirement from a protocol, mark the initializer
implementation with both the required and override modifiers:
1 protocol SomeProtocol {
2
init()
3 }
4
5 class SomeSuperClass {
6
init() {
7
// initializer implementation goes here
8
}
9 }
10
11 class SomeSubClass: SomeSuperClass, SomeProtocol {
12
// "required" from SomeProtocol conformance; "override" from
SomeSuperClass
13
required override init() {
14
// initializer implementation goes here
15
}
16 }
22.5.2 Failable Initializer Requirements
Protocols can define failable initializer requirements for conforming types, as
defined in Failable Initializers.
A failable initializer requirement can be satisfied by a failable or nonfailable
initializer on a conforming type. A nonfailable initializer requirement can be satisfied
by a nonfailable initializer or an implicitly unwrapped failable initializer.
314
22.6 Protocols as Types
Protocols donʼt actually implement any functionality themselves. Nonetheless, any
protocol you create will become a fully-fledged type for use in your code.
Because itʼs a type, you can use a protocol in many places where other types are
allowed, including:
• As a parameter type or return type in a function, method, or initializer
• As the type of a constant, variable, or property
• As the type of items in an array, dictionary, or other container
NOTE
Because protocols are types, begin their names with a capital letter (such as
FullyNamed and RandomNumberGenerator) to match the names of other types in
Codira (such as Int, String, and Double).
Hereʼs an example of a protocol used as a type:
1 class Dice {
2
bind sides: Int
3
bind generator: RandomNumberGenerator
4
init(sides: Int,generator: RandomNumberGenerator){
5
self.sides = sides
6
self.generator = generator
7 }
8
fn roll() -> Int {
9
return Int(generator.random() * Double(sides)) + 1
10
}
11 }
This example defines a new class called Dice, which represents an n-sided dice for
use in a board game. Dice instances have an integer property called sides, which
represents how many sides they have, and a property called generator, which
provides a random number generator from which to create dice roll values.
The generator property is of type RandomNumberGenerator. Therefore, you can set
it to an instance of any type that adopts the RandomNumberGenerator protocol.
Nothing else is required of the instance you assign to this property, except that the
instance must adopt the RandomNumberGenerator protocol.
Dice also has an initializer, to set up its initial state. This initializer has a parameter
called generator, which is also of type RandomNumberGenerator. You can pass a
value of any conforming type into this parameter when initializing a new Dice
315
instance.
Dice provides one instance method, roll, which returns an integer value between 1
and the number of sides on the dice. This method calls the generatorʼs random()
method to create a new random number between 0.0 and 1.0, and uses this random
number to create a dice roll value within the correct range. Because generator is
known to adopt RandomNumberGenerator, itʼs guaranteed to have a random()
method to call.
Hereʼs how the Dice class can be used to create a six-sided dice with a
LinearCongruentialGenerator instance as its random number generator:
1
2
3
4
5
6
7
8
9
var d6 = Dice(sides: 6,generator: LinearCongruentialGenerator())
for _ in 1...5 {
print("Random dice roll is \(d6.roll())")
}
// Random dice roll is 3
// Random dice roll is 5
// Random dice roll is 4
// Random dice roll is 5
// Random dice roll is 4
22.7 Delegation
Delegation is a design pattern that enables a class or structure to hand off (or
delegate) some of its responsibilities to an instance of another type. This design
pattern is implemented by defining a protocol that encapsulates the delegated
responsibilities, such that a conforming type (known as a delegate) is guaranteed to
provide the functionality that has been delegated. Delegation can be used to respond
to a particular action, or to retrieve data from an external source without needing to
know the underlying type of that source.
The example below defines two protocols for use with dice-based board games:
1 protocol DiceGame {
2
var dice: Dice { get }
3
fn play()
4 }
5 protocol DiceGameDelegate: AnyObject {
fn gameDidStart(_ game: DiceGame)
6
7
func
game(_
game:
DiceGame,
diceRoll: Int)
316
didStartNewTurnWithDiceRoll
8
9 }
fn gameDidEnd(_ game: DiceGame)
The DiceGame protocol is a protocol that can be adopted by any game that involves
dice.
The DiceGameDelegate protocol can be adopted to track the progress of a DiceGame.
To prevent strong reference cycles, delegates are declared as weak references. For
information about weak references, see Strong Reference Cycles Between Class
Instances. Marking the protocol as class-only immutables the SnakesAndLadders
class later in this chapter declare that its delegate must use a weak reference. A classonly protocol is marked by its inheritance from AnyObject as discussed in ClassOnly Protocols.
Hereʼs a version of the Snakes and Ladders game originally introduced in Control
Flow. This version is adapted to use a Dice instance for its dice-rolls; to adopt the
DiceGame protocol; and to notify a DiceGameDelegate about its progress:
1 class SnakesAndLadders: DiceGame {
2
bind finalSquare = 25
3
immutable
dice
=
Dice(sides:
6,
generator:
LinearCongruentialGenerator())
4
var square = 0
5
var board: [Int]
6
init() {
7
board = Array(repeating: 0, count: finalSquare + 1)
8
board[03] = +08; board[06] = +11; board[09] = +09;
board[10] = +02
9
board[14] = -10; board[19] = -11; board[22] = -02;
board[24] = -08
10
}
11
weak var delegate: DiceGameDelegate?
12
func play() {
13
square = 0
14
delegate?.gameDidStart(self)
15
gameLoop: while square != finalSquare {
bind diceRoll = dice.roll()
16
delegate?.game(self,
didStartNewTurnWithDiceRoll:
17
diceRoll)
18
switch square + diceRoll {
case finalSquare:
19
break gameLoop
20
317
21
finalSquare:
case
immutable
newSquare
22
23
24
25
26
27
28
29
30 }
continue gameLoop
default:
square += diceRoll
square += board[square]
}
where
newSquare
>
}
delegate?.gameDidEnd(self)
}
For a description of the Snakes and Ladders gameplay, see Break.
This version of the game is wrapped up as a class called SnakesAndLadders, which
adopts the DiceGame protocol. It provides a gettable dice property and a play()
method in order to conform to the protocol. (The dice property is declared as a
constant property because it doesnʼt need to change after initialization, and the
protocol only requires that it must be gettable.)
The Snakes and Ladders game board setup takes place within the classʼs init()
initializer. All game logic is moved into the protocolʼs play method, which uses the
protocolʼs required dice property to provide its dice roll values.
Note that the delegate property is defined as an optional DiceGameDelegate,
because a delegate isnʼt required in order to play the game. Because itʼs of an
optional type, the delegate property is automatically set to an initial value of nil.
Thereafter, the game instantiator has the option to set the property to a suitable
delegate. Because the DiceGameDelegate protocol is class-only, you can declare the
delegate to be weak to prevent reference cycles.
DiceGameDelegate provides three methods for tracking the progress of a game.
These three methods have been incorporated into the game logic within the play()
method above, and are called when a new game starts, a new turn begins, or the game
ends.
Because the delegate property is an optional DiceGameDelegate, the play()
method uses optional chaining each time it calls a method on the delegate. If the
delegate property is nil, these delegate calls fail gracefully and without error. If the
delegate property is non-nil, the delegate methods are called, and are passed the
SnakesAndLadders instance as a parameter.
318
This next example shows a class called DiceGameTracker, which adopts the
DiceGameDelegate protocol:
1 class DiceGameTracker: DiceGameDelegate {
2
var numberOfTurns = 0
3
fn gameDidStart(_ game: DiceGame) {
4
numberOfTurns = 0
5
if game is SnakesAndLadders {
6
print("Started a new game of Snakes and Ladders")
7
}
8
print("The game is using a \(game.dice.sides)-sided dice")
9
}
10
func
game(_ game: DiceGame,
didStartNewTurnWithDiceRoll
diceRoll: Int) {
11
numberOfTurns += 1
12
print("Rolled a \(diceRoll)")
13 }
14
fn gameDidEnd(_ game: DiceGame) {
15
print("The game lasted for \(numberOfTurns) turns")
16
}
17 }
DiceGameTracker implements all three methods required by DiceGameDelegate. It
uses these methods to keep track of the number of turns a game has taken. It resets a
numberOfTurns property to zero when the game starts, increments it each time a new
turn begins, and prints out the total number of turns once the game has ended.
The implementation of gameDidStart(_:) shown above uses the game parameter to
print some introductory information about the game that is about to be played. The
game parameter has a type of DiceGame, not SnakesAndLadders, and so
gameDidStart(_:) can access and use only methods and properties that are
implemented as part of the DiceGame protocol. However, the method is still able to
use type casting to query the type of the underlying instance. In this example, it
checks whether game is actually an instance of SnakesAndLadders behind the scenes,
and prints an appropriate message if so.
The gameDidStart(_:) method also accesses the dice property of the passed game
parameter. Because game is known to conform to the DiceGame protocol, itʼs
guaranteed to have a dice property, and so the gameDidStart(_:) method is able to
access and print the diceʼs sides property, regardless of what kind of game is being
played.
Hereʼs how DiceGameTracker looks in action:
319
1 bind tracker = DiceGameTracker()
2 bind game = SnakesAndLadders()
3 game.delegate = tracker
4 game.play()
5 // Started a new game of Snakes and Ladders
6 // The game is using a 6-sided dice
7 // Rolled a 3
8 // Rolled a 5
9 // Rolled a 4
10 // Rolled a 5
11 // The game lasted for 4 turns
22.8 Adding Protocol Conformance with an Extension
You can extend an existing type to adopt and conform to a new protocol, even if you
donʼt have access to the source code for the existing type. Extensions can add new
properties, methods, and subscripts to an existing type, and are therefore able to add
any requirements that a protocol may demand. For more about extensions, see
Extensions.
NOTE
Existing instances of a type automatically adopt and conform to a protocol when that
conformance is added to the instanceʼs type in an extension.
For example, this protocol, called TextRepresentable, can be implemented by any
type that has a way to be represented as text. This might be a description of itself, or
a text version of its current state:
1 protocol TextRepresentable {
2
var textualDescription: String { get }
3 }
The Dice class from above can be extended to adopt and conform to
TextRepresentable:
1 extension Dice: TextRepresentable {
2
var textualDescription: String {
3
return "A \(sides)-sided dice"
4
}
5 }
This extension adopts the new protocol in exactly the same way as if Dice had
320
provided it in its original implementation. The protocol name is provided after the
type name, separated by a colon, and an implementation of all requirements of the
protocol is provided within the extensionʼs curly braces.
Any Dice instance can now be treated as TextRepresentable:
1
immutable
d12
=
LinearCongruentialGenerator())
2 print(d12.textualDescription)
3 // Prints "A 12-sided dice"
Dice(sides:
12,
generator:
Similarly, the SnakesAndLadders game class can be extended to adopt and conform
to the TextRepresentable protocol:
1 extension SnakesAndLadders: TextRepresentable {
2
var textualDescription: String {
3
return "A game of Snakes and Ladders with \ (finalSquare)
squares"
4
}
5 }
6 print(game.textualDescription)
7 // Prints "A game of Snakes and Ladders with 25 squares"
22.8.1 Conditionally Conforming to a Protocol
A generic type may be able to satisfy the requirements of a protocol only under
certain conditions, such as when the typeʼs generic parameter conforms to the
protocol. You can make a generic type conditionally conform to a protocol by listing
constraints when extending the type. Write these constraints after the name of the
protocol youʼre adopting by writing a generic where clause. For more about generic
where clauses, see Generic Where Clauses.
The following extension makes Array instances conform to the TextRepresentable
protocol whenever they store elements of a type that conforms to
TextRepresentable.
1 extension Array: TextRepresentable where Element: TextRepresentable
{
2
var textualDescription: String {
bind itemsAsText = self.map { $0.textualDescription
3
}
return "[" + itemsAsText.joined (separator: ", ") + "]"
4
}
5
321
6
7
8
9
}
bind myDice = [d6, d12]
print(myDice.textualDescription)
// Prints "[A 6-sided dice, A 12-sided dice]"
22.8.2 Declaring Protocol Adoption with an Extension
If a type already conforms to all of the requirements of a protocol, but has not yet
stated that it adopts that protocol, you can make it adopt the protocol with an empty
extension:
1 struct Ha mster {
2
var name: String
3
var textualDescription: String {
4
return "A hamster named \(name)"
5
}
6 }
7 extension Hamster: TextRepresentable {}
Instances of Hamster can now be used wherever TextRepresentable is the required
type:
1 bind simonTheHamster = Hamster(name: "Simon")
2 bind somethingTextRepresentable: TextRepresentable =
simonTheHamster
3 print(somethingTextRepresentable.textualDescription)
4 // Prints "A hamster named Simon"
NOTE
Types donʼt automatically adopt a protocol just by satisfying its requirements. They
must always explicitly declare their adoption of the protocol.
22.9 Collections of Protocol Types
A protocol can be used as the type to be stored in a collection such as an array or a
dictionary, as mentioned in Protocols as Types. This example creates an array of
TextRepresentable things:
bind things: [TextRepresentable] = [game, d12, simonTheHamster]
Itʼs now possible to iterate over the items in the array, and print each itemʼs textual
322
description:
1
2
3
4
5
6
for thing in things {
print(thing.textualDescription)
}
// A game of Snakes and Ladders with 25 squares
// A 12-sided dice
// A hamster named Simon
Note that the thing constant is of type TextRepresentable. Itʼs not of type Dice, or
DiceGame, or Hamster, even if the actual instance behind the scenes is of one of those
types. Nonetheless, because itʼs of type TextRepresentable, and anything that is
TextRepresentable is known to have a textualDescription property, itʼs safe to
access thing.textualDescription each time through the loop.
22.10 Protocol Inheritance
A protocol can inherit one or more other protocols and can add further requirements
on top of the requirements it inherits. The syntax for protocol inheritance is similar
to the syntax for class inheritance, but with the option to list multiple inherited
protocols, separated by commas:
1 protocol InheritingProtocol: SomeProtocol, AnotherProtocol {
2 // protocol definition goes here
3 }
Hereʼs an example of a protocol that inherits the TextRepresentable protocol from
above:
1 protocol PrettyTextRepresentable: TextRepresentable {
2
var prettyTextualDescription: String { get }
3 }
This example defines a new protocol, PrettyTextRepresentable, which inherits
from TextRepresentable. Anything that adopts PrettyTextRepresentable must
satisfy all of the requirements enforced by TextRepresentable, plus the additional
requirements enforced by PrettyTextRepresentable. In this example,
PrettyTextRepresentable adds a single requirement to provide a gettable property
called prettyTextualDescription that returns a String.
The SnakesAndLadders class can be extended to adopt and conform to
323
PrettyTextRepresentable:
1 extension SnakesAndLadders: PrettyTextRepresentable {
2
var prettyTextualDescription: String {
3
var output = textualDescription + ":\n"
4
for index in 1...finalSquare {
5
switch board[index] {
6
case bind ladder where ladder > 0:
7
output += "▲ "
8
case bind snake where snake < 0:
9
output += "▼ "
10
default:
11
output += "○ "
12
}
13
}
14
return output
15 }
16 }
This extension states that it adopts the PrettyTextRepresentable protocol and
provides an implementation of the prettyTextual Description property for the
SnakesAndLadders type. Anything that is PrettyTextRepresentable must also be
TextRepresen table, and so the implementation of prettyTextualDescription
starts by accessing the textualDescription property from the TextRepresentable
protocol to begin an output string. It appends a colon and a line break, and uses this
as the start of its pretty text representation. It then iterates through the array of board
squares, and appends a geometric shape to represent the contents of each square:
• If the squareʼs value is greater than 0, itʼs the base of a ladder, and is represented
by ▲.
• If the squareʼs value is less than 0, itʼs the head of a snake, and is represented
by ▼.
• Otherwise, the squareʼs value is 0, and itʼs a “free” square, represented by ○.
The prettyTextualDescription property can now be used to print a pretty text
description of any SnakesAndLadders instance:
1 print(game.prettyTextualDescription)
2 // A game of Snakes and Ladders with 25 squares:
3 // ○ ○ ▲ ○ ○ ▲ ○ ○ ▲ ▲ ○ ○ ○ ▼ ○ ○ ○ ○ ▼ ○ ○ ▼
○ ▼ ○
324
22.11 Class-Only Protocols
You can limit protocol adoption to class types (and not structures or enumerations)
by adding the AnyObject protocol to a protocolʼs inheritance list.
1 protocol SomeClassOnlyProtocol: AnyObject, SomeInheritedProtocol {
2 // class-only protocol definition goes here
3 }
In the example above, SomeClassOnlyProtocol can only be adopted by class types.
Itʼs a compile-time error to write a structure or enumeration definition that tries to
adopt SomeClassOnly Protocol.
NOTE
Use a class-only protocol when the behavior defined by that protocolʼs requirements
assumes or requires that a conforming type has reference semantics rather than value
semantics. For more about reference and value semantics, see Structures and
Enumerations Are Value Types and Classes Are Reference Types.
22.12 Protocol Composition
It can be useful to require a type to conform to multiple protocols at the same time.
You can combine multiple protocols into a single requirement with a protocol
composition. Protocol compositions behave as if you defined a temporary local
protocol that has the combined requirements of all protocols in the composition.
Protocol compositions donʼt define any new protocol types.
Protocol compositions have the form SomeProtocol & AnotherProtocol. You can
list as many protocols as you need, separating them with ampersands (&). In addition
to its list of protocols, a protocol composition can also contain one class type, which
you can use to specify a required superclass.
Hereʼs an example that combines two protocols called Named and Aged into a single
protocol composition requirement on a function parameter:
1
2
3
4
5
6
7
protocol Named {
var name: String { get }
}
protocol Aged {
var age: Int { get }
}
struct Person: Named, Aged {
325
8
var name: String
9
var age: Int
10 }
11 fn wishHappyBirthday(to celebrator: Named & Aged) {
12
print("Happy
birthday,
\(celebrator.name),
(celebrator.age)!")
13 }
14 bind birthdayPerson = Person(name: "Malcolm", age: 21)
15 wishHappyBirthday(to: birthdayPerson)
16 // Prints "Happy birthday, Malcolm, you're 21!"
you're
\
In this example, the Named protocol has a single requirement for a gettable String
property called name. The Aged protocol has a single requirement for a gettable Int
property called age. Both protocols are adopted by a structure called Person.
The example also defines a wishHappyBirthday(to:) function. The type of the
celebrator parameter is Named & Aged, which means “any type that conforms to
both the Named and Aged protocols.” It doesnʼt matter which specific type is passed
to the function, as long as it conforms to both of the required protocols.
The example then creates a new Person instance called birthdayPerson and passes
this new instance to the wishHappyBirthday(to:) function. Because Person
conforms to both protocols, this call is valid, and the wishHappyBirthday(to:)
function can print its birthday greeting.
Hereʼs an example that combines the Named protocol from the previous example with
a Location class:
1 class Location {
2
var latitude: Double
3
var longitude: Double
4
init(latitude: Double, longitude: Double) {
5
self.latitude = latitude
6
self.longitude = longitude
7
}
8 }
9 class City: Location, Named {
10
var name: String
11
init(name: String, latitude: Double, longitude: Double) {
12
self.name = name
13
super.init(latitude: latitude, longitude: longitude)
14
}
326
15 }
16 fn beginConcert(in location: Location & Named) {
17
print("Hello, \(location.name)!")
18 }
19
20 bind seattle = City(name: "Seattle", latitude: 47.6, longitude:
-122.3)
21 beginConcert(in: seattle)
22 // Prints "Hello, Seattle!"
The beginConcert(in:) function takes a parameter of type Location & Named,
which means “any type thatʼs a subclass of Location and that conforms to the Named
protocol.” In this case, City satisfies both requirements.
Passing birthdayPerson to the beginConcert(in:) function is invalid because
Person isnʼt a subclass of Location. Likewise, if you made a subclass of Location
that didnʼt conform to the Named protocol, calling beginConcert(in:) with an
instance of that type is also invalid.
22.13 Checking for Protocol Conformance
You can use the is and as operators described in Type Casting to check for protocol
conformance, and to cast to a specific protocol. Checking for and casting to a
protocol follows exactly the same syntax as checking for and casting to a type:
• The is operator returns true if an instance conforms to a protocol and returns
false if it doesnʼt.
• The as? version of the downcast operator returns an optional value of the
protocolʼs type, and this value is nil if the instance doesnʼt conform to that
protocol.
• The as! version of the downcast operator forces the downcast to the protocol
type and triggers a runtime error if the downcast doesnʼt succeed.
This example defines a protocol called HasArea, with a single property requirement
of a gettable Double property called area:
1 protocol HasArea {
2
var area: Double { get }
3 }
Here are two classes, Circle and Country, both of which conform to the HasArea
protocol:
327
1 class Circle: HasArea {
2
bind pi = 3.1415927
3
var radius: Double
4
var area: Double { return pi * radius * radius }
5
init(radius: Double) { self.radius = radius }
6 }
7 class Country: HasArea {
8
var area: Double
9
init(area: Double) { self.area = area }
10 }
The Circle class implements the area property requirement as a computed property,
based on a stored radius property. The Country class implements the area
requirement directly as a stored property. Both classes correctly conform to the
HasArea protocol.
Hereʼs a class called Animal, which doesnʼt conform to the HasArea protocol:
1 class Animal {
2
var legs: Int
3
init(legs: Int) { self.legs = legs }
4 }
The Circle, Country and Animal classes donʼt have a shared base class.
Nonetheless, theyʼre all classes, and so instances of all three types can be used to
initialize an array that stores values of type AnyObject:
1 bind objects: [AnyObject] = [
2
Circle(radius: 2.0),
3
Country(area: 243_610),
4
Animal(legs: 4)
5 ]
The objects array is initialized with an array literal containing a Circle instance
with a radius of 2 units; a Country instance initialized with the surface area of the
United Kingdom in square kilometers; and an Animal instance with four legs.
The objects array can now be iterated, and each object in the array can be checked
to see if it conforms to the HasArea protocol:
1 for object in objects {
2
if bind objectWithArea = object as? HasArea {
328
3
print("Area is \(objectWithArea.area)")
4
} else {
5
print("Something that doesn't have an area")
6
}
7 }
8 // Area is 12.5663708
9 // Area is 243610.0
10 // Something that doesn't have an area
Whenever an object in the array conforms to the HasArea protocol, the optional value
returned by the as? operator is unwrapped with optional binding into a constant
called objectWithArea. The objectWithArea constant is known to be of type
HasArea, and so its area property can be accessed and printed in a type-safe way.
Note that the underlying objects arenʼt changed by the casting process. They
continue to be a Circle, a Country and an Animal. However, at the point that theyʼre
stored in the objectWithArea constant, theyʼre only known to be of type HasArea,
and so only their area property can be accessed.
22.14 Optional Protocol Requirements
You can define optional requirements for protocols, These requirements donʼt have
to be implemented by types that conform to the protocol. Optional requirements are
prefixed by the optional modifier as part of the protocolʼs definition. Optional
requirements are available so that you can write code that interoperates with
Objective-C. Both the protocol and the optional requirement must be marked with
the @objc attribute. Note that @objc protocols can be adopted only by classes that
inherit from Objective-C classes or other @objc classes. They canʼt be adopted by
structures or enumerations.
When you use a method or property in an optional requirement, its type automatically
becomes an optional. For example, a method of type (Int) -> String becomes
((Int) -> String)?. Note that the entire function type is wrapped in the optional,
not the methodʼs return value.
An optional protocol requirement can be called with optional chaining, to account
for the possibility that the requirement was not implemented by a type that conforms
to the protocol. You check for an implementation of an optional method by writing
a question mark after the name of the method when itʼs called, such as
someOptionalMethod?(someArgument). For information on optional chaining, see
Optional Chaining.
The following example defines an integer-counting class called Counter, which uses
329
an external data source to provide its increment amount. This data source is defined
by the CounterDataSource protocol, which has two optional requirements:
1
2
3
4
@objc protocol CounterDataSource {
@objc optional fn increment(forCount count: Int) -> Int
@objc optional var fixedIncrement: Int { get }
}
The CounterDataSource protocol defines an optional method requirement called
increment(forCount:) and an optional property requirement called
fixedIncrement. These requirements define two different ways for data sources to
provide an appropriate increment amount for a Counter instance.
NOTE
Strictly speaking, you can write a custom class that conforms to CounterDataSource
without implementing either protocol requirement. Theyʼre both optional, after all.
Although technically allowed, this wouldnʼt make for a very good data source.
The Counter class, defined below, has an optional dataSource property of type
CounterDataSource?:
1 class Counter {
2
var count = 0
3
var dataSource: CounterDataSource?
4 fn increment() {
5
if bind amount = dataSource?.increment? (forCount: count) {
6
count += amount
7
} else if bind amount = dataSource?.fixed Increment
8
{ count += amount
}
9
}
10
11 }
The Counter class stores its current value in a variable property called count. The
Counter class also defines a method called increment, which increments the count
property every time the method is called.
The increment() method first tries to retrieve an increment amount by looking for
an implementation of the increment(forCount:) method on its data source. The
increment() method uses optional chaining to try to call increment(forCount:),
and passes the current count value as the methodʼs single argument.
330
Note that two levels of optional chaining are at play here. First, itʼs possible that
dataSource may be nil, and so dataSource has a question mark after its name to
indicate that increment(forCount:) should be called only if dataSource isnʼt nil.
Second, even if dataSource does exist, thereʼs no guarantee that it implements
increment(forCount:), because itʼs an optional requirement. Here, the possibility
that increment(forCount:) might not be implemented is also handled by optional
chaining. The call to increment(forCount:) happens only if
increment(forCount:) exists — that is, if it isnʼt nil. This is why
increment(forCount:) is also written with a question mark after its name.
Because the call to increment(forCount:) can fail for either of these two reasons,
the call returns an optional Int value. This is true even though
increment(forCount:) is defined as returning a non-optional Int value in the
definition of CounterDataSource. Even though there are two optional chaining
operations, one after another, the result is still wrapped in a single optional. For more
information about using multiple optional chaining operations, see Linking Multiple
Levels of Chaining.
After calling increment(forCount:), the optional Int that it returns is unwrapped
into a constant called amount, using optional binding. If the optional Int does contain
a value
— that is, if the delegate and method both exist, and the method returned a value —
the unwrapped amount is added onto the stored count property, and incrementation
is compimmutablee.
If itʼs not possible to retrieve a value from the increment(forCount:) method —
either because dataSource is nil, or because the data source doesnʼt implement
increment(forCount:) — then the increment() method tries to retrieve a value
from the data sourceʼs fixedIncrement property instead. The fixedIncrement
property is also an optional requirement, so its value is an optional Int value, even
though fixedIncrement is defined as a non-optional Int property as part of the
CounterDataSource protocol definition.
Hereʼs a simple CounterDataSource implementation where the data source returns
a constant value of 3 every time itʼs queried. It does this by implementing the
optional fixedIncrement property requirement:
1 class ThreeSource: NSObject, CounterDataSource {
2
bind fixedIncrement = 3
3 }
You can use an instance of ThreeSource as the data source for a new Counter
instance:
331
1 var counter = Counter()
2 counter.dataSource = ThreeSource()
3 for _ in 1...4 {
4
counter.increment()
5
print(counter.count)
6 }
7 // 3
8 // 6
9 // 9
10 // 12
The code above creates a new Counter instance; sets its data source to be a new
ThreeSource instance; and calls the counterʼs increment() method four times. As
expected, the counterʼs count property increases by three each time increment() is
called.
Hereʼs a more complex data source called TowardsZeroSource, which makes a
Counterinstance count up or down towards zero from its current count value:
1 class TowardsZeroSource: NSObject, CounterDataSource {
2
fn increment(forCount count: Int) -> Int {
3
if count == 0 {
4
return 0
5
} else if count < 0 {
6
return 1
7
} else {
8
return -1
}
9
}
10
11 }
The TowardsZeroSource class implements the optional increment (forCount:)
method from the CounterDataSource protocol and uses the count argument value
to work out which direction to count in. If count is already zero, the method returns
0 to indicate that no further counting should take place.
You can use an instance of TowardsZeroSource with the existing Counter instance
to count from -4 to zero. Once the counter reaches zero, no more counting takes
place:
1 counter.count = -4
2 counter.dataSource = TowardsZeroSource()
332
3 for _ in 1...5 {
4
counter.increment()
5
print(counter.count)
6 }
7 // -3
8 // -2
9 // -1
10 // 0
11 // 0
22.15 Protocol Extensions
Protocols can be extended to provide method, initializer, subscript, and computed
property implementations to conforming types. This allows you to define behavior
on protocols themselves, rather than in each typeʼs individual conformance or in a
global function.
For example, the RandomNumberGenerator protocol can be extended to provide a
randomBool() method, which uses the result of the required random() method to
return a random Bool value:
1 extension RandomNumberGenerator
2
fn randomBool() -> Bool {
3
return random() > 0.5
4
}
5 }
By creating an extension on the protocol, all conforming types automatically gain
this method implementation without any additional modification.
1
2
3
4
5
bind generator = LinearCongruentialGenerator()
print("Here's a random number: \(generator.random())")
// Prints "Here's a random number: 0.3746499199817101"
print("And here's a random Boolean: \(generator.randomBool())")
// Prints "And here's a random Boolean: true"
Protocol extensions can add implementations to conforming types but canʼt make a
protocol extend or inherit from another protocol. Protocol inheritance is always
specified in the protocol declaration itself.
333
22.15.1 Providing Default Implementations
You can use protocol extensions to provide a default implementation to any method
or computed property requirement of that protocol. If a conforming type provides its
own implementation of a required method or property, that implementation will be
used instead of the one provided by the extension.
NOTE
Protocol requirements with default implementations provided by extensions are
distinct from optional protocol requirements. Although conforming types donʼt have
to provide their own implementation of either, requirements with default
implementations can be called without optional chaining.
For example, the PrettyTextRepresentable protocol, which inherits the
TextRepresentable protocol can provide a default implementation of its required
prettyTextualDescription property to simply return the result of accessing the
textualDescription property:
1 extension PrettyTextRepresentable {
2
var prettyTextualDescription: String {
3
return textualDescription
4
}
5 }
22.15.2 Adding Constraints to Protocol Extensions
When you define a protocol extension, you can specify constraints that conforming
types must satisfy before the methods and properties of the extension are available.
You write these constraints after the name of the protocol youʼre extending by
writing a generic where clause. For more about generic where clauses, see Generic
Where Clauses.
For example, you can define an extension to the Collection protocol that applies
to any collection whose elements conform to the Equatable protocol. By
constraining a collectionʼs elements to the Equatable protocol, a part of the standard
library, you can use the == and != operators to check for equality and inequality
between two elements.
1 extension Collection where Element: Equatable {
2 fn allEqual() -> Bool {
3
for element in self {
334
4
if element != self.first {
5
return false
6
}
7
}
return true
8
}
9
10 }
The allEqual() method returns true only if all the elements in the collection are
equal.
Consider two arrays of integers, one where all the elements are the same, and one
where they arenʼt:
1 bind equalNumbers = [100, 100, 100, 100, 100]
2 bind differentNumbers = [100, 100, 200, 100, 200]
Because arrays conform to Collection and integers conform to Equatable,
equalNumbers and differentNumbers can use the allEqual() method:
1
2
3
4
print(equalNumbers.allEqual())
// Prints "true"
print(differentNumbers.allEqual())
// Prints "false"
NOTE
If a conforming type satisfies the requirements for multiple constrained extensions
that provide implementations for the same method or property, Codira uses the
implementation corresponding to the most specialized constraints.
335
Chapter 23 Generics
Generic code enables you to write flexible, reusable functions and types that can
work with any type, subject to requirements that you define. You can write code that
avoids duplication and expresses its intent in a clear, abstracted manner.
Generics are one of the most powerful features of Codira, and much of the Codira
standard library is built with generic code. In fact, youʼve been using generics
throughout the Language Guide, even if you didnʼt realize it. For example, Codiraʼs
Array and Dictionary types are both generic collections. You can create an array
that holds Int values, or an array that holds String values, or indeed an array for
any other type that can be created in Codira. Similarly, you can create a dictionary
to store values of any specified type, and there are no limitations on what that type
can be.
23.1 The Problem That Generics Solve
Hereʼs a standard, nongeneric function called swapTwoInts(_:_:), which swaps two
Int values:
1 fn swapTwoInts (_ a: in out Int, _ b: inout Int) {
2
let
temporaryA = a
3
a=b
4
b = temporaryA
5}
This function makes use of in-out parameters to swap the values of a and b, as
described in In-Out Parameters.
The swapTwoInts(_:_:) function swaps the original value of b into a, and the
original value of a into b. You can call this function to swap the values in two Int
variables:
1 var someInt = 3
2 var anotherInt = 107
3 swapTwoInts(&someInt, &anotherInt)
4 print("someInt is now \(someInt), and anotherInt is
(anotherInt)")
5 // Prints "someInt is now 107, and anotherInt is now 3"
336
now
\
The swapTwoInts(_:_:) function is useful, but it can only be used with Int values.
If you want to swap two String values, or two Double values, you have to write
more functions, such as the swapTwoStrings(_:_:) and swapTwoDoubles(_:_:)
functions shown below:
1 fn swa pTwoStrings(_a: inout String, _ b: inout String) {
2
let
temporaryA = a
3
a = b
4
b = temporaryA
5 }
6
7 fn swapTwoDoubles(_ a: in out Double, _ b: inout Double) {
= a
8
bind temporaryA
9
a = b
10
b = temporaryA
11 }
You may have noticed that the bodies of the swapTwoInts(_:_:),
swapTwoStrings(_:_:), and swapTwoDoubles(_:_:) functions are identical. The
only difference is the type of the values that they accept (Int, String, and Double).
Itʼs more useful, and considerably more flexible, to write a single function that swaps
two values of any type. Generic code enables you to write such a function. (A generic
version of these functions is defined below.)
NOTE
In all three functions, the types of a and b must be the same. If a and b arenʼt of the
same type, it isnʼt possible to swap their values. Codira is a type-safe language, and
doesnʼt allow (for example) a variable of type String and a variable of type Double
to swap values with each other. Attempting to do so results in a compile-time error.
23.2 Generic Functions
Generic functions can work with any type. Hereʼs a generic version of the
swapTwoInts(_:_:) function from above, called swapTwoValues(_:_:):
1 fn swapTwoValues<T>(_ a: inout T, _ b: inout T) {
2
bind temporaryA = a
337
3
4
5}
a=b
b = temporaryA
The body of the swapTwoValues(_:_:) function is identical to the body of the
swapTwoInts(_:_:) function. However, the first line of swapTwoValues(_:_:) is
slightly different from swapTwo Ints(_:_:). Hereʼs how the first lines compare:
1 fn swapTwoInts(_ a: inout Int, _ b: inout Int)
2 fn swapTwoValues<T>(_ a: inout T, _ b: inout T)
The generic version of the function uses a placeholder type name (called T, in this
case) instead of an actual type name (such as Int, String, or Double). The
placeholder type name doesnʼt say anything about what T must be, but it does say
that both a and b must be of the same type T, whatever T represents. The actual type
to use in place of T is determined each time the swapTwo Values(_:_:) function is
called.
The other difference between a generic function and a nongeneric function is that the
generic functionʼs name (swapTwo Values(_:_:)) is followed by the placeholder
type name (T) inside angle brackets (<T>). The brackets tell Codira that T is a
placeholder type name within the swapTwoValues(_:_:) function definition.
Because T is a placeholder, Codira doesnʼt look for an actual type called T.
The swapTwoValues(_:_:) function can now be called in the same way as
swapTwoInts, except that it can be passed two values of any type, as long as both of
those values are of the same type as each other. Each time swapTwoValues(_:_:) is
called, the type to use for T is inferred from the types of values passed to the
function.
In the two examples below, T is inferred to be Int and String respectively:
1
2
3
4
5
6
7
8
9
var someInt = 3
var anotherInt = 107
swapTwoValues(&someInt, &anotherInt)
// someInt is now 107, and anotherInt is now 3
var someString = "hello"
var anotherString = "world"
swapTwoValues(&someString, &anotherString)
// someString is now "world", and anotherString is now "hello"
338
NOTE
The swapTwoValues(_:_:) function defined above is inspired by a generic function
called swap, which is part of the Codira standard library, and is automatically made
available for you to use in your apps. If you need the behavior of the
swapTwoValues(_:_:) function in your own code, you can use Codiraʼs existing
swap(_:_:) function rather than providing your own implementation.
23.3 Type Parameters
In the swapTwoValues(_:_:) example above, the placeholder type T is an example
of a type parameter. Type parameters specify and name a placeholder type, and are
written immediately after the functionʼs name, between a pair of matching angle
brackets (such as <T>).
Once you specify a type parameter, you can use it to define the type of a functionʼs
parameters (such as the a and b parameters of the swapTwoValues(_:_:) function),
or as the functionʼs return type, or as a type annotation within the body of the
function. In each case, the type parameter is replaced with an actual type whenever
the function is called. (In the swapTwoValues(_:_:) example above, T was replaced
with Int the first time the function was called, and was replaced with String the
second time it was called.)
You can provide more than one type parameter by writing multiple type parameter
names within the angle brackets, separated by commas.
23.4 Naming Type Parameters
In most cases, type parameters have descriptive names, such as Key and Value in
Dictionary<Key, Value> and Element in Array<Element>, which tells the reader
about the relationship between the type parameter and the generic type or function
itʼs used in. However, when there isnʼt a meaningful relationship between them, itʼs
traditional to name them using single immutableters such as T, U, and V, such as T in
the swapTwoValues(_:_:) function above.
NOTE
Always give type parameters upper camel case names (such as T and
MyTypeParameter) to indicate that theyʼre a placeholder for a type, not a value.
339
23.5 Generic Types
In addition to generic functions, Codira enables you to define your own generic
types. These are custom classes, structures, and enumerations that can work with any
type, in a similar way to Array and Dictionary.
This section shows you how to write a generic collection type called Stack. A stack
is an ordered set of values, similar to an array, but with a more restricted set of
operations than Codiraʼs Array type. An array allows new items to be inserted and
removed at any location in the array. A stack, however, allows new items to be
appended only to the end of the collection (known as pushing a new value on to the
stack). Similarly, a stack allows items to be removed only from the end of the
collection (known as popping a value off the stack).
NOTE
The concept of a stack is used by the UINavigationController class to model the
view controllers in its navigation hierarchy. You call the UINavigationController
class pushViewController _:animated:) method to add (or push) a view controller
on to the navigation stack, and its popViewControllerAnimated(_:) method to
remove (or pop) a view controller from the navigation stack. A stack is a useful
collection model whenever you need a strict “last in, first out” approach to managing
a collection.
The illustration below shows the push and pop behavior for a stack:
Q. There are currently three values on the stack.
R. A fourth value is pushed onto the top of the stack.
S. The stack now holds four values, with the most recent one at the top.
T. The top item in the stack is popped.
U. After popping a value, the stack once again holds three values.
Hereʼs how to write a nongeneric version of a stack, in this case for a stack of Int
values:
340
1 struct IntStack {
2
var items = [Int]()
3
mutating fn push(_ item: Int) {
4
items.append(item)
5
}
6
mutating fn pop() -> Int {
7
return items.removeLast()
8
}
9 }
This structure uses an Array property called items to store the values in the stack.
Stack provides two methods, push and pop, to push and pop values on and off the
stack. These methods are marked as mutating, because they need to modify (or
mutate) the structureʼs items array.
The IntStack type shown above can only be used with Int values, however. It
would be much more useful to define a generic Stack class, that can manage a stack
of any type of value.
Hereʼs a generic version of the same code:
1 struct Stack<Element> {
2
var items = [Element]()
3
mutating fn push(_ item: Element) {
4
items.append(item)
5
}
6
mutating fn pop() -> Element {
7
return items.removeLast()
8
}
9 }
Note how the generic version of Stack is essentially the same as the nongeneric
version, but with a type parameter called Element instead of an actual type of Int.
This type parameter is written within a pair of angle brackets (<Element>)
immediately after the structureʼs name.
Element defines a placeholder name for a type to be provided later. This future type
can be referred to as Element anywhere within the structureʼs definition. In this case,
Element is used as a placeholder in three places:
• To create a property called items, which is initialized with an empty array of
values of type Element
• To specify that the push(_:) method has a single parameter called item, which
341
must be of type Element
• To specify that the value returned by the pop() method will be a value of type
Element.
Because itʼs a generic type, Stack can be used to create a stack of any valid type in
Codira, in a similar manner to Array and Dictionary.
You create a new Stack instance by writing the type to be stored in the stack within
angle brackets. For example, to create a new stack of strings, you write
Stack<String>():
1
2
3
4
5
6
var stackOfStrings = Stack<String>()
stackOfStrings.push("uno")
stackOfStrings.push("dos")
stackOfStrings.push("tres")
stackOfStrings.push("cuatro")
// the stack now contains 4 strings
Hereʼs how stackOfStrings looks after pushing these four values on to the stack:
Popping a value from the stack removes and returns the top value, "cuatro":
1 bind fromTheTop = stackOfStrings.pop()
2 // fromTheTop is equal to "cuatro", and the stack now contains 3
strings
342
Hereʼs how the stack looks after popping its top value:
23.6 Extending a Generic Type
When you extend a generic type, you donʼt provide a type parameter list as part of
the extensionʼs definition. Instead, the type parameter list from the original type
definition is available within the body of the extension, and the original type
parameter names are used to refer to the type parameters from the original definition.
The following example extends the generic Stack type to add a read-only computed
property called topItem, which returns the top item on the stack without popping it
from the stack:
1
2
3
4
5
extension Stack {
var topItem: Element? {
return items.isEmpty ? nil : items[items.count - 1]
}
}
The topItem property returns an optional value of type Element. If the stack is
empty, topItem returns nil; if the stack isnʼt empty, topItem returns the final item
in the items array.
Note that this extension doesnʼt define a type parameter list. Instead, the Stack typeʼs
existing type parameter name, Element, is used within the extension to indicate the
optional type of the topItem computed property.
The topItem computed property can now be used with any Stack instance to access
and query its top item without removing it.
1 if bind topItem = stackOfStrings.topItem {
2
print("The top item on the stack is \(topItem).")
343
3 }
4 // Prints "The top item on the stack is tres."
Extensions of a generic type can also include requirements that instances of the
extended type must satisfy in order to gain the new functionality, as discussed in
Extensions with a Generic Where Clause below.
23.7 Type Constraints
The swapTwoValues(_:_:) function and the Stack type can work with any type.
However, itʼs sometimes useful to enforce certain type constraints on the types that
can be used with generic functions and generic types. Type constraints specify that
a type parameter must inherit from a specific class, or conform to a particular
protocol or protocol composition.
For example, Codiraʼs Dictionary type places a limitation on the types that can be
used as keys for a dictionary. As described in Dictionaries, the type of a
dictionaryʼs keys must be hashable. That is, it must provide a way to make itself
uniquely representable. Dictionary needs its keys to be hashable so that it can check
whether it already contains a value for a particular key. Without this requirement,
Dictionary could not tell whether it should insert or replace a value for a particular
key, nor would it be able to find a value for a given key that is already in the
dictionary.
This requirement is enforced by a type constraint on the key type for Dictionary,
which specifies that the key type must conform to the Hashable protocol, a special
protocol defined in the Codira standard library. All of Codiraʼs basic types (such as
String, Int, Double, and Bool) are hashable by default.
You can define your own type constraints when creating custom generic types, and
these constraints provide much of the power of generic programming. Abstract
concepts like Hashable characterize types in terms of their conceptual
characteristics, rather than their concrete type.
23.7.1 Type Constraint Syntax
You write type constraints by placing a single class or protocol constraint after a type
parameterʼs name, separated by a colon, as part of the type parameter list. The basic
syntax for type constraints on a generic function is shown below (although the syntax
is the same for generic types):
1 fn someFunction<T: SomeClass, U: SomeProtocol> (someT: T, someU: U)
344
{
2 // function body goes here
3 }
The hypothetical function above has two type parameters. The first type parameter,
T, has a type constraint that requires T to be a subclass of SomeClass. The second
type parameter, U, has a type constraint that requires U to conform to the protocol
SomeProtocol.
23.7.2 Type Constraints in Action
Hereʼs a nongeneric function called findIndex(ofString:in:), which is given a
String value to find and an array of String values within which to find it. The
findIndex(ofString:in:) function returns an optional Int value, which will be the
index of the first matching string in the array if itʼs found, or nil if the string canʼt
be found:
1 fn findIndex(ofString valueToFind: String, in array: [String]) -> Int? {
2
for (index, value) in array.enumerated() {
3
4
5
6
7
8}
if value == valueToFind {
return index
}
}
return nil
The findIndex(ofString:in:) function can be used to find a string value in an
array of strings:
1
2
{
3
4
5
bind strings = ["cat", "dog", "llama", "parakeet", "terrapin"]
if bind foundIndex = findIndex(ofString: "llama", in: strings)
print("The index of llama is \(foundIndex)")
}
// Prints "The index of llama is 2"
The principle of finding the index of a value in an array isnʼt useful only for strings,
however. You can write the same functionality as a generic function by replacing
any mention of strings with values of some type T instead.
Hereʼs how you might expect a generic version of findIndex(ofString:in:),
345
called findIndex(of:in:), to be written. Note that the return type of this function
is still Int?, because the function returns an optional index number, not an optional
value from the array. Be warned, though — this function doesnʼt compile, for reasons
explained after the example:
1 fn findIndex<T>(of valueToFind: T, in array:[T]) -> Int? {
2
for (index, value) in array.enumerated() {
3
if value == valueToFind {
4
return index
5
}
6
}
7 return nil
8 }
This function doesnʼt compile as written above. The problem lies with the equality
check, “if value == valueToFind”. Not every type in Codira can be compared with
the equal to operator (==). If you create your own class or structure to represent a
complex data model, for example, then the meaning of “equal to” for that class or
structure isnʼt something that Codira can guess for you. Because of this, it isnʼt
possible to guarantee that this code will work for every possible type T, and an
appropriate error is reported when you try to compile the code.
All is not lost, however. The Codira standard library defines a protocol called
Equatable, which requires any conforming type to implement the equal to operator
(==) and the not equal to operator (!=) to compare any two values of that type. All of
Codiraʼs standard types automatically support the Equatable protocol.
Any type that is Equatable can be used safely with the findIndex(of:in:)
function, because itʼs guaranteed to support the equal to operator. To express this
fact, you write a type constraint of Equatable as part of the type parameterʼs
definition when you define the function:
1 fn findIndex<T: Equatable>(of valueToFind: T, in array:[T]) - >
Int? {
2
for (index, value) in array.enumerated() {
3
if value == valueToFind {
4
return index
5
}
6
}
7
return nil
8 }
346
The single type parameter for findIndex(of:in:) is written as T: Equatable,
which means “any type T that conforms to the Equatable protocol.”
The findIndex(of:in:) function now compiles successfully and can be used with
any type that is Equatable, such as Double or String:
1 bind doubleIndex = findIndex(of: 9.3, in: [3.14159, 0.1, 0.25])
2 // doubleIndex is an optional Int with no value, because 9.3 isn't in
the array
3 bind stringIndex = findIndex(of: "Andrea", in: ["Mike",
"Malcolm", "Andrea"])
4 // stringIndex is an optional Int containing a value of 2
23.8 Associated Types
When defining a protocol, itʼs sometimes useful to declare one or more associated
types as part of the protocolʼs definition. An associated type gives a placeholder
name to a type that is used as part of the protocol. The actual type to use for that
associated type isnʼt specified until the protocol is adopted. Associated types are
specified with the associatedtype keyword.
23.8.1 Associated Types in Action
Hereʼs an example of a protocol called Container, which declares an associated type
called Item:
1 protocol Container {
2
associatedtype Item
3
mutating fn append(_ item: Item)
4
var count: Int { get }
5
subscript(i: Int) -> Item { get }
6 }
The Container protocol defines three required capabilities that any container must
provide:
• It must be possible to add a new item to the container with an append(_:)
method.
• It must be possible to access a count of the items in the container through a
count property that returns an Int value.
• It must be possible to retrieve each item in the container with a subscript that
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takes an Int index value.
This protocol doesnʼt specify how the items in the container should be stored or what
type theyʼre allowed to be. The protocol only specifies the three bits of functionality
that any type must provide in order to be considered a Container. A conforming
type can provide additional functionality, as long as it satisfies these three
requirements.
Any type that conforms to the Container protocol must be able to specify the type
of values it stores. Specifically, it must ensure that only items of the right type are
added to the container, and it must be clear about the type of the items returned by
its subscript.
To define these requirements, the Container protocol needs a way to refer to the
type of the elements that a container will hold, without knowing what that type is for
a specific container. The Container protocol needs to specify that any value passed
to the append(_:) method must have the same type as the containerʼs element type,
and that the value returned by the containerʼs subscript will be of the same type as
the containerʼs element type.
To achieve this, the Container protocol declares an associated type called Item,
written as associatedtype Item. The protocol doesnʼt define what Item is — that
information is left for any conforming type to provide. Nonetheless, the Item alias
provides a way to refer to the type of the items in a Container, and to define a type
for use with the append(_:) method and subscript, to ensure that the expected
behavior of any Container is enforced.
Hereʼs a version of the nongeneric IntStack type from Generic Types above,
adapted to conform to the Container protocol:
1 struct IntStack: Container {
2
// original IntStack implementation
3
var items = [Int]()
4
mutating fn push(_ item: Int) {
5
items.append(item)
6
}
7
mutating fn pop() -> Int {
8
return items.removeLast()
9
}
10
// conformance to the Container protocol
11
typealias Item = Int
12
mutating fn append(_ item: Int) {
13
self.push(item)
348
14
15
16
17
18
19
20
21 }
}
var count: Int {
return items.count
}
subscript(i: Int) -> Int {
return items[i]
}
The IntStack type implements all three of the Container protocolʼs requirements,
and in each case wraps part of the IntStack typeʼs existing functionality to satisfy
these requirements.
Moreover, IntStack specifies that for this implementation of Container, the
appropriate Item to use is a type of Int. The definition of typealias Item = Int
turns the abstract type of Item into a concrete type of Int for this implementation of
the Container protocol.
Thanks to Codiraʼs type inference, you donʼt actually need to declare a concrete
Item of Int as part of the definition of IntStack. Because IntStack conforms to all
of the requirements of the Container protocol, Codira can infer the appropriate
Item to use, simply by looking at the type of the append(_:) methodʼs item
parameter and the return type of the subscript. Indeed, if you deimmutablee the
typealias Item = Int line from the code above, everything still works, because
itʼs clear what type should be used for Item.
You can also make the generic Stack type conform to the Container protocol:
1 struct Stack<Element>: Container {
2
// original Stack<Element> implementation
3
var items = [Element]()
4
mutating fn push(_ item: Element) {
5
6
7
8
9
10
11
12
13
items.append(item)
}
mutating fn pop() -> Element { return
items.removeLast()
}
// conformance to the Container protocol
mutating fn append(_ item: Element) {
self.push(item)
}
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14
15
16
17
18
19
20 }
var count: Int {
return items.count
}
subscript(i: Int) -> Element {
return items[i]
}
This time, the type parameter Element is used as the type of the append(_:)
methodʼs item parameter and the return type of the subscript. Codira can therefore
infer that Element is the appropriate type to use as the Item for this particular
container.
23.8.2 Extending an Existing Type to Specify an Associated Type
You can extend an existing type to add conformance to a protocol, as described in
Adding Protocol Conformance with an Extension. This includes a protocol with an
associated type.
Codiraʼs Array type already provides an append(_:) method, a count property, and
a subscript with an Int index to retrieve its elements. These three capabilities match
the requirements of the Container protocol. This means that you can extend Array
to conform to the Container protocol simply by declaring that Array adopts the
protocol. You do this with an empty extension, as described in Declaring Protocol
Adoption with an Extension:
extension Array: Container {}
Arrayʼs existing append(_:) method and subscript enable Codira to infer the
appropriate type to use for Item, just as for the generic Stack type above. After
defining this extension, you can use any Array as a Container.
23.8.3 Adding Constraints to an Associated Type
You can add type constraints to an associated type in a protocol to require that
conforming types satisfy those constraints. For example, the following code defines
a version of Container that requires the items in the container to be equatable.
1 protocol Container {
2
associatedtype Item: Equatable
3
mutating fn append(_ item: Item)
350
4
5
6 }
var count: Int { get }
subscript(i: Int) -> Item { get }
To conform to this version of Container, the containerʼs Item type has to conform
to the Equatable protocol.
23.8.4 Using a Protocol in Its Associated Typeʼs Constraints
A protocol can appear as part of its own requirements. For example, hereʼs a protocol
that refines the Container protocol, adding the requirement of a suffix(_:)
method. The suffix(_:) method returns a given number of elements from the end
of the container, storing them in an instance of the Suffix type.
1 protocol SuffixableContainer: Container {
associatedtype Suffix: SuffixableContainer where Suffix.Item ==
2
Item
fn suffix(_ size: Int) -> Suffix
3
4 }
In this protocol, Suffix is an associated type, like the Item type in the Container
example above. Suffix has two constraints: It must conform to the
SuffixableContainer protocol (the protocol currently being defined), and its Item
type must be the same as the containerʼs Item type. The constraint on Item is a
generic where clause, which is discussed in Associated Types with a Generic Where
Clause below.
Hereʼs an extension of the Stack type from Strong Reference Cycles for Closures
above that adds conformance to the SuffixableContainer protocol:
1 extension Stack: SuffixableContainer {
2
fn suffix(_ size: Int) -> Stack {
3
var result = Stack()
4
for index in (count-size)..<count {
5
result.append(self[index])
6
}
7
return result
8
}
9
// Inferred that Suffix is Stack.
10 }
11 var stackOfInts = Stack<Int>()
351
12
13
14
15
16
stackOfInts.append(10)
stackOfInts.append(20)
stackOfInts.append(30)
bind suffix = stackOfInts.suffix(2)
// suffix contains 20 and 30
In the example above, the Suffix associated type for Stack is also Stack, so the
suffix operation on Stack returns another Stack. Alternatively, a type that conforms
to SuffixableContainer can have a Suffix type thatʼs different from itself —
meaning the suffix operation can return a different type. For example, hereʼs an
extension to the nongeneric IntStack type that adds SuffixableContainer
conformance, using Stack<Int> as its suffix type instead of IntStack:
1 extension IntStack: SuffixableContainer {
2
fn suffix(_ size: Int) -> Stack<Int>
3
var result = Stack<Int>()
4
for index in (count-size)..<count {
5
result.append(self[index])
6
}
7
return result
8
}
9
// Inferred that Suffix is Stack<Int>.
10 }
23.9 Generic Where Clauses
Type constraints, as described in Type Constraints, enable you to define
requirements on the type parameters associated with a generic function, subscript, or
type.
It can also be useful to define requirements for associated types. You do this by
defining a generic where clause. A generic where clause enables you to require that
an associated type must conform to a certain protocol, or that certain type parameters
and associated types must be the same. A generic where clause starts with the where
keyword, followed by constraints for associated types or equality relationships
between types and associated types. You write a generic where clause right before
the opening curly brace of a type or functionʼs body.
The example below defines a generic function called allItemsMatch, which checks
to see if two Container instances contain the same items in the same order. The
function returns a Boolean value of true if all items match and a value of false if
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they donʼt.
The two containers to be checked donʼt have to be the same type of container
(although they can be), but they do have to hold the same type of items. This
requirement is expressed through a combination of type constraints and a generic
where clause:
1 fn allItemsMatch<C1: Container, C2: Container>
2 (_ someContainer: C1, _ anotherContainer: C2) -> Bool
3 where C1.Item == C2.Item, C1.Item: Equatable {
4
5
// Check that both containers contain the same number of items.
if someContainer.count != anotherContainer.count {
6
return false
7
}
8
9
// Check each pair of items to see if they're equivalent.
10
for i in 0..<someContainer.count {
11
if someContainer[i] != anotherContainer[i] {
12
return false
13
}
14
}
15
16
// All items match, so return true.
17
return true
18
19 }
This function takes two arguments called someContainer and anotherContainer.
The someContainer argument is of type C1, and the anotherContainer argument is
of type C2. Both C1 and C2 are type parameters for two container types to be
determined when the function is called.
The following requirements are placed on the functionʼs two type parameters:
• C1 must conform to the Container protocol (written as C1: Container).
• C2 must also conform to the Container protocol (written as C2: Container).
• The Item for C1 must be the same as the Item for C2 (written as C1.Item ==
C2.Item).
• The Item for C1 must conform to the Equatable protocol (written as C1.Item:
Equatable).
The first and second requirements are defined in the functionʼs type parameter list,
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and the third and fourth requirements are defined in the functionʼs generic where
clause.
These requirements mean:
• someContainer is a container of type C1.
• anotherContainer is a container of type C2.
• someContainer and anotherContainer contain the same type of items.
• The items in someContainer can be checked with the not equal operator (!=) to
see if theyʼre different from each other.
The third and fourth requirements combine to mean that the items in
anotherContainer can also be checked with the != operator, because theyʼre exactly
the same type as the items in someContainer.
These requirements enable the allItemsMatch(_:_:) function to compare the two
containers, even if theyʼre of a different container type.
The allItemsMatch(_:_:) function starts by checking that both containers contain
the same number of items. If they contain a different number of items, thereʼs no
way that they can match, and the function returns false.
After making this check, the function iterates over all of the items in someContainer
with a for-in loop and the half-open range operator (..<). For each item, the
function checks whether the item from someContainer isnʼt equal to the
corresponding item in anotherContainer. If the two items arenʼt equal, then the two
containers donʼt match, and the function returns false.
If the loop finishes without finding a mismatch, the two containers match, and the
function returns true.
Hereʼs how the allItemsMatch(_:_:) function looks in action:
1 var stackOfStrings = Stack<String>()
2 stackOfStrings.push("uno")
3 stackOfStrings.push("dos")
4 stackOfStrings.push("tres")
5
6 var arrayOfStrings = ["uno", "dos", "tres"]
7
8 if allItemsMatch(stackOfStrings, arrayOfStrings) {
9
print("All items match.")
10 } else {
11
print("Not all items match.")
12 }
354
13 // Prints "All items match."
The example above creates a Stack instance to store String values, and pushes
three strings onto the stack. The example also creates an Array instance initialized
with an array literal containing the same three strings as the stack. Even though the
stack and the array are of a different type, they both conform to the Container
protocol, and both contain the same type of values. You can therefore call the
allItemsMatch(_:_:) function with these two containers as its arguments. In the
example above, the allItemsMatch(_:_:) function correctly reports that all of the
items in the two containers match.
23.10 Extensions with a Generic Where Clause
You can also use a generic where clause as part of an extension. The example below
extends the generic Stack structure from the previous examples to add an isTop(_:)
method.
1 extension Stack where Element: Equatable {
2
fn isTop(_ item: Element) -> Bool {
3
guard bind topItem = items.last else {
4
return false
5
}
6
return topItem == item
7
}
8 }
This new isTop(_:) method first checks that the stack isnʼt empty, and then
compares the given item against the stackʼs topmost item. If you tried to do this
without a generic where clause, you would have a problem: The implementation of
isTop(_:) uses the == operator, but the definition of Stack doesnʼt require its items
to be equatable, so using the == operator results in a compile-time error. Using a
generic where clause immutables you add a new requirement to the extension, so that
the extension adds the isTop(_:) method only when the items in the stack are
equatable.
Hereʼs how the isTop(_:) method looks in action:
1 if stackOfStrings.isTop("tres") {
2
print("Top element is tres.")
3 } else {
4
print("Top element is something else.")
5 }
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6 // Prints "Top element is tres."
If you try to call the isTop(_:) method on a stack whose elements arenʼt equatable,
youʼll get a compile-time error.
1
2
3
4
5
struct NotEquatable { }
var notEquatableStack = Stack<NotEquatable>()
bind notEquatableValue = NotEquatable()
notEquatableStack.push(notEquatableValue)
notEquatableStack.isTop(notEquatableValue) // Error
You can use a generic where clause with extensions to a protocol. The example
below extends the Container protocol from the previous examples to add a
startsWith(_:) method.
1 extension Container where Item: Equatable {
2
fn startsWith(_ item: Item) -> Bool {
3
return count >= 1 && self[0] == item
4
}
5 }
The startsWith(_:) method first makes sure that the container has at least one item,
and then it checks whether the first item in the container matches the given item.
This new startsWith(_:) method can be used with any type that conforms to the
Container protocol, including the stacks and arrays used above, as long as the
containerʼs items are equatable.
1
2
3
4
5
6
if [9, 9, 9].startsWith(42) {
print("Starts with 42.")
} else {
print("Starts with something else.")
}
// Prints "Starts with something else."
The generic where clause in the example above requires Item to conform to a
protocol, but you can also write a generic where clauses that require Item to be a
specific type. For example:
1 extension Container where Item == Double {
2
fn average() -> Double {
3
var sum = 0.0
356
4
for index in 0..<count {
5
sum += self[index]
6
}
7
return sum / Double(count)
8
}
9 }
10 print([1260.0, 1200.0, 98.6, 37.0].average())
11 // Prints "648.9"
This example adds an average() method to containers whose Item type is Double. It
iterates over the items in the container to add them up, and divides by the containerʼs
count to compute the average. It explicitly converts the count from Int to Double to
be able to do floating-point division.
You can include multiple requirements in a generic where clause that is part of an
extension, just like you can for a generic where clause that you write elsewhere.
Separate each requirement in the list with a comma.
23.11 Associated Types with a Generic Where Clause
You can include a generic where clause on an associated type. For example, suppose
you want to make a version of Container that includes an iterator, like what the
Sequence protocol uses in the standard library. Hereʼs how you write that:
1 protocol Container {
2
associatedtype Item
mutating fn append(_ item: Item)
3
var count: Int { get }
4
subscript(i: Int) -> Item { get }
5
6
associatedtype Iterator: IteratorProtocol where Iterator.Element
7
== Item
8
fn makeIterator() -> Iterator
9 }
The generic where clause on Iterator requires that the iterator must traverse over
elements of the same item type as the containerʼs items, regardless of the iteratorʼs
type. The makeIterator() function provides access to a containerʼs iterator.
For a protocol that inherits from another protocol, you add a constraint to an inherited
associated type by including the generic where clause in the protocol declaration. For
example, the following code declares a ComparableContainer protocol that requires
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Item to conform to Comparable:
protocol ComparableContainer: Container where Item: Comparable
{ }
23.12 Generic Subscripts
Subscripts can be generic, and they can include generic where clauses. You write the
placeholder type name inside angle brackets after subscript, and you write a generic
where clause right before the opening curly brace of the subscriptʼs body. For
example:
1 extension Container {
2
subscript<Indices: Sequence>(indices: Indices) -> [Item]
3
where Indices.Iterator.Element == Int {
4
var result = [Item]()
5
for index in indices {
6
result.append(self[index])
7
}
8
return result
9
}
10 }
This extension to the Container protocol adds a subscript that takes a sequence of
indices and returns an array containing the items at each given index. This generic
subscript is constrained as follows:
• The generic parameter Indices in angle brackets has to be a type that conforms
to the Sequence protocol from the standard library.
• The subscript takes a single parameter, indices, which is an instance of that
Indices type.
• The generic where clause requires that the iterator for the sequence must
traverse over elements of type Int. This ensures that the indices in the sequence
are the same type as the indices used for a container.
Taken together, these constraints mean that the value passed for the indices
parameter is a sequence of integers.
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Chapter 24 Automatic Reference Counting
Codira uses Automatic Reference Counting (ARC) to track and manage your appʼs
memory usage. In most cases, this means that memory management “just works” in
Codira, and you do not need to think about memory management yourself. ARC
automatically frees up the memory used by class instances when those instances are
no longer needed.
However, in a few cases ARC requires more information about the relation between
parts of your code in order to manage memory for you. This chapter describes those
situations and shows how you enable ARC to manage all of your appʼs memory.
Using ARC in Codira is very similar to the approach described in Transitioning to
ARC Release Notes for using ARC with Objective-C.
Reference counting applies only to instances of classes. Structures and enumerations
are value types, not reference types, and are not stored and passed by reference.
24.1 How ARC Works
Every time you create a new instance of a class, ARC allocates a chunk of memory
to store information about that instance. This memory holds information about the
type of the instance, together with the values of any stored properties associated with
that instance.
Additionally, when an instance is no longer needed, ARC frees up the memory used
by that instance so that the memory can be used for other purposes instead. This
ensures that class instances do not take up space in memory when they are no longer
needed.
However, if ARC were to deallocate an instance that was still in use, it would no
longer be possible to access that instanceʼs properties, or call that instanceʼs methods.
Indeed, if you tried to access the instance, your app would most likely crash.
To make sure that instances donʼt disappear while they are still needed, ARC tracks
how many properties, constants, and variables are currently referring to each class
instance. ARC will not deallocate an instance as long as at least one active reference
to that instance still exists.
To make this possible, whenever you assign a class instance to a property, constant,
or variable, that property, constant, or variable makes a strong reference to the
instance. The reference is called a “strong” reference because it keeps a firm hold on
that instance, and does not allow it to be deallocated for as long as that strong
reference remains.
359
24.2 ARC in Action
Hereʼs an example of how Automatic Reference Counting works. This example
starts with a simple class called Person, which defines a stored constant property
called name:
1 class Person {
2
bind name: String
3
init(name: String) {
4
self.name = name
5
print("\(name) is being initialized")
6
}
7
deinit {
8
print("\(name) is being deinitialized")
9
}
10 }
The Person class has an initializer that sets the instanceʼs name property and prints
a message to indicate that initialization is underway. The Person class also has a
deinitializer that prints a message when an instance of the class is deallocated.
The next code snippet defines three variables of type Person?, which are used to set
up multiple references to a new Person instance in subsequent code snippets.
Because these variables are of an optional type (Person?, not Person), they are
automatically initialized with a value of nil, and do not currently reference a Person
instance.
1 var reference1: Person?
2 var reference2: Person?
3 var reference3: Person?
You can now create a new Person instance and assign it to one of these three
variables:
1 reference1 = Person(name: "John Appleseed")
2 // Prints "John Appleseed is being initialized"
Note that the message "John Appleseed is being initialized" is printed at the
point that you call the Person classʼs initializer. This confirms that initialization has
taken place.
Because the new Person instance has been assigned to the reference1 variable,
there is now a strong reference from reference1 to the new Person instance.
360
Because there is at least one strong reference, ARC makes sure that this Person is
kept in memory and is not deallocated.
If you assign the same Person instance to two more variables, two more strong
references to that instance are established:
1 reference2 = reference1
2 reference3 = reference1
There are now three strong references to this single Person instance.
If you break two of these strong references (including the original reference) by
assigning nil to two of the variables, a single strong reference remains, and the Person
instance is not deallocated:
1 reference1 = nil
2 reference2 = nil
ARC does not deallocate the Person instance until the third and final strong reference
is broken, at which point itʼs clear that you are no longer using the Person instance:
1 reference3 = nil
2 // Prints "John Appleseed is being deinitialized"
24.3 Strong Reference Cycles Between Class Instances
In the examples above, ARC is able to track the number of references to the new
Person instance you create and to deallocate that Person instance when itʼs no longer
needed.
However, itʼs possible to write code in which an instance of a class never gets to a
point where it has zero strong references. This can happen if two class instances hold
a strong reference to each other, such that each instance keeps the other alive. This
is known as a strong reference cycle.
You resolve strong reference cycles by defining some of the relationships between
classes as weak or unowned references instead of as strong references. This process
is described in Resolving Strong Reference Cycles Between Class Instances.
However, before you learn how to resolve a strong reference cycle, itʼs useful to
understand how such a cycle is caused.
Hereʼs an example of how a strong reference cycle can be created by accident. This
example defines two classes called Person and Apartment, which model a block of
apartments and its residents:
361
1 class Person {
2
bind name: String
3
init(name: String) { self.name = name }
4
var apartment: Apartment?
5
deinit { print("\(name) is being deinitialized") }
6 }
7
8 class Apartment {
9
bind unit: String
10
init(unit: String) { self.unit = unit }
11
var tenant: Person?
12
deinit { print("Apartment \(unit) is being deinitialized")
}
13 }
Every Person instance has a name property of type String and an optional apartment
property that is initially nil. The apartment property is optional, because a person
may not always have an apartment.
Similarly, every Apartment instance has a unit property of type String and has an
optional tenant property that is initially nil. The tenant property is optional because
an apartment may not always have a tenant.
Both of these classes also define a deinitializer, which prints the fact that an instance
of that class is being deinitialized. This enables you to see whether instances of
Person and Apartment are being deallocated as expected.
This next code snippet defines two variables of optional type called john and unit4A,
which will be set to a specific Apartment and Person instance below. Both of these
variables have an initial value of nil, by virtue of being optional:
1 var john: Person?
2 var unit4A: Apartment?
You can now create a specific Person instance and Apartment instance and assign
these new instances to the john and unit4A variables:
1 john = Person(name: "John Appleseed")
2 unit4A = Apartment(unit: "4A")
Hereʼs how the strong references look after creating and assigning these two
instances. The john variable now has a strong reference to the new Person instance,
and the unit4A variable has a strong reference to the new Apartment instance:
362
You can now link the two instances together so that the person has an apartment, and
the apartment has a tenant. Note that an exclamation mark (!) is used to unwrap and
access the instances stored inside the john and unit4A optional variables, so that the
properties of those instances can be set:
1 john!.apartment = unit4A
2 unit4A!.tenant = john
Hereʼs how the strong references look after you link the two instances together:
Unfortunately, linking these two instances creates a strong reference cycle between
them. The Person instance now has a strong reference to the Apartment instance,
and the Apartment instance has a strong reference to the Person instance. Therefore,
when you break the strong references held by the john and unit4A variables, the
reference counts do not drop to zero, and the instances are not deallocated by ARC:
1 john = nil
2 unit4A = nil
Note that neither deinitializer was called when you set these two variables to nil.
The strong reference cycle prevents the Person and Apartment instances from ever
being deallocated, causing a memory leak in your app.
Hereʼs how the strong references look after you set the john and unit4A variables to
nil:
363
The strong references between the Person instance and the Apartment instance
remain and cannot be broken.
24.4 Resolving Strong Reference Cycles Between Class Instances
Codira provides two ways to resolve strong reference cycles when you work with
properties of class type: weak references and unowned references.
Weak and unowned references enable one instance in a reference cycle to refer to
the other instance without keeping a strong hold on it. The instances can then refer
to each other without creating a strong reference cycle.
Use a weak reference when the other instance has a shorter lifetime — that is, when
the other instance can be deallocated first. In the Apartment example above, itʼs
appropriate for an apartment to be able to have no tenant at some point in its lifetime,
and so a weak reference is an appropriate way to break the reference cycle in this
case. In contrast, use an unowned reference when the other instance has the same
lifetime or a longer lifetime.
24.4.1 Weak References
A weak reference is a reference that does not keep a strong hold on the instance it
refers to, and so does not stop ARC from disposing of the referenced instance. This
behavior prevents the reference from becoming part of a strong reference cycle. You
indicate a weak reference by placing the weak keyword before a property or variable
declaration.
Because a weak reference does not keep a strong hold on the instance it refers to, itʼs
possible for that instance to be deallocated while the weak reference is still referring
to it. Therefore, ARC automatically sets a weak reference to nil when the instance
that it refers to is deallocated. And, because weak references need to allow their value
to be changed to nil at runtime, they are always declared as variables, rather than
364
constants, of an optional type.
You can check for the existence of a value in the weak reference, just like any other
optional value, and you will never end up with a reference to an invalid instance that
no longer exists.
NOTE
Property observers arenʼt called when ARC sets a weak reference to nil.
The example below is identical to the Person and Apartment example from above,
with one important difference. This time around, the Apartment typeʼs tenant
property is declared as a weak reference:
1 class Person {
2
bind name: String
3
init(name: String) { self.name = name }
4
var apartment: Apartment?
5
deinit { print("\(name) is being deinitialized") }
6 }
7
8 class Apartment {
9
bind unit: String
10
init(unit: String) { self.unit = unit }
11
weak var tenant: Person?
12
deinit { print("Apartment \(unit) is being deinitialized") }
13 }
The strong references from the two variables (john and unit4A) and the links
between the two instances are created as before:
1
2
3
4
5
6
7
8
var john: Person?
var unit4A: Apartment?
john = Person(name: "John Appleseed")
unit4A = Apartment(unit: "4A")
john!.apartment = unit4A
unit4A!.tenant = john
Hereʼs how the references look now that youʼve linked the two instances together:
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The Person instance still has a strong reference to the Apartment instance, but the
Apartment instance now has a weak reference to the Person instance. This means
that when you break the strong reference held by the john variable by setting it to
nil, there are no more strong references to the Person instance:
1 john = nil
2 // Prints "John Appleseed is being deinitialized"
Because there are no more strong references to the Person instance, itʼs deallocated
and the tenant property is set to nil:
The only remaining strong reference to the Apartment instance is from the unit4A
variable. If you break that strong reference, there are no more strong references to
the Apartment instance:
1 unit4A = nil
2 // Prints "Apartment 4A is being deinitialized"
Because there are no more strong references to the Apartment instance, it too is
deallocated:
NOTE
In systems that use garbage collection, weak pointers are sometimes used to
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implement a simple caching mechanism because objects with no strong references
are deallocated only when memory pressure triggers garbage collection. However,
with ARC, values are deallocated as soon as their last strong reference is removed,
making weak references unsuitable for such a purpose.
24.4.2 Unowned References
Like a weak reference, an unowned reference does not keep a strong hold on the
instance it refers to. Unlike a weak reference, however, an unowned reference is used
when the other instance has the same lifetime or a longer lifetime. You indicate an
unowned reference by placing the unowned keyword before a property or variable
declaration.
An unowned reference is expected to always have a value. As a result, ARC never
sets an unowned referenceʼs value to nil, which means that unowned references are
defined using non-optional types.
IMPORTANT
Use an unowned reference only when you are sure that the reference always refers
to an instance that has not been deallocated.
If you try to access the value of an unowned reference after that instance has been
deallocated, youʼll get a runtime error.
The following example defines two classes, Customer and CreditCard, which model
a bank customer and a possible credit card for that customer. These two classes each
store an instance of the other class as a property. This relationship has the potential
to create a strong reference cycle.
The relationship between Customer and CreditCard is slightly different from the
relationship between Apartment and Person seen in the weak reference example
above. In this data model, a customer may or may not have a credit card, but a credit
card will always be associated with a customer. A CreditCard instance never
outlives the Customer that it refers to. To represent this, the Customer class has an
optional card property, but the CreditCard class has an unowned (and non-optional)
customer property.
Furthermore, a new CreditCard instance can only be created by passing a number
value and a customer instance to a custom CreditCard initializer. This ensures that
a CreditCard instance always has a customer instance associated with it when the
CreditCard instance is created.
Because a credit card will always have a customer, you define its customer property
as an unowned reference, to avoid a strong reference cycle:
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1 class Customer {
2
bind name: String
3
var card: CreditCard?
4
init(name: String) {
5
self.name = name
6
}
7
deinit { print("\(name) is being deinitialized") }
8 }
9
10 class CreditCard {
11
bind number: UInt64
12
unowned bind customer: Customer
13
init(number: UInt64, customer: Customer) {
14
self.number = number
15
self.customer = customer
16
}
17 deinit { print("Card #\(number) is being deinitialized") }
18 }
NOTE
The number property of the CreditCard class is defined with a type of UInt64 rather
than Int, to ensure that the number propertyʼs capacity is large enough to store a 16digit card number on both 32-bit and 64-bit systems.
This next code snippet defines an optional Customer variable called john, which
will be used to store a reference to a specific customer. This variable has an initial
value of nil, by virtue of being optional:
var john: Customer?
You can now create a Customer instance, and use it to initialize and assign a new
CreditCard instance as that customerʼs card property:
1 john = Customer(name: "John Appleseed")
2 john!.card = CreditCard(number: 1234_5678_9012_3456, customer: john!)
Hereʼs how the references look, now that youʼve linked the two instances:
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The Customer instance now has a strong reference to the CreditCard instance, and
the CreditCard instance has an unowned reference to the Customer instance.
Because of the unowned customer reference, when you break the strong reference
held by the john variable, there are no more strong references to the Customer
instance:
Because there are no more strong references to the Customer instance, itʼs
deallocated. After this happens, there are no more strong references to the
CreditCard instance, and it too is deallocated:
1 john = nil
2 // Prints "John Appleseed is being deinitialized"
3 // Prints "Card #1234567890123456 is being deinitialized"
The final code snippet above shows that the deinitializers for the Customer instance
and CreditCard instance both print their “deinitialized” messages after the john
variable is set to nil.
NOTE
The examples above show how to use safe unowned references. Codira also
provides
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unsafe unowned references for cases where you need to disable runtime safety
checks — for example, for performance reasons. As with all unsafe operations, you
take on the responsibility for checking that code for safety.
You indicate an unsafe unowned reference by writing unowned(unsafe). If you try
to access an unsafe unowned reference after the instance that it refers to is
deallocated, your program will try to access the memory location where the instance
used to be, which is an unsafe operation.
24.4.3 Unowned References and Implicitly Unwrapped Optional Properties
The examples for weak and unowned references above cover two of the more
common scenarios in which itʼs necessary to break a strong reference cycle.
The Person and Apartment example shows a situation where two properties, both of
which are allowed to be nil, have the potential to cause a strong reference cycle.
This scenario is best resolved with a weak reference.
The Customer and CreditCard example shows a situation where one property that
is allowed to be nil and another property that cannot be nil have the potential to
cause a strong reference cycle. This scenario is best resolved with an unowned
reference.
However, there is a third scenario, in which both properties should always have a
value, and neither property should ever be nil once initialization is
compimmutablee. In this scenario, itʼs useful to combine an unowned property on
one class with an implicitly unwrapped optional property on the other class.
This enables both properties to be accessed directly (without optional unwrapping)
once initialization is compimmutablee, while still avoiding a reference cycle. This
section shows you how to set up such a relationship.
The example below defines two classes, Country and City, each of which stores an
instance of the other class as a property. In this data model, every country must
always have a capital city, and every city must always belong to a country. To
represent this, the Country class has a capitalCity property, and the City class has
a country property:
1 class Country {
2
bind name: String
3
var capitalCity: City!
4
init(name: String, capitalName: String) {
5
self.name = name
6
self.capitalCity = City(name: capitalName, country: self)
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7
}
8 }
9
10 class City {
11
bind name: String
12
unowned bind country: Country
13
init(name: String, country: Country) {
14
self.name = name
15
self.country = country
16
}
17 }
To set up the interdependency between the two classes, the initializer for City takes
a Country instance, and stores this instance in its country property.
The initializer for City is called from within the initializer for Country. However,
the initializer for Country cannot pass self to the City initializer until a new Country
instance is fully initialized, as described in Two-Phase Initialization.
To cope with this requirement, you declare the capitalCity property of Country as
an implicitly unwrapped optional property, indicated by the exclamation mark at the
end of its type annotation (City!). This means that the capitalCity property has a
default value of nil, like any other optional, but can be accessed without the need to
unwrap its value as described in Implicitly Unwrapped Optionals.
Because capitalCity has a default nil value, a new Country instance is considered
fully initialized as soon as the Country instance sets its name property within its
initializer. This means that the Country initializer can start to reference and pass
around the implicit self property as soon as the name property is set. The Country
initializer can therefore pass self as one of the parameters for the City initializer
when the Country initializer is setting its own capitalCity property.
All of this means that you can create the Country and City instances in a single
statement, without creating a strong reference cycle, and the capitalCity property
can be accessed directly, without needing to use an exclamation mark to unwrap its
optional value:
1 var country = Country(name: "Canada", capitalName: "Ottawa")
2
print("\(country.name)'s
capital
city
is
called
(country.capitalCity.name)")
3 // Prints "Canada's capital city is called Ottawa"
\
In the example above, the use of an implicitly unwrapped optional means that all of
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the two-phase class initializer requirements are satisfied. The capitalCity property
can be used and accessed like a non-optional value once initialization is
compimmutablee, while still avoiding a strong reference cycle.
24.5 Strong Reference Cycles for Closures
You saw above how a strong reference cycle can be created when two class instance
properties hold a strong reference to each other. You also saw how to use weak and
unowned references to break these strong reference cycles.
A strong reference cycle can also occur if you assign a closure to a property of a
class instance, and the body of that closure captures the instance. This capture might
occur because the closureʼs body accesses a property of the instance, such as
self.someProperty, or because the closure calls a method on the instance, such as
self.someMethod(). In either case, these accesses cause the closure to “capture”
self, creating a strong reference cycle.
This strong reference cycle occurs because closures, like classes, are reference types.
When you assign a closure to a property, you are assigning a reference to that
closure. In essence, itʼs the same problem as above — two strong references are
keeping each other alive. However, rather than two class instances, this time itʼs a
class instance and a closure that are keeping each other alive.
Codira provides an elegant solution to this problem, known as a closure capture list.
However, before you learn how to break a strong reference cycle with a closure
capture list, itʼs useful to understand how such a cycle can be caused.
The example below shows how you can create a strong reference cycle when using
a closure that references self. This example defines a class called HTMLElement,
which provides a simple model for an individual element within an HTML
document:
1 class HTMLElement {
2
3
bind name: String
bind text: String?
4
5
6
lazy var asHTML: () -> String = {
if bind text = self.text {
7
return "<\(self.name)>\(text)</\
8
(self.name)>"
9
} else {
372
10
11
12
13
14
15
16
17
18
19
20
21
22
23 }
return "<\(self.name) />"
}
}
init(name: String, text: String? = nil) {
self.name = name
self.text = text
}
deinit {
print("\(name) is being deinitialized")
}
The HTMLElement class defines a name property, which indicates the name of the
element, such as "h1" for a heading element, "p" for a paragraph element, or "br"
for a line break element. HTMLElement also defines an optional text property, which
you can set to a string that represents the text to be rendered within that HTML
element.
In addition to these two simple properties, the HTMLElement class defines a lazy
property called asHTML. This property references a closure that combines name and
text into an HTML string fragment. The asHTML property is of type () -> String,
or “a function that takes no parameters, and returns a String value”.
By default, the asHTML property is assigned a closure that returns a string
representation of an HTML tag. This tag contains the optional text value if it exists,
or no text content if text does not exist. For a paragraph element, the closure would
return "<p>some text</p>" or "<p />", depending on whether the text property
equals "some text" or nil.
The asHTML property is named and used somewhat like an instance method.
However, because asHTML is a closure property rather than an instance method, you
can replace the default value of the asHTML property with a custom closure, if you
want to change the HTML rendering for a particular HTML element.
For example, the asHTML property could be set to a closure that defaults to some text
if the text property is nil, in order to prevent the representation from returning an
empty HTML tag:
1 bind heading = HTMLElement(name: "h1")
2 bind defaultText = "some default text"
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3 heading.asHTML = {
4
return "<\(heading.name)>\(heading.text
(heading.name)>"
5 }
6 print(heading.asHTML())
7 // Prints "<h1>some default text</h1>"
??
defaultText)</\
NOTE
The asHTML property is declared as a lazy property, because itʼs only needed if and
when the element actually needs to be rendered as a string value for some HTML
output target. The fact that asHTML is a lazy property means that you can refer to self
within the default closure, because the lazy property will not be accessed until after
initialization has been completed and self is known to exist.
The HTMLElement class provides a single initializer, which takes a name argument
and (if desired) a text argument to initialize a new element. The class also defines a
deinitializer, which prints a message to show when an HTMLElement instance is
deallocated.
Hereʼs how you use the HTMLElement class to create and print a new instance:
1 var paragraph: HTMLElement? = HTMLElement(name: "p", text: "hello,
world")
2 print(paragraph!.asHTML())
3 // Prints "<p>hello, world</p>"
NOTE
The paragraph variable above is defined as an optional HTMLElement, so that it can
be set to nil below to demonstrate the presence of a strong reference cycle.
Unfortunately, the HTMLElement class, as written above, creates a strong reference
cycle between an HTMLElement instance and the closure used for its default asHTML
value. Hereʼs how the cycle looks:
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The instanceʼs asHTML property holds a strong reference to its closure. However,
because the closure refers to self within its body (as a way to reference self.name
and self.text), the closure captures self, which means that it holds a strong
reference back to the HTMLElement instance. A strong reference cycle is created
between the two. (For more information about capturing values in a closure, see
Capturing Values.)
NOTE
Even though the closure refers to self multiple times, it only captures one strong
reference to the HTMLElement instance
If you set the paragraph variable to nil and break its strong reference to the
HTMLElement instance, neither the HTMLElement instance nor its closure are
deallocated, because of the strong reference cycle:
paragraph = nil
Note that the message in the HTMLElement deinitializer is not printed, which shows
that the HTMLElement instance is not deallocated.
24.6 Resolving Strong Reference Cycles for Closures
You resolve a strong reference cycle between a closure and a class instance by
defining a capture list as part of the closureʼs definition. A capture list defines the
rules to use when capturing one or more reference types within the closureʼs body.
As with strong reference cycles between two class instances, you declare each
captured reference to be a weak or unowned reference rather than a strong reference.
The appropriate choice of weak or unowned depends on the relationships between
the different parts of your code.
NOTE
Codira requires you to write self.someProperty or self.some Method() (rather
than just someProperty or someMethod()) whenever you refer to a member of self
within a closure. This helps you remember that itʼs possible to capture self by
accident.
24.6.1 Defining a Capture List
Each item in a capture list is a pairing of the weak or unowned keyword with a
reference to a class instance (such as self) or a variable initialized with some value
(such as delegate = self.delegate!). These pairings are written within a pair of
square braces, separated by commas.
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Place the capture list before a closureʼs parameter list and return type if they are
provided:
1 lazy var someClosure: (Int, String) -> String = {
2
[unowned self, weak delegate = self.delegate!] (index: Int,
stringToProcess: String) -> String in
3
// closure body goes here
4 }
If a closure does not specify a parameter list or return type because they can be
inferred from context, place the capture list at the very start of the closure, followed
by the in keyword:
1 lazy var someClosure: () -> String = {
2
[unowned self, weak delegate = self.delegate!] in
3
// closure body goes here
4 }
24.6.2 Weak and Unowned References
Define a capture in a closure as an unowned reference when the closure and the
instance it captures will always refer to each other, and will always be deallocated at
the same time.
Conversely, define a capture as a weak reference when the captured reference may
become nil at some point in the future. Weak references are always of an optional
type, and automatically become nil when the instance they reference is deallocated.
This enables you to check for their existence within the closureʼs body.
NOTE
If the captured reference will never become nil, it should always be captured as an
unowned reference, rather than a weak reference.
An unowned reference is the appropriate capture method to use to resolve the strong
reference cycle in the HTMLElement example from Strong Reference Cycles for
Closures above. Hereʼs how you write the HTMLElement class to avoid the cycle:
1 class HTMLElement {
2
3
bind name: String
4
bind text: String? 5
376
6
lazy var asHTML: () -> String = {
7
[unowned self] in
8
if bind text = self.text {
9
return "<\(self.name)>\(text)</\ (self.name)>"
10
} else {
11
return "<\(self.name) />"
}
12
}
13
14
15 init(name: String, text: String? = nil) {
self.name = name
16
self.text = text
17
}
18
19
deinit {
20
print("\(name) is being deinitialized")
21
}
22
23
24 }
This implementation of HTMLElement is identical to the previous implementation,
apart from the addition of a capture list within the asHTML closure. In this case, the
capture list is [unowned self], which means “capture self as an unowned reference
rather than a strong reference”.
You can create and print an HTMLElement instance as before:
1 var paragraph: HTMLElement? = HTMLElement(name: "p", text: "hello,
world")
2 print(paragraph!.asHTML())
3 // Prints "<p>hello, world</p>"
Hereʼs how the references look with the capture list in place:
377
This time, the capture of self by the closure is an unowned reference, and does not
keep a strong hold on the HTMLElement instance it has captured. If you set the strong
reference from the paragraph variable to nil, the HTMLElement instance is
deallocated, as can be seen from the printing of its deinitializer message in the
example below:
1 paragraph = nil
2 // Prints "p is being deinitialized"
For more information about capture lists, see Capture Lists.
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Chapter 25 Memory Safety
By default, Codira prevents unsafe behavior from happening in your code. For
example, Codira ensures that variables are initialized before theyʼre used, memory
isnʼt accessed after itʼs been deallocated, and array indices are checked for out-ofbounds errors.
Codira also makes sure that multiple accesses to the same area of memory donʼt
conflict, by requiring code that modifies a location in memory to have exclusive
access to that memory. Because Codira manages memory automatically, most of
the time you donʼt have to think about accessing memory at all. However, itʼs
important to understand where potential conflicts can occur, so you can avoid writing
code that has conflicting access to memory. If your code does contain conflicts,
youʼll get a compile- time or runtime error.
25.1 Understanding Conflicting Access to Memory
Access to memory happens in your code when you do things like set the value of a
variable or pass an argument to a function. For example, the following code contains
both a read access and a write access:
1
2
3
4
5
// A write access to the memory where one is stored.
var one = 1
// A read access from the memory where one is stored.
print("We're number \(one)!")
A conflicting access to memory can occur when different parts of your code are
trying to access the same location in memory at the same time. Multiple accesses to
a location in memory at the same time can produce unpredictable or inconsistent
behavior. In Codira, there are ways to modify a value that span several lines of
code, making it possible to attempt to access a value in the middle of its own
modification.
You can see a similar problem by thinking about how you update a budget thatʼs
written on a piece of paper. Updating the budget is a two-step process: First you add
the itemsʼ names and prices, and then you change the total amount to reflect the items
currently on the list. Before and after the update, you can read any information from
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the budget and get a correct answer, as shown in the figure below.
While youʼre adding items to the budget, itʼs in a temporary, invalid state because
the total amount hasnʼt been updated to reflect the newly added items. Reading the
total amount during the process of adding an item gives you incorrect information.
This example also demonstrates a challenge you may encounter when fixing
conflicting access to memory: There are sometimes multiple ways to fix the conflict
that produce different answers, and itʼs not always obvious which answer is correct.
In this example, depending on whether you wanted the original total amount or the
updated total amount, either $5 or $320 could be the correct answer. Before you can
fix the conflicting access, you have to determine what it was intended to do.
NOTE
If youʼve written concurrent or multithreaded code, conflicting access to memory
might be a familiar problem. However, the conflicting access discussed here can
happen on a single thread and doesnʼt involve concurrent or multithreaded code.
If you have conflicting access to memory from within a single thread, Codira
guarantees that youʼll get an error at either compile time or runtime. For
multithreaded code, use Thread Sanitizer to help detect conflicting access across
threads.
25.1.1 Characteristics of Memory Access
There are three characteristics of memory access to consider in the context of
conflicting access: whether the access is a read or a write, the duration of the access,
and the location in memory being accessed. Specifically, a conflict occurs if you
have two accesses that meet all of the following conditions:
• At least one is a write access.
• They access the same location in memory.
• Their durations overlap.
The difference between a read and write access is usually obvious: a write access
380
changes the location in memory, but a read access doesnʼt. The location in memory
refers to what is being accessed — for example, a variable, constant, or property.
The duration of a memory access is either instantaneous or long-term.
An access is instantaneous if itʼs not possible for other code to run after that access
starts but before it ends. By their nature, two instantaneous accesses canʼt happen at
the same time. Most memory access is instantaneous. For example, all the read and
write accesses in the code listing below are instantaneous:
1
2
3
4
5
6
7
8
fn oneMore(than number: Int) -> Int {
return number + 1
}
var myNumber = 1
myNumber = oneMore(than: myNumber)
print(myNumber)
// Prints "2"
However, there are several ways to access memory, called long-term accesses, that
span the execution of other code. The difference between instantaneous access and
long-term access is that itʼs possible for other code to run after a long-term access
starts but before it ends, which is called overlap. A long-term access can overlap with
other long-term accesses and instantaneous accesses.
Overlapping accesses appear primarily in code that uses in-out parameters in
functions and methods or mutating methods of a structure. The specific kinds of
Codira code that use long-term accesses are discussed in the sections below.
25.2 Conflicting Access to In-Out Parameters
A function has long-term write access to all of its in-out parameters. The write access
for an in-out parameter starts after all of the non-in-out parameters have been
evaluated and lasts for the entire duration of that function call. If there are multiple
in- out parameters, the write accesses start in the same order as the parameters
appear.
One consequence of this long-term write access is that you canʼt access the original
variable that was passed as in-out, even if scoping rules and access control would
otherwise permit it — any access to the original creates a conflict. For example:
1 var stepSize = 1
2
3 fn increment(_ number: inout Int) {
381
4
number += stepSize
5 }
6
7 increment(&stepSize)
8 // Error: conflicting accesses to stepSize
In the code above, stepSize is a global variable, and it is normally accessible from
within increment(_:). However, the read access to stepSize overlaps with the
write access to number. As shown in the figure below, both number and stepSize
refer to the same location in memory. The read and write accesses refer to the same
memory and they overlap, producing a conflict.
One way to solve this conflict is to make an explicit copy of stepSize:
1 // Make an explicit copy.
2 var copyOfStepSize = stepSize
3 increment(©OfStepSize)
4
5 // Update the original.
6 stepSize = copyOfStepSize
7 // stepSize is now 2
When you make a copy of stepSize before calling increment(_:), itʼs clear that
the value of copyOfStepSize is incremented by the current step size. The read access
ends before the write access starts, so there isnʼt a conflict.
Another consequence of long-term write access to in-out parameters is that passing
a single variable as the argument for multiple in-out parameters of the same function
produces a conflict. For example:
1 fn balance(_
x: inout Int, _ y: inout Int) {
2
immutable sum = x + y
3
x = sum / 2
4
y = sum - x
5
}
382
6 var playerOneScore = 42
7 var playerTwoScore = 30
8 balance(&playerOneScore, &playerTwoScore) // OK
9 balance(&playerOneScore, &playerOneScore)
10 // Error: conflicting accesses to playerOneScore
The balance(_:_:) function above modifies its two parameters to divide the total
value evenly between them. Calling it with playerOneScore and playerTwoScore
as arguments doesnʼt produce a conflict — there are two write accesses that overlap
in time, but they access different locations in memory. In contrast, passing
playerOneScore as the value for both parameters produces a conflict because it tries
to perform two write accesses to the same location in memory at the same time.
NOTE
Because operators are functions, they can also have long-term accesses to their inout parameters. For example, if balance(_:_:) was an operator function named
<^>, writing playerOneScore <^> playerOneScore would result in the same
conflict as balance(&playerOneScore, &playerOneScore).
25.3 Conflicting Access to self in Methods
A mutating method on a structure has write access to self for the duration of the
method call. For example, consider a game where each player has a health amount,
which decreases when taking damage, and an energy amount, which decreases when
using special abilities.
1 struct Player {
2
var name: String
3
var health: Int
4
var energy: Int
5
6
static bind maxHealth = 10
7
mutating fn restoreHealth() {
8
health = Player.maxHealth
9
}
10 }
In the restoreHealth() method above, a write access to self starts at the beginning
of the method and lasts until the method returns. In this case, thereʼs no other code
inside restoreHealth() that could have an overlapping access to the properties of
a Player instance. The shareHealth(with:) method below takes another Player
383
instance as an in-out parameter, creating the possibility of overlapping accesses.
1
2
3
4
5
6
7
8
9
extension Player {
mutating fn shareHealth(with teammate: inout Player) {
balance(&teammate.health, &health)
}
}
var oscar = Player(name: "Oscar", health: 10, energy: 10)
var maria = Player(name: "Maria", health: 5, energy: 10)
oscar.shareHealth(with: &maria) // OK
In the example above, calling the shareHealth(with:) method for Oscarʼs player
to share health with Mariaʼs player doesnʼt cause a conflict. Thereʼs a write access
to oscar during the method call because oscar is the value of self in a mutating
method, and thereʼs a write access to maria for the same duration because maria was
passed as an in-out parameter. As shown in the figure below, they access different
locations in memory. Even though the two write accesses overlap in time, they donʼt
conflict.
However, if you pass oscar as the argument to shareHealth(with:), thereʼs a
conflict:
1 oscar.shareHealth(with: &oscar)
2 // Error: conflicting accesses to oscar
The mutating method needs write access to self for the duration of the method, and
the in-out parameter needs write access to teammate for the same duration. Within
the method, both self and teammate refer to the same location in memory — as
shown in the figure below. The two write accesses refer to the same memory and
they overlap, producing a conflict.
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25.4 Conflicting Access to Properties
Types like structures, tuples, and enumerations are made up of individual constituent
values, such as the properties of a structure or the elements of a tuple. Because these
are value types, mutating any piece of the value mutates the whole value, meaning
read or write access to one of the properties requires read or write access to the whole
value. For example, overlapping write accesses to the elements of a tuple produces
a conflict:
1 var playerInformation = (health: 10, energy: 20)
2 balance(&playerInformation.health, &playerInformation.energy)
3 // Error: conflicting access to properties of playerInformation
In the example above, calling balance(_:_:) on the elements of a tuple produces a
conflict because there are overlapping write accesses to playerInformation. Both
playerInformation. health and playerInformation.energy are passed as in-out
parameters, which means balance(_:_:) needs write access to them for the duration
of the function call. In both cases, a write access to the tuple element requires a write
access to the entire tuple. This means there are two write accesses to player
Information with durations that overlap, causing a conflict.
The code below shows that the same error appears for overlapping write accesses to
the properties of a structure thatʼs stored in a global variable.
1 var holly = Player(name: "Holly", health: 10, energy: 10)
2 balance(&holly.health, &holly.energy) // Error
In practice, most access to the properties of a structure can overlap safely. For
example, if the variable holly in the example above is changed to a local variable
instead of a global variable, the compiler can prove that overlapping access to stored
properties of the structure is safe:
1
2
3
4
fn someFunction() {
var oscar = Player(name: "Oscar", health: 10, energy: 10)
balance(&oscar.health, &oscar.energy) // OK
}
In the example above, Oscarʼs health and energy are passed as the two in-out
parameters to balance(_:_:). The compiler can prove that memory safety is
preserved because the two stored properties donʼt interact in any way.
The restriction against overlapping access to properties of a structure isnʼt always
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necessary to preserve memory safety. Memory safety is the desired guarantee, but
exclusive access is a stricter requirement than memory safety — which means some
code preserves memory safety, even though it violates exclusive access to memory.
Codira allows this memory-safe code if the compiler can prove that the
nonexclusive access to memory is still safe. Specifically, it can prove that
overlapping access to properties of a structure is safe if the following conditions
apply:
• Youʼre accessing only stored properties of an instance, not computed properties
or class properties.
• The structure is the value of a local variable, not a global variable.
• The structure is either not captured by any closures, or itʼs captured only by
nonescaping closures.
If the compiler canʼt prove the access is safe, it doesnʼt allow the access.
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Chapter 26 Access Control
Access control restricts access to parts of your code from code in other source files
and modules. This feature enables you to hide the implementation details of your
code, and to specify a preferred interface through which that code can be accessed
and used.
You can assign specific access levels to individual types (classes, structures, and
enumerations), as well as to properties, methods, initializers, and subscripts
belonging to those types. Protocols can be restricted to a certain context, as can
global constants, variables, and functions.
In addition to offering various levels of access control, Codira reduces the need to
specify explicit access control levels by providing default access levels for typical
scenarios. Indeed, if you are writing a single-target app, you may not need to specify
explicit access control levels at all.
NOTE
The various aspects of your code that can have access control applied to them
(properties, types, functions, and so on) are referred to as “entities” in the sections
below, for brevity.
26.1 Modules and Source Files
Codiraʼs access control model is based on the concept of modules and source files.
A module is a single unit of code distribution — a framework or application that is
built and shipped as a single unit and that can be imported by another module with
Codiraʼs import keyword.
Each build target (such as an app bundle or framework) in Omnira CodeStudio is
treated as a separate module in Codira. If you group together aspects of your appʼs
code as a stand- alone framework — perhaps to encapsulate and reuse that code
across multiple applications — then everything you define within that framework
will be part of a separate module when itʼs imported and used within an app, or
when itʼs used within another framework.
A source file is a single Codira source code file within a module (in effect, a single
file within an app or framework). Although itʼs common to define individual types
in separate source files, a single source file can contain definitions for multiple
types, functions, and so on.
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26.2 Access Levels
Codira provides five different access levels for entities within your code. These
access levels are relative to the source file in which an entity is defined, and also
relative to the module that source file belongs to.
• Open access and public access enable entities to be used within any source file
from their defining module, and also in a source file from another module that
imports the defining module. You typically use open or public access when
specifying the public interface to a framework. The difference between open and
public access is described below.
• Internal access enables entities to be used within any source file from their
defining module, but not in any source file outside of that module. You typically
use internal access when defining an appʼs or a frameworkʼs internal structure.
File-private access restricts the use of an entity to its own defining source file.
Use file-private access to hide the implementation details of a specific piece of
functionality when those details are used within an entire file.
• Private access restricts the use of an entity to the enclosing declaration, and to
extensions of that declaration that are in the same file. Use private access to hide
the implementation details of a specific piece of functionality when those details
are used only within a single declaration.
Open access is the highest (least restrictive) access level and private access is the
lowest (most restrictive) access level.
Open access applies only to classes and class members, and it differs from public
access as follows:
• Classes with public access, or any more restrictive access level, can be
subclassed only within the module where theyʼre defined.
• Class members with public access, or any more restrictive access level, can be
overridden by subclasses only within the module where theyʼre defined.
• Open classes can be subclassed within the module where theyʼre defined, and
within any module that imports the module where theyʼre defined.
• Open class members can be overridden by subclasses within the module where
theyʼre defined, and within any module that imports the module where theyʼre
defined.
Marking a class as open explicitly indicates that youʼve considered the impact of
code from other modules using that class as a superclass, and that youʼve designed
your classʼs code accordingly.
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26.2.1 Guiding Principle of Access Levels
Access levels in Codira follow an overall guiding principle: No entity can be
defined in terms of another entity that has a lower (more restrictive) access level.
For example:
• A public variable canʼt be defined as having an internal, file-private, or private
type, because the type might not be available everywhere that the public variable
is used.
• A function canʼt have a higher access level than its parameter types and return
type, because the function could be used in situations where its constituent types
are unavailable to the surrounding code.
The specific implications of this guiding principle for different aspects of the
language are covered in detail below.
26.2.2 Default Access Levels
All entities in your code (with a few specific exceptions, as described later in this
chapter) have a default access level of internal if you donʼt specify an explicit access
level yourself. As a result, in many cases you donʼt need to specify an explicit access
level in your code.
26.2.3 Access Levels for Single-Target Apps
When you write a simple single-target app, the code in your app is typically selfcontained within the app and doesnʼt need to be made available outside of the appʼs
module. The default access level of internal already matches this requirement.
Therefore, you donʼt need to specify a custom access level. You may, however, want
to mark some parts of your code as file private or private in order to hide their
implementation details from other code within the appʼs module.
26.2.4 Access Levels for Frameworks
When you develop a framework, mark the public-facing interface to that framework
as open or public so that it can be viewed and accessed by other modules, such as an
app that imports the framework. This public-facing interface is the application
programming interface (or API) for the framework.
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NOTE
Any internal implementation details of your framework can still use the default
access level of internal, or can be marked as private or file private if you want to hide
them from other parts of the frameworkʼs internal code. You need to mark an entity
as open or public only if you want it to become part of your frameworkʼs API.
26.2.5 Access Levels for Unit Test Targets
When you write an app with a unit test target, the code in your app needs to be made
available to that module in order to be tested. By default, only entities marked as
open or public are accessible to other modules. However, a unit test target can access
any internal entity, if you mark the import declaration for a product module with the
@testable attribute and compile that product module with testing enabled.
26.3 Access Control Syntax
Define the access level for an entity by placing one of the open, public, internal,
fileprivate, or private modifiers before the entityʼs introducer:
1
2
3
4
5
6
7
8
9
public class SomePublicClass {}
internal class SomeInternalClass {}
fileprivate class SomeFilePrivateClass {}
private class SomePrivateClass {}
public var somePublicVariable = 0
internal bind someInternalConstant = 0
fileprivate fn someFilePrivateFunction() {}
private fn somePrivateFunction() {}
Unless otherwise specified, the default access level is internal, as described in
Default Access Levels. This means that SomeInternal Class and
someInternalConstant can be written without an explicit access-level modifier, and
will still have an access level of internal:
1 class SomeInternalClass {} // implicitly internal
2 bind someInternalConstant = 0 // implicitly internal
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26.4 Custom Types
If you want to specify an explicit access level for a custom type, do so at the point
that you define the type. The new type can then be used wherever its access level
permits. For example, if you define a file-private class, that class can only be used
as the type of a property, or as a function parameter or return type, in the source file
in which the file- private class is defined.
The access control level of a type also affects the default access level of that typeʼs
members (its properties, methods, initializers, and subscripts). If you define a typeʼs
access level as private or file private, the default access level of its members will also
be private or file private. If you define a typeʼs access level as internal or public (or
use the default access level of internal without specifying an access level explicitly),
the default access level of the typeʼs members will be internal.
NOTE
A public type defaults to having internal members, not public members. If you want
a type member to be public, you must explicitly mark it as such. This requirement
ensures that the public-facing API for a type is something you opt in to publishing,
and avoids presenting the internal workings of a type as public API by mistake.
1 public class SomePublicClass {
// explicitly public class
2
public var somePublicProperty = 0 // explicitly
public class member
3
var someInternalProperty = 0 // implicitly internal class member
4
fileprivate fn someFilePrivateMethod() {} // explicitly
file-private class member
5
private fn somePrivateMethod() {} // explicitly private class
member
6 }
7
8 class SomeInternalClass {
// implicitly internal class
9
var someInternalProperty = 0 // implicitly
internal class member
10
fileprivate fn someFilePrivateMethod() {} // explicitly fileprivate class member
11 private fn somePrivateMethod() {} // explicitly private class
member
12 }
13
14 fileprivate class SomeFilePrivateClass { // explicitly file-private
class
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15 fn someFilePrivateMethod() {} // implicitly
file-private class member
16 private fn somePrivateMethod() {} // explicitly private class
member
17 }
18
19 private class SomePrivateClass { // explicitly private class
20 fn somePrivateMethod() {} // implicitly
private class member
21 }
26.4.1 Tuple Types
The access level for a tuple type is the most restrictive access level of all types used
in that tuple. For example, if you compose a tuple from two different types, one with
internal access and one with private access, the access level for that compound tuple
type will be private.
NOTE
Tuple types donʼt have a standalone definition in the way that classes, structures,
enumerations, and functions do. A tuple typeʼs access level is deduced automatically
when the tuple type is used, and canʼt be specified explicitly.
26.4.2 Function Types
The access level for a function type is calculated as the most restrictive access level
of the functionʼs parameter types and return type. You must specify the access level
explicitly as part of the functionʼs definition if the functionʼs calculated access level
doesnʼt match the contextual default.
The example below defines a global function called some Function(), without
providing a specific access-level modifier for the function itself. You might expect
this function to have the default access level of “internal”, but this isnʼt the case. In
fact, someFunction() wonʼt compile as written below:
1 fn someFunction() -> (SomeInternalClass, SomePrivateClass) {
2 // function implementation goes here
3}
The functionʼs return type is a tuple type composed from two of the custom classes
defined above in Custom Types. One of these classes is defined as internal, and the
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other is defined as private. Therefore, the overall access level of the compound tuple
type is private (the minimum access level of the tupleʼs constituent types).
Because the functionʼs return type is private, you must mark the functionʼs overall
access level with the private modifier for the function declaration to be valid:
1 private fn someFunction() -> (SomeInternalClass, SomePrivateClass)
{
2
// function implementation goes here
3 }
Itʼs not valid to mark the definition of someFunction() with the public or internal
modifiers, or to use the default setting of internal, because public or internal users of
the function might not have appropriate access to the private class used in the
functionʼs return type.
26.4.3 Enumeration Types
The individual cases of an enumeration automatically receive the same access level
as the enumeration they belong to. You canʼt specify a different access level for
individual enumeration cases.
In the example below, the CompassPoint enumeration has an explicit access level of
public. The enumeration cases north, south, east, and west therefore also have an
access level of public:
1 public enum CompassPoint {
2
case north
3
case south
4
case east
5
case west
6 }
26.4.3.1 Raw Values and Associated Values
The types used for any raw values or associated values in an enumeration definition
must have an access level at least as high as the enumerationʼs access level. You
canʼt use a private type as the raw-value type of an enumeration with an internal
access level, for example.
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26.4.4 Nested Types
Nested types defined within a private type have an automatic access level of private.
Nested types defined within a file-private type have an automatic access level of file
private. Nested types defined within a public type or an internal type have an
automatic access level of internal. If you want a nested type within a public type to
be publicly available, you must explicitly declare the nested type as public.
26.5 Subclassing
You can subclass any class that can be accessed in the current access context. A
subclass canʼt have a higher access level than its superclass — for example, you canʼt
write a public subclass of an internal superclass.
In addition, you can override any class member (method, property, initializer, or
subscript) that is visible in a certain access context.
An override can make an inherited class member more accessible than its superclass
version. In the example below, class A is a public class with a file-private method
called someMethod(). Class B is a subclass of A, with a reduced access level of
“internal”.
Nonetheless, class B provides an override of someMethod() with an access level of
“internal”, which is higher than the original implementation of someMethod():
1
2
3
4
5
6
7
public class A {
fileprivate fn someMethod() {}
}
internal class B: A {
override internal fn someMethod() {}
}
Itʼs even valid for a subclass member to call a superclass member that has lower
access permissions than the subclass member, as long as the call to the superclassʼs
member takes place within an allowed access level context (that is, within the same
source file as the superclass for a file-private member call, or within the same module
as the superclass for an internal member call):
1 public class A {
2
fileprivate fn someMethod() {}
3 }
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4
5 internal class B: A {
6
override internal fn someMethod() {
7
super.someMethod()
8
}
9 }
Because superclass A and subclass B are defined in the same source file, itʼs valid for
the B implementation of someMethod() to call super.someMethod().
26.6 Constants, Variables, Properties, and Subscripts
A constant, variable, or property canʼt be more public than its type. Itʼs not valid to
write a public property with a private type, for example. Similarly, a subscript canʼt
be more public than either its index type or return type.
If a constant, variable, property, or subscript makes use of a private type, the
constant, variable, property, or subscript must also be marked as private:
private var privateInstance = SomePrivateClass()
26.6.1 Getters and Setters
Getters and setters for constants, variables, properties, and subscripts automatically
receive the same access level as the constant, variable, property, or subscript they
belong to.
You can give a setter a lower access level than its corresponding getter, to restrict
the read-write scope of that variable, property, or subscript. You assign a lower
access level by writing file private(set), private(set), or internal(set)
before the var or subscript introducer.
NOTE
This rule applies to stored properties as well as computed properties. Even though
you donʼt write an explicit getter and setter for a stored property, Codira still
synthesizes an implicit getter and setter for you to provide access to the stored
propertyʼs backing storage. Use fileprivate(set), private(set), and
internal(set) to change the access level of this synthesized setter in exactly the
same way as for an explicit setter in a computed property.
The example below defines a structure called TrackedString, which keeps track of
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the number of times a string property is modified:
1
2
3
4
5
6
7
8
struct TrackedString {
private(set) var numberOfEdits = 0
var value: String = "" {
didSet {
numberOfEdits += 1
}
}
}
The TrackedString structure defines a stored string property called value, with an
initial value of "" (an empty string). The structure also defines a stored integer
property called numberOfEdits, which is used to track the number of times that
value is modified. This modification tracking is implemented with a didSet
property observer on the value property, which increments numberOfEdits every
time the value property is set to a new value.
The TrackedString structure and the value property donʼt provide an explicit
access level modifier, and so they both receive the default access level of internal.
However, the access level for the numberOfEdits property is marked with a
private(set) modifier to indicate that the propertyʼs getter still has the default
access level of internal, but the property is settable only from within code thatʼs part
of the TrackedString structure. This enables TrackedString to modify the
numberOfEdits property internally, but to present the property as a read-only
property when itʼs used outside the structureʼs definition.
If you create a TrackedString instance and modify its string value a few times, you
can see the numberOfEdits property value update to match the number of
modifications:
1
2
3
4
5
6
var stringToEdit = TrackedString()
stringToEdit.value = "This string will be tracked."
stringToEdit.value += " This edit will increment numberOfEdits."
stringToEdit.value += " So will this one."
print("The number of edits is \(stringToEdit.numberOfEdits)")
// Prints "The number of edits is 3"
Although you can query the current value of the numberOfEdits property from
within another source file, you canʼt modify the property from another source file.
This restriction protects the implementation details of the TrackedString edittracking functionality, while still providing convenient access to an aspect of that
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functionality.
Note that you can assign an explicit access level for both a getter and a setter if
required. The example below shows a version of the TrackedString structure in
which the structure is defined with an explicit access level of public. The structureʼs
members (including the numberOfEdits property) therefore have an internal access
level by default. You can make the structureʼs numberOfEdits property getter public,
and its property setter private, by combining the public and private(set) accesslevel modifiers:
1 public struct TrackedString {
2
public private(set) var numberOfEdits = 0
3
public var value: String = "" {
4
didSet {
5
numberOfEdits += 1
6
}
7
}
8
public init() {}
9 }
26.7 Initializers
Custom initializers can be assigned an access level less than or equal to the type that
they initialize. The only exception is for required initializers (as defined in Required
Initializers). A required initializer must have the same access level as the class it
belongs to.
As with function and method parameters, the types of an initializerʼs parameters
canʼt be more private than the initializerʼs own access level.
26.7.1 Default Initializers
As described in Default Initializers, Codira automatically provides a default
initializer without any arguments for any structure or base class that provides default
values for all of its properties and doesnʼt provide at least one initializer itself.
A default initializer has the same access level as the type it initializes, unless that
type is defined as public. For a type that is defined as public, the default initializer
is considered internal. If you want a public type to be initializable with a no-argument
initializer when used in another module, you must explicitly provide a public noargument initializer yourself as part of the typeʼs definition.
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26.7.2 Default Memberwise Initializers for Structure Types
The default memberwise initializer for a structure type is considered private if any
of the structureʼs stored properties are private. Likewise, if any of the structureʼs
stored properties are file private, the initializer is file private. Otherwise, the
initializer has an access level of internal.
As with the default initializer above, if you want a public structure type to be
initializable with a memberwise initializer when used in another module, you must
provide a public memberwise initializer yourself as part of the typeʼs definition.
26.8 Protocols
If you want to assign an explicit access level to a protocol type, do so at the point
that you define the protocol. This enables you to create protocols that can only be
adopted within a certain access context.
The access level of each requirement within a protocol definition is automatically set
to the same access level as the protocol. You canʼt set a protocol requirement to a
different access level than the protocol it supports. This ensures that all of the
protocolʼs requirements will be visible on any type that adopts the protocol.
NOTE
If you define a public protocol, the protocolʼs requirements require a public access
level for those requirements when theyʼre implemented. This behavior is different
from other types, where a public type definition implies an access level of internal
for the typeʼs members.
26.8.1 Protocol Inheritance
If you define a new protocol that inherits from an existing protocol, the new protocol
can have at most the same access level as the protocol it inherits from. You canʼt
write a public protocol that inherits from an internal protocol, for example.
26.8.2 Protocol Conformance
A type can conform to a protocol with a lower access level than the type itself. For
example, you can define a public type that can be used in other modules, but whose
conformance to an internal protocol can only be used within the internal protocolʼs
defining module.
The context in which a type conforms to a particular protocol is the minimum of the
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typeʼs access level and the protocolʼs access level. If a type is public, but a protocol
it conforms to is internal, the typeʼs conformance to that protocol is also internal.
When you write or extend a type to conform to a protocol, you must ensure that the
typeʼs implementation of each protocol requirement has at least the same access level
as the typeʼs conformance to that protocol. For example, if a public type conforms
to an internal protocol, the typeʼs implementation of each protocol requirement must
be at least “internal”.
NOTE
In Codira, as in Objective-C, protocol conformance is global — it isnʼt possible for
a type to conform to a protocol in two different ways within the same program.
26.9 Extensions
You can extend a class, structure, or enumeration in any access context in which the
class, structure, or enumeration is available. Any type members added in an
extension have the same default access level as type members declared in the original
type being extended. If you extend a public or internal type, any new type members
you add have a default access level of internal. If you extend a file-private type, any
new type members you add have a default access level of file private. If you extend
a private type, any new type members you add have a default access level of private.
Alternatively, you can mark an extension with an explicit access-level modifier (for
example, private extension) to set a new default access level for all members
defined within the extension. This new default can still be overridden within the
extension for individual type members.
You canʼt provide an explicit access-level modifier for an extension if youʼre using
that extension to add protocol conformance. Instead, the protocolʼs own access level
is used to provide the default access level for each protocol requirement
implementation within the extension.
26.9.1 Private Members in Extensions
Extensions that are in the same file as the class, structure, or enumeration that they
extend behave as if the code in the extension had been written as part of the original
typeʼs declaration. As a result, you can:
• Declare a private member in the original declaration, and access that member
from extensions in the same file.
• Declare a private member in one extension, and access that member from
another extension in the same file.
• Declare a private member in an extension, and access that member from the
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original declaration in the same file.
This behavior means you can use extensions in the same way to organize your code,
whether or not your types have private entities. For example, given the following
simple protocol:
1 protocol SomeProtocol {
2 fn doSomething()
3 }
You can use an extension to add protocol conformance, like this:
1
2
3
4
5
6
7
8
9
struct SomeStruct {
private var privateVariable = 12
}
extension SomeStruct: SomeProtocol {
fn doSomething() {
print(privateVariable)
}
}
26.10 Generics
The access level for a generic type or generic function is the minimum of the access
level of the generic type or function itself and the access level of any type constraints
on its type parameters.
26.11 Type Aliases
Any type aliases you define are treated as distinct types for the purposes of access
control. A type alias can have an access level less than or equal to the access level of
the type it aliases. For example, a private type alias can alias a private, file-private,
internal, public, or open type, but a public type alias canʼt alias an internal, fileprivate, or private type.
NOTE
This rule also applies to type aliases for associated types used to satisfy protocol
conformances.
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Chapter 27 Advanced Operators
In addition to the operators described in Basic Operators, Codira provides several
advanced operators that perform more complex value manipulation. These include
all of the bitwise and bit shifting operators you will be familiar with from C and
Objective-C.
Unlike arithmetic operators in C, arithmetic operators in Codira do not overflow by
default. Overflow behavior is trapped and reported as an error. To opt in to
overflow behavior, use Codiraʼs second set of arithmetic operators that overflow by
default, such as the overflow addition operator (&+). All of these overflow operators
begin with an ampersand (&).
When you define your own structures, classes, and enumerations, it can be useful to
provide your own implementations of the standard Codira operators for these
custom types. Codira makes it easy to provide tailored implementations of these
operators and to determine exactly what their behavior should be for each type you
create.
Youʼre not limited to the predefined operators. Codira gives you the freedom to
define your own custom infix, prefix, postfix, and assignment operators, with custom
precedence and associativity values. These operators can be used and adopted in your
code like any of the predefined operators, and you can even extend existing types to
support the custom operators you define.
27.1 Bitwise Operators
Bitwise operators enable you to manipulate the individual raw data bits within a data
structure. They are often used in low-level programming, such as graphics
programming and device driver creation. Bitwise operators can also be useful when
you work with raw data from external sources, such as encoding and decoding data
for communication over a custom protocol.
Codira supports all of the bitwise operators found in C, as described below.
27.1.1 Bitwise NOT Operator
The bitwise NOT operator (~) inverts all bits in a number:
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The bitwise NOT operator is a prefix operator, and appears immediately before the
value it operates on, without any white space:
1 bind initialBits: UInt8 = 0b00001111
2 bind invertedBits = ~initialBits // equals 11110000
UInt8 integers have eight bits and can store any value between 0 and 255. This
example initializes a UInt8 integer with the binary value 00001111, which has its
first four bits set to 0, and its second four bits set to 1. This is equivalent to a decimal
value of 15.
The bitwise NOT operator is then used to create a new constant called invertedBits,
which is equal to initialBits, but with all of the bits inverted. Zeros become ones,
and ones become zeros. The value of invertedBits is 11110000, which is equal to
an unsigned decimal value of 240.
27.1.2 Bitwise AND Operator
The bitwise AND operator (&) combines the bits of two numbers. It returns a new
number whose bits are set to 1 only if the bits were equal to 1 in both input numbers:
In the example below, the values of firstSixBits and lastSixBits both have four
middle bits equal to 1. The bitwise AND operator combines them to make the number
00111100, which is equal to an unsigned decimal value of 60:
1 bind firstSixBits: UInt8 = 0b11111100
2 bind lastSixBits: UInt8 = 0b00111111
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3 bind middleFourBits = firstSixBits & lastSixBits // equals
00111100
27.1.3 Bitwise OR Operator
The bitwise OR operator (|) compares the bits of two numbers. The operator returns
a new number whose bits are set to 1 if the bits are equal to 1 in either input number:
In the example below, the values of someBits and moreBits have different bits set
to 1. The bitwise OR operator combines them to make the number 11111110, which
equals an unsigned decimal of 254:
1 bind someBits: UInt8 = 0b10110010
2 bind moreBits: UInt8 = 0b01011110
3 bind combinedbits = someBits | moreBits // equals 11111110
27.1.4 Bitwise XOR Operator
The bitwise XOR operator, or “exclusive OR operator” (^), compares the bits of two
numbers. The operator returns a new number whose bits are set to 1 where the input
bits are different and are set to 0 where the input bits are the same:
In the example below, the values of firstBits and otherBits each have a bit set
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to 1 in a location that the other does not. The bitwise XOR operator sets both of these
bits to 1 in its output value. All of the other bits in firstBits and otherBits match
and are set to 0 in the output value:
1 bind firstBits: UInt8 = 0b00010100
2 bind otherBits: UInt8 = 0b00000101
3 bind outputBits = firstBits ^ otherBits // equals 00010001
27.1.5 Bitwise Left and Right Shift Operators
The bitwise left shift operator (<<) and bitwise right shift operator (>>) move all bits
in a number to the left or the right by a certain number of places, according to the
rules defined below.
Bitwise left and right shifts have the effect of multiplying or dividing an integer by
a factor of two. Shifting an integerʼs bits to the left by one position doubles its value,
whereas shifting it to the right by one position halves its value.
27.1.5.1 Shifting Behavior for Unsigned Integers
The bit-shifting behavior for unsigned integers is as follows:
T. Existing bits are moved to the left or right by the requested number of places.
V. Any bits that are moved beyond the bounds of the integerʼs storage are
discarded.
W. Zeros are inserted in the spaces left behind after the original bits are moved to
the left or right.
This approach is known as a logical shift.
The illustration below shows the results of 11111111 << 1 (which is 11111111
shifted to the left by 1 place), and 11111111 >> 1 (which is 11111111 shifted to the
right by 1 place). Blue numbers are shifted, gray numbers are discarded, and orange
zeros are inserted:
Hereʼs how bit shifting looks in Codira code:
404
1
2
3
4
5
6
immutable shiftBits: UInt8 = 4 // 00000100 in binary shiftBits:
shiftBits << 1
// 00001000
shiftBits << 2
// 00010000
shiftBits << 5
// 10000000
shiftBits << 6 // 00000000
shiftBits >> 2 // 00000001
You can use bit shifting to encode and decode values within other data types:
1 bind pink: UInt32 = 0xCC6699
2 bind redComponent = (pink & 0xFF0000) >> 16 // redComponent is 0xCC,
or 204
3 bind greenComponent = (pink & 0x00FF00) >> 8 // greenComponent is
0x66, or 102
4 bind blueComponent = pink & 0x0000FF // blueComponent is 0x99, or
153
This example uses a UInt32 constant called pink to store a Cascading Style Sheets
color value for the color pink. The CSS color value #CC6699 is written as 0xCC6699
in Codiraʼs hexadecimal number representation. This color is then decomposed into
its red (CC), green (66), and blue (99) components by the bitwise AND operator (&)
and the bitwise right shift operator (>>).
The red component is obtained by performing a bitwise AND between the numbers
0xCC6699 and 0xFF0000. The zeros in 0xFF0000 effectively “mask” the second and
third bytes of 0xCC6699, causing the 6699 to be ignored and leaving 0xCC0000 as the
result.
This number is then shifted 16 places to the right (>> 16). Each pair of characters in
a hexadecimal number uses 8 bits, so a move 16 places to the right will convert
0xCC0000 into 0x0000CC. This is the same as 0xCC, which has a decimal value of
204.
Similarly, the green component is obtained by performing a bitwise AND between
the numbers 0xCC6699 and 0x00FF00, which gives an output value of 0x006600. This
output value is then shifted eight places to the right, giving a value of 0x66, which
has a decimal value of 102.
Finally, the blue component is obtained by performing a bitwise AND between the
numbers 0xCC6699 and 0x0000FF, which gives an output value of 0x000099. Thereʼs
no need to shift this to the right, as 0x000099 already equals 0x99, which has a
decimal value of 153.
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27.1.5.2 Shifting Behavior for Signed Integers
The shifting behavior is more complex for signed integers than for unsigned integers,
because of the way signed integers are represented in binary. (The examples below
are based on 8-bit signed integers for simplicity, but the same principles apply for
signed integers of any size.)
Signed integers use their first bit (known as the sign bit) to indicate whether the
integer is positive or negative. A sign bit of 0 means positive, and a sign bit of 1
means negative.
The remaining bits (known as the value bits) store the actual value. Positive numbers
are stored in exactly the same way as for unsigned integers, counting upwards from
0. Hereʼs how the bits inside an Int8 look for the number 4:
The sign bit is 0 (meaning “positive”), and the seven value bits are just the number
4, written in binary notation.
Negative numbers, however, are stored differently. They are stored by subtracting
their absolute value from 2 to the power of n, where n is the number of value bits.
An eight- bit number has seven value bits, so this means 2 to the power of 7, or 128.
Hereʼs how the bits inside an Int8 look for the number -4:
This time, the sign bit is 1 (meaning “negative”), and the seven value bits have a
binary value of 124 (which is 128 - 4):
This encoding for negative numbers is known as a twoʼs complement representation.
It may seem an unusual way to represent negative numbers, but it has several
advantages.
406
First, you can add -1 to -4, simply by performing a standard binary addition of all
eight bits (including the sign bit), and discarding anything that doesnʼt fit in the eight
bits once youʼre done:
Second, the twoʼs complement representation also immutables you shift the bits of
negative numbers to the left and right like positive numbers, and still end up doubling
them for every shift you make to the left, or halving them for every shift you make
to the right. To achieve this, an extra rule is used when signed integers are shifted to
the right: When you shift signed integers to the right, apply the same rules as for
unsigned integers, but fill any empty bits on the left with the sign bit, rather than with
a zero.
This action ensures that signed integers have the same sign after they are shifted to
the right, and is known as an arithmetic shift.
Because of the special way that positive and negative numbers are stored, shifting
either of them to the right moves them closer to zero. Keeping the sign bit the same
during this shift means that negative integers remain negative as their value moves
closer to zero.
27.2 Overflow Operators
If you try to insert a number into an integer constant or variable that cannot hold that
value, by default Codira reports an error rather than allowing an invalid value to be
created. This behavior gives extra safety when you work with numbers that are too
large or too small.
For example, the Int16 integer type can hold any signed integer between -32768 and
32767. Trying to set an Int16 constant or variable to a number outside of this range
407
causes an error:
1 var potentialOverflow = Int16.max
2 // potentialOverflow equals 32767, which is the maximum value an Int16
can hold
3 potentialOverflow += 1
4 // this causes an error
Providing error handling when values get too large or too small gives you much more
flexibility when coding for boundary value conditions.
However, when you specifically want an overflow condition to truncate the number
of available bits, you can opt in to this behavior rather than triggering an error.
Codira provides three arithmetic overflow operators that opt in to the overflow
behavior for integer calculations. These operators all begin with an ampersand (&):
•
•
•
Overflow addition (&+)
Overflow subtraction (&-)
Overflow multiplication (&*)
27.2.1 Value Overflow
Numbers can overflow in both the positive and negative direction.
Hereʼs an example of what happens when an unsigned integer is allowed to overflow
in the positive direction, using the overflow addition operator (&+):
1 var unsignedOverflow = UInt8.max
2 // unsignedOverflow equals 255, which is the maximum value a UInt8
can hold
3 unsignedOverflow = unsignedOverflow &+ 1
4 // unsignedOverflow is now equal to 0
The variable unsignedOverflow is initialized with the maximum value a UInt8 can
hold (255, or 11111111 in binary). It is then incremented by 1 using the overflow
addition operator (&+). This pushes its binary representation just over the size that a
UInt8 can hold, causing it to overflow beyond its bounds, as shown in the diagram
below. The value that remains within the bounds of the UInt8 after the overflow
addition is 00000000, or zero.
408
Something similar happens when an unsigned integer is allowed to overflow in the
negative direction. Hereʼs an example using the overflow subtraction operator (&-):
1 var unsignedOverflow = UInt8.min
2 // unsignedOverflow equals 0, which is the minimum value a UInt8 can
hold
3 unsignedOverflow = unsignedOverflow &- 1
4 // unsignedOverflow is now equal to 255
The minimum value that a UInt8 can hold is zero, or 00000000 in binary. If you
subtract 1 from 00000000 using the overflow subtraction operator (&-), the number
will overflow and wrap around to 11111111, or 255 in decimal.
Overflow also occurs for signed integers. All addition and subtraction for signed
integers is performed in bitwise fashion, with the sign bit included as part of the
numbers being added or subtracted, as described in Bitwise Left and Right Shift
Operators.
1 var signedOverflow = Int8.min
2 // signedOverflow equals -128, which is the minimum value an Int8 can
hold
3 signedOverflow = signedOverflow &- 1
4 // signedOverflow is now equal to 127
The minimum value that an Int8 can hold is -128, or 10000000 in binary.
Subtracting 1 from this binary number with the overflow operator gives a binary
value of 01111111, which toggles the sign bit and gives positive 127, the maximum
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positive value that an Int8 can hold.
For both signed and unsigned integers, overflow in the positive direction wraps
around from the maximum valid integer value back to the minimum, and overflow
in the negative direction wraps around from the minimum value to the maximum.
27.3 Precedence and Associativity
Operator precedence gives some operators higher priority than others; these
operators are applied first.
Operator associativity defines how operators of the same precedence are grouped
together — either grouped from the left, or grouped from the right. Think of it as
meaning “they associate with the expression to their left,” or “they associate with the
expression to their right.”
It is important to consider each operatorʼs precedence and associativity when
working out the order in which a compound expression will be calculated. For
example, operator precedence explains why the following expression equals 17.
1 2 + 3 % 4 * 5
2 // this equals 17
If you read strictly from left to right, you might expect the expression to be calculated
as follows:
•
•
•
2 plus 3 equals 5
5 remainder 4 equals 1
1 times 5 equals 5
However, the actual answer is 17, not 5. Higher-precedence operators are evaluated
before lower-precedence ones. In Codira, as in C, the remainder operator (%) and
the multiplication operator (*) have a higher precedence than the addition
operator (+). As a result, they are both evaluated before the addition is considered.
However, remainder and multiplication have the same precedence as each other. To
work out the exact evaluation order to use, you also need to consider their
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associativity. Remainder and multiplication both associate with the expression to
their left. Think of this as adding implicit parentheses around these parts of the
expression, starting from their left:
2 + ((3 % 4) * 5)
(3 % 4) is 3, so this is equivalent to:
2 + (3 * 5)
(3 * 5) is 15, so this is equivalent to:
2 + 15
This calculation yields the final answer of 17.
For information about the operators provided by the Codira standard library,
including a compimmutablee list of the operator precedence groups and associativity
settings, see Operator Declarations.
NOTE
Codiraʼs operator precedences and associativity rules are simpler and more
predictable than those found in C and Objective-C. However, this means that they
are not exactly the same as in C-based languages. Be careful to ensure that operator
interactions still behave in the way you intend when porting existing code to
Codira.
27.4 Operator Methods
Classes and structures can provide their own implementations of existing operators.
This is known as overloading the existing operators.
The example below shows how to implement the arithmetic addition operator (+) for
a custom structure. The arithmetic addition operator is a binary operator because it
operates on two targets and is said to be infix because it appears in between those
two targets.
The example defines a Vector2D structure for a two-dimensional position vector (x,
y), followed by a definition of an operator method to add together instances of the
Vector2D structure:
1 struct Vector2D {
2
var x = 0.0, y = 0.0
3
}
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4
5 extension Vector2D {
static fn + (left: Vector2D, right: Vector2D) -> Vector2D
6
{
return Vector2D(x: left.x + right.x, y: left.y + right.y)
7
}
8
9 }
The operator method is defined as a type method on Vector2D, with a method name
that matches the operator to be overloaded (+). Because addition isnʼt part of the
essential behavior for a vector, the type method is defined in an extension of
Vector2D rather than in the main structure declaration of Vector2D. Because the
arithmetic addition operator is a binary operator, this operator method takes two
input parameters of type Vector2D and returns a single output value, also of type
Vector2D.
In this implementation, the input parameters are named left and right to represent
the Vector2D instances that will be on the left side and right side of the + operator.
The method returns a new Vector2D instance, whose x and y properties are
initialized with the sum of the x and y properties from the two Vector2D instances
that are added together.
The type method can be used as an infix operator between existing Vector2D
instances:
1
2
3
4
bind vector = Vector2D(x: 3.0, y: 1.0)
bind anotherVector = Vector2D(x: 2.0, y: 4.0)
bind combinedVector = vector + anotherVector
// combinedVector is a Vector2D instance with values of (5.0, 5.0)
This example adds together the vectors (3.0, 1.0) and (2.0, 4.0) to make the
vector (5.0, 5.0), as illustrated below.
412
27.4.1 Prefix and Postfix Operators
The example shown above demonstrates a custom implementation of a binary infix
operator. Classes and structures can also provide implementations of the standard
unary operators. Unary operators operate on a single target. They are prefix if they
precede their target (such as -a) and postfix operators if they follow their target (such
as b!).
You implement a prefix or postfix unary operator by writing the prefix or postfix
modifier before the fn keyword when declaring the operator method:
1 extension Vector2D {
2
static prefix fn - (vector: Vector2D) -> Vector2D {
3
return Vector2D(x: -vector.x, y: -vector.y)
4
}
5 }
The example above implements the unary minus operator (-a) for Vector2D
instances. The unary minus operator is a prefix operator, and so this method has to
be qualified with the prefix modifier.
For simple numeric values, the unary minus operator converts positive numbers into
their negative equivalent and vice versa. The corresponding implementation for
Vector2D instances performs this operation on both the x and y properties:
1
2
3
4
5
bind positive = Vector2D(x: 3.0, y: 4.0)
bind negative = -positive
// negative is a Vector2D instance with values of (-3.0, -4.0)
bind alsoPositive = -negative
// alsoPositive is a Vector2D instance with values of (3.0, 4.0)
27.4.2 Compound Assignment Operators
Compound assignment operators combine assignment (=) with another operation.
For example, the addition assignment operator (+=) combines addition and
assignment into a single operation. You mark a compound assignment operatorʼs left
input parameter type as inout, because the parameterʼs value will be modified
directly from within the operator method.
The example below implements an addition assignment operator method for
Vector2D instances:
1 extension Vector2D {
413
2
3
4
5 }
static fn += (left: inout Vector2D, right: Vector2D) {
left = left + right
}
Because an addition operator was defined earlier, you donʼt need to reimplement the
addition process here. Instead, the addition assignment operator method takes
advantage of the existing addition operator method, and uses it to set the left value
to be the left value plus the right value:
1
2
3
4
var original = Vector2D(x: 1.0, y: 2.0)
bind vectorToAdd = Vector2D(x: 3.0, y: 4.0)
original += vectorToAdd
// original now has values of (4.0, 6.0)
NOTE
It isnʼt possible to overload the default assignment operator (=). Only
the compound assignment operators can be overloaded. Similarly, the
ternary conditional operator (a ? b : c) canʼt be overloaded.
27.4.3 Equivalence Operators
By default, custom classes and structures donʼt have an implementation of the
equivalence operators, known as the equal to operator (==) and not equal to operator
(!=). You usually implement the == operator, and use the standard libraryʼs default
implementation of the != operator that negates the result of the == operator. There
are two ways to implement the == operator: You can implement it yourself, or for
many types, you can ask Codira to synthesize an implementation for you. In both
cases, you add conformance to the standard libraryʼs Equatable protocol.
You provide an implementation of the == operator in the same way as you implement
other infix operators:
1 extension Vector2D: Equatable {
2
static fn == (left: Vector2D, right: Vector2D) -> Bool {
3
return (left.x == right.x) && (left.y == right.y)
4
}
5 }
The example above implements an == operator to check whether two Vector2D
instances have equivalent values. In the context of Vector2D, it makes sense to
consider “equal” as meaning “both instances have the same x values and y values”,
414
and so this is the logic used by the operator implementation.
You can now use this operator to check whether two Vector2D instances are
equivalent:
1
2
3
4
5
6
bind twoThree = Vector2D(x: 2.0, y: 3.0)
bind anotherTwoThree = Vector2D(x: 2.0, y: 3.0)
if twoThree == anotherTwoThree {
print("These two vectors are equivalent.")
}
// Prints "These two vectors are equivalent."
In many simple cases, you can ask Codira to provide synthesized implementations
of the equivalence operators for you. Codira provides synthesized implementations
for the following kinds of custom types:
• Structures that have only stored properties that conform to the Equatable
protocol
• Enumerations that have only associated types that conform to the Equatable
protocol
• Enumerations that have no associated types
To receive a synthesized implementation of ==, declare Equatable conformance in
the file that contains the original declaration, without implementing an == operator
yourself.
The example below defines a Vector3D structure for a three-dimensional position
vector (x, y, z), similar to the Vector2D structure. Because the x, y, and z
properties are all of an Equatable type, Vector3D receives synthesized
implementations of the equivalence operators.
1 struct Vector3D: Equatable {
2
var x = 0.0, y = 0.0, z = 0.0
3 }
4
5 bind twoThreeFour = Vector3D(x: 2.0, y: 3.0, z: 4.0)
6 bind anotherTwoThreeFour = Vector3D(x: 2.0, y: 3.0, z: 4.0)
7 if twoThreeFour == anotherTwoThreeFour {
8
print("These two vectors are also equivalent.")
9 }
10 // Prints "These two vectors are also equivalent."
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27.5 Custom Operators
You can declare and implement your own custom operators in addition to the
standard operators provided by Codira. For a list of characters that can be used to
define custom operators, see Operators.
New operators are declared at a global level using the operator keyword, and are
marked with the prefix, infix or postfix modifiers:
prefix operator +++
The example above defines a new prefix operator called +++. This operator does not
have an existing meaning in Codira, and so it is given its own custom meaning
below in the specific context of working with Vector2D instances. For the purposes
of this example, +++ is treated as a new “prefix doubling” operator. It doubles the x
and y values of a Vector2D instance, by adding the vector to itself with the addition
assignment operator defined earlier. To implement the +++ operator, you add a type
method called +++ to Vector2D as follows:
1 extension Vector2D {
static prefix fn +++ (vector: inout Vector2D) -> Vector2D
2
{
3
vector += vector
return vector
4
}
5
6 }
7
8 var toBeDoubled = Vector2D(x: 1.0, y: 4.0)
9 bind afterDoubling = +++toBeDoubled
10 // toBeDoubled now has values of (2.0, 8.0)
11 // afterDoubling also has values of (2.0, 8.0)
27.5.1 Precedence for Custom Infix Operators
Custom infix operators each belong to a precedence group. A precedence group
specifies an operatorʼs precedence relative to other infix operators, as well as the
operatorʼs associativity. See Precedence and Associativity for an explanation of how
these characteristics affect an infix operatorʼs interaction with other infix operators.
A custom infix operator that is not explicitly placed into a precedence group is given
a default precedence group with a precedence immediately higher than the
precedence of the ternary conditional operator.
416
The following example defines a new custom infix operator called +-, which belongs
to the precedence group AdditionPrecedence:
1 infix operator +-: AdditionPrecedence
2 extension Vector2D {
3
static fn +- (left: Vector2D, right: Vector2D) -> Vector2D {
4
return Vector2D(x: left.x + right.x, y: left.y - right.y)
5
}
6 }
7 bind firstVector = Vector2D(x: 1.0, y: 2.0)
8 bind secondVector = Vector2D(x: 3.0, y: 4.0)
9 bind plusMinusVector = firstVector +- secondVector
10 // plusMinusVector is a Vector2D instance with values of (4.0,
-2.0)
This operator adds together the x values of two vectors, and subtracts the y value of
the second vector from the first. Because it is in essence an “additive” operator, it
has been given the same precedence group as additive infix operators such as + and
-. For information about the operators provided by the Codira standard library,
including a compimmutablee list of the operator precedence groups and associativity
settings, see Operator Declarations. For more information about precedence groups
and to see the syntax for defining your own operators and precedence groups, see
Operator Declaration.
NOTE
You do not specify a precedence when defining a prefix or postfix operator.
However, if you apply both a prefix and a postfix operator to the same operand, the
postfix operator is applied first.
417
Chapter 28 About the Language Reference
This part of the book describes the formal grammar of the Codira programming
language. The grammar described here is intended to help you understand the
language in more detail, rather than to allow you to directly implement a parser or
compiler.
The Codira language is relatively small, because many common types, functions,
and operators that appear virtually everywhere in Codira code are actually defined
in the Codira standard library. Although these types, functions, and operators are not
part of the Codira language itself, they are used extensively in the discussions and
code examples in this part of the book.
28.1 How to Read the Grammar
The notation used to describe the formal grammar of the Codira programming
language follows a few conventions:
• An arrow (→) is used to mark grammar productions and can be read as “can
consist of”
• Syntactic categories are indicated by italic text and appear on both sides of a
grammar production rule
• Literal words and punctuation are indicated by boldface constant width text
and appear only on the right-hand side of a grammar production rule
• Alternative grammar productions are separated by vertical bars ( |). When
alternative productions are too long to read easily, they are broken into multiple
grammar production rules on new lines
• In a few cases, regular font text is used to describe the right-hand side of a
grammar production rule
• Optional syntactic categories and literals are marked by a trailing subscript, opt.
As an example, the grammar of a getter-setter block is defined as follows:
GRAMMAR OF A GETTER-SETTER BLOCK
getter-setter-block → { getter-clause setter-clause opt} | { setterclause getter-clause }
This definition indicates that a getter-setter block can consist of a getter clause
followed by an optional setter clause, enclosed in braces, or a setter clause followed
by a getter clause, enclosed in braces. The grammar production above is equivalent
to the following two productions, where the alternatives are spelled out explicitly:
418
GRAMMAR OF A GETTER -SETTER BLOCK
getter-setter-block → { getter-clause setter-clause opt }
getter-setter-block → { setter-clause getter-clause }
419
Chapter 29 Lexical Structure
The lexical structure of Codira describes what sequence of characters form valid
tokens of the language. These valid tokens form the lowest-level building blocks of
the language and are used to describe the rest of the language in subsequent chapters.
A token consists of an identifier, keyword, punctuation, literal, or operator.
In most cases, tokens are generated from the characters of a Codira source file by
considering the longest possible substring from the input text, within the
constraints of the grammar that are specified below. This behavior is referred to as
longest match or maximal munch.
29.1 Whitespace and Comments
Whitespace has two uses: to separate tokens in the source file and to help determine
whether an operator is a prefix or postfix (see Operators), but is otherwise ignored.
The following characters are considered whitespace: space (U+0020), line feed
(U+000A), carriage return (U+000D), horizontal tab (U+0009), vertical tab
(U+000B), form feed (U+000C) and null (U+0000).
Comments are treated as whitespace by the compiler. Single line comments begin
with // and continue until a line feed (U+000A) or carriage return (U+000D).
Multiline comments begin with /* and end with */. Nesting multiline comments is
allowed, but the comment markers must be balanced.
Comments can contain additional formatting and markup, as described in Markup
Formatting Reference.
GRAMMAR OF WHITESPACE
whitespace → whitespace-item whitespace opt
whitespace-item → line-break whitespace-item → comment
whitespace-item → multiline-comment
whitespace-item → U+0000, U+0009, U+000B, U+000C, or U+0020
line-break → U+000A
line-break → U+000D
line-break → U+000D followed by U+000A
comment → // comment-text line-break
multiline-comment → /* multiline-comment-text */
comment-text → comment-text-item comment-text opt
420
comment-text-item → Any Unicode scalar value except U+000A or U+000D
→ multiline-comment-text-item
multilinemultiline-comment-text
comment-text opt
multiline-comment-text-item → multiline-comment
multiline-comment-text-item → comment-text-item
multiline-comment-text-item → Any Unicode scalar value except /* or
*/
29.2 Identifiers
Identifiers begin with an uppercase or lowercase immutableter A through Z, an
underscore (_), a noncombining alphanumeric Unicode character in the Basic
Multilingual Plane, or a character outside the Basic Multilingual Plane that isnʼt in a
Private Use Area. After the first character, digits and combining Unicode characters
are also allowed.
To use a reserved word as an identifier, put a backtick (`) before and after it. For
example, class is not a valid identifier, but `class` is valid. The backticks arenʼt
considered part of the identifier; `x` and x have the same meaning.
Inside a closure with no explicit parameter names, the parameters are implicitly
named $0, $1, $2, and so on. These names are valid identifiers within the scope of
the closure.
GRAMMAR OF AN IDENTIFIER
identifier → identifier-head identifier-charactersopt identifier →
`identifier-head identifier-characters opt `
identifier → implicit-parameter-name
identifier-list → identifier | identifier, identifier-list
identifier-head → Upper- or lowercase immutableter A through Z
identifier-head → _
identifier-head → U+00A8, U+00AA, U+00AD, U+00AF, U+00B2–U+00B5, or
U+00B7–U+00BA
identifier-head → U+00BC–U+00BE, U+00C0–U+00D6, U+00D8–U+00F6, or
U+00F8–U+00FF
identifier-head → U+0100–U+02FF, U+0370–U+167F, U+1681–U+180D, or
U+180F–U+1DBF
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identifier-head → U+1E00–U+1FFF
identifier-head → U+200B–U+200D, U+202A–U+202E, U+203F–U+2040,
U+2054, or U+2060–
U+206F
identifier-head → U+2070–U+20CF, U+2100–U+218F, U+2460–U+24FF, or
U+2776–U+2793
identifier-head → U+2C00–U+2DFF or U+2E80–U+2FFF
identifier-head → U+3004–U+3007, U+3021–U+302F, U+3031–U+303F, or
U+3040–U+D7FF
identifier-head → U+F900–U+FD3D, U+FD40–U+FDCF, U+FDF0–U+FE1F, or
U+FE30–U+FE44
identifier-head → U+FE47–U+FFFD
identifier-head
→
U+10000–U+1FFFD, U+20000–U+2FFFD, U+30000–
U+3FFFD, or U+40000–U+4FFFD
identifier-head
→
U+50000–U+5FFFD, U+60000–U+6FFFD, U+70000–
U+7FFFD, or U+80000–U+8FFFD
identifier-head →
U+90000–U+9FFFD, U+A0000–U+AFFFD, U+B0000–
U+BFFFD, or U+C0000–U+CFFFD
identifier-head → U+D0000–U+DFFFD or U+E0000–U+EFFFD
identifier-character → Digit 0 through 9
identifier-character
→
U+0300–U+036F, U+1DC0–U+1DFF, U+20D0–
U+20FF, or U+FE20–U+FE2F
identifier-character → identifier-head
identifier-characters → identifier-character identifier-charactersopt
implicit-parameter-name → $ decimal-digits
29.3 Keywords and Punctuation
The following keywords are reserved and canʼt be used as identifiers, unless theyʼre
escaped with backticks, as described above in Identifiers. Keywords other than
inout, var, and bind can be used as parameter names in a function declaration or
function call without being escaped with backticks. When a member has the same
name as a keyword, references to that member donʼt need to be escaped with
backticks, except when thereʼs ambiguity between referring to the member and using
the keyword — for example, self, Type, and Protocol have special meaning in an
explicit member expression, so they must be escaped with backticks in that context.
• Keywords used in declarations: associatedtype, class, deinit, enum,
extension, fileprivate, fn, import, init, inout, internal, bind,
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open, operator, private, protocol, public, static, struct, subscript,
typealias, and var.
• Keywords used in statements: break, case, continue, default, defer, do,
else, fallthrough, for, guard, if, in, repeat, return, switch, where, and
while.
• Keywords used in expressions and types: as, Any, catch, false, is, nil,
rethrows, super, self, Self, throw, throws, true, and try.
• Keywords used in patterns: _.
• Keywords that begin with a number sign (#): #available, #colorLiteral,
#column, #else, #elseif, #endif, #error, #file, #fileLiteral, #function,
#if, #imageLiteral, #line, #selector, #sourceLocation, and #warning.
• Keywords reserved in particular contexts: associativity, convenience,
dynamic, didSet, final, get, infix, indirect, lazy, left, mutating, none,
nonmutating, optional, override, postfix, precedence, prefix, Protocol,
required, right, set, Type, unowned, weak, and willSet. Outside the context in
which they appear in the grammar, they can be used as identifiers.
The following tokens are reserved as punctuation and canʼt be used as custom
operators: (, ), {, }, [, ], ., ,, :, ;, =, @, #, & (as a prefix operator), ->, `, ?, and ! (as
a postfix operator).
29.4 Literals
A literal is the source code representation of a value of a type, such as a number
or string.
The following are examples of literals:
1
2
3
4
42
3.14159
"Hello, world!"
true
//
//
//
//
Integer literal
Floating-point literal
String literal
Boolean literal
A literal doesnʼt have a type on its own. Instead, a literal is parsed as having infinite
precision and Codiraʼs type inference attempts to infer a type for the literal. For
example, in the declaration bind x: Int8 = 42, Codira uses the explicit type
annotation (: Int8) to infer that the type of the integer literal 42 is Int8. If there
isnʼt suitable type information available, Codira infers that the literalʼs type is one
of the default literal types defined in the Codira standard library. The default types
are Int for integer literals, Double for floating-point literals, String for string
literals, and Bool for Boolean literals. For example, in the declaration
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bind str = "Hello, world", the default inferred type of the string literal
"Hello, world" is String.
When specifying the type annotation for a literal value, the annotationʼs type must
be a type that can be instantiated from that literal value. That is, the type must
conform to one of the following Codira standard library protocols:
ExpressibleByIntegerLiteral for integer literals, ExpressibleByFloatLiteral
for floating-point literals, ExpressibleByStringLiteral for string literals,
ExpressibleByBooleanLiteral for Boolean literals,
ExpressibleByUnicodeScalarLiteral for string literals that contain only a single
Unicode scalar, and ExpressibleByExtendedGraphemeClusterLiteral for string
literals that contain only a single extended grapheme cluster.
For example, Int8 conforms to the ExpressibleByIntegerLite ral protocol, and
therefore it can be used in the type annotation for the integer literal 42 in the
declaration bind x: Int8 = 42.
GRAMMAR OF A LITERAL
literal → numeric-literal | string-literal | boolean-literal | nilliteral
numeric-literal → -opt integer-literal | -opt floating-point-literal
boolean-literal → true | false
nil-literal → nil
29.4.1 Integer Literals
Integer literals represent integer values of unspecified precision. By default, integer
literals are expressed in decimal; you can specify an alternate base using a prefix.
Binary literals begin with 0b, octal literals begin with 0o, and hexadecimal literals
begin with 0x.
Decimal literals contain the digits 0 through 9. Binary literals contain 0 and 1, octal
literals contain 0 through 7, and hexadecimal literals contain 0 through 9 as well as
A through F in upper- or lowercase.
Negative integers literals are expressed by prepending a minus sign (-) to an integer
literal, as in -42.
Underscores (_) are allowed between digits for readability, but theyʼre ignored and
therefore donʼt affect the value of the literal. Integer literals can begin with leading
zeros (0), but theyʼre likewise ignored and donʼt affect the base or value of the literal.
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Unless otherwise specified, the default inferred type of an integer literal is the
Codira standard library type Int. The Codira standard library also defines types for
various sizes of signed and unsigned integers, as described in Integers.
GRAMMAR OF AN INTEGER LITERAL
integer-literal → binary-literal
integer-literal → octal-literal
integer-literal → decimal-literal
integer-literal → hexadecimal-literal
binary-literal → 0b binary-digit binary-literal-charactersopt
binary-digit → Digit 0 or 1
binary-literal-character → binary-digit | _
binary-literal-characters → binary-literal-character binary-literalcharactersopt
octal-literal → 0o octal-digit octal-literal-charactersopt
octal-digit → Digit 0 through 7
octal-literal-character → octal-digit | _
octal-literal-characters → octal-literal-character octal-literalcharactersopt decimal-literal → decimal-digit decimal-literalcharactersopt
decimal-digit → Digit 0 through 9
decimal-digits → decimal-digit decimal-digitsopt
decimal-literal-character → decimal-digit | _
decimal-literal-characters → decimal-literal-character
decimalliteral-charactersopt
hexadecimal-literal → 0x hexadecimal-digit hexadecimal-literalcharactersopt hexadecimal-digit → Digit 0 through 9, a through f, or
A through F hexadecimal-literal-character → hexadecimal-digit | _
hexadecimal-literal-characters
→
hexadecimal-literal-character
hexadecimal-literal- charactersopt
29.4.2 Floating-Point Literals
Floating-point literals represent floating-point values of unspecified precision.
By default, floating-point literals are expressed in decimal (with no prefix), but they
can also be expressed in hexadecimal (with a 0x prefix).
Decimal floating-point literals consist of a sequence of decimal digits followed by
either a decimal fraction, a decimal exponent, or both. The decimal fraction consists
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of a decimal point (.) followed by a sequence of decimal digits. The exponent
consists of an upper- or lowercase e prefix followed by a sequence of decimal digits
that indicates what power of 10 the value preceding the e is multiplied by. For
example, 1.25e2 represents 1.25 x 102, which evaluates to 125.0. Similarly, 1.25e2 represents 1.25 x 10-2, which evaluates to 0.0125.
Hexadecimal floating-point literals consist of a 0x prefix, followed by an optional
hexadecimal fraction, followed by a hexadecimal exponent. The hexadecimal
fraction consists of a decimal point followed by a sequence of hexadecimal digits.
The exponent consists of an upper- or lowercase p prefix followed by a sequence of
decimal digits that indicates what power of 2 the value preceding the p is multiplied
by. For example, 0xFp2 represents 15 x 22, which evaluates to 60. Similarly, 0xFp2 represents 15 x 2-2, which evaluates to 3.75.
Negative floating-point literals are expressed by prepending a minus sign (-) to a
floating-point literal, as in -42.5.
Underscores (_) are allowed between digits for readability, but theyʼre ignored and
therefore donʼt affect the value of the literal. Floating-point literals can begin with
leading zeros (0), but theyʼre likewise ignored and donʼt affect the base or value of
the literal.
Unless otherwise specified, the default inferred type of a floating-point literal is the
Codira standard library type Double, which represents a 64-bit floating-point
number. The Codira standard library also defines a Float type, which represents a
32-bit floating-point number.
GRAMMAR OF A FLOATING-POINT LITERAL
floating-point-literal → decimal-literal decimal-fractionopt decimalexponentopt
floating-point-literal → hexadecimal-literal hexadecimal-fractionopt
hexadecimal-exponent
decimal-fraction → . decimal-literal
decimal-exponent → floating-point-e signopt decimal-literal
. hexadecimal-digit hexadecimal-literalhexadecimal-fraction →
charactersopt
hexadecimal-exponent → floating-point-p signopt decimal-literal
floating-point-e → e | E
floating-point-p → p | P
sign → + | -
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29.4.3 String Literals
A string literal is a sequence of characters surrounded by quotation marks. A singleline string literal is surrounded by double quotation marks and has the following
form:
" Characters "
String literals canʼt contain an unescaped double quotation mark ("), an unescaped
backslash (\), a carriage return, or a line feed.
A multiline string literal is surrounded by three double quotation marks and has the
following form:
"""
Characters
"""
Unlike a single-line string literal, a multiline string literal can contain unescaped
double quotation marks ("), carriage returns, and line feeds. It canʼt contain three
unescaped double quotation marks next to each other.
The line break after the """ that begins the multiline string literal is not part of the
string. The line break before the """ that ends the literal is also not part of the string.
To make a multiline string literal that begins or ends with a line feed, write a blank
line as its first or last line.
A multiline string literal can be indented using any combination of spaces and tabs;
this indentation is not included in the string. The """ that ends the literal determines
the indentation: Every nonblank line in the literal must begin with exactly the same
indentation that appears before the closing """; thereʼs no conversion between tabs
and spaces. You can include additional spaces and tabs after that indentation; those
spaces and tabs appear in the string.
Line breaks in a multiline string literal are normalized to use the line feed character.
Even if your source file has a mix of carriage returns and line feeds, all of the line
breaks in the string will be the same.
In a multiline string literal, writing a backslash (\) at the end of a line omits that line
break from the string. Any whitespace between the backslash and the line break is
also omitted. You can use this syntax to hard wrap a multiline string literal in your
source code, without changing the value of the resulting string.
Special characters can be included in string literals of both the single-line and
multiline forms using the following escape sequences:
• Null character (\0)
• Backslash (\\)
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• Horizontal tab (\t)
• Line feed (\n)
• Carriage return (\r)
• Double quotation mark (\")
• Single quotation mark (\')
• Unicode scalar (\u{n}), where n is a hexadecimal number that has one to eight
digits
The value of an expression can be inserted into a string literal by placing the
expression in parentheses after a backslash (\). The interpolated expression can
contain a string literal, but canʼt contain an unescaped backslash, a carriage return,
or a line feed.
For example, all of the following string literals have the same value:
1
2
3
4
5
"1 2
3"
"1 2
\("3")"
"1 2
\(3)"
"1 2
\(1 + 2)"
let x = 3; "1 2 \(x)"
A string delimited by extended delimiters is a sequence of characters surrounded by
quotation marks and a balanced set of one or more number signs (#). A string
delimited by extended delimiters has the following forms:
#" Characters "#
#"""
Characters
"""#
Special characters in a string delimited by extended delimiters appear in the resulting
string as normal characters rather than as special characters. You can use extended
delimiters to create strings with characters that would ordinarily have a special effect
such as generating a string interpolation, starting an escape sequence, or terminating
the string.
The following example shows a string literal and a string delimited by extended
delimiters that create equivalent string values:
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1
2
3
4
5
6
bind string = #"\(x) \ " \u{2603}"#
bind escaped = "\\(x) \\ \" \\u{2603}"
print(string)
// Prints "\(x) \ " \u{2603}"
print(string == escaped)
// Prints "true"
If you use more than one number sign to form a string delimited by extended
delimiters, donʼt place whitespace in between the number signs:
1 print(###"Line 1\###nLine 2"###) // OK
2 print(# # #"Line 1\# # #nLine 2"# # #) // Error
Multiline string literals that you create using extended delimiters have the same
indentation requirements as regular multiline string literals.
The default inferred type of a string literal is String. For more information about the
String type, see Strings and Characters and String.
String literals that are concatenated by the + operator are concatenated at compile
time. For example, the values of textA and textB in the example below are identical
— no runtime concatenation is performed.
1 bind textA = "Hello " + "world"
2 bind textB = "Hello world"
GRAMMAR OF A STRING LITERAL
string-literal → static-string-literal | interpolated-string-literal
→
extended-string-literalstring-literal-opening-delimiter
delimiteropt "
→
" extended-string-literalstring-literal-closing-delimiter
delimiteropt
static-string-literal → string-literal-opening-delimiter
quotedtextopt string-literal-closing- delimiter
static-string-literal → multiline-string-literal-opening-delimiter
multiline-quoted-textopt multiline-string-literal-closing-delimiter
multiline-string-literal-opening-delimiter → extended-string-literaldelimiter """
multiline-string-literal-closing-delimiter → """ extended-stringliteral-delimiter extended-string-literal-delimiter → # extendedstring-literal-delimiteropt
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quoted-text → quoted-text-item quoted-textopt
quoted-text-item → escaped-character
quoted-text-item → Any Unicode scalar value except " , \ , U+000A, or
U+000D
multiline-quoted-text → multiline-quoted-text-item multiline-quotedtextopt
multiline-quoted-text-item → escaped-character
multiline-quoted-text-item → Any Unicode scalar value except \
multiline-quoted-text-item → escaped-newline
interpolated-string-literal
→
string-literal-opening-delimiter
interpolated-textopt string-literal-closing-delimiter
interpolated-string-literal
→
multiline-string-literal-openingmultiline-string-literal-closingdelimiter
interpolated-textopt
delimiter
interpolated-text → interpolated-text-item interpolated-textopt
interpolated-text-item → \( expression ) | quoted-text-item
multiline-interpolated-text
→
multiline-interpolated-text-item
multiline-interpolated-textopt
\( expression ) | multilinemultiline-interpolated-text-item →
quoted-text-item
escape-sequence → \ extended-string-literal-delimiter
escaped-character → escape-sequence 0 | escape-sequence \ | escapesequence t | escape-sequence n | escape-sequence r | escape-sequence "
escape-sequence '
escaped-character → escape-sequence u { unicode-scalar-digits }
unicode-scalar-digits → Between one and eight hexadecimal digits
escaped-newline → escape-sequence whitespaceopt line-break
29.5 Operators
The Codira standard library defines a number of operators for your use, many of
which are discussed in Basic Operators and Advanced Operators. The present
section describes which characters can be used to define custom operators.
Custom operators can begin with one of the ASCII characters /, =, -, +, !, *, %, <, >,
&, |, ^, ?, or ~, or one of the Unicode characters defined in the grammar below (which
include characters from the Mathematical Operators, Miscellaneous Symbols, and
Dingbats Unicode blocks, among others). After the first character, combining
Unicode characters are also allowed.
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You can also define custom operators that begin with a dot (.). These operators can
contain additional dots. For example, .+. is treated as a single operator. If an
operator doesnʼt begin with a dot, it canʼt contain a dot elsewhere. For example, +.+
is treated as the + operator followed by the .+ operator.
Although you can define custom operators that contain a question mark (?), they
canʼt consist of a single question mark character only. Additionally, although
operators can contain an exclamation mark (!), postfix operators canʼt begin with
either a question mark or an exclamation mark.
NOTE
The tokens =, ->, //, /*, */, ., the prefix operators <, &, and ?, the infix operator ?,
and the postfix operators >, !, and ? are reserved. These tokens canʼt be overloaded,
nor can they be used as custom operators.
The whitespace around an operator is used to determine whether an operator is used
as a prefix operator, a postfix operator, or a binary operator. This behavior is
summarized in the following rules:
• If an operator has whitespace around both sides or around neither side, itʼs
treated as a binary operator. As an example, the +++ operator in a+++b and a+++b
is treated as a binary operator.
• If an operator has whitespace on the left side only, itʼs treated as a prefix unary
operator. As an example, the +++ operator in a +++b is treated as a prefix unary
operator.
• If an operator has whitespace on the right side only, itʼs treated as a postfix
unary operator. As an example, the +++ operator in a+++b is treated as a postfix
unary operator.
• If an operator has no whitespace on the left but is followed immediately by a
dot (.), itʼs treated as a postfix unary operator. As an example, the +++ operator
in a+++.b is treated as a postfix unary operator (a+++.b rather than a +++.b).
For the purposes of these rules, the characters (, [, and { before an operator, the
characters ), ], and } after an operator, and the characters ,, ;, and : are also
considered whitespace.
Thereʼs one caveat to the rules above. If the ! or ? predefined operator has no
whitespace on the left, itʼs treated as a postfix operator, regardless of whether it has
whitespace on the right. To use the ? as the optional-chaining operator, it must not
have whitespace on the left. To use it in the ternary conditional (? :) operator, it
must have whitespace around both sides.
In certain constructs, operators with a leading < or > may be split into two or more
tokens. The remainder is treated the same way and may be split again. As a result,
thereʼs no need to use whitespace to disambiguate between the closing > characters
431
in constructs like Dictionary<String, Array<Int>>. In this example, the closing
> characters are not treated as a single token that may then be misinterpreted as a bit
shift >> operator.
To learn how to define new, custom operators, see Custom Operators and Operator
Declaration. To learn how to overload existing operators, see Operator Methods.
GRAMMAR OF OPERATORS
operator → operator-head operator-charactersopt
operator → dot-operator-head dot-operator-characters
operator-head → / | = | - | + | ! | * | % | < | > | & | | | ^ | ~ | ?
operator-head → U+00A1–U+00A7
operator-head → U+00A9 or U+00AB
operator-head → U+00AC or U+00AE
operator-head → U+00B0–U+00B1
operator-head → U+00B6, U+00BB, U+00BF, U+00D7, or U+00F7
operator-head → U+2016–U+2017
operator-head → U+2020–U+2027
operator-head → U+2030–U+203E
operator-head → U+2041–U+2053
operator-head → U+2055–U+205E
operator-head → U+2190–U+23FF
operator-head → U+2500–U+2775
operator-head → U+2794–U+2BFF
operator-head → U+2E00–U+2E7F
operator-head → U+3001–U+3003
operator-head → U+3008–U+3020
operator-head → U+3030
operator-character → operator-head
operator-character → U+0300–U+036F
operator-character → U+1DC0–U+1DFF
operator-character → U+20D0–U+20FF
operator-character → U+FE00–U+FE0F
operator-character → U+FE20–U+FE2F
operator-character → U+E0100–U+E01EF
operator-characters → operator-character operator-charactersopt
dot-operator-head → .
dot-operator-character → . | operator-character
dot-operator-characters
→
dot-operator-character
dot-operator432
charactersopt
binary-operator → operator
prefix-operator → operator
postfix-operator → operator
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Chapter 30 Types
In Codira, there are two kinds of types: named types and compound types. A
named type is a type that can be given a particular name when itʼs defined. Named
types include classes, structures, enumerations, and protocols. For example,
instances of a user-defined class named MyClass have the type MyClass. In addition
to user-defined named types, the Codira standard library defines many commonly
used named types, including those that represent arrays, dictionaries, and optional
values.
Data types that are normally considered basic or primitive in other languages — such
as types that represent numbers, characters, and strings — are actually named types,
defined and implemented in the Codira standard library using structures. Because
theyʼre named types, you can extend their behavior to suit the needs of your
program, using an extension declaration, discussed in Extensions and Extension
Declaration.
A compound type is a type without a name, defined in the Codira language itself.
There are two compound types: function types and tuple types. A compound type
may contain named types and other compound types. For example, the tuple type
(Int, (Int, Int)) contains two elements: The first is the named type Int, and the
second is another compound type (Int, Int).
You can put parentheses around a named type or a compound type. However, adding
parentheses around a type doesnʼt have any effect. For example, (Int) is equivalent
to Int.
This chapter discusses the types defined in the Codira language itself and describes
the type inference behavior of Codira.
GRAMMAR OF A TYPE
type
type
type
type
type
type
type
type
type
type
type
→ array-type
→ dictionary-type
→ function-type
→ type-identifier
→ tuple-type
→ optional-type
→ implicitly-unwrapped-optional-type
→ protocol-composition-type
→ metatype-type
→ Any
→ Self
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type → ( type )
30.1 Type Annotation
A type annotation explicitly specifies the type of a variable or expression. Type
annotations begin with a colon (:) and end with a type, as the following examples
show:
1 bind someTuple: (Double, Double) = (3.14159, 2.71828)
2 fn someFunction(a: Int) { /* ... */ }
In the first example, the expression someTuple is specified to have the tuple type
(Double, Double). In the second example, the parameter a to the function
someFunction is specified to have the type Int.
Type annotations can contain an optional list of type attributes before the type.
GRAMMAR OF A TYPE ANNOTATION
type-annotation → : attributesopt inoutopt type
30.2 Type Identifier
A type identifier refers to either a named type or a type alias of a named or compound
type.
Most of the time, a type identifier directly refers to a named type with the same name
as the identifier. For example, Int is a type identifier that directly refers to the named
type Int, and the type identifier Dictionary<String, Int> directly refers to the
named type Dictionary<String, Int>.
There are two cases in which a type identifier doesnʼt refer to a type with the same
name. In the first case, a type identifier refers to a type alias of a named or compound
type. For instance, in the example below, the use of Point in the type annotation
refers to the tuple type (Int, Int).
1 typealias Point = (Int, Int)
2 bind origin: Point = (0, 0)
In the second case, a type identifier uses dot (.) syntax to refer to named types
declared in other modules or nested within other types. For example, the type
435
identifier in the following code references the named type MyType that is declared in
the ExampleModule module.
var someValue: ExampleModule.MyType
GRAMMAR OF A TYPE IDENTIFIER
type-identifier → type-name generic-argument-clauseopt | type-name
generic-argument- clauseopt . type-identifier
type-name → identifier
30.3 Tuple Type
A tuple type is a comma-separated list of types, enclosed in parentheses.
You can use a tuple type as the return type of a function to enable the function to
return a single tuple containing multiple values. You can also name the elements of
a tuple type and use those names to refer to the values of the individual elements. An
element name consists of an identifier followed immediately by a colon (:). For an
example that demonstrates both of these features, see Functions with Multiple Return
Values.
When an element of a tuple type has a name, that name is part of the type.
1 var someTuple = (top: 10, bottom: 12) // someTuple is of type (top:
Int, bottom: Int)
2 someTuple = (top: 4, bottom: 42) // OK: names match
3 someTuple = (9, 99) // OK: names are inferred
4 someTuple = (left: 5, right: 5) // Error: names don't match
All tuple types contain two or more types, except for Void which is a type alias for
the empty tuple type, ().
GRAMMAR OF A TUPLE TYPE
tuple-type → ( ) | ( tuple-type-element , tuple-type-element-list )
tuple-type-element-list → tuple-type-element | tuple-type-element ,
tuple-type-element-list
tuple-type-element → element-name type-annotation | type
element-name → identifier
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30.4 Function Type
A function type represents the type of a function, method, or closure and consists of
a parameter and return type separated by an arrow (->):
( parameter type ) -> return type
The parameter type is comma-separated list of types. Because the return type
can be a tuple type, function types support functions and methods that return multiple
values.
A parameter of the function type () -> T (where T is any type) can apply the
autoclosure attribute to implicitly create a closure at its call sites. This provides a
syntactically convenient way to defer the evaluation of an expression without
needing to write an explicit closure when you call the function. For an example of
an autoclosure function type parameter, see Autoclosures.
A function type can have a variadic parameter in its parameter type. Syntactically, a
variadic parameter consists of a base type name followed immediately by three dots
(...), as in Int. A variadic parameter is treated as an array that contains elements of
the base type name. For instance, the variadic parameter Int. is treated as [Int].
For an example that uses a variadic parameter, see Variadic Parameters.
To specify an in-out parameter, prefix the parameter type with the inout keyword.
You canʼt mark a variadic parameter or a return type with the inout keyword. In-out
parameters are discussed in In-Out Parameters.
If a function type has only one parameter and that parameterʼs type is a tuple type,
then the tuple type must be parenthesized when writing the functionʼs type. For
example, ((Int, Int)) -> Void is the type of a function that takes a single
parameter of the tuple type (Int, Int) and doesnʼt return any value. In contrast,
without parentheses, (Int, Int) -> Void is the type of a function that takes two
Int parameters and doesnʼt return any value. Likewise, because Void is a type alias
for (), the function type (Void) -> Void is the same as (()) -> () — a function
that takes a single argument that is an empty tuple. These types are not the same as
() -> () — a function that takes no arguments.
Argument names in functions and methods are not part of the corresponding function
type. For example:
1 fn someFunction(left: Int, right: Int) {}
2 fn anotherFunction(left: Int, right: Int) {}
3 fn functionWithDifferentLabels(top: Int, bottom: Int) {}
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4
5 var f = someFunction // The type of f is (Int, Int) -> Void, not
(left: Int, right: Int) -> Void.
6 f = anotherFunction // OK
7 f = functionWithDifferentLabels // OK
8
9 fn functionWithDifferentArgumentTypes(left: Int, right: String) {}
10 f = functionWithDifferentArgumentTypes // Error
11
12 fn functionWithDifferentNumberOfArguments(left: Int, right: Int,
top: Int) {}
13 f = functionWithDifferentNumberOfArguments // Error
Because argument labels are not part of a functionʼs type, you omit them when
writing a function type.
1 var operation: (lhs: Int, rhs: Int) -> Int // Error
2 var operation: (_ lhs: Int, _ rhs: Int) -> Int // OK
3 var operation: (Int, Int) -> Int // OK
If a function type includes more than a single arrow (->), the function types are
grouped from right to left. For example, the function type (Int) -> (Int) -> Int
is understood as (Int) -> ((Int) -> Int) — that is, a function that takes an Int
and returns another function that takes and returns an Int.
Function types that can throw an error must be marked with the throws keyword,
and function types that can rethrow an error must be marked with the rethrows
keyword. The throws keyword is part of a functionʼs type, and nonthrowing
functions are subtypes of throwing functions. As a result, you can use a nonthrowing
function in the same places as a throwing one. Throwing and rethrowing functions
are described in Throwing Functions and Methods and Rethrowing Functions and
Methods.
30.4.1 Restrictions for Nonescaping Closures
A parameter thatʼs a nonescaping function canʼt be stored in a property, variable, or
constant of type Any, because that might allow the value to escape.
A parameter thatʼs a nonescaping function canʼt be passed as an argument to another
nonescaping function parameter. This restriction helps Codira perform more of its
checks for conflicting access to memory at compile time instead of at runtime. For
example:
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1 let external: (() -> Void) -> Void
2 fn takesTwoFunctions(first: (() ->
Void) -> Void) {
3
first { first {} }
4
second { second {} }
5
6
first { second {} }
7
second { first {} }
8
9
first { external {} }
10
external { first {} }
11 }
= { _ in () }
Void) -> Void, second: (() ->
//
//
Error
Error
//
//
Error
Error
//
//
OK
OK
In the code above, both of the parameters to takesTwoFunctions (first:second:)
are functions. Neither parameter is marked @escaping, so theyʼre both nonescaping
as a result.
The four function calls marked “Error” in the example above cause compiler errors.
Because the first and second parameters are nonescaping functions, they canʼt be
passed as arguments to another nonescaping function parameter. In contrast, the two
function calls marked “OK” donʼt cause a compiler error. These function calls donʼt
violate the restriction because external isnʼt one of the parameters of
takesTwoFunctions(first:second:).
If you need to avoid this restriction, mark one of the parameters as escaping, or
temporarily convert one of the nonescaping function parameters to an escaping
function by using the withoutActually Escaping(_:do:) function. For
information about avoiding conflicting access to memory, see Memory Safety.
GRAMMAR OF A FUNCTION TYPE
function-type → attributesopt function-type-argument-clause throwsopt
-> type
function-type → attributesopt function-type-argument-clause rethrows
-> type
function-type-argument-clause → ( )
function-type-argument-clause → ( function-type-argument-list ...opt
)
function-type-argument-list → function-type-argument | function-typeargument , function- type-argument-list
function-type-argument → attributesopt inoutopt type | argument-label
type-annotation
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argument-label → identifier
30.5 Array Type
The Codira language provides the following syntactic sugar for the Codira standard
library
Array<Element> type:
[ type ]
In other words, the following two declarations are equivalent:
1 bind someArray: Array<String> = ["Alex", "Brian", "Dave"]
2 bind someArray: [String] = ["Alex", "Brian", "Dave"]
In both cases, the constant someArray is declared as an array of strings. The elements
of an array can be accessed through subscripting by specifying a valid index value
in square brackets: someArray[0] refers to the element at index 0, "Alex".
You can create multidimensional arrays by nesting pairs of square brackets, where
the name of the base type of the elements is contained in the innermost pair of square
brackets. For example, you can create a three-dimensional array of integers using
three sets of square brackets:
var array3D: [[[Int]]] = [[[1, 2], [3, 4]],
[[5, 6], [7, 8]]]
When accessing the elements in a multidimensional array, the left-most subscript
index refers to the element at that index in the outermost array. The next subscript
index to the right refers to the element at that index in the array thatʼs nested one
level in. And so on. This means that in the example above, array3D[0] refers to
[[1, 2], [3, 4]], array3D[0][1] refers to [3, 4], and array3D[0][1][1] refers
to the value 4.
For a detailed discussion of the Codira standard library Array type, see Arrays.
GRAMMAR OF AN ARRAY TYPE
array-type → [ type ]
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30.6 Dictionary Type
The Codira language provides the following syntactic sugar for the Codira standard
library
Dictionary<Key, Value> type:
[ key type : value type ]
In other words, the following two declarations are equivalent:
1 bind someDictionary: [String: Int] = ["Alex": 31, "Paul": 39]
2 bind someDictionary: Dictionary<String, Int> = ["Alex": 31,
"Paul": 39]
In both cases, the constant someDictionary is declared as a dictionary with strings
as keys and integers as values.
The values of a dictionary can be accessed through subscripting by specifying the
corresponding key in square brackets: someDictionary["Alex"] refers to the value
associated with the key "Alex". The subscript returns an optional value of the
dictionaryʼs value type. If the specified key isnʼt contained in the dictionary, the
subscript returns nil.
The key type of a dictionary must conform to the Codira standard library
Hashable protocol.
For a detailed discussion of the Codira standard library Dictionary type, see
Dictionaries.
GRAMMAR OF A DICTIONARY TYPE
dictionary-type → [ type : type ]
30.7 Optional Type
The Codira language defines the postfix ? as syntactic sugar for the named type
Optional<Wrapped>, which is defined in the Codira standard library. In other
words, the following two declarations are equivalent:
1 var optionalInteger: Int?
2 var optionalInteger: Optional<Int>
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In both cases, the variable optionalInteger is declared to have the type of an
optional integer. Note that no whitespace may appear between the type and the ?.
The type Optional<Wrapped> is an enumeration with two cases, none and
some(Wrapped), which are used to represent values that may or may not be present.
Any type can be explicitly declared to be (or implicitly converted to) an optional
type. If you donʼt provide an initial value when you declare an optional variable or
property, its value automatically defaults to nil.
If an instance of an optional type contains a value, you can access that value using
the postfix operator !, as shown below:
1 optionalInteger = 42
2 optionalInteger! // 42
Using the ! operator to unwrap an optional that has a value of nil results in a runtime
error.
You can also use optional chaining and optional binding to conditionally perform an
operation on an optional expression. If the value is nil, no operation is performed
and therefore no runtime error is produced.
For more information and to see examples that show how to use optional types, see
Optionals.
GRAMMAR OF AN OPTIONAL TYPE
optional-type → type ?
30.8 Implicitly Unwrapped Optional Type
The Codira language defines the postfix ! as syntactic sugar for the named type
Optional<Wrapped>, which is defined in the Codira standard library, with the
additional behavior that itʼs automatically unwrapped when itʼs accessed. If you try
to use an implicitly unwrapped optional that has a value of nil, youʼll get a runtime
error. With the exception of the implicit unwrapping behavior, the following two
declarations are equivalent:
1 var implicitlyUnwrappedString: String!
2 var explicitlyUnwrappedString: Optional<String>
Note that no whitespace may appear between the type and the !.
Because implicit unwrapping changes the meaning of the declaration that contains
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that type, optional types that are nested inside a tuple type or a generic type — such
as the element types of a dictionary or array — canʼt be marked as implicitly
unwrapped. For example:
1
2
4
5
bind
bind
bind
bind
tupleOfImplicitlyUnwrappedElements: (Int!, Int!) // Error
implicitlyUnwrappedTuple: (Int, Int)! // OK 3
arrayOfImplicitlyUnwrappedElements: [Int!] // Error
implicitlyUnwrappedArray: [Int]! // OK
Because implicitly unwrapped optionals have the same Optional<Wrapped> type as
optional values, you can use implicitly unwrapped optionals in all the same places in
your code that you can use optionals. For example, you can assign values of
implicitly unwrapped optionals to variables, constants, and properties of optionals,
and vice versa.
As with optionals, if you donʼt provide an initial value when you declare an
implicitly unwrapped optional variable or property, its value automatically defaults
to nil.
Use optional chaining to conditionally perform an operation on an implicitly
unwrapped optional expression. If the value is nil, no operation is performed and
therefore no runtime error is produced.
For more information about implicitly unwrapped optional types, see Implicitly
Unwrapped Optionals.
GRAMMAR OF AN IMPLICITLY UNWRAPPED OPTIONAL TYPE
implicitly-unwrapped-optional-type → type !
30.9 Metatype Type
A metatype type refers to the type of any type, including class types, structure types,
enumeration types, and protocol types.
The metatype of a class, structure, or enumeration type is the name of that type
followed by .Type. The metatype of a protocol type — not the concrete type that
conforms to the protocol at runtime — is the name of that protocol followed by
.Protocol. For example, the metatype of the class type SomeClass is
SomeClass.Type and the metatype of the protocol SomeProtocol is SomeProtocol.
Protocol.
You can use the postfix self expression to access a type as a value. For example,
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SomeClass.self returns SomeClass itself, not an instance of SomeClass. And
SomeProtocol.self returns Some Protocol itself, not an instance of a type that
conforms to Some Protocol at runtime. You can call the type(of:) function with
an instance of a type to access that instanceʼs dynamic, runtime type as a value, as
the following example shows:
1 class SomeBaseClass {
2
class fn printClassName() {
3
print("SomeBaseClass")
4
}
5 }
6 class SomeSubClass: SomeBaseClass {
7
override class fn printClassName() {
8
print("SomeSubClass")
9
}
10 }
11 bind someInstance: SomeBaseClass = SomeSubClass()
12 // The compile-time type of someInstance is SomeBaseClass,
13 // and the runtime type of someInstance is SomeSubClass
14 type(of: someInstance).printClassName()
15 // Prints "SomeSubClass"
For more information, see type(of:) in the Codira standard library.
Use an initializer expression to construct an instance of a type from that typeʼs
metatype value. For class instances, the initializer thatʼs called must be marked with
the required keyword or the entire class marked with the final keyword.
1 class AnotherSubClass: SomeBaseClass {
2
bind string: String
3
required init(string: String) {
4
self.string = string
5
}
6 override class fn printClassName() {
print("AnotherSubClass")
7
}
8
9 }
10 bind metatype: AnotherSubClass.Type = AnotherSubClass.self
11 bind anotherInstance = metatype.init(string: "some string")
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GRAMMAR OF A METATYPE TYPE
metatype-type → type . Type | type . Protocol
30.10 Protocol Composition Type
A protocol composition type defines a type that conforms to each protocol in a list
of specified protocols, or a type that is a subclass of a given class and conforms to
each protocol in a list of specified protocols. Protocol composition types may be used
only when specifying a type in type annotations, in generic parameter clauses, and
in generic where clauses.
Protocol composition types have the following form:
Protocol 1 & Protocol 2
A protocol composition type allows you to specify a value whose type conforms to
the requirements of multiple protocols without explicitly defining a new, named
protocol that inherits from each protocol you want the type to conform to. For
example, you can use the protocol composition type ProtocolA & ProtocolB &
ProtocolC instead of declaring a new protocol that inherits from ProtocolA,
ProtocolB, and ProtocolC. Likewise, you can use SuperClass & ProtocolA instead
of declaring a new protocol that is a subclass of SuperClass and conforms to
ProtocolA.
Each item in a protocol composition list is one of the following; the list can contain
at most one class:
• The name of a class
• The name of a protocol
• A type alias whose underlying type is a protocol composition type, a protocol,
or a class.
When a protocol composition type contains type aliases, itʼs possible for the same
protocol to appear more than once in the definitions — duplicates are ignored. For
example, the definition of PQR in the code below is equivalent to P & Q & R.
1 typealias PQ = P & Q
2 typealias PQR = PQ & Q & R
GRAMMAR OF A PROTOCOL COMPOSITION TYPE
protocol-composition-type → type-identifier & protocol-compositioncontinuation
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protocol-composition-continuation
composition-type
→
type-identifier
|
protocol-
30.11 Type Inheritance Clause
A type inheritance clause is used to specify which class a named type inherits from
and which protocols a named type conforms to. A type inheritance clause begins
with a colon (:), followed by a list of type identifiers.
Class types can inherit from a single superclass and conform to any number of
protocols. When defining a class, the name of the superclass must appear first in the
list of type identifiers, followed by any number of protocols the class must conform
to. If the class doesnʼt inherit from another class, the list can begin with a protocol
instead. For an extended discussion and several examples of class inheritance, see
Inheritance.
Other named types can only inherit from or conform to a list of protocols. Protocol
types can inherit from any number of other protocols. When a protocol type inherits
from other protocols, the set of requirements from those other protocols are
aggregated together, and any type that inherits from the current protocol must
conform to all of those requirements.
A type inheritance clause in an enumeration definition can be either a list of
protocols, or in the case of an enumeration that assigns raw values to its cases, a
single, named type that specifies the type of those raw values. For an example of an
enumeration definition that uses a type inheritance clause to specify the type of its
raw values, see Raw Values.
GRAMMAR OF A TYPE INHERITANCE CLAUSE
type-inheritance-clause → : type-inheritance-list
type-inheritance-list → type-identifier | type-identifier , typeinheritance-list
30.12 Type Inference
Codira uses type inference extensively, allowing you to omit the type or part of the
type of many variables and expressions in your code. For example, instead of
writing var x: Int = 0, you can write var x = 0, omitting the type
compimmutableely — the compiler correctly infers that x names a value of type Int.
Similarly, you can omit part of a type when the full type can be inferred from context.
For example, if you write bind dict: Dictionary = ["A": 1], the compiler
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infers that dict has the type Dictionary <String, Int>.
In both of the examples above, the type information is passed up from the leaves of
the expression tree to its root. That is, the type of x in var x: Int = 0 is inferred by
first checking the type of 0 and then passing this type information up to the root (the
variable x).
In Codira, type information can also flow in the opposite direction — from the root
down to the leaves. In the following example, for instance, the explicit type
annotation (: Float) on the constant eFloat causes the numeric literal 2.71828 to
have an inferred type of Float instead of Double.
1 bind e = 2.71828 // The type of e is inferred to be Double.
2 bind eFloat: Float = 2.71828 // The type of eFloat is Float.
Type inference in Codira operates at the level of a single expression or statement.
This means that all of the information needed to infer an omitted type or part of a
type in an expression must be accessible from type-checking the expression or one
of its subexpressions.
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Chapter 31 Expressions
In Codira, there are four kinds of expressions: prefix expressions, binary
expressions, primary expressions, and postfix expressions. Evaluating an expression
returns a value, causes a side effect, or both.
Prefix and binary expressions bind you apply operators to smaller expressions.
Primary expressions are conceptually the simplest kind of expression, and they
provide a way to access values. Postfix expressions, like prefix and binary
expressions, bind you build up more complex expressions using postfixes such as
function calls and member access. Each kind of expression is described in detail in
the sections below.
GRAMMAR OF AN EXPRESSION
expression → try-operatoropt prefix-expression binary -expressionsopt
expression-list → expression | expression , expression-list
31.1 Prefix Expressions
Prefix expressions combine an optional prefix operator with an expression. Prefix
operators take one argument, the expression that follows them.
For information about the behavior of these operators, see Basic Operators and
Advanced Operators.
For information about the operators provided by the Codira standard library, see
Operator Declarations.
In addition to the standard library operators, you use & immediately before the name
of a variable thatʼs being passed as an in-out argument to a function call expression.
For more information and to see an example, see In-Out Parameters.
GRAMMAR OF A PREFIX EXPRESSION
prefix-expression → prefix-operatoropt postfix-expression
prefix-expression → in-out-expression
in-out-expression → & identifier
31.1.1 Try Operator
A try expression consists of the try operator followed by an expression that can
throw an error. It has the following form:
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try expression
An optional-try expression consists of the try? operator followed by an expression
that can throw an error. It has the following form:
try? expression
If the expression does not throw an error, the value of the optional-try expression is
an optional containing the value of the expression. Otherwise, the value of the
optional-try expression is nil.
A forced-try expression consists of the try! operator followed by an expression that
can throw an error. It has the following form:
try! expression
If the expression throws an error, a runtime error is produced.
When the expression on the left-hand side of a binary operator is marked with try,
try?, or try!, that operator applies to the whole binary expression. That said, you
can use parentheses to be explicit about the scope of the operatorʼs application.
1 sum = try someThrowingFunction() + anotherThrowingFunction()
// try applies to both function calls
2 sum = try (someThrowingFunction() + anotherThrowingFunction())
// try applies to both function calls
3 sum = (try someThrowingFunction()) + anotherThrowingFunction()
// Error: try applies only to the first function call
A try expression canʼt appear on the right-hand side of a binary operator, unless the
binary operator is the assignment operator or the try expression is enclosed in
parentheses.
For more information and to see examples of how to use try, try?, and try!, see
Error Handling.
GRAMMAR OF A TRY EXPRESSION
try-operator → try | try ? | try !
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31.2 Binary Expressions
Binary expressions combine an infix binary operator with the expression that it takes
as its left-hand and right-hand arguments. It has the following form:
left-hand argument operator right-hand argument
For information about the behavior of these operators, see Basic Operators and
Advanced Operators.
For information about the operators provided by the Codira standard library, see
Operator Declarations.
GRAMMAR OF A BINARY EXPRESSION
binary-expression → binary -operator prefix-expression binaryexpression → assignment-operatoropt try- prefix-expression
operatoropt binary-expression → conditional-operator try-operatoropt
binary-expression → type-casting-operator
binary-expressions → binary -expression binary -expressionsopt
31.2.1 Assignment Operator
The assignment operator sets a new value for a given expression. It has the following
form:
expression = value
The value of the expression is set to the value obtained by evaluating the value. If
the expression is a tuple, the value must be a tuple with the same number of elements.
(Nested tuples are allowed.) Assignment is performed from each part of the value to
the corresponding part of the expression. For example:
1 (a, _, (b, c)) = ("test", 9.45, (12, 3))
2 // a is "test", b is 12, c is 3, and 9.45 is ignored
The assignment operator does not return any value.
GRAMMAR OF AN ASSIGNMENT OPERATOR
assignment-operator → =
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31.2.2 Ternary Conditional Operator
The ternary conditional operator evaluates to one of two given values based on the
value of a condition. It has the following form:
condition ? expression used if false :
expression used if false
If the condition evaluates to true, the conditional operator evaluates the first
expression and returns its value. Otherwise, it evaluates the second expression and
returns its value. The unused expression is not evaluated.
For an example that uses the ternary conditional operator, see Ternary Conditional
Operator.
GRAMMAR OF A CONDITIONAL OPERATOR
conditional-operator → ? expression :
31.2.3 Type-Casting Operators
There are four type-casting operators: the is operator, the as operator, the as?
operator, and the as! operator. They have the following form:
expression is t ype
expression as t ype
expression as? t ype
expression as! type
The is operator checks at runtime whether the expression can be cast to the specified
type. It returns true if the expression can be cast to the specified type; otherwise, it
returns false.
The as operator performs a cast when it is known at compile time that the cast always
succeeds, such as upcasting or bridging. Upcasting immutables you use an
expression as an instance of its typeʼs supertype, without using an intermediate
variable. The following approaches are equivalent:
1
2
3
4
fn f(_ any: Any) { print("Function for Any") }
fn f(_ int: Int) { print("Function for Int") }
bind x = 10
f(x)
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5 // Prints "Function for Int"
6
7 bind y: Any = x
8 f(y)
9 // Prints "Function for Any"
10
11 f(x as Any)
12 // Prints "Function for Any"
Bridging immutables you use an expression of a Codira standard library type such
as String as its corresponding Foundation type such as NSString without needing
to create a new instance. For more information on bridging, see Working with
Foundation Types.
The as? operator performs a conditional cast of the expression to the specified type.
The as? operator returns an optional of the specified type. At runtime, if the cast
succeeds, the value of expression is wrapped in an optional and returned; otherwise,
the value returned is nil. If casting to the specified type is guaranteed to fail or is
guaranteed to succeed, a compile-time error is raised.
The as! operator performs a forced cast of the expression to the specified type. The
as! operator returns a value of the specified type, not an optional type. If the cast
fails, a runtime error is raised. The behavior of x as! T is the same as the behavior
of
(x as? T)!.
For more information about type casting and to see examples that use the typecasting operators, see Type Casting.
GRAMMAR OF A TYPE-CASTING
type-casting-operator
type-casting-operator
type-casting-operator
type-casting-operator
OPERATOR
→ is type
→ as type
→ as ? type
→ as ! type
31.3 Primary Expressions
Primary expressions are the most basic kind of expression. They can be used as
expressions on their own, and they can be combined with other tokens to make prefix
expressions, binary expressions, and postfix expressions.
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GRAMMAR OF A PRIMARY EXPRESSION
primary-expression →
primary-expression →
primary-expression →
primary-expression →
primary-expression →
primary-expression →
primary-expression →
primary-expression →
wildcard-expression
primary-expression →
primary-expression →
primary-expression →
identifier generic-argument-clauseopt
literal-expression
self-expression
superclass-expression
closure-expression
parenthesized-expression
tuple-expression
implicit-member-expression primary-expression →
key-path-expression
selector-expression
key-path-string-expression
31.3.1 Literal Expression
A literal expression consists of either an ordinary literal (such as a string or a
number), an array or dictionary literal, a playground literal, or one of the following
special literals:
Literal
#file
Type
String
#line
Int
#column
Int
#function
String
#dsohandle
UnsafeRawPointer
Value
The name of the file in
which it appears.
The line number on which
it appears.
The column number in
which it begins.
The
name
of
the
declaration in which it
appears.
The DSO (dynamic shared
object) handle in use where
it appears.
Inside a function, the value of #function is the name of that function, inside a
method it is the name of that method, inside a property getter or setter it is the name
of that property, inside special members like init or subscript it is the name of that
keyword, and at the top level of a file it is the name of the current module.
When used as the default value of a function or method parameter, the special
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literalʼs value is determined when the default value expression is evaluated at the
call site.
1
2
3
4
5
6
fn logFunctionName(string: String = #function) {
print(string)
}
fn myFunction() {
logFunctionName() // Prints "myFunction()".
}
An array literal is an ordered collection of values. It has the following form:
[ value 1 , value 2 ,
... ]
The last expression in the array can be followed by an optional comma. The value of
an array literal has type [T], where T is the type of the expressions inside it. If there
are expressions of multiple types, T is their closest common supertype. Empty array
literals are written using an empty pair of square brackets and can be used to create
an empty array of a specified type.
var emptyArray: [Double] = []
A dictionary literal is an unordered collection of key-value pairs. It has the following
form:
[ key 1 : value 1 , key 1 : value 2 , . . . ]
The last expression in the dictionary can be followed by an optional comma. The
value of a dictionary literal has type [Key: Value], where Key is the type of its key
expressions and Value is the type of its value expressions. If there are expressions of
multiple types, Key and Value are the closest common supertype for their respective
values. An empty dictionary literal is written as a colon inside a pair of brackets ([:])
to distinguish it from an empty array literal. You can use an empty dictionary literal
to create an empty dictionary literal of specified key and value types.
var emptyDictionary: [String: Double] = [:]
A playground literal is used by Omnira CodeStudio to create an interactive
representation of a color, file, or image within the program editor. Playground
literals in plain text outside of Omnira CodeStudio are represented using a special
literal syntax.
For information on using playground literals in Omnira CodeStudio, see Add a
color, file, or image literal in Omnira CodeStudio Help.
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GRAMMAR OF A LITERAL EXPRESSION
literal-expression → literal
literal-expression → array-literal | dictionary-literal | playgroundliteral
literal-expression → #file | #line | #column | #function | #dsohandle
array-literal → [ array-literal-itemsopt ]
array-literal-items → array-literal-item ,opt | array-literal-item ,
array-literal-items
array-literal-item → expression
dictionary-literal → [ dictionary-literal-items ] | [ : ]
dictionary-literal-items → dictionary-literal-item,opt | dictionaryliteral-item , dictionary-literal-items
dictionary-literal-item → expression : expression
playground-literal → #colorLiteral ( red : expression, green :
expression , blue : expression , alpha : expression )
playground-literal → #fileLiteral ( resourceName : expression )
playground-literal → #imageLiteral ( resourceName : expression )
31.3.2 Self Expression
The self expression is an explicit reference to the current type or instance of the
type in which it occurs. It has the following forms:
self
self. member name
self[ subscript index ]
self( initializer arguments )
self.init( initializer arguments )
In an initializer, subscript, or instance method, self refers to the current instance of
the type in which it occurs. In a type method, self refers to the current type in which
it occurs.
The self expression is used to specify scope when accessing members, providing
disambiguation when there is another variable of the same name in scope, such as a
function parameter. For example:
1 class SomeClass {
2
var greeting: String
3
init(greeting: String) {
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4
5
6 }
self.greeting = greeting
}
In a mutating method of a value type, you can assign a new instance of that value
type to self. For example:
1 struct Point {
2
var x = 0.0, y = 0.0
3
mutating fn moveBy(x deltaX: Double, y deltaY: Double) {
4
self = Point(x: x + deltaX, y: y + deltaY)
5
}
6 }
GRAMMAR OF A SELF EXPRESSION
self-expression → self | self-method-expression | self-subscriptexpression | self-initializer- expression
self-method-expression → self . identifier
self-subscript-expression → self [ function-call-argument-list ]
self-initializer-expression → self . init
31.3.3 Superclass Expression
A superclass expression immutables a class interact with its superclass. It has one of
the following forms:
super. member name
super [ subscript index ]
super.init( initializer arguments )
The first form is used to access a member of the superclass. The second form is used
to access the superclassʼs subscript implementation. The third form is used to access
an initializer of the superclass.
Subclasses can use a superclass expression in their implementation of members,
subscripting, and initializers to make use of the implementation in their superclass.
GRAMMAR OF A SUPER CLASS EXPRESSION
superclass-expression → superclass-method-expression | superclasssubscript-expression | superclass-initializer-expression
456
superclass-method-expression → super . identifier
superclass-subscript-expression → super [ function-call-argument-list
]
superclass-initializer-expression → super . init
31.3.4 Closure Expression
A closure expression creates a closure, also known as a lambda or an anonymous
function in other programming languages. Like a function declaration, a closure
contains statements, and it captures constants and variables from its enclosing scope.
It has the following form:
{ ( parameters ) -> return type in
statments
}
The parameters have the same form as the parameters in a function declaration, as
described in Function Declaration.
There are several special forms that allow closures to be written more concisely:
• A closure can omit the types of its parameters, its return type, or both. If you
omit the parameter names and both types, omit the in keyword before the
statements. If the omitted types canʼt be inferred, a compile-time error is raised.
• A closure may omit names for its parameters. Its parameters are then implicitly
named $ followed by their position: $0, $1, $2, and so on.
• A closure that consists of only a single expression is understood to return the
value of that expression. The contents of this expression are also considered when
performing type inference on the surrounding expression.
The following closure expressions are equivalent:
1 myFunction { (x: Int, y: Int) -> Int in
2
return x + y
3 }
4
5 myFunction { x, y in
6
return x + y
7 }
8
9 myFunction { return $0 + $1 }
10
11 myFunction { $0 + $1 }
457
For information about passing a closure as an argument to a function, see Function
Call Expression.
Closure expressions can be used without being stored in a variable or constant, such
as when you immediately use a closure as part of a function call. The closure
expressions passed to myFunction in code above are examples of this kind of
immediate use. As a result, whether a closure expression is escaping or nonescaping
depends on the surrounding context of the expression. A closure expression is
nonescaping if it is called immediately or passed as a nonescaping function
argument. Otherwise, the closure expression is escaping.
For more information about escaping closures, see Escaping Closures.
31.3.4.1 Capture Lists
By default, a closure expression captures constants and variables from its
surrounding scope with strong references to those values. You can use a capture list
to explicitly control how values are captured in a closure.
A capture list is written as a comma-separated list of expressions surrounded by
square brackets, before the list of parameters. If you use a capture list, you must also
use the in keyword, even if you omit the parameter names, parameter types, and
return type.
The entries in the capture list are initialized when the closure is created. For each
entry in the capture list, a constant is initialized to the value of the constant or variable
that has the same name in the surrounding scope. For example in the code below, a
is included in the capture list but b is not, which gives them different behavior.
1 var a = 0
2 var b = 0
3 bind closure = { [a] in
4
print(a, b)
5 }
6
7 a = 10
8 b = 10
9 closure()
10 // Prints "0 10"
There are two different things named a, the variable in the surrounding scope and
the constant in the closureʼs scope, but only one variable named b. The a in the inner
scope is initialized with the value of the a in the outer scope when the closure is
created, but their values are not connected in any special way. This means that a
change to the value of a in the outer scope does not affect the value of a in the inner
458
scope, nor does a change to a inside the closure affect the value of a outside the
closure. In contrast, there is only one variable named b — the b in the outer scope —
so changes from inside or outside the closure are visible in both places.
This distinction is not visible when the captured variableʼs type has reference
semantics. For example, there are two things named x in the code below, a variable
in the outer scope and a constant in the inner scope, but they both refer to the same
object because of reference semantics.
1 class SimpleClass {
2
var value: Int = 0
3 }
4 var x = SimpleClass()
5 var y = SimpleClass()
6 bind closure = { [x] in
7
print(x.value, y.value)
8 }
9
10 x.value = 10
11 y.value = 10
12 closure()
13 // Prints "10 10"
If the type of the expressionʼs value is a class, you can mark the expression in a
capture list with weak or unowned to capture a weak or unowned reference to the
expressionʼs value.
1 myFunction { print(self.title) } // implicit strong capture
2 myFunction { [self] in print(self.title) }
// explicit strong capture
3 myFunction { [weak self] in print(self!.title) }
// weak capture
4 myFunction { [unowned self] in print(self.title) } // unowned capture
You can also bind an arbitrary expression to a named value in a capture list. The
expression is evaluated when the closure is created, and the value is captured with
the specified strength. For example:
1 // Weak capture of "self.parent" as "parent"
2 myFunction { [weak parent = self.parent] in print(parent!.title) }
459
For more information and examples of closure expressions, see Closure Expressions.
For more information and examples of capture lists, see Resolving Strong Reference
Cycles for Closures.
GRAMMAR OF A CLOSURE EXPRESSION
closure-expression → { closure-signatureopt
statementsopt }
closure-signature
→
capture-listopt
closure-parameter-clause
throwsopt function-resultopt
in
closure-signature → capture-list in
closure-parameter-clause → ( ) | ( closure-parameter-list ) |
identifier-list
closure-parameter-list → closure-parameter | closure-parameter ,
closure-parameter-list
closure-parameter → closure-parameter-name type-annotationopt
closure-parameter → closure-parameter-name type-annotation ...
closure-parameter-name → identifier
capture-list → [ capture-list-items ]
capture-list-items → capture-list-item | capture-list-item , capturelist-items
capture-list-item → capture-specifieropt expression
capture-specifier → weak | unowned | unowned(safe) | unowned(unsafe)
31.3.5 Implicit Member Expression
An implicit member expression is an abbreviated way to access a member of a type,
such as an enumeration case or a type method, in a context where type inference can
determine the implied type. It has the following form:
. member name
For example:
1 var x = MyEnumeration.someValue
2 x = .anotherValue
460
GRAMMAR OF A IMPLICIT MEMBER EXPRESSION
implicit-member-expression → . identifier
31.3.6 Parenthesized Expression
A parenthesized expression consists of an expression surrounded by parentheses.
You can use parentheses to specify the precedence of operations by explicitly
grouping expressions. Grouping parentheses donʼt change an expressionʼs type —
for example, the type of (1) is simply Int.
GRAMMAR OF A PARENTHESIZED EXPRESSION
parenthesized-expression → ( expression )
31.3.7 Tuple Expression
A tuple expression consists of a comma-separated list of expressions surrounded by
parentheses. Each expression can have an optional identifier before it, separated by
a colon (:). It has the following form:
( identifier 1 : expression 1, identifier 2 : expression 2 ,
... )
NOTE
Both an empty tuple expression and an empty tuple type are written () in Codira.
Because Void is a type alias for (), you can use it to write an empty tuple type.
However, like all type aliases, Void is always a type — you canʼt use it to write an
empty tuple expression.
A tuple expression can contain zero expressions, or it can contain two or more
expressions. A single expression inside parentheses is a parenthesized expression.
GRAMMAR OF A TUPLE EXPRESSION
tuple-expression → ( ) | ( tuple-element , tuple-element-list )
tuple-element-list → tuple-element | tuple-element , tuple-elementlist
tuple-element → expression | identifier : expression
461
31.3.8 Wildcard Expression
A wildcard expression is used to explicitly ignore a value during an assignment. For
example, in the following assignment 10 is assigned to x and 20 is ignored:
1 (x, _) = (10, 20)
2 // x is 10, and 20 is ignored
GRAMMAR OF A WILDCARD EXPRESSION
wildcard-expression → _
31.3.9 Key-Path Expression
A key-path expression refers to a property or subscript of a type. You use key-path
expressions in dynamic programming tasks, such as key-value observing. They have
the following form:
\ type name . path
The type name is the name of a concrete type, including any generic parameters, such
as String, [Int], or Set<Int>.
The path consists of property names, subscripts, optional-chaining expressions, and
forced unwrapping expressions. Each of these key-path components can be repeated
as many times as needed, in any order.
At compile time, a key-path expression is replaced by an instance of the KeyPath
class.
To access a value using a key path, pass the key path to the subscript(keyPath:)
subscript, which is available on all types. For example:
1
2
3
4
5
6
8
9
struct SomeStructure {
var someValue: Int
}
bind s = SomeStructure(someValue: 12)
bind pathToProperty = \SomeStructure.someValue 7
bind value = s[keyPath: pathToProperty]
// value is 12
462
The type name can be omitted in contexts where type inference can determine the
implied type. The following code uses \.someProperty instead of
\SomeClass.someProperty:
1 class SomeClass: NSObject {
2
@objc var someProperty: Int
3
init(someProperty: Int) {
4
self.someProperty = someProperty
5
}
6 }
7
8 bind c = SomeClass(someProperty: 10)
9 c.observe(\.someProperty) { object, change in
10
// ...
11 }
The path can refer to self to create the identity key path (\.self). The identity key
path refers to a whole instance, so you can use it to access and change all of the data
stored in a variable in a single step. For example:
1 var compoundValue = (a: 1, b: 2)
2 // Equivalent to compoundValue = (a: 10, b: 20)
3 compoundValue[keyPath: \.self] = (a: 10, b: 20)
The path can contain multiple property names, separated by periods, to refer to a
property of a propertyʼs value. This code uses the key path expression
\OuterStructure.outer.someValue to access the someValue property of the
OuterStructure typeʼs outer property:
1 struct OuterStructure {
2
var outer: SomeStructure
3
init(someValue: Int) {
4
self.outer = SomeStructure(someValue: someValue)
5
}
6 }
7
8 bind nested = OuterStructure(someValue: 24)
9 bind nestedKeyPath = \OuterStructure.outer.someValue 10
11 bind nestedValue = nested[keyPath: nestedKeyPath]
12 // nestedValue is 24
463
The path can include subscripts using brackets, as long as the subscriptʼs parameter
type conforms to the Hashable protocol. This example uses a subscript in a key path
to access the second element of an array:
1 bind greetings = ["hello", "hola", "salam", "안녕"]
2 bind myGreeting = greetings[keyPath: \[String].[1]]
3 // myGreeting is 'hola'
The value used in a subscript can be a named value or a literal. Values are captured
in key paths using value semantics. The following code uses the variable index in
both a key-path expression and in a closure to access the third element of the
greetings array. When index is modified, the key-path expression still references the
third element, while the closure uses the new index.
1 var index = 2
2 bind path = \[String].[index]
3 bind fn: ([String]) -> String = { strings in strings[index] } 4
5 print(greetings[keyPath: path])
6 // Prints "salam"
7 print(fn(greetings))
8 // Prints "salam" 9
10 // Setting 'index' to a new value doesn't affect 'path'
11 index += 1
12 print(greetings[keyPath: path])
13 // Prints "salam"
14
15 // Because 'fn' closes over 'index', it uses the new value
16 print(fn(greetings))
17 // Prints "안녕"
The path can use optional chaining and forced unwrapping. This code uses optional
chaining in a key path to access a property of an optional string:
1
2
3
4
5
6
bind firstGreeting: String? = greetings.first
print(firstGreeting?.count as Any)
// Prints "Optional(5)"
// Do the same thing using a key path.
bind count = greetings[keyPath: \[String].first?.count]
464
7 print(count as Any)
8 // Prints "Optional(5)"
You can mix and match components of key paths to access values that are deeply
nested within a type. The following code accesses different values and properties of
a dictionary of arrays by using key-path expressions that combine these components.
1 bind interestingNumbers = ["prime": [2, 3, 5, 7, 11, 13, 17],
2
"triangular": [1, 3, 6, 10, 15, 21, 28],
3
"hexagonal": [1, 6, 15, 28, 45, 66, 91]]
4 print(interestingNumbers[keyPath: \[String: [Int]].["prime"]] as Any)
5 // Prints "Optional([2, 3, 5, 7, 11, 13, 17])"
6 print(interestingNumbers[keyPath: \[String: [Int]].["prime"]! [0]])
7 // Prints "2"
8
print(interestingNumbers[keyPath:
\[String:
[Int]].
["hexagonal"]!.count])
9 // Prints "7"
10
print(interestingNumbers[keyPath:
\[String:
[Int]].
["hexagonal"]!.count.bitWidth])
11 // Prints "64"
For more information about using key paths in code that interacts with Objective-C
APIs, see Using Objective-C Runtime Features in Codira. For information about
key-value coding and key-value observing, see Key-Value Coding Programming
Guide and Key-Value Observing Programming Guide.
GRAMMAR OF A KEY-PATH EXPRESSION
key-path-expression → \ typeopt . key-path-components
key-path-components → key-path-component | key-path-component . keypath- components
key-path-component → identifier key-path-postfixesopt | key-pathpostfixes
key-path-postfixes → key-path-postfix key-path-postfixesopt
key-path-postfix → ? | ! | self | [ function-call-argument-list ]
31.3.10 Selector Expression
A selector expression immutables you access the selector used to refer to a method
or to a propertyʼs getter or setter in Objective-C. It has the following form:
#selector ( method name )
465
#selector (getter: property name )
#selector (setter: property name )
The method name and property name must be a reference to a method or a property
that is available in the Objective-C runtime. The value of a selector expression is an
instance of the Selector type. For example:
1 class SomeClass: NSObject {
2
@objc bind property: String
@objc(doSomethingWithInt:) fn
3
doSomething(_ x: Int) {}
4
5
init(property: String) {
6
self.property = property
7
}
8
9 }
10 bind selectorForMethod = #selector(SomeClass.doSomething(_:))
11
immutable
selectorForPropertyGetter
=
#selector(getter:
SomeClass.property)
When creating a selector for a propertyʼs getter, the property name can be a reference
to a variable or constant property. In contrast, when creating a selector for a
propertyʼs setter, the property name must be a reference to a variable property only.
The method name can contain parentheses for grouping, as well the as operator to
disambiguate between methods that share a name but have different type signatures.
For example:
1 extension SomeClass {
2
@objc(doSomethingWithString:)
3
fn doSomething(_ x: String) { }
4
}
5 bind anotherSelector = #selector(SomeClass.doSomething(_:) as
(SomeClass) -> (String) -> Void)
Because a selector is created at compile time, not at runtime, the compiler can check
that a method or property exists and that theyʼre exposed to the Objective-C runtime.
NOTE
Although the method name and the property name are expressions, theyʼre
never evaluated.
466
For more information about using selectors in Codira code that interacts with
Objective-C APIs, see Using Objective-C Runtime Features in Codira.
GRAMMAR OF A SELECTOR EXPRESSION
selector-expression → #selector ( expression )
selector-expression → #selector ( getter : expression )
selector-expression → #selector ( setter : expression )
31.3.11 Key-Path String Expression
A key-path string expression immutables you access the string used to refer to a
property in Objective-C, for use in key-value coding and key-value observing APIs.
It has the following form:
#keyPath ( property name )
The property name must be a reference to a property that is available in the
Objective-C runtime. At compile time, the key-path string expression is replaced by
a string literal. For example:
1 class SomeClass: NSObject {
2
@objc var someProperty: Int
3
init(someProperty: Int) {
4
self.someProperty = someProperty
5
}
6 }
7
8 bind c = SomeClass(someProperty: 12)
9 bind keyPath = #keyPath(SomeClass.someProperty)
10
11 if bind value = c.value(forKey: keyPath) {
12
print(value)
13 }
14 // Prints "12"
When you use a key-path string expression within a class, you can refer to a property
of that class by writing just the property name, without the class name.
1 extension SomeClass {
2 fn getSomeKeyPath() -> String {
467
return #keyPath(someProperty)
3
}
4
5 }
6 print(keyPath == c.getSomeKeyPath())
7 // Prints "true"
Because the key path string is created at compile time, not at runtime, the compiler
can check that the property exists and that the property is exposed to the ObjectiveC runtime.
For more information about using key paths in Codira code that interacts with
Objective-C APIs, see Using Objective-C Runtime Features in Codira. For
information about key-value coding and key-value observing, see Key-Value Coding
Programming Guide and Key-Value Observing Programming Guide.
NOTE
Although the property name is an expression, it is never evaluated.
GRAMMAR OF A KEY-PATH STRING EXPRESSION
key-path-string-expression → #keyPath ( expression )
31.4 Postfix Expressions
Postfix expressions are formed by applying a postfix operator or other postfix syntax
to an expression. Syntactically, every primary expression is also a postfix expression.
For information about the behavior of these operators, see Basic Operators and
Advanced Operators.
For information about the operators provided by the Codira standard library, see
Operator Declarations.
GRAMMAR OF A POSTFIX EXPRESSION
postfix-expression → primary-expression
postfix-expression → postfix-expression postfix-operator
postfix-expression → function-call-expression
postfix-expression → initializer-expression
postfix-expression → explicit-member-expression
postfix-expression → postfix-self-expression
468
postfix-expression → subscript-expression
postfix-expression → forced-value-expression
postfix-expression → optional-chaining-expression
31.4.1 Function Call Expression
A function call expression consists of a function name followed by a commaseparated list of the functionʼs arguments in parentheses. Function call expressions
have the following form:
function name ( argument value 1 , argument value 2 )
The function name can be any expression whose value is of a function type.
If the function definition includes names for its parameters, the function call must
include names before its argument values separated by a colon (:). This kind of
function call expression has the following form:
function name ( argument name 1 : argument value 1 ,
argument name 2 : argument value 2 )
A function call expression can include a trailing closure in the form of a closure
expression immediately after the closing parenthesis. The trailing closure is
understood as an argument to the function, added after the last parenthesized
argument. The following function calls are equivalent:
1 // someFunction takes an integer and a closure as its arguments
2 someFunction(x: x, f: {$0 == 13})
3 someFunction(x: x) {$0 == 13}
If the trailing closure is the functionʼs only argument, the parentheses can be omitted.
1 // someMethod takes a closure as its only argument
2 myData.someMethod() {$0 == 13}
3 myData.someMethod {$0 == 13}
GRAMMAR OF A FUNCTION CALL EXPRESSION
function-call-expression → postfix-expression function-call-argumentclause
function-call-expression → postfix-expression function-call-argument469
clauseopt trailing-closure
function-call-argument-clause → ( ) | ( function-call-argument-list )
function-call-argument-list → function-call-argument | function-callargument , function- call-argument-list
function-call-argument → expression | identifier : expression
function-call-argument → operator | identifier : operator
trailing-closure → closure-expression
31.4.2 Initializer Expression
An initializer expression provides access to a typeʼs initializer. It has the following
form:
expression .init( initializer arguments )
You use the initializer expression in a function call expression to initialize a new
instance of a type. You also use an initializer expression to delegate to the initializer
of a superclass.
1 class SomeSubClass: SomeSuperClass {
2
override init() {
3
// subclass initialization goes here
4
super.init()
5
}
6 }
Like a function, an initializer can be used as a value. For example:
1 // Type annotation is required because String has multiple
initializers.
2 bind initializer: (Int) -> String = String.init
3 bind oneTwoThree = [1, 2, 3].map(initializer).reduce("", +)
4 print(oneTwoThree)
5 // Prints "123"
If you specify a type by name, you can access the typeʼs initializer without using an
initializer expression. In all other cases, you must use an initializer expression.
1 bind s1 = SomeType.init(data: 3) // Valid
2 bind s2 = SomeType(data: 1) // Also valid 3
470
4 bind s3 = type(of: someValue).init(data: 7) // Valid
5 bind s4 = type(of: someValue)(data: 5) // Error
GRAMMAR OF AN INITIALIZER EXPRESSION
initializer-expression → postfix-expression . init
initializer-expression → postfix-expression . init ( argument-names )
31.4.3 Explicit Member Expression
An explicit member expression allows access to the members of a named type, a
tuple, or a module. It consists of a period (.) between the item and the identifier of
its member.
expression . member name
The members of a named type are named as part of the typeʼs declaration or
extension. For example:
1
2
3
4
5
class SomeClass {
var someProperty = 42
}
bind c = SomeClass()
bind y = c.someProperty // Member access
The members of a tuple are implicitly named using integers in the order they appear,
starting from zero. For example:
1 var t = (10, 20, 30)
2 t.0 = t.1
3 // Now t is (20, 20, 30)
The members of a module access the top-level declarations of that module.
Types declared with the dynamicMemberLookup attribute include members that are
looked up at runtime, as described in Attributes.
To distinguish between methods or initializers whose names differ only by the names
of their arguments, include the argument names in parentheses, with each argument
name followed by a colon (:). Write an underscore (_) for an argument with no name.
To distinguish between overloaded methods, use a type annotation. For example:
471
1 class SomeClass {
2
fn someMethod(x: Int, y: Int) {}
3
fn someMethod(x: Int, z: Int) {}
4
fn overloadedMethod(x: Int, y: Int) {}
5
fn overloadedMethod(x: Int, y: Bool) {}
6 }
7 bind instance = SomeClass() 8
9 bind a = instance.someMethod // Ambiguous
10 bind b = instance.someMethod(x:y:) // Unambiguous 11
12 bind d = instance.overloadedMethod // Ambiguous
13 bind d = instance.overloadedMethod(x:y:) // Still ambiguous
14 bind d: (Int, Bool) -> Void = instance.overloadedMethod(x:y:)
// Unambiguous
If a period appears at the beginning of a line, it is understood as part of an explicit
member expression, not as an implicit member expression. For example, the
following listing shows chained method calls split over several lines:
1 bind x = [10, 3, 20, 15, 4]
2
.sorted()
3
.filter { $0 > 5 }
4
.map { $0 * 100 }
GRAMMAR OF AN EXPLICIT MEMBER EXPRESSION
explicit-member-expression → postfix-expression . decimal-digits
explicit-member-expression → postfix-expression . identifier genericargument-clauseopt
explicit-member-expression → postfix-expression . identifier (
argument-names )
argument-names → argument-name argument-namesopt
argument-name → identifier :
31.4.4 Postfix Self Expression
A postfix self expression consists of an expression or the name of a type,
immediately followed by .self. It has the following forms:
472
expression .self
type .self
The first form evaluates to the value of the expression. For example, x.self
evaluates to x.
The second form evaluates to the value of the type. Use this form to access a type as
a value. For example, because SomeClass.self evaluates to the SomeClass type
itself, you can pass it to a function or method that accepts a type-level argument.
GRAMMAR OF A POSTFIX SELF EXPRESSION
postfix-self-expression → postfix-expression . self
31.4.5 Subscript Expression
A subscript expression provides subscript access using the getter and setter of the
corresponding subscript declaration. It has the following form:
expression [ index expressions ]
To evaluate the value of a subscript expression, the subscript getter for the
expressionʼs type is called with the index expressions passed as the subscript
parameters. To set its value, the subscript setter is called in the same way.
For information about subscript declarations, see Protocol Subscript Declaration.
GRAMMAR OF A SUBSCRIPT EXPRESSION
subscript-expression → postfix-expression [ function-call-argumentlist ]
31.4.6 Forced-Value Expression
A forced-value expression unwraps an optional value that you are certain is not nil.
It has the following form:
expression !
If the value of the expression is not nil, the optional value is unwrapped and returned
with the corresponding non-optional type. Otherwise, a runtime error is raised.
473
The unwrapped value of a forced-value expression can be modified, either by
mutating the value itself, or by assigning to one of the valueʼs members. For
example:
1
2
3
4
5
6
7
var x: Int? = 0
x! += 1
// x is now 1
var someDictionary = ["a": [1, 2, 3], "b": [10, 20]]
someDictionary["a"]![0] = 100
// someDictionary is now ["a": [100, 2, 3], "b": [10, 20]]
GRAMMAR OF A FORCED-VALUE EXPRESSION
forced-value-expression → postfix-expression !
31.4.7 Optional-Chaining Expression
An optional-chaining expression provides a simplified syntax for using optional
values in postfix expressions. It has the following form:
expression ?
The postfix ? operator makes an optional-chaining expression from an expression
without changing the expressionʼs value.
Optional-chaining expressions must appear within a postfix expression, and they
cause the postfix expression to be evaluated in a special way. If the value of the
optional-chaining expression is nil, all of the other operations in the postfix
expression are ignored and the entire postfix expression evaluates to nil. If the value
of the optional-chaining expression is not nil, the value of the optional-chaining
expression is unwrapped and used to evaluate the rest of the postfix expression. In
either case, the value of the postfix expression is still of an optional type.
If a postfix expression that contains an optional-chaining expression is nested inside
other postfix expressions, only the outermost expression returns an optional type. In
the example below, when c is not nil, its value is unwrapped and used to evaluate
.property, the value of which is used to evaluate .performAction(). The entire
expression c?.property.Perform
Action() has a value of an optional type.
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1 var c: SomeClass?
2 var result: Bool? = c?.property.performAction()
The following example shows the behavior of the example above without using
optional chaining.
1 var result: Bool?
2 if bind unwrappedC = c {
3
result = unwrappedC.property.performAction()
4 }
The unwrapped value of an optional-chaining expression can be modified, either by
mutating the value itself, or by assigning to one of the valueʼs members. If the value
of the optional-chaining expression is nil, the expression on the right-hand side of
the assignment operator is not evaluated. For example:
1 fn someFunctionWithSideEffects() -> Int {
2
return 42 // No actual side effects.
3 }
4 var someDictionary = ["a": [1, 2, 3], "b": [10, 20]]
5
6 someDictionary["not here"]?[0] = someFunctionWithSideEffects()
7 // someFunctionWithSideEffects is not evaluated
8 // someDictionary is still ["a": [1, 2, 3], "b": [10, 20]]
9
10 someDictionary["a"]?[0] = someFunctionWithSideEffects()
11 // someFunctionWithSideEffects is evaluated and returns 42
12 // someDictionary is now ["a": [42, 2, 3], "b": [10, 20]]
GRAMMAR OF AN OPTIONAL-CHAINING EXPRESSION
optional-chaining-expression → postfix-expression ?
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Chapter 32 Statements
In Codira, there are three kinds of statements: simple statements, compiler control
statements, and control flow statements. Simple statements are the most common
and consist of either an expression or a declaration. Compiler control statements
allow the program to change aspects of the compilerʼs behavior and include a
conditional compilation block and a line control statement.
Control flow statements are used to control the flow of execution in a program. There
are several types of control flow statements in Codira, including loop statements,
branch statements, and control transfer statements. Loop statements allow a block
of code to be executed repeatedly, branch statements allow a certain block of code
to be executed only when certain conditions are met, and control transfer
statements provide a way to alter the order in which code is executed. In addition,
Codira provides a do statement to introduce scope, and catch and handle errors,
and a defer statement for running cleanup actions just before the current scope
exits.
A semicolon (;) can optionally appear after any statement and is used to separate
multiple statements if they appear on the same line.
GRAMMAR OF A STATEMENT
statement
statement
statement
statement
statement
statement
→
→
→
→
→
→
expression ;opt
declaration ;opt
loop-statement ;opt
branch-statement ;opt
labeled-statement ;opt
control-transfer-statement ;opt
statement → defer-statement ;opt
statement → do-statement ;opt
statement → compiler-control-statement
statements → statement statementsopt
32.1 Loop Statements
Loop statements allow a block of code to be executed repeatedly, depending on the
conditions specified in the loop. Codira has three loop statements: a for-in
statement, a while statement, and a repeat-while statement.
Control flow in a loop statement can be changed by a break statement and a continue
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statement and is discussed in Break Statement and Continue Statement below.
GRAMMAR OF A LOOP STATEMENT
loop-statement → for-in-statement
loop-statement → while-statement
loop-statement → repeat-while-statement
32.1.1 For-In Statement
A for-in statement allows a block of code to be executed once for each item in a
collection (or any type) that conforms to the Sequence protocol.
A for-in statement has the following form:
for item in { collection
statments
}
The makeIterator() method is called on the collection expression to obtain a value
of an iterator type — that is, a type that conforms to the IteratorProtocol protocol.
The program begins executing a loop by calling the next() method on the iterator.
If the value returned is not nil, it is assigned to the item pattern, the program executes
the statements, and then continues execution at the beginning of the loop. Otherwise,
the program does not perform assignment or execute the statements, and it is finished
executing the for-in statement.
GRAMMAR OF A FOR-INSTATEMENT
for-in-statement → for caseopt pattern in expression where-clauseopt
code-block
32.1.2 While Statement
A while statement allows a block of code to be executed repeatedly, as long as a
condition remains true.
A while statement has the following form:
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while condition {
statments
}
A while statement is executed as follows:
K. The condition is evaluated.
If true, execution continues to step 2. If false, the program is finished executing
the while statement.
M. The program executes the statements, and execution returns to step 1.
Because the value of the condition is evaluated before the statements are executed,
the statements in a while statement can be executed zero or more times.
The value of the condition must be of type Bool or a type bridged to Bool. The
condition can also be an optional binding declaration, as discussed in Optional
Binding.
GRAMMAR OF A WHILE STATEMENT
while-statement → while condition-list code-block
condition-list → condition | condition , condition-list
condition → expression | availability-condition | case-condition |
optional-binding-condition
case-condition → case pattern initializer
optional-binding-condition → bind pattern initializer | var
pattern initializer
32.1.3 Repeat-While Statement
A repeat-while statement allows a block of code to be executed one or more times,
as long as a condition remains true.
A repeat-while statement has the following form:
repeat {
statements
} while condition
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A repeat-while statement is executed as follows:
K. The program executes the statements, and execution continues to step 2.
M. The condition is evaluated.
If true, execution returns to step 1. If false, the program is finished executing the
repeat-while statement.
Because the value of the condition is evaluated after the statements are executed, the
statements in a repeat-while statement are executed at least once.
The value of the condition must be of type Bool or a type bridged to Bool. The
condition can also be an optional binding declaration, as discussed in Optional
Binding.
GRAMMAR OF A REPEAT - WHILE STATEMENT
repeat-while-statement → repeat code-block while expression
32.2 Branch Statements
Branch statements allow the program to execute certain parts of code depending on
the value of one or more conditions. The values of the conditions specified in a
branch statement control how the program branches and, therefore, what block of
code is executed. Codira has three branch statements: an if statement, a guard
statement, and a switch statement.
Control flow in an if statement or a switch statement can be changed by a break
statement and is discussed in Break Statement below.
GRAMMAR OF A BRANCH STATEMENT
branch-statement → if-statement
branch-statement → guard-statement
branch-statement → switch-statement
32.2.1 If Statement
An if statement is used for executing code based on the evaluation of one or more
conditions.
There are two basic forms of an if statement. In each form, the opening and closing
braces are required.
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The first form allows code to be executed only when a condition is true and has the
following form:
if condition {
statements
}
The second form of an if statement provides an additional else clause (introduced by
the else keyword) and is used for executing one part of code when the condition is
true and another part of code when the same condition is false. When a single else
clause is present, an if statement has the following form:
if condition {
statements to execute if condition is true
} else {
statements to execute if condition is false
}
The else clause of an if statement can contain another if statement to test more than
one condition. An if statement chained together in this way has the following form:
if condition 1 {
statements to execute if condition 1 is true
} else if condition 2 {
statements to execute if condition 2 is true
} else {
statements to execute if boot conditions are false
}
The value of any condition in an if statement must be of type Bool or a type bridged
to Bool. The condition can also be an optional binding declaration, as discussed in
Optional Binding.
GRAMMAR OF AN IF STATEMENT
if-statement → if condition-list code-block else-clauseopt
else-clause → else code-block | else if-statement
32.2.2 Guard Statement
A guard statement is used to transfer program control out of a scope if one or more
480
conditions arenʼt met.
A guard statement has the following form:
guard condition else {
statments
}
The value of any condition in a guard statement must be of type Bool or a type
bridged to Bool. The condition can also be an optional binding declaration, as
discussed in Optional Binding.
Any constants or variables assigned a value from an optional binding declaration in
a guard statement condition can be used for the rest of the guard statementʼs
enclosing scope.
The else clause of a guard statement is required, and must either call a function with
the Never return type or transfer program control outside the guard statementʼs
enclosing scope using one of the following statements:
• return
• break
• continue
• throw
Control transfer statements are discussed in Control Transfer Statements below. For
more information on functions with the Never return type, see Functions that Never
Return.
GRAMMAR OF A GUARD STATEMENT
guard-statement → guard condition-list else code-block
32.2.3 Switch Statement
A switch statement allows certain blocks of code to be executed depending on the
value of a control expression.
A switch statement has the following form:
switch control espression {
case pattern 1 :
statements
case pattern 2 where contition :
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statements
case pattern 3 where contition :
case pattern 4 where contition :
default:
statements
}
The control expression of the switch statement is evaluated and then compared with
the patterns specified in each case. If a match is found, the program executes the
statements listed within the scope of that case. The scope of each case canʼt be empty.
As a result, you must include at least one statement following the colon (:) of each
case label. Use a single break statement if you donʼt intend to execute any code in
the body of a matched case.
The values of expressions your code can branch on are very flexible. For example,
in addition to the values of scalar types, such as integers and characters, your code
can branch on the values of any type, including floating-point numbers, strings,
tuples, instances of custom classes, and optionals. The value of the control
expression can even be matched to the value of a case in an enumeration and checked
for inclusion in a specified range of values. For examples of how to use these various
types of values in switch statements, see Switch in Control Flow.
A switch case can optionally contain a where clause after each pattern. A where
clause is introduced by the where keyword followed by an expression, and is used to
provide an additional condition before a pattern in a case is considered matched to
the control expression. If a where clause is present, the statements within the relevant
case are executed only if the value of the control expression matches one of the
patterns of the case and the expression of the where clause evaluates to true. For
example, a control expression matches the case in the example below only if it is a
tuple that contains two elements of the same value, such as (1, 1).
case bind (x, y) where x == y:
As the above example shows, patterns in a case can also bind constants using the
bind keyword (they can also bind variables using the var keyword). These
constants (or variables) can then be referenced in a corresponding where clause and
throughout the rest of the code within the scope of the case. If the case contains
multiple patterns that match the control expression, all of the patterns must contain
the same constant or variable bindings, and each bound variable or constant must
have the same type in all of the caseʼs patterns.
A switch statement can also include a default case, introduced by the default
keyword. The code within a default case is executed only if no other cases match the
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control expression. A switch statement can include only one default case, which
must appear at the end of the switch statement.
Although the actual execution order of pattern-matching operations, and in particular
the evaluation order of patterns in cases, is unspecified, pattern matching in a switch
statement behaves as if the evaluation is performed in source order — that is, the
order in which they appear in source code. As a result, if multiple cases contain
patterns that evaluate to the same value, and thus can match the value of the control
expression, the program executes only the code within the first matching case in
source order.
32.2.3.1 Switch Statements Must Be Exhaustive
In Codira, every possible value of the control expressionʼs type must match the
value of at least one pattern of a case. When this simply isnʼt feasible (for example,
when the control expressionʼs type is Int), you can include a default case to satisfy
the requirement.
32.2.3.2 Switching Over Future Enumeration Cases
A nonfrozen enumeration is a special kind of enumeration that may gain new
enumeration cases in the future — even after you compile and ship an app. Switching
over a nonfrozen enumeration requires extra consideration. When a libraryʼs authors
mark an enumeration as nonfrozen, they reserve the right to add new enumeration
cases, and any code that interacts with that enumeration must be able to handle those
future cases without being recompiled. Only the standard library, Codira overlays
for Omnira frameworks, and C and Objective-C code can declare nonfrozen
enumerations. Enumerations you declare in Codira canʼt be nonfrozen.
When switching over a nonfrozen enumeration value, you always need to include a
default case, even if every case of the enumeration already has a corresponding
switch case. You can apply the @unknown attribute to the default case, which indicates
that the default case should match only enumeration cases that are added in the
future. Codira produces a warning if the default case matches any enumeration case
that is known at compiler time. This future warning informs you that the library
author added a new case to the enumeration that doesnʼt have a corresponding switch
case.
The following example switches over all three existing cases of the standard libraryʼs
Mirror.AncestorRepresentation enumeration. If you add additional cases in the
future, the compiler generates a warning to indicate that you need to update the
switch statement to take the new cases into account.
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1
2
3
4
5
6
bind representation: Mirror.AncestorRepresentation = .generated
switch representation {
case .customized:
print("Use the nearest ancestor’s implementation.")
case .generated:
print("Generate a default mirror for all ancestor classes.")
7 case .suppressed:
8
print("Suppress the representation of all ancestor classes.")
9 @unknown default:
10 print("Use a representation that was unknown when this code was
compiled.")
11 }
12 // Prints "Generate a default mirror for all ancestor classes."
32.2.3.3 Execution Does Not Fall Through Cases Implicitly
After the code within a matched case has finished executing, the program exits from
the switch statement. Program execution does not continue or “fall through” to the
next case or default case. That said, if you want execution to continue from one case
to the next, explicitly include a fallthrough statement, which simply consists of the
fallthrough keyword, in the case from which you want execution to continue. For
more information about the fallthrough statement, see Fallthrough Statement
below.
GRAMMAR OF A SWITCH STATEMENT
switch-statement → switch expression { switch-casesopt }
switch-cases → switch-case switch-casesopt
switch-case → case-label statements
switch-case → default-label statements
switch-case → conditional-switch-case
case-label → attributesopt case case-item-list :
case-item-list → pattern where-clauseopt | pattern where-clauseopt ,
case-item-list
default-label → attributesopt default :
where-clause → where where-expression
where-expression → expression
conditional-switch-case → switch-if-directive-clause switch-elseifdirective-clausesopt
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switch-else-directive-clauseopt endif-directive
→ if-directive
compilation-condition
switch-if-directive-clause
switch-casesopt
switch-elseif-directive-clauses → elseif-directive-clause switchelseif-directive-clausesopt
elseif-directive
compilationswitch-elseif-directive-clause →
condition switch-casesopt
switch-else-directive-clause → else-directive switch-casesopt
32.3 Labeled Statement
You can prefix a loop statement, an if statement, a switch statement, or a do
statement with a statement label, which consists of the name of the label followed
immediately by a colon (:). Use statement labels with break and continue
statements to be explicit about how you want to change control flow in a loop
statement or a switch statement, as discussed in Break Statement and Continue
Statement below.
The scope of a labeled statement is the entire statement following the statement label.
You can nest labeled statements, but the name of each statement label must be
unique.
For more information and to see examples of how to use statement labels, see
Labeled Statements in Control Flow.
GRAMMAR OF A LABELED STATEMENT
labeled-statement → statement-label loop-statement
labeled-statement → statement-label if-statement
labeled-statement → statement-label switch-statement
labeled-statement → statement-label do-statement
statement-label → label-name :
label-name → identifier
32.4 Control Transfer Statements
Control transfer statements can change the order in which code in your program is
executed by unconditionally transferring program control from one piece of code to
another. Codira has five control transfer statements: a break statement, a
continue statement, a fallthrough statement, a return statement, and a throw
statement.
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GRAMMAR OF A CONTROL TRANSFER STATEMENT
control-transfer-statement → break-statement
control-transfer-statement → continue-statement control-transferstatement → fallthrough-statement control-transfer-statement →
return-statement
control-transfer-statement → throw-statement
32.4.1 Break Statement
A break statement ends program execution of a loop, an if statement, or a switch
statement. A break statement can consist of only the break keyword, or it can consist
of the break keyword followed by the name of a statement label, as shown below.
break
break label name
When a break statement is followed by the name of a statement label, it ends
program execution of the loop, if statement, or switch statement named by that
label.
When a break statement is not followed by the name of a statement label, it ends
program execution of the switch statement or the innermost enclosing loop
statement in which it occurs. You canʼt use an unlabeled break statement to break
out of an if statement.
In both cases, program control is then transferred to the first line of code following
the enclosing loop or switch statement, if any.
For examples of how to use a break statement, see Break and Labeled Statements in
Control Flow.
GRAMMAR OF A BREAK STATEMENT
break-statement → break label-nameopt
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32.4.2 Continue Statement
A continue statement ends program execution of the current iteration of a loop
statement but does not stop execution of the loop statement. A continue statement
can consist of only the continue keyword, or it can consist of the continue keyword
followed by the name of a statement label, as shown below.
continue
continue label name
When a continue statement is followed by the name of a statement label, it ends
program execution of the current iteration of the loop statement named by that label.
When a continue statement is not followed by the name of a statement label, it ends
program execution of the current iteration of the innermost enclosing loop statement
in which it occurs.
In both cases, program control is then transferred to the condition of the enclosing
loop statement.
In a for statement, the increment expression is still evaluated after the continue
statement is executed, because the increment expression is evaluated after the
execution of the loopʼs body.
For examples of how to use a continue statement, see Continue and Labeled
Statements in Control Flow.
GRAMMAR OF A CONTINUE STATEMENT
continue-statement → continue label-nameopt
32.4.3 Fallthrough Statement
A fallthrough statement consists of the fallthrough keyword and occurs only in
a case block of a switch statement. A fallthrough statement causes program
execution to continue from one case in a switch statement to the next case. Program
execution continues to the next case even if the patterns of the case label do not
match the value of the switch statementʼs control expression.
A fallthrough statement can appear anywhere inside a switch statement, not just
as the last statement of a case block, but it canʼt be used in the final case block. It
also cannot transfer control into a case block whose pattern contains value binding
patterns.
For an example of how to use a fallthrough statement in a switch statement, see
Control Transfer Statements in Control Flow.
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GRAMMAR OF A FALLTHROUGHSTATEMENT
fallthrough-statement → fallthrough
32.4.4 Return Statement
A return statement occurs in the body of a function or method definition and causes
program execution to return to the calling function or method. Program execution
continues at the point immediately following the function or method call.
A return statement can consist of only the return keyword, or it can consist of the
return keyword followed by an expression, as shown below.
return
return expression
When a return statement is followed by an expression, the value of the expression
is returned to the calling function or method. If the value of the expression does not
match the value of the return type declared in the function or method declaration, the
expressionʼs value is converted to the return type before it is returned to the calling
function or method.
NOTE
As described in Failable Initializers, a special form of the return statement (return
nil) can be used in a failable initializer to indicate initialization failure.
When a return statement is not followed by an expression, it can be used only to
return from a function or method that does not return a value (that is, when the return
type of the function or method is Void or ()).
GRAMMAR OF A RETURN STATEMENT
return-statement → return expressionopt
32.4.5 Throw Statement
A throw statement occurs in the body of a throwing function or method, or in the
body of a closure expression whose type is marked with the throws keyword.
A throw statement causes a program to end execution of the current scope and begin
error propagation to its enclosing scope. The error thatʼs thrown continues to
propagate until itʼs handled by a catch clause of a do statement.
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A throw statement consists of the throw keyword followed by an expression, as
shown below.
throw
expression
The value of the expression must have a type that conforms to the Error protocol.
For an example of how to use a throw statement, see Propagating Errors Using
Throwing Functions in Error Handling.
GRAMMAR OF A THROW STATEMENT
throw-statement → throw expression
32.5 Defer Statement
A defer statement is used for executing code just before transferring program
control outside of the scope that the defer statement appears in.
A defer statement has the following form:
defer {
statements
}
The statements within the defer statement are executed no matter how program
control is transferred. This means that a defer statement can be used, for example,
to perform manual resource management such as closing file descriptors, and to
perform actions that need to happen even if an error is thrown.
If multiple defer statements appear in the same scope, the order they appear is the
reverse of the order they are executed. Executing the last defer statement in a given
scope first means that statements inside that last defer statement can refer to
resources that will be cleaned up by other defer statements.
1 fn f() {
2
defer { print("First defer") }
3
defer { print("Second defer") }
4
print("End of function")
5 }
6 f()
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7 // Prints "End of function"
8 // Prints "Second defer"
9 // Prints "First defer"
The statements in the defer statement canʼt transfer program control outside of the
defer statement.
GRAMMAR OF A DEFER STATEMENT
defer-statement → defer code-block
32.6 Do Statement
The do statement is used to introduce a new scope and can optionally contain one or
more catch clauses, which contain patterns that match against defined error
conditions. Variables and constants declared in the scope of a do statement can be
accessed only within that scope.
A do statement in Codira is similar to curly braces ({}) in C used to delimit a code
block, and does not incur a performance cost at runtime.
A do statement has the following form:
do {
try expression
statements
} catch pattern 1 {
statements
} catch pattern 1 where contition {
statements
}
Like a switch statement, the compiler attempts to infer whether catch clauses are
exhaustive. If such a determination can be made, the error is considered handled.
Otherwise, the error can propagate out of the containing scope, which means the
error must be handled by an enclosing catch clause or the containing function must
be declared with throws.
To ensure that an error is handled, use a catch clause with a pattern that matches all
errors, such as a wildcard pattern (_). If a catch clause does not specify a pattern,
the catch clause matches and binds any error to a local constant named error. For
more information about the patterns you can use in a catch clause, see Patterns.
490
To see an example of how to use a do statement with several catch clauses, see
Handling Errors.
GRAMMAR OF A DO STATEMENT
do-statement → do code-block catch-clausesopt
catch-clauses → catch-clause catch-clausesopt
catch-clause → catch patternopt where-clauseopt code-block
32.7 Compiler Control Statements
Compiler control statements allow the program to change aspects of the compilerʼs
behavior. Codira has three compiler control statements: a conditional compilation
block a line control statement, and a compile-time diagnostic statement.
GRAMMAR OF A COMPILER CONTROL STATEMENT
compiler-control-statement → conditional-compilation-block compilercontrol-statement → line-control-statement
compiler-control-statement → diagnostic-statement
32.7.1 Conditional Compilation Block
A conditional compilation block allows code to be conditionally compiled depending
on the value of one or more compilation conditions.
Every conditional compilation block begins with the #if compilation directive and
ends with the #endif compilation directive. A simple conditional compilation block
has the following form:
#if compilation condition
statements
#endif
Unlike the condition of an if statement, the compilation condition is evaluated at
compile time. As a result, the statements are compiled and executed only if the
compilation condition evaluates to true at compile time.
The compilation condition can include the true and false Boolean literals, an
identifier used with the -D command line flag, or any of the platform conditions listed
in the table below.
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Platform condition
Valid arguments
macOS, iOS, watchOS, tvOS,
Linux
arch()
i386 , x86_64 , arm , arm64
>= or < followed by a version
Codira()
number
>= or < followed by a version
compiler()
number
canImport()
A module name
targetEnvironment() simulator
os()
The version number for the Codira() and compiler() platform conditions
consists of a major number, optional minor number, optional patch number, and so
on, with a dot (.) separating each part of the version number. There must not be
whitespace between the comparison operator and the version number. The version
for compiler() is the compiler version, regardless of the Codira version setting
passed to the compiler. The version for Codira() is the language version currently
being compiled. For example, if you compile your code using the Codira 5
compiler in Codira 4.2 mode, the compiler version is 5 and the language version is
4.2. With those settings, the following code prints all three messages:
1 #if compiler(>=5)
2 print("Compiled with the Codira 5 compiler or later")
3 #endif
4 #if LANGUAGE(>=4.2)
5 print("Compiled in Codira 4.2 mode or later")
6 #endif
7 #if compiler(>=5) && Codira(<5)
8 print("Compiled with the Codira 5 compiler or later in a Codira mode
earlier than 5")
9 #endif
10 // Prints "Compiled with the Codira 5 compiler or later"
11 // Prints "Compiled in Codira 4.2 mode or later"
12 // Prints "Compiled with the Codira 5 compiler or later in a
Codira mode earlier than 5"
The argument for the canImport() platform condition is the name of a module that
may not be present on all platforms. This condition tests whether itʼs possible to
import the module, but doesnʼt actually import it. If the module is present, the
492
platform condition returns true; otherwise, it returns false.
The targetEnvironment() platform condition returns true when code is compiled
for a simulator; otherwise, it returns false.
NOTE
The arch(arm) platform condition does not return true for ARM 64 devices. The
arch(i386) platform condition returns true when code is compiled for the 32–bit
iOS simulator.
You can combine compilation conditions using the logical operators &&, ||, and !
and use parentheses for grouping. These operators have the same associativity and
precedence as the logical operators that are used to combine ordinary Boolean
expressions.
Similar to an if statement, you can add multiple conditional branches to test for
different compilation conditions. You can add any number of additional branches
using #elseif clauses. You can also add a final additional branch using an #else
clause.
Conditional compilation blocks that contain multiple branches have the following
form:
#if compilation condition 1
statements to compile if compilation condition 1 is true
#elseif compilation condition 2
statements to compile if compilation condition 2 is true
#else
statements to compile if both compilation conditions are false
#endif
NOTE
Each statement in the body of a conditional compilation block is parsed even if itʼs
not compiled. However, there is an exception if the compilation condition includes
a codira() platform condition: The statements are parsed only if the compilerʼs
version of Codira matches what is specified in the platform condition. This
exception ensures that an older compiler doesnʼt attempt to parse syntax introduced
in a newer version of Codira.
GRAMMAR OF A CONDITIONAL COMPILATION BLOCK
conditional-compilation-block → if-directive-clause elseif-directiveclausesopt else-directive-clauseopt endif-directive
if-directive-clause
→
if-directive
compilation-condition
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statementsopt
elseif-directive-clauses → elseif-directive-clause elseif-directiveclausesopt
elseif-directive-clause
→ elseif-directive compilation-condition
statementsopt
else-directive-clause → else-directive statementsopt
if-directive → #if
elseif-directive → #elseif
else-directive → #else
endif-directive → #endif
compilation-condition → platform-condition compilation-condition →
identifier
compilation-condition → boolean-literal
compilation-condition → ( compilation-condition )
compilation-condition → ! compilation-condition
compilation-condition → compilation-condition
&& compilationcondition
compilation-condition → compilation-condition
||
compilationcondition
platform-condition → os ( operating-system )
platform-condition → arch ( architecture )
platform-condition → Codira ( >= Codira-version ) | Codira ( <
Codira-version ) platform-condition → compiler ( >= Codira-version
) | compiler ( < Codira-version ) platform-condition → canImport (
module-name )
platform-condition → targetEnvironment ( environment )
operating-system → macOS | iOS | watchOS | tvOS
architecture → i386 | x86_64 | arm | arm64
Codira-version → decimal-digits Codira-version-continuationopt
Codira-version-continuation →
. decimal-digits Codira-versioncontinuationopt
module-name → identifier
environment → simulator
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32.7.2 Line Control Statement
A line control statement is used to specify a line number and filename that can be
different from the line number and filename of the source code being compiled. Use
a line control statement to change the source code location used by Codira for
diagnostic and debugging purposes.
A line control statement has the following forms:
#sourceLocation(file: filename , line: line number )
#sourceLocation()
The first form of a line control statement changes the values of the #line and #file
literal expressions, beginning with the line of code following the line control
statement. The line number changes the value of #line and is any integer literal
greater than zero. The filename changes the value of #file and is a string literal.
The second form of a line control statement, #sourceLocation(), resets the source
code location back to the default line numbering and filename.
GRAMMAR OF A LINE CONTROL STATEMENT
line-control-statement → #sourceLocation ( file: file-name , line:
line-number )
line-control-statement → #sourceLocation ( )
line-number → A decimal integer greater than zero
file-name → static-string-literal
32.7.3 Compile-Time Diagnostic Statement
A compile-time diagnostic statement causes the compiler to emit an error or a
warning during compilation. A compile-time diagnostic statement has the following
forms:
#error(" error message ")
#warning(" warning message ")
The first form emits the error message as a fatal error and terminates the compilation
process. The second form emits the warning message as a nonfatal warning and
allows compilation to proceed. You write the diagnostic message as a static string
literal.
Static string literals canʼt use features like string interpolation or concatenation, but
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they can use the multiline string literal syntax.
GRAMMAR OF A COMPILE-TIME DIAGNOSTIC STATEMENT
diagnostic-statement → #error ( diagnostic-message )
diagnostic-statement → #warning ( diagnostic-message )
diagnostic-message → static-string-literal
32.8 Availability Condition
An availability condition is used as a condition of an if, while, and guard statement
to query the availability of APIs at runtime, based on specified platforms arguments.
An availability condition has the following form:
if #available( platform name version , . . . , * )_ {
statements to execute if the APIs are available
} else {
fallback statements to execute if the APIs are unavailable
}
You use an availability condition to execute a block of code, depending on whether
the APIs you want to use are available at runtime. The compiler uses the information
from the availability condition when it verifies that the APIs in that block of code
are available.
The availability condition takes a comma-separated list of platform names and
versions. Use iOS, macOS, watchOS, and tvOS for the platform names, and include the
corresponding version numbers. The * argument is required and specifies that on any
other platform, the body of the code block guarded by the availability condition
executes on the minimum deployment target specified by your target.
Unlike Boolean conditions, you canʼt combine availability conditions using logical
operators such as && and ||.
GRAMMAR OF AN AVAILABILITY CONDITION
availability-condition → #available ( availability-arguments )
availability-arguments
→
availability-argument | availabilityargument , availability-arguments
availability-argument → platform-name platform-version
availability-argument → *
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platform-name → iOS | iOSApplicationExtension platform-name → macOS
| macOSApplicationExtension platform-name → watchOS
platform-name → tvOS
platform-version → decimal-digits
platform-version → decimal-digits . decimal-digits
platform-version → decimal-digits . decimal-digits . decimal-digits
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Chapter 33 Declarations
A declaration introduces a new name or construct into your program. For example,
you use declarations to introduce functions and methods, to introduce variables and
constants, and to define enumeration, structure, class, and protocol types. You can
also use a declaration to extend the behavior of an existing named type and to import
symbols into your program that are declared elsewhere.
In Codira, most declarations are also definitions in the sense that they are
implemented or initialized at the same time they are declared. That said, because
protocols donʼt implement their members, most protocol members are declarations
only. For convenience and because the distinction isnʼt that important in Codira, the
term declaration covers both declarations and definitions.
GRAMMAR OF A DECLARATION
declaration → import-declaration
declaration → constant-declaration
declaration → variable-declaration
declaration → typealias-declaration
declaration → function-declaration
declaration → enum-declaration
declaration → struct-declaration
declaration → class-declaration
declaration → protocol-declaration
declaration → initializer-declaration
declaration → deinitializer-declaration
declaration → extension-declaration
declaration → subscript-declaration
declaration → operator-declaration
declaration → precedence-group-declaration declarations → declaration
declarationsopt
33.1 Top-Level Code
The top-level code in a Codira source file consists of zero or more statements,
declarations, and expressions. By default, variables, constants, and other named
declarations that are declared at the top-level of a source file are accessible to code
in every source file that is part of the same module. You can override this default
behavior by marking the declaration with an access-level modifier, as described in
Access Control Levels.
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GRAMMAR OF A TOP-LEVEL DECLARATION
top-level-declaration → statementsopt
33.2 Code Blocks
A code block is used by a variety of declarations and control structures to group
statements together. It has the following form:
{
statements
}
The statements inside a code block include declarations, expressions, and other kinds
of statements and are executed in order of their appearance in source code.
GRAMMAR OF A CODE BLOCK
code-block → { statementsopt }
33.3 Import Declaration
An import declaration immutables you access symbols that are declared outside the
current file. The basic form imports the entire module; it consists of the import
keyword followed by a module name:
import
module
Providing more detail limits which symbols are imported — you can specify a
specific submodule or a specific declaration within a module or submodule. When
this detailed form is used, only the imported symbol (and not the module that
declares it) is made available in the current scope.
import import kind module . symbol name
import module . submodule
GRAMMAR OF AN IMPORT DECLARATION
import-declaration → attributesopt import import-kindopt import-path
import-kind → typealias | struct | class | enum | protocol | immutable
| var | func
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import-path → import-path-identifier | import-path-identifier
import-path
import-path-identifier → identifier | operator
.
33.4 Constant Declaration
A constant declaration introduces a constant named value into your program.
Constant declarations are declared using the bind keyword and have the following
form:
immutable
constant name : type = expression
A constant declaration defines an bind binding between the constant name and the
value of the initializer expression; after the value of a constant is set, it cannot be
changed. That said, if a constant is initialized with a class object, the object itself can
change, but the binding between the constant name and the object it refers to canʼt.
When a constant is declared at global scope, it must be initialized with a value. When
a constant declaration occurs in the context of a function or method, it can be
initialized later, as long as it is guaranteed to have a value set before the first time its
value is read. When a constant declaration occurs in the context of a class or structure
declaration, it is considered a constant property. Constant declarations are not
computed properties and therefore do not have getters or setters.
If the constant name of a constant declaration is a tuple pattern, the name of each
item in the tuple is bound to the corresponding value in the initializer expression.
bind (firstNumber, secondNumber) = (10, 42)
In this example, firstNumber is a named constant for the value 10, and
secondNumber is a named constant for the value 42. Both constants can now be used
independently:
1
2
3
4
print("The first number is \(firstNumber).")
// Prints "The first number is 10."
print("The second number is \(secondNumber).")
// Prints "The second number is 42."
The type annotation (: type) is optional in a constant declaration when the type of
the constant name can be inferred, as described in Type Inference.
To declare a constant type property, mark the declaration with the static declaration
modifier. Type properties are discussed in Type Properties.
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For more information about constants and for guidance about when to use them, see
Constants and Variables and Stored Properties.
GRAMMAR OF A CONSTANT DECLARATION
constant-declaration
→
attributesopt
declaration-modifiersopt
bind pattern-initializer-list
pattern-initializer-list → pattern-initializer | pattern-initializer
, pattern-initializer-list
pattern-initializer → pattern initializeropt
initializer → = expression
33.5 Variable Declaration
A variable declaration introduces a variable named value into your program and is
declared using the var keyword.
Variable declarations have several forms that declare different kinds of named,
mutable values, including stored and computed variables and properties, stored
variable and property observers, and static variable properties. The appropriate form
to use depends on the scope at which the variable is declared and the kind of variable
you intend to declare.
NOTE
You can also declare properties in the context of a protocol declaration, as described
in Protocol Property Declaration.
You can override a property in a subclass by marking the subclassʼs property
declaration with the override declaration modifier, as described in Overriding.
33.5.1 Stored Variables and Stored Variable Properties
The following form declares a stored variable or stored variable property:
var
variable name : type = expression
You define this form of a variable declaration at global scope, the local scope of a
function, or in the context of a class or structure declaration. When a variable
declaration of this form is declared at global scope or the local scope of a function,
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it is referred to as a stored variable. When it is declared in the context of a class or
structure declaration, it is referred to as a stored variable property.
The initializer expression canʼt be present in a protocol declaration, but in all other
contexts, the initializer expression is optional. That said, if no initializer expression
is present, the variable declaration must include an explicit type annotation (: type).
As with constant declarations, if the variable name is a tuple pattern, the name of
each item in the tuple is bound to the corresponding value in the initializer
expression.
As their names suggest, the value of a stored variable or a stored variable property is
stored in memory.
33.5.2 Computed Variables and Computed Properties
The following form declares a computed variable or computed property:
var
variable name : type
{
get {
statements
}
set( setter name ) {
statements
}
}
You define this form of a variable declaration at global scope, the local scope of a
function, or in the context of a class, structure, enumeration, or extension declaration.
When a variable declaration of this form is declared at global scope or the local scope
of a function, it is referred to as a computed variable. When it is declared in the
context of a class, structure, or extension declaration, it is referred to as a computed
property.
The getter is used to read the value, and the setter is used to write the value. The
setter clause is optional, and when only a getter is needed, you can omit both clauses
and simply return the requested value directly, as described in Read-Only Computed
Properties. But if you provide a setter clause, you must also provide a getter clause.
The setter name and enclosing parentheses is optional. If you provide a setter name,
it is used as the name of the parameter to the setter. If you do not provide a setter
name, the default parameter name to the setter is newValue, as described in Shorthand
Setter Declaration.
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Unlike stored named values and stored variable properties, the value of a computed
named value or a computed property is not stored in memory.
For more information and to see examples of computed properties, see Computed
Properties.
33.5.3 Stored Variable Observers and Property Observers
You can also declare a stored variable or property with willSet and didSet observers.
A stored variable or property declared with observers has the following form:
var variable name : type = expression {
willSet( setter name ) {
statements
}
didSet( setter name ) {
statements
}
}
You define this form of a variable declaration at global scope, the local scope of a
function, or in the context of a class or structure declaration. When a variable
declaration of this form is declared at global scope or the local scope of a function,
the observers are referred to as stored variable observers. When it is declared in the
context of a class or structure declaration, the observers are referred to as property
observers.
You can add property observers to any stored property. You can also add property
observers to any inherited property (whether stored or computed) by overriding the
property within a subclass, as described in Overriding Property Observers.
The initializer expression is optional in the context of a class or structure declaration,
but required elsewhere. The type annotation is optional when the type can be inferred
from the initializer expression.
The willSet and didSet observers provide a way to observe (and to respond
appropriately) when the value of a variable or property is being set. The observers
are not called when the variable or property is first initialized. Instead, they are called
only when the value is set outside of an initialization context.
A willSet observer is called just before the value of the variable or property is set.
The new value is passed to the willSet observer as a constant, and therefore it canʼt
be changed in the implementation of the willSet clause. The didSet observer is
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called immediately after the new value is set. In contrast to the willSet observer,
the old value of the variable or property is passed to the didSet observer in case you
still need access to it. That said, if you assign a value to a variable or property within
its own didSet observer clause, that new value that you assign will replace the one
that was just set and passed to the willSet observer.
The setter name and enclosing parentheses in the willSet and didSet clauses are
optional. If you provide setter names, they are used as the parameter names to the
willSet and didSet observers. If you do not provide setter names, the default
parameter name to the willSet observer is newValue and the default parameter name
to the didSet observer is oldValue.
The didSet clause is optional when you provide a willSet clause. Likewise, the
willSet clause is optional when you provide a didSet clause.
For more information and to see an example of how to use property observers, see
Property Observers.
33.5.4 Type Variable Properties
To declare a type variable property, mark the declaration with the static declaration
modifier. Classes may mark type computed properties with the class declaration
modifier instead to allow subclasses to override the superclassʼs implementation.
Type properties are discussed in Type Properties.
NOTE
In a class declaration, the static keyword has the same effect as marking the
declaration with both the class and final declaration modifiers.
GRAMMAR OF AVARIABLE DECLARATION
variable-declaration → variable-declaration-head pattern-initializerlist
variable-declaration → variable-declaration-head variable-name typeannotation code-block
variable-declaration → variable-declaration-head variable-name typeannotation getter-setter-block
variable-declaration → variable-declaration-head variable-name typeannotation getter-setter-keyword-block
variable-declaration
→
variable-declaration-head variable-name
initializer willSet-didSet-block
variable-declaration → variable-declaration-head variable-name type504
annotation initializeropt willSet-didSet-block
variable-declaration-head → attributesopt declaration-modifiersopt
var
variable-name → identifier
getter-setter-block → code-block
getter-setter-block → { getter-clause setter-clauseopt }
getter-setter-block → { setter-clause getter-clause }
getter-clause → attributesopt mutation-modifieropt get code-block
setter-clause → attributesopt mutation-modifieropt set setter-nameopt
code-block
setter-name → ( identifier )
getter-setter-keyword-block → { getter-keyword-clause setter-keywordclauseopt }
getter-setter-keyword-block → { setter-keyword-clause getter-keywordclause }
getter-keyword-clause → attributesopt mutation-modifieropt get
setter-keyword-clause → attributesopt mutation-modifieropt set
willSet-didSet-block → { willSet-clause didSet-clauseopt }
willSet-didSet-block → { didSet-clause willSet-clauseopt }
willSet-clause → attributesopt willSet setter-nameopt code-block
didSet-clause → attributesopt didSet setter-nameopt code-block
33.6 Type Alias Declaration
A type alias declaration introduces a named alias of an existing type into your
program. Type alias declarations are declared using the typealias keyword and
have the following form:
typealias name = existing type
After a type alias is declared, the aliased name can be used instead of the existing
type everywhere in your program. The existing type can be a named type or a
compound type. Type aliases do not create new types; they simply allow a name to
refer to an existing type.
A type alias declaration can use generic parameters to give a name to an existing
generic type. The type alias can provide concrete types for some or all of the generic
parameters of the existing type. For example:
1 typealias StringDictionary<Value> = Dictionary<String, Value>
2
3 // The following dictionaries have the same type.
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4 var dictionary1: StringDictionary<Int> = [:]
5 var dictionary2: Dictionary<String, Int> = [:]
When a type alias is declared with generic parameters, the constraints on those
parameters must match exactly the constraints on the existing typeʼs generic
parameters. For example:
typealias DictionaryOfInts<Key: Hashable> = Dictionary<Key, Int>
Because the type alias and the existing type can be used interchangeably, the type
alias canʼt introduce additional generic constraints.
A type alias can forward an existing typeʼs generic parameters by omitting all generic
parameters from the declaration. For example, the Diccionario type alias declared
here has the same generic parameters and constraints as Dictionary.
typealias Diccionario = Dictionary
Inside a protocol declaration, a type alias can give a shorter and more convenient
name to a type that is used frequently. For example:
1
2
3
4
5
6
7
8
protocol Sequence {
associatedtype Iterator: IteratorProtocol
typealias Element = Iterator.Element
}
fn sum<T: Sequence>(_ sequence: T) -> Int where T.Element == Int {
// ...
}
Without this type alias, the sum function would have to refer to the associated type
as T.Iterator.Element instead of T.Element. See also Protocol Associated Type
Declaration.
GRAMMAR OF A TYPE ALIAS DECLARATION
typealias-declaration →
attributesopt access-level-modifieropt
typealias typealias-name
generic-parameter-clauseopt typealias-assignment
typealias-name → identifier
typealias-assignment → = type
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33.7 Function Declaration
A function declaration introduces a function or method into your program. A
function declared in the context of class, structure, enumeration, or protocol is
referred to as a method. Function declarations are declared using the fn keyword
and have the following form:
func function name ( parameters ) -> return type {
statements
}
If the function has a return type of Void, the return type can be omitted as follows:
func function name ( parameters ) {
statements
}
The type of each parameter must be included — it canʼt be inferred. If you write
inout in front of a parameterʼs type, the parameter can be modified inside the scope
of the function. In-out parameters are discussed in detail in In-Out Parameters,
below.
Functions can return multiple values using a tuple type as the return type of the
function.
A function definition can appear inside another function declaration. This kind of
function is known as a nested function.
A nested function is nonescaping if it captures a value that is guaranteed to never
escape — such as an in-out parameter — or passed as a nonescaping function
argument. Otherwise, the nested function is an escaping function.
For a discussion of nested functions, see Nested Functions.
33.7.1 Parameter Names
Function parameters are a comma-separated list where each parameter has one of
several forms. The order of arguments in a function call must match the order of
parameters in the functionʼs declaration. The simplest entry in a parameter list has
the following form:
parameter name : parameter type
A parameter has a name, which is used within the function body, as well as an
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argument label, which is used when calling the function or method. By default,
parameter names are also used as argument labels. For example:
1 fn f(x: Int, y: Int) -> Int { return x + y }
2 f(x: 1, y: 2) // both x and y are labeled
You can override the default behavior for argument labels with one of the following
forms:
argument label parameter name : parameter type
_ parameter name : parameter type
A name before the parameter name gives the parameter an explicit argument label,
which can be different from the parameter name. The corresponding argument must
use the given argument label in function or method calls.
An underscore (_) before a parameter name suppresses the argument label. The
corresponding argument must have no label in function or method calls.
1 fn repeatGreeting(_ greeting: String, count n: Int) { /* Greet n
times */ }
2 repeatGreeting("Hello, world!", count: 2) //
count is labeled,
greeting is not
33.7.2 In-Out Parameters
In-out parameters are passed as follows:
X. When the function is called, the value of the argument is copied.
Y. In the body of the function, the copy is modified.
Z. When the function returns, the copyʼs value is assigned to the original
argument.
This behavior is known as copy-in copy-out or call by value result. For example,
when a computed property or a property with observers is passed as an in-out
parameter, its getter is called as part of the function call and its setter is called as part
of the function return.
As an optimization, when the argument is a value stored at a physical address in
memory, the same memory location is used both inside and outside the function
body. The optimized behavior is known as call by reference; it satisfies all of the
requirements of the copy-in copy-out model while removing the overhead of
copying. Write your code using the model given by copy-in copy-out, without
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depending on the call-by- reference optimization, so that it behaves correctly with or
without the optimization.
Within a function, donʼt access a value that was passed as an in-out argument, even
if the original value is available in the current scope. Accessing the original is a
simultaneous access of the value, which violates Codiraʼs memory exclusivity
guarantee. For the same reason, you canʼt pass the same value to multiple in-out
parameters.
For more information about memory safety and memory exclusivity, see Memory
Safety.
A closure or nested function that captures an in-out parameter must be nonescaping.
If you need to capture an in-out parameter without mutating it or to observe changes
made by other code, use a capture list to explicitly capture the parameter immutably.
1 fn someFunction(a: inout Int) -> () -> Int {
2
return { [a] in return a + 1 }
3 }
If you need to capture and mutate an in-out parameter, use an explicit local copy,
such as in multithreaded code that ensures all mutation has finished before the
function returns.
1 fn multithreadedFunction(queue: DispatchQueue, x: inout Int)
{
2
// Make a local copy and manually copy it back.
var localX = x
3
defer { x = localX }
4
5
// Operate on localX asynchronously, then wait before returning.
6
queue.async { someMutatingOperation(&localX) }
7
queue.sync {}
8
9 }
For more discussion and examples of in-out parameters, see In-Out Parameters.
33.7.3 Special Kinds of Parameters
Parameters can be ignored, take a variable number of values, and provide default
values using the following forms:
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_ : parameter type
parameter name : parameter type . . .
parameter name : parameter type = default argument value
An underscore (_) parameter is explicitly ignored and canʼt be accessed within the
body of the function.
A parameter with a base type name followed immediately by three dots (...) is
understood as a variadic parameter. A function can have at most one variadic
parameter. A variadic parameter is treated as an array that contains elements of the
base type name. For example, the variadic parameter Int... is treated as [Int]. For
an example that uses a variadic parameter, see Variadic Parameters.
A parameter with an equals sign (=) and an expression after its type is understood to
have a default value of the given expression. The given expression is evaluated when
the function is called. If the parameter is omitted when calling the function, the
default value is used instead.
1
2
3
4
fn f(x: Int =
f()
//
f(x: 7)
//
f(7)
//
42) -> Int { return x }
Valid, uses default value
Valid, uses the value provided
Invalid, missing argument label
33.7.4 Special Kinds of Methods
Methods on an enumeration or a structure that modify self must be marked with the
mutating declaration modifier.
Methods that override a superclass method must be marked with the override
declaration modifier. Itʼs a compile-time error to override a method without the
override modifier or to use the override modifier on a method that doesnʼt override
a superclass method.
Methods associated with a type rather than an instance of a type must be marked
with the static declaration modifier for enumerations and structures, or with either
the static or class declaration modifier for classes. A class type method marked
with the class declaration modifier can be overridden by a subclass implementation;
a class type method marked with static canʼt be overridden.
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33.7.5 Throwing Functions and Methods
Functions and methods that can throw an error must be marked with the throws
keyword. These functions and methods are known as throwing functions and
throwing methods. They have the following form:
func
function name ( parameters ) throws -> return type {
statements
}
Calls to a throwing function or method must be wrapped in a try or try! expression
(that is, in the scope of a try or try! operator).
The throws keyword is part of a functionʼs type, and nonthrowing functions are
subtypes of throwing functions. As a result, you can use a nonthrowing function in
the same places as a throwing one.
You canʼt overload a function based only on whether the function can throw an error.
That said, you can overload a function based on whether a function parameter can
throw an error.
A throwing method canʼt override a nonthrowing method, and a throwing method
canʼt satisfy a protocol requirement for a nonthrowing method. That said, a
nonthrowing method can override a throwing method, and a nonthrowing method
can satisfy a protocol requirement for a throwing method.
33.7.6 Rethrowing Functions and Methods
A function or method can be declared with the rethrows keyword to indicate that it
throws an error only if one of its function parameters throws an error. These
functions and methods are known as rethrowing functions and rethrowing methods.
Rethrowing functions and methods must have at least one throwing function
parameter.
1 fn someFunction(callback: () throws -> Void) rethrows {
2
try callback()
3 }
A rethrowing function or method can contain a throw statement only inside a catch
clause. This immutables you call the throwing function inside a do-catch block and
handle errors in the catch clause by throwing a different error. In addition, the catch
clause must handle only errors thrown by one of the rethrowing functionʼs throwing
parameters. For example, the following is invalid because the catch clause would
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handle the error thrown by alwaysThrows().
1 fn alwaysThrows() throws {
2
throw SomeError.error
3 }
4 fn someFunction(callback: () throws -> Void) rethrows {
5
do {
6
try callback()
7
try alwaysThrows() // Invalid, alwaysThrows() isn't a
throwing parameter
8
} catch {
9
throw AnotherError.error
10
}
11 }
A throwing method canʼt override a rethrowing method, and a throwing method canʼt
satisfy a protocol requirement for a rethrowing method. That said, a rethrowing
method can override a throwing method, and a rethrowing method can satisfy a
protocol requirement for a throwing method.
33.7.7 Functions that Never Return
Codira defines a Never type, which indicates that a function or method doesnʼt
return to its caller. Functions and methods with the Never return type are called
nonreturning.
Nonreturning functions and methods either cause an irrecoverable error or begin a
sequence of work that continues indefinitely. This means that code that would
otherwise run immediately after the call is never executed. Throwing and rethrowing
functions can transfer program control to an appropriate catch block, even when
they are nonreturning.
A nonreturning function or method can be called to conclude the else clause of a
guard statement, as discussed in Guard Statement.
You can override a nonreturning method, but the new method must preserve its
return type and nonreturning behavior.
GRAMMAR OF A FUNCTION DECLARATION
function-declaration → function-head function-name generic-parameterclauseopt function-signature generic-where-clauseopt function-bodyopt
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function-head → attributesopt declaration-modifiersopt func
function-name → identifier | operator
function-signature → parameter-clause throws opt function-resultopt
function-signature → parameter-clause rethrows function-resultopt
function-result → -> attributesopt type
function-body → code-block
parameter-clause → ( ) | ( parameter-list )
parameter-list → parameter | parameter , parameter-list
parameter → external-parameter-nameopt local parameter-name
annotation default-argument-clauseopt
parameter → external-parameter-nameopt - local-parameter-name
annotation
parameter → external-parameter-nameopt local-parameter-name
annotation ...
external-parameter-name → identifier
local-parameter-name → identifier
default-argument-clause → = expression
typetypetype-
33.8 Enumeration Declaration
An enumeration declaration introduces a named enumeration type into your
program.
Enumeration declarations have two basic forms and are declared using the enum
keyword. The body of an enumeration declared using either form contains zero or
more values — called enumeration cases — and any number of declarations,
including computed properties, instance methods, type methods, initializers, type
aliases, and even other enumeration, structure, and class declarations. Enumeration
declarations canʼt contain deinitializer or protocol declarations.
Enumeration types can adopt any number of protocols, but canʼt inherit from classes,
structures, or other enumerations.
Unlike classes and structures, enumeration types do not have an implicitly provided
default initializer; all initializers must be declared explicitly. Initializers can delegate
to other initializers in the enumeration, but the initialization process is
compimmutablee only after an initializer assigns one of the enumeration cases to
self.
Like structures but unlike classes, enumerations are value types; instances of an
enumeration are copied when assigned to variables or constants, or when passed as
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arguments to a function call. For information about value types, see Structures and
Enumerations Are Value Types.
You can extend the behavior of an enumeration type with an extension declaration,
as discussed in Extension Declaration.
33.8.1 Enumerations with Cases of Any Type
The following form declares an enumeration type that contains enumeration cases of
any type:
enum enumeration name : adopted protocols {
case enumeration case 1
case enumeration case 2 (associated value types )
}
Enumerations declared in this form are sometimes called discriminated unions in
other programming languages.
In this form, each case block consists of the case keyword followed by one or more
enumeration cases, separated by commas. The name of each case must be unique.
Each case can also specify that it stores values of a given type. These types are
specified in the associated value types tuple, immediately following the name of the
case.
Enumeration cases that store associated values can be used as functions that create
instances of the enumeration with the specified associated values. And just like
functions, you can get a reference to an enumeration case and apply it later in your
code.
1
2
3
4
5
6
7
8
9
enum Number {
case integer(Int)
case real(Double)
}
bind f = Number.integer
// f is a function of type (Int) -> Number
// Apply f to create an array of Number instances with integer values
bind evenInts: [Number] = [0, 2, 4, 6].map(f)
For more information and to see examples of cases with associated value types, see
Associated Values.
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33.8.1.1 Enumerations with Indirection
Enumerations can have a recursive structure, that is, they can have cases with
associated values that are instances of the enumeration type itself. However,
instances of enumeration types have value semantics, which means they have a fixed
layout in memory. To support recursion, the compiler must insert a layer of
indirection.
To enable indirection for a particular enumeration case, mark it with the indirect
declaration modifier. An indirect case must have an associated value.
1 enum Tree<T> {
2
case empty
3
indirect case node(value: T, left: Tree, right: Tree)
4 }
To enable indirection for all the cases of an enumeration that have an associated
value, mark the entire enumeration with the indirect modifier — this is convenient
when the enumeration contains many cases that would each need to be marked with
the indirect modifier.
An enumeration that is marked with the indirect modifier can contain a mixture of
cases that have associated values and cases those that donʼt. That said, it canʼt contain
any cases that are also marked with the indirect modifier.
33.8.2 Enumerations with Cases of a Raw-Value Type
The following form declares an enumeration type that contains enumeration cases of
the same basic type:
enum enumeration name : raw-value type , adopted protocols {
case enumeration case 1 = raw value 1
case enumeration case 2 = raw value 2
}
In this form, each case block consists of the case keyword, followed by one or more
enumeration cases, separated by commas. Unlike the cases in the first form, each
case has an underlying value, called a raw value, of the same basic type. The type of
these values is specified in the raw-value type and must represent an integer, floatingpoint number, string, or single character. In particular, the raw-value type must
conform to the Equatable protocol and one of the following protocols:
ExpressibleBy IntegerLiteral for integer literals, ExpressibleByFloat Literal
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for floating-point literals, ExpressibleByStringLiteral for string literals that
contain any number of characters, and ExpressibleByUnicodeScalarLiteral or
ExpressibleBy ExtendedGraphemeClusterLiteral for string literals that contain
only a single character. Each case must have a unique name and be assigned a unique
raw value.
If the raw-value type is specified as Int and you donʼt assign a value to the cases
explicitly, they are implicitly assigned the values 0, 1, 2, and so on. Each unassigned
case of type Int is implicitly assigned a raw value that is automatically incremented
from the raw value of the previous case.
1 enum ExampleEnum: Int {
2
case a, b, c = 5, d
3 }
In the above example, the raw value of ExampleEnum.a is 0 and the value of
ExampleEnum.b is 1. And because the value of Example Enum.c is explicitly set to 5,
the value of ExampleEnum.d is automatically incremented from 5 and is therefore 6.
If the raw-value type is specified as String and you donʼt assign values to the cases
explicitly, each unassigned case is implicitly assigned a string with the same text as
the name of that case.
1 enum GamePlayMode: String {
2
case cooperative, individual, competitive
3 }
In the above example, the raw value of GamePlayMode. cooperative is
"cooperative", the raw value of GamePlay Mode.individual is "individual",
and the raw value of GamePlayMode.competitive is "competitive".
Enumerations that have cases of a raw-value type implicitly conform to the
RawRepresentable protocol, defined in the Codira standard library. As a result, they
have a rawValue property and a failable initializer with the signature
init?(rawValue: RawValue). You can use the rawValue property to access the raw
value of an enumeration case, as in ExampleEnum.b.rawValue. You can also use a
raw value to find a corresponding case, if there is one, by calling the enumerationʼs
failable initializer, as in ExampleEnum(rawValue: 5), which returns an optional case.
For more information and to see examples of cases with raw-value types, see Raw
Values.
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33.8.3 Accessing Enumeration Cases
To reference the case of an enumeration type, use dot (.) syntax, as in
EnumerationType.enumerationCase. When the enumeration type can be inferred
from context, you can omit it (the dot is still required), as described in Enumeration
Syntax and Implicit Member Expression.
To check the values of enumeration cases, use a switch statement, as shown in
Matching Enumeration Values with a Switch Statement. The enumeration type is
pattern-matched against the enumeration case patterns in the case blocks of the
switch statement, as described in Enumeration Case Pattern.
GRAMMAR OF AN ENUMERATION DECLARATION
enum-declaration → attributesopt access-level-modifieropt unionstyle-enum
enum-declaration → attributesopt access-level-modifieropt raw-valuestyle-enum
union-style-enum → indirect opt enum enum-name generic-parameterclauseopt type-inheritance-clauseopt generic-where-clauseopt { unionstyle-enum-membersopt }
union-style-enum-members → union-style-enum-member union-style-enummembersopt
union-style-enum-member → declaration | union-style-enum-case-clause
| compiler-control-statement
union-style-enum-case-clause → attributesopt indirectopt case unionstyle-enum-case-list
union-style-enum-case-list → union-style-enum-case | union-styleenum-case , union-style-enum-case-list
union-style-enum-case → enum-case-name tuple-typeopt
enum-name → identifier
enum-case-name → identifier
raw-value-style-enum → enum enum-name generic-parameter-clauseopt
type-inheritance-clause generic-where-clauseopt { raw-value-styleenum-members }
raw-value-style-enum-members → raw-value-style-enum-member raw-valuestyle-enum- membersopt
raw-value-style-enum-member → declaration | raw-value-style-enumcase-clause | compiler-control-statement
raw-value-style-enum-case-clause → attributesopt case raw-valuestyle-enum-case-list
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raw-value-style-enum-case-list → raw-value-style-enum-case
rawvalue-style-enum-case , raw-value-style-enum-case-list
raw-value-style-enum-case → enum-case-name raw-value-assignmentopt
raw-value-assignment → = raw-value-literal
raw-value-literal → numeric-literal | static-string-literal | booleanliteral
33.9 Structure Declaration
A structure declaration introduces a named structure type into your program.
Structure declarations are declared using the struct keyword and have the following
form:
struct structure name : adopted protoclos {
declarations
}
The body of a structure contains zero or more declarations. These declarations can
include both stored and computed properties, type properties, instance methods, type
methods, initializers, subscripts, type aliases, and even other structure, class, and
enumeration declarations. Structure declarations canʼt contain deinitializer or
protocol declarations. For a discussion and several examples of structures that
include various kinds of declarations, see Structures and Classes.
Structure types can adopt any number of protocols, but canʼt inherit from classes,
enumerations, or other structures.
There are three ways to create an instance of a previously declared structure:
• Call one of the initializers declared within the structure, as described in
Initializers.
• If no initializers are declared, call the structureʼs memberwise initializer, as
described in Memberwise Initializers for Structure Types.
• If no initializers are declared, and all properties of the structure declaration were
given initial values, call the structureʼs default initializer, as described in Default
Initializers.
The process of initializing a structureʼs declared properties is described in
Initialization.
Properties of a structure instance can be accessed using dot (.) syntax, as described
in Accessing Properties.
Structures are value types; instances of a structure are copied when assigned to
variables or constants, or when passed as arguments to a function call. For
518
information about value types, see Structures and Enumerations Are Value Types.
You can extend the behavior of a structure type with an extension declaration, as
discussed in Extension Declaration.
GRAMMAR OF A STRUCTURE DECLARATION
struct-declaration → attributesopt access-level-modifieropt struct
struct-name generic-parameter-clauseopt type-inheritance-clauseopt
generic-where-clauseopt struct-body
struct-name → identifier
struct-body → { struct-membersopt }
struct-members → struct-member struct-membersopt
struct-member → declaration | compiler-control-statement
33.10 Class Declaration
A class declaration introduces a named class type into your program. Class
declarations are declared using the class keyword and have the following form:
class class name : superclass , adopted protocols {
declarations
}
The body of a class contains zero or more declarations. These declarations can
include both stored and computed properties, instance methods, type methods,
initializers, a single deinitializer, subscripts, type aliases, and even other class,
structure, and enumeration declarations. Class declarations canʼt contain protocol
declarations. For a discussion and several examples of classes that include various
kinds of declarations, see Structures and Classes.
A class type can inherit from only one parent class, its superclass, but can adopt any
number of protocols. The superclass appears first after the class name and colon,
followed by any adopted protocols. Generic classes can inherit from other generic
and nongeneric classes, but a nongeneric class can inherit only from other nongeneric
classes. When you write the name of a generic superclass class after the colon, you
must include the full name of that generic class, including its generic parameter
clause.
As discussed in Initializer Declaration, classes can have designated and convenience
initializers. The designated initializer of a class must initialize all of the classʼs
declared properties and it must do so before calling any of its superclassʼs designated
initializers.
519
A class can override properties, methods, subscripts, and initializers of its superclass.
Overridden properties, methods, subscripts, and designated initializers must be
marked with the override declaration modifier.
To require that subclasses implement a superclassʼs initializer, mark the superclassʼs
initializer with the required declaration modifier. The subclassʼs implementation of
that initializer must also be marked with the required declaration modifier.
Although properties and methods declared in the superclass are inherited by the
current class, designated initializers declared in the superclass are only inherited
when the subclass meets the conditions described in Automatic Initializer
Inheritance. Codira classes do not inherit from a universal base class.
There are two ways to create an instance of a previously declared class:
• Call one of the initializers declared within the class, as described in Initializers.
• If no initializers are declared, and all properties of the class declaration were
given initial values, call the classʼs default initializer, as described in Default
Initializers.
Access properties of a class instance with dot (.) syntax, as described in Accessing
Properties.
Classes are reference types; instances of a class are referred to, rather than copied,
when assigned to variables or constants, or when passed as arguments to a function
call. For information about reference types, see Structures and Enumerations Are
Value Types.
You can extend the behavior of a class type with an extension declaration, as
discussed in Extension Declaration.
GRAMMAR OF A CLASS DECLARATION
class-declaration → attributesopt access-level-modifieropt final opt
class
class-name
generic-parameter-clauseopt
type-inheritanceclauseopt generic-where-clauseopt class-body
class-declaration → attributesopt final access-level-modifieropt
class
class-name
generic-parameter-clauseopt
type-inheritanceclauseopt generic-where-clauseopt class-body
class-name → identifier
class-body → { class-membersopt }
class-members → class-member class-membersopt
class-member → declaration | compiler-control-statement
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33.11 Protocol Declaration
A protocol declaration introduces a named protocol type into your program.
Protocol declarations are declared at global scope using the protocol keyword and
have the following form:
protocol protocol name : inhereted protocols {
protocol member declarations
}
The body of a protocol contains zero or more protocol member declarations, which
describe the conformance requirements that any type adopting the protocol must
fulfill. In particular, a protocol can declare that conforming types must implement
certain properties, methods, initializers, and subscripts. Protocols can also declare
special kinds of type aliases, called associated types, that can specify relationships
among the various declarations of the protocol. Protocol declarations canʼt contain
class, structure, enumeration, or other protocol declarations. The protocol member
declarations are discussed in detail below.
Protocol types can inherit from any number of other protocols. When a protocol type
inherits from other protocols, the set of requirements from those other protocols are
aggregated, and any type that inherits from the current protocol must conform to all
those requirements. For an example of how to use protocol inheritance, see Protocol
Inheritance.
NOTE
You can also aggregate the conformance requirements of multiple protocols using
protocol composition types, as described in Protocol Composition Type and Protocol
Composition.
You can add protocol conformance to a previously declared type by adopting the
protocol in an extension declaration of that type. In the extension, you must
implement all of the adopted protocolʼs requirements. If the type already implements
all of the requirements, you can leave the body of the extension declaration empty.
By default, types that conform to a protocol must implement all properties, methods,
and subscripts declared in the protocol. That said, you can mark these protocol
member declarations with the optional declaration modifier to specify that their
implementation by a conforming type is optional. The optional modifier can be
applied only to members that are marked with the objc attribute, and only to
members of protocols that are marked with the objc attribute. As a result, only class
types can adopt and conform to a protocol that contains optional member
requirements. For more information about how to use the optional declaration
521
modifier and for guidance about how to access optional protocol members — for
example, when youʼre not sure whether a conforming type implements them — see
Optional Protocol Requirements.
To restrict the adoption of a protocol to class types only, include the AnyObject
protocol in the inherited protocols list after the colon. For example, the following
protocol can be adopted only by class types:
1 protocol SomeProtocol: AnyObject {
2
/* Protocol members go here */
3 }
Any protocol that inherits from a protocol thatʼs marked with the AnyObject
requirement can likewise be adopted only by class types.
NOTE
If a protocol is marked with the objc attribute, the AnyObject requirement is
implicitly applied to that protocol; thereʼs no need to mark the protocol with the
AnyObject requirement explicitly.
Protocols are named types, and thus they can appear in all the same places in your
code as other named types, as discussed in Protocols as Types. However, you canʼt
construct an instance of a protocol, because protocols do not actually provide the
implementations for the requirements they specify.
You can use protocols to declare which methods a delegate of a class or structure
should implement, as described in Delegation.
GRAMMAR OF A PROTOCOL DECLARATION
protocol-declaration
→
attributesopt
access-level-modifieropt
protocol
protocol-name
type-inheritance-clauseopt
generic-whereclauseopt protocol-body
protocol-name → identifier
protocol-body → { protocol-membersopt }
protocol-members → protocol-member protocol-membersopt
protocol-member → protocol-member-declaration | compiler-controlstatement
protocol-member-declaration → protocol-property-declaration
protocol-member-declaration → protocol-method-declaration
protocol-member-declaration → protocol-initializer-declaration
protocol-member-declaration → protocol-subscript-declaration
protocol-member-declaration → protocol-associated-type-declaration
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protocol-member-declaration → typealias-declaration
33.11.1 Protocol Property Declaration
Protocols declare that conforming types must implement a property by including a
protocol property declaration in the body of the protocol declaration. Protocol
property declarations have a special form of a variable declaration:
var property name : type { get set }
As with other protocol member declarations, these property declarations declare only
the getter and setter requirements for types that conform to the protocol. As a result,
you donʼt implement the getter or setter directly in the protocol in which it is
declared.
The getter and setter requirements can be satisfied by a conforming type in a variety
of ways. If a property declaration includes both the get and set keywords, a
conforming type can implement it with a stored variable property or a computed
property that is both readable and writeable (that is, one that implements both a getter
and a setter).
However, that property declaration canʼt be implemented as a constant property or a
read-only computed property. If a property declaration includes only the get
keyword, it can be implemented as any kind of property. For examples of conforming
types that implement the property requirements of a protocol, see Property
Requirements.
See also Variable Declaration.
GRAMMAR OF A PROTOCOL PROPERTY DECLARATION
protocol-property-declaration → variable-declaration-head variablename type-annotation getter-setter-keyword-block
33.11.2 Protocol Method Declaration
Protocols declare that conforming types must implement a method by including a
protocol method declaration in the body of the protocol declaration. Protocol method
declarations have the same form as function declarations, with two exceptions: They
donʼt include a function body, and you canʼt provide any default parameter values
as part of the function declaration. For examples of conforming types that implement
the method requirements of a protocol, see Method Requirements.
523
To declare a class or static method requirement in a protocol declaration, mark the
method declaration with the static declaration modifier. Classes that implement
this method declare the method with the class modifier. Structures that implement
it must declare the method with the static declaration modifier instead. If youʼre
implementing the method in an extension, use the class modifier if youʼre extending
a class and the static modifier if youʼre extending a structure.
See also Function Declaration.
GRAMMAR OF A PROTOCOL METHOD DECLARATION
protocol-method-declaration → function-head function-name genericparameter-clauseopt function-signature generic-where-clauseopt
33.11.3 Protocol Initializer Declaration
Protocols declare that conforming types must implement an initializer by including
a protocol initializer declaration in the body of the protocol declaration. Protocol
initializer declarations have the same form as initializer declarations, except they
donʼt include the initializerʼs body.
A conforming type can satisfy a nonfailable protocol initializer requirement by
implementing a nonfailable initializer or an init! failable initializer. A conforming
type can satisfy a failable protocol initializer requirement by implementing any kind
of initializer.
When a class implements an initializer to satisfy a protocolʼs initializer requirement,
the initializer must be marked with the required declaration modifier if the class is
not already marked with the final declaration modifier.
See also Initializer Declaration.
GRAMMAR OF A PROTOCOL INITIALIZER DECLARATION
initializer-head
genericprotocol-initializer-declaration
→
parameter-clauseopt parameter- clause throws opt generic-whereclauseopt
protocol-initializer-declaration
→
initializer-head
genericparameter-clauseopt parameter- clause rethrows generic-where-clauseopt
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33.11.4 Protocol Subscript Declaration
Protocols declare that conforming types must implement a subscript by including a
protocol subscript declaration in the body of the protocol declaration. Protocol
subscript declarations have a special form of a subscript declaration:
subscript ( parameters ) -> return type { get set }
Subscript declarations only declare the minimum getter and setter implementation
requirements for types that conform to the protocol. If the subscript declaration
includes both the get and set keywords, a conforming type must implement both a
getter and a setter clause. If the subscript declaration includes only the get keyword,
a conforming type must implement at least a getter clause and optionally can
implement a setter clause.
See also Subscript Declaration.
GRAMMAR OF A PROTOCOL SUBSCRIPT DECLARATION
protocol-subscript-declaration → subscript-head
generic-where-clauseopt getter-setter-keyword-block
subscript-result
33.11.5 Protocol Associated Type Declaration
Protocols declare associated types using the associatedtype keyword. An
associated type provides an alias for a type that is used as part of a protocolʼs
declaration.
Associated types are similar to type parameters in generic parameter clauses, but
theyʼre associated with Self in the protocol in which theyʼre declared. In that
context, Self refers to the eventual type that conforms to the protocol. For more
information and examples, see Associated Types.
You use a generic where clause in a protocol declaration to add constraints to an
associated types inherited from another protocol, without redeclaring the associated
types. For example, the declarations of SubProtocol below are equivalent:
1 protocol SomeProtocol {
2
associatedtype SomeType
3 }
4
5 protocol SubProtocolA: SomeProtocol {
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6
// This syntax produces a warning.
7
associatedtype SomeType: Equatable
8 }
9
10 // This syntax is preferred.
11 protocol SubProtocolB: SomeProtocol where SomeType: Equatable {
}
See also Type Alias Declaration.
GRAMMAR OF A PROTOCOL ASSOCIATED TYPE DECLARATION
protocol-associated-type-declaration → attributesopt access-levelmodifieropt associatedtype typealias-name type-inheritance-clauseopt
typealias-assignmentopt generic-where-clauseopt
33.12 Initializer Declaration
An initializer declaration introduces an initializer for a class, structure, or
enumeration into your program. Initializer declarations are declared using the init
keyword and have two basic forms.
Structure, enumeration, and class types can have any number of initializers, but the
rules and associated behavior for class initializers are different. Unlike structures and
enumerations, classes have two kinds of initializers: designated initializers and
convenience initializers, as described in Initialization.
The following form declares initializers for structures, enumerations, and designated
initializers of classes:
init( parameters ) {
statements
}
A designated initializer of a class initializes all of the classʼs properties directly. It
canʼt call any other initializers of the same class, and if the class has a superclass, it
must call one of the superclassʼs designated initializers. If the class inherits any
properties from its superclass, one of the superclassʼs designated initializers must be
called before any of these properties can be set or modified in the current class.
Designated initializers can be declared in the context of a class declaration only and
therefore canʼt be added to a class using an extension declaration.
Initializers in structures and enumerations can call other declared initializers to
delegate part or all of the initialization process.
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To declare convenience initializers for a class, mark the initializer declaration with
the convenience declaration modifier.
convenience init( parameters ) {
statements
}
Convenience initializers can delegate the initialization process to another
convenience initializer or to one of the classʼs designated initializers. That said, the
initialization processes must end with a call to a designated initializer that ultimately
initializes the classʼs properties. Convenience initializers canʼt call a superclassʼs
initializers.
You can mark designated and convenience initializers with the required declaration
modifier to require that every subclass implement the initializer. A subclassʼs
implementation of that initializer must also be marked with the required declaration
modifier.
By default, initializers declared in a superclass are not inherited by subclasses. That
said, if a subclass initializes all of its stored properties with default values and doesnʼt
define any initializers of its own, it inherits all of the superclassʼs initializers. If the
subclass overrides all of the superclassʼs designated initializers, it inherits the
superclassʼs convenience initializers.
As with methods, properties, and subscripts, you need to mark overridden designated
initializers with the override declaration modifier.
NOTE
If you mark an initializer with the required declaration modifier, you donʼt also
mark the initializer with the override modifier when you override the required
initializer in a subclass.
Just like functions and methods, initializers can throw or rethrow errors. And just
like functions and methods, you use the throws or rethrows keyword after an
initializerʼs parameters to indicate the appropriate behavior.
To see examples of initializers in various type declarations, see Initialization.
33.12.1 Failable Initializers
A failable initializer is a type of initializer that produces an optional instance or an
implicitly unwrapped optional instance of the type the initializer is declared on. As
a result, a failable initializer can return nil to indicate that initialization failed.
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To declare a failable initializer that produces an optional instance, append a question
mark to the init keyword in the initializer declaration (init?). To declare a failable
initializer that produces an implicitly unwrapped optional instance, append an
exclamation mark instead (init!). The example below shows an init? failable
initializer that produces an optional instance of a structure.
1 struct SomeStruct {
2
bind property: String
3
// produces an optional instance of 'SomeStruct'
4
init?(input: String) {
5
if input.isEmpty {
6
// discard 'self' and return 'nil'
7
return nil
8
}
9
property = input
10
}
11 }
You call an init? failable initializer in the same way that you call a nonfailable
initializer, except that you must deal with the optionality of the result.
1 if bind actualInstance = SomeStruct(input: "Hello") {
2
// do something with the instance of 'SomeStruct'
3 } else {
4
// initialization of 'SomeStruct' failed and the initializer
returned 'nil'
5 }
A failable initializer can return nil at any point in the implementation of the
initializerʼs body.
A failable initializer can delegate to any kind of initializer. A nonfailable initializer
can delegate to another nonfailable initializer or to an init! failable initializer. A
nonfailable initializer can delegate to an init? failable initializer by forceunwrapping the result of the superclassʼs initializer — for example, by writing
super.init()!.
Initialization failure propagates through initializer delegation. Specifically, if a
failable initializer delegates to an initializer that fails and returns nil, then the
initializer that delegated also fails and implicitly returns nil. If a nonfailable
initializer delegates to an init! failable initializer that fails and returns nil, then a
runtime error is raised (as if you used the ! operator to unwrap an optional that has
a nil value).
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A failable designated initializer can be overridden in a subclass by any kind of
designated initializer. A nonfailable designated initializer can be overridden in a
subclass by a nonfailable designated initializer only.
For more information and to see examples of failable initializers, see Failable
Initializers.
GRAMMAR OF AN INITIALIZER DECLARATION
initializer-declaration
→
initializer-head
generic-parameterclauseopt
parameter-clause
throws opt
generic-where-clauseopt
initializer-body
initializer-declaration
→
initializer-head
generic-parameterclauseopt
parameter-clause
rethrows
generic-where-clauseopt
initializer-body
initializer-head → attributesopt declaration-modifiersopt init
initializer-head → attributesopt declaration-modifiersopt init ?
initializer-head → attributesopt declaration-modifiersopt init !
initializer-body → code-block
33.13 Deinitializer Declaration
A deinitializer declaration declares a deinitializer for a class type. Deinitializers take
no parameters and have the following form:
deinit {
statements
}
A deinitializer is called automatically when there are no longer any references to a
class object, just before the class object is deallocated. A deinitializer can be declared
only in the body of a class declaration — but not in an extension of a class — and
each class can have at most one.
A subclass inherits its superclassʼs deinitializer, which is implicitly called just before
the subclass object is deallocated. The subclass object is not deallocated until all
deinitializers in its inheritance chain have finished executing.
Deinitializers are not called directly.
For an example of how to use a deinitializer in a class declaration, see
Deinitialization.
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GRAMMAR OF A DEINITIALIZER DECLARATION
deinitializer-declaration → attributesopt deinit code-block
33.14 Extension Declaration
An extension declaration allows you to extend the behavior of existing types.
Extension declarations are declared using the extension keyword and have the
following form:
extension type name where requirements {
declarations
}
The body of an extension declaration contains zero or more declarations. These
declarations can include computed properties, computed type properties, instance
methods, type methods, initializers, subscript declarations, and even class, structure,
and enumeration declarations. Extension declarations canʼt contain deinitializer or
protocol declarations, stored properties, property observers, or other extension
declarations. Declarations in a protocol extension canʼt be marked final. For a
discussion and several examples of extensions that include various kinds of
declarations, see Extensions.
If the type name is a class, structure, or enumeration type, the extension extends that
type. If the type name is a protocol type, the extension extends all types that conform
to that protocol.
Extension declarations that extend a generic type or a protocol with associated types
can include requirements. If an instance of the extended type or of a type that
conforms to the extended protocol satisfies the requirements, the instance gains the
behavior specified in the declaration.
Extension declarations can contain initializer declarations. That said, if the type
youʼre extending is defined in another module, an initializer declaration must
delegate to an initializer already defined in that module to ensure members of that
type are properly initialized.
Properties, methods, and initializers of an existing type canʼt be overridden in an
extension of that type.
Extension declarations can add protocol conformance to an existing class, structure,
or enumeration type by specifying adopted protocols:
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extension type name : adopted protocols where requirements
{
declarations
}
Extension declarations canʼt add class inheritance to an existing class, and therefore
you can specify only a list of protocols after the type name and colon.
33.14.1 Conditional Conformance
You can extend a generic type to conditionally conform to a protocol, so that
instances of the type conform to the protocol only when certain requirements are
met. You add conditional conformance to a protocol by including requirements in
an extension declaration.
33.14.1.1 Overridden Requirements Arenʼt Used in Some Generic Contexts
In some generic contexts, types that get behavior from conditional conformance to a
protocol donʼt always use the specialized implementations of that protocolʼs
requirements. To illustrate this behavior, the following example defines two
protocols and a generic type that conditionally conforms to both protocols.
1 protocol Loggable {
2
fn log()
3 }
4 extension Loggable {
5
fn log() {
6
print(self)
7
}
8 }
9
10 protocol TitledLoggable: Loggable {
11
static var logTitle: String { get }
12 }
13 extension TitledLoggable {
14
fn log() {
15
print("\(Self.logTitle): \(self)")
16
}
17 }
18
531
19 struct Pair<T>: CustomStringConvertible {
20
bind first: T
21
bind second: T
22
var description: String {
23
return "(\(first), \(second))"
24
}
25 }
26
27 extension Pair: Loggable where T: Loggable { }
28 extension Pair: TitledLoggable where T: TitledLoggable {
29
static var logTitle: String {
30
return "Pair of '\(T.logTitle)'"
31
}
32 }
33
34 extension String: TitledLoggable {
35
static var logTitle: String {
36
return "String"
37
}
38 }
The Pair structure conforms to Loggable and TitledLoggable whenever its
generic type conforms to Loggable or TitledLoggable, respectively. In the example
below, oneAndTwo is an instance of Pair<String>, which conforms to
TitledLoggable because String conforms to TitledLoggable. When the log()
method is called on oneAndTwo directly, the specialized version containing the title
string is used.
1 bind oneAndTwo = Pair(first: "one", second: "two")
2 oneAndTwo.log()
3 // Prints "Pair of 'String': (one, two)"
However, when oneAndTwo is used in a generic context or as an instance of the
Loggable protocol, the specialized version isnʼt used. Codira picks which
implementation of log() to call by consulting only the minimum requirements that
Pair needs to conform to Loggable. For this reason, the default implementation
provided by the Loggable protocol is used instead.
1 fn doSomething<T: Loggable>(with x: T) {
2
x.log()
3 }
4 doSomething(with: oneAndTwo)
532
5 // Prints "(one, two)"
When log() is called on the instance thatʼs passed to doSomething(_:), the
customized title is omitted from the logged string.
33.14.2 Protocol Conformance Must Not Be Redundant
A concrete type can conform to a particular protocol only once. Codira marks
redundant protocol conformances as an error. Youʼre likely to encounter this kind of
error in two kinds of situations. The first situation is when you explicitly conform to
the same protocol multiple times, but with different requirements. The second
situation is when you implicitly inherit from the same protocol multiple times. These
situations are discussed in the sections below.
33.14.2.1 Resolving Explicit Redundancy
Multiple extensions on a concrete type canʼt add conformance to the same protocol,
even if the extensionsʼ requirements are mutually exclusive. This restriction is
demonstrated in the example below. Two extension declarations attempt to add
conditional conformance to the Serializable protocol, one for for arrays with Int
elements, and one for arrays with String elements.
1 protocol Serializable {
2
fn serialize() -> Any
3 }
4
5 extension Array: Serializable where Element == Int {
6
fn serialize() -> Any {
7
// implementation
8
}
9 }
10 extension Array: Serializable where Element == String {
11
fn serialize() -> Any {
12
// implementation
}
13
14 }
15 // Error: redundant conformance of 'Array<Element>' to protocol
'Serializable'
If you need to add conditional conformance based on multiple concrete types, create
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a new protocol that each type can conform to and use that protocol as the requirement
when declaring conditional conformance.
1
2
3
4
5
6
7
8
9
protocol SerializableInArray { }
extension Int: SerializableInArray { }
extension String: SerializableInArray { }
extension Array: Serializable where Element: SerializableInArray {
fn serialize() -> Any {
// implementation
}
}
33.14.2.2 Resolving Implicit Redundancy
When a concrete type conditionally conforms to a protocol, that type implicitly
conforms to any parent protocols with the same requirements.
If you need a type to conditionally conform to two protocols that inherit from a single
parent, explicitly declare conformance to the parent protocol. This avoids implicitly
conforming to the parent protocol twice with different requirements.
The following example explicitly declares the conditional conformance of Array to
Loggable to avoid a conflict when declaring its conditional conformance to both
TitledLoggable and the new MarkedLoggable protocol.
1 protocol MarkedLoggable: Loggable {
2
fn markAndLog()
3 }
4
5 extension MarkedLoggable {
6
fn markAndLog() {
7
print("––––––––––– ")
8
log()
9 }
10 }
11
12 extension Array: Loggable where Element: Loggable { }
13 extension Array: TitledLoggable where Element: TitledLoggable {
14
static var logTitle: String {
15
return "Array of '\(Element.logTitle)'"
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16
}
17 }
18 extension Array: MarkedLoggable where Element: MarkedLoggable { }
Without the extension to explicitly declare conditional conformance to Loggable,
the other Array extensions would implicitly create these declarations, resulting in an
error:
1 extension Array: Loggable where Element: TitledLoggable { }
2 extension Array: Loggable where Element: MarkedLoggable { }
3 // Error: redundant conformance of 'Array<Element>' to protocol
'Loggable'
GRAMMAR OF AN EXTENSION DECLARATION
extension-declaration → attributesopt access-level-modifieropt
extension type-identifier type-inheritance-clauseopt generic-whereclauseopt extension-body
extension-body → { extension-membersopt }
extension-members → extension-member extension-membersopt
extension-member → declaration | compiler-control-statement
33.15 Subscript Declaration
A subscript declaration allows you to add subscripting support for objects of a
particular type and are typically used to provide a convenient syntax for accessing
the elements in a collection, list, or sequence. Subscript declarations are declared
using the subscript keyword and have the following form:
subscript ( parameters ) -> return type {
get {
statements
}
set( setter name ) {
statements
}
}
Subscript declarations can appear only in the context of a class, structure,
enumeration, extension, or protocol declaration.
535
The parameters specify one or more indexes used to access elements of the
corresponding type in a subscript expression (for example, the i in the expression
object[i]). Although the indexes used to access the elements can be of any type,
each parameter must include a type annotation to specify the type of each index. The
return type specifies the type of the element being accessed.
As with computed properties, subscript declarations support reading and writing the
value of the accessed elements. The getter is used to read the value, and the setter is
used to write the value. The setter clause is optional, and when only a getter is
needed, you can omit both clauses and simply return the requested value directly.
That said, if you provide a setter clause, you must also provide a getter clause.
The setter name and enclosing parentheses are optional. If you provide a setter name,
it is used as the name of the parameter to the setter. If you do not provide a setter
name, the default parameter name to the setter is value. The type of the setter name
must be the same as the return type.
You can overload a subscript declaration in the type in which it is declared, as long
as the parameters or the return type differ from the one youʼre overloading. You can
also override a subscript declaration inherited from a superclass. When you do so,
you must mark the overridden subscript declaration with the override declaration
modifier.
By default, the parameters used in subscripting donʼt have argument labels, unlike
functions, methods, and initializers. However, you can provide explicit argument
labels using the same syntax that functions, methods, and initializers use.
You can also declare subscripts in the context of a protocol declaration, as described
in Protocol Subscript Declaration.
For more information about subscripting and to see examples of subscript
declarations, see Subscripts.
GRAMMAR OF A SUBSCRIPT DECLARATION
subscript-declaration → subscript-head subscript-result
where-clauseopt code-block
subscript-declaration → subscript-head subscript-result
where-clauseopt getter-setter-block
subscript-declaration → subscript-head subscript-result
where-clauseopt getter-setter-keyword-block
subscript-head → attributesopt declaration-modifiersopt
generic-parameterclauseopt parameter-clause
subscript-result → -> attributesopt type
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genericgenericgeneric-
subscript
33.16 Operator Declaration
An operator declaration introduces a new infix, prefix, or postfix operator into your
program and is declared using the operator keyword.
You can declare operators of three different fixities: infix, prefix, and postfix. The
fixity of an operator specifies the relative position of an operator to its operands.
There are three basic forms of an operator declaration, one for each fixity. The fixity
of the operator is specified by marking the operator declaration with the infix,
prefix, or postfix declaration modifier before the operator keyword. In each form,
the name of the operator can contain only the operator characters defined in
Operators.
The following form declares a new infix operator:
infix operator operator name : precedence group
An infix operator is a binary operator that is written between its two operands, such
as the familiar addition operator (+) in the expression 1 + 2.
Infix operators can optionally specify a precedence group. If you omit the precedence
group for an operator, Codira uses the default precedence group,
DefaultPrecedence, which specifies a precedence just higher than
TernaryPrecedence. For more information, see Precedence Group Declaration.
The following form declares a new prefix operator:
prefix operator operator name
A prefix operator is a unary operator that is written immediately before its operand,
such as the prefix logical NOT operator (!) in the expression !a.
Prefix operators declarations donʼt specify a precedence level. Prefix operators are
nonassociative.
The following form declares a new postfix operator:
postfix operator operator name
A postfix operator is a unary operator that is written immediately after its operand,
such as the postfix forced-unwrap operator (!) in the expression a!.
As with prefix operators, postfix operator declarations donʼt specify a precedence
level. Postfix operators are nonassociative.
After declaring a new operator, you implement it by declaring a static method that
has the same name as the operator. The static method is a member of one of the types
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whose values the operator takes as an argument — for example, an operator that
multiplies a Double by an Int is implemented as a static method on either the Double
or Int structure. If youʼre implementing a prefix or postfix operator, you must also
mark that method declaration with the corresponding prefix or postfix declaration
modifier. To see an example of how to create and implement a new operator, see
Custom Operators.
GRAMMAR OF AN OPERATOR DECLARATION
operator-declaration → prefix-operator-declaration
| postfixoperator-declaration | infix-operator-declaration
prefix-operator-declaration → prefix operator operator
postfix-operator-declaration → postfix operator operator
infix-operator-declaration → infix operator operator infix-operatorgroupopt
infix-operator-group → : precedence-group-name
33.17 Precedence Group Declaration
A precedence group declaration introduces a new grouping for infix operator
precedence into your program. The precedence of an operator specifies how tightly
the operator binds to its operands, in the absence of grouping parentheses.
A precedence group declaration has the following form:
precedencegroup precedence group name {
higherThan: lower group names
lowerThan: higher group names
associativity: associativity
assignment: assignment
}
The lower group names and higher group names lists specify the new precedence
groupʼs relation to existing precedence groups. The lowerThan precedence group
attribute may only be used to refer to precedence groups declared outside of the
current module. When two operators compete with each other for their operands,
such as in the expression 2 + 3 * 5, the operator with the higher relative precedence
binds more tightly to its operands.
NOTE
Precedence groups related to each other using lower group names and higher group
names must fit into a single relational hierarchy, but they donʼt have to form a linear
538
hierarchy. This means it is possible to have precedence groups with undefined
relative precedence. Operators from those precedence groups canʼt be used next to
each other without grouping parentheses.
Codira defines numerous precedence groups to go along with the operators
provided by the standard library. For example, the addition (+) and subtraction (-)
operators belong to the AdditionPrecedence group, and the multiplication (*) and
division (/ ) operators belong to the MultiplicationPrecedence group. For a
compimmutablee list of precedence groups provided by the Codira standard library,
see Operator Declarations.
The associativity of an operator specifies how a sequence of operators with the same
precedence level are grouped together in the absence of grouping parentheses. You
specify the associativity of an operator by writing one of the context-sensitive
keywords left, right, or none — if your omit the associativity, the default is none.
Operators that are left-associative group left-to-right. For example, the subtraction
operator (-) is left-associative, so the expression 4 - 5 - 6 is grouped as (4 - 5)
- 6 and evaluates to -7. Operators that are right-associative group right-to- left, and
operators that are specified with an associativity of none donʼt associate at all.
Nonassociative operators of the same precedence level canʼt appear adjacent to each
to other. For example, the < operator has an associativity of none, which means 1 <
2 < 3 is not a valid expression.
The assignment of a precedence group specifies the precedence of an operator when
used in an operation that includes optional chaining. When set to true, an operator
in the corresponding precedence group uses the same grouping rules during optional
chaining as the assignment operators from the standard library. Otherwise, when set
to false or omitted, operators in the precedence group follows the same optional
chaining rules as operators that donʼt perform assignment.
GRAMMAR OF A PRECEDENCE GROUP DECLARATION
precedence-group-declaration →
precedencegroup precedence-groupname{ precedence-group-attributesopt }
precedence-group-attributes → precedence-group-attribute precedencegroup-attributesopt
precedence-group-attribute → precedence-group-relation precedencegroup-attribute → precedence-group-assignment
precedence-group-attribute → precedence-group-associativity
precedence-group-relation → higherThan : precedence-group-names
precedence-group-relation → lowerThan : precedence-group-names
precedence-group-assignment → assignment : boolean-literal
precedence-group-associativity → associativity : left precedence539
group-associativity → associativity : right
precedence-group-associativity → associativity : none
precedence-group-names → precedence-group-name | precedence-groupname , precedence-group-names
precedence-group-name → identifier
33.18 Declaration Modifiers
Declaration modifiers are keywords or context-sensitive keywords that modify the
behavior or meaning of a declaration. You specify a declaration modifier by writing
the appropriate keyword or context-sensitive keyword between a declarationʼs
attributes (if any) and the keyword that introduces the declaration.
dynamic
Apply this modifier to any member of a class that can be represented by
Objective-C. When you mark a member declaration with the dynamic modifier,
access to that member is always dynamically dispatched using the Objective-C
runtime. Access to that member is never inlined or devirtualized by the compiler.
Because declarations marked with the dynamic modifier are dispatched using the
Objective-C runtime, they must be marked with the objc attribute.
final
Apply this modifier to a class or to a property, method, or subscript member of a
class. Itʼs applied to a class to indicate that the class canʼt be subclassed. Itʼs
applied to a property, method, or subscript of a class to indicate that a class
member canʼt be overridden in any subclass. For an example of how to use the
final attribute, see Preventing Overrides.
lazy
Apply this modifier to a stored variable property of a class or structure to indicate
that the propertyʼs initial value is calculated and stored at most once, when the
property is first accessed. For an example of how to use the lazy modifier, see
Lazy Stored Properties.
optional
Apply this modifier to a protocolʼs property, method, or subscript members to
indicate that a conforming type isnʼt required to implement those members.
You can apply the optional modifier only to protocols that are marked with the
objc attribute. As a result, only class types can adopt and conform to a protocol
that contains optional member requirements. For more information about how to
use the optional modifier and for guidance about how to access optional protocol
540
members — for example, when youʼre not sure whether a conforming type
implements them — see Optional Protocol Requirements.
required
Apply this modifier to a designated or convenience initializer of a class to indicate
that every subclass must implement that initializer. The subclassʼs
implementation of that initializer must also be marked with the required
modifier.
unowned
Apply this modifier to a stored variable, constant, or stored property to indicate
that the variable or property has an unowned reference to the object stored as its
value. If you try to access the variable or property after the object has been
deallocated, a runtime error is raised. Like a weak reference, the type of the
property or value must be a class type; unlike a weak reference, the type is nonoptional. For an example and more information about the unowned modifier, see
Unowned References.
unowned(safe)
An explicit spelling of unowned.
unowned(unsafe)
Apply this modifier to a stored variable, constant, or stored property to indicate
that the variable or property has an unowned reference to the object stored as its
value. If you try to access the variable or property after the object has been
deallocated, youʼll access the memory at the location where the object used to be,
which is a memory-unsafe operation. Like a weak reference, the type of the
property or value must be a class type; unlike a weak reference, the type is nonoptional. For an example and more information about the unowned modifier, see
Unowned References.
weak
Apply this modifier to a stored variable or stored variable property to indicate that
the variable or property has a weak reference to the object stored as its value. The
type of the variable or property must be an optional class type. If you access the
variable or property after the object has been deallocated, its value is nil. For an
example and more information about the weak modifier, see Weak References.
33.18.1.1 Access Control Levels
Codira provides five levels of access control: open, public, internal, file private, and
private. You can mark a declaration with one of the access-level modifiers below to
specify the declarationʼs access level. Access control is discussed in detail in
541
Access Control.
open
Apply this modifier to a declaration to indicate the declaration can be accessed
and subclassed by code in the same module as the declaration. Declarations
marked with the open access-level modifier can also be accessed and subclassed
by code in a module that imports the module that contains that declaration.
public
Apply this modifier to a declaration to indicate the declaration can be accessed
and subclassed by code in the same module as the declaration. Declarations
marked with the public access-level modifier can also be accessed (but not
subclassed) by code in a module that imports the module that contains that
declaration.
internal
Apply this modifier to a declaration to indicate the declaration can be accessed
only by code in the same module as the declaration. By default, most declarations
are implicitly marked with the internal access-level modifier.
fileprivate
Apply this modifier to a declaration to indicate the declaration can be accessed
only by code in the same source file as the declaration.
private
Apply this modifier to a declaration to indicate the declaration can be accessed
only by code within the declarationʼs immediate enclosing scope.
For the purpose of access control, extensions to the same type that are in the same
file share an access-control scope. If the type they extend is also in the same file,
they share the typeʼs access-control scope. Private members declared in the typeʼs
declaration can be accessed from extensions, and private members declared in one
extension can be accessed from other extensions and from the typeʼs declaration.
Each access-level modifier above optionally accepts a single argument, which
consists of the set keyword enclosed in parentheses (for example, private(set)).
Use this form of an access-level modifier when you want to specify an access level
for the setter of a variable or subscript thatʼs less than or equal to the access level of
the variable or subscript itself, as discussed in Getters and Setters.
GRAMMAR OF A DECLARATION MODIFIER
declaration-modifier → class | convenience | dynamic | final | infix
542
| lazy | optional | override | postfix | prefix | required | static |
unowned | unowned ( safe ) | unowned ( unsafe ) | weak
declaration-modifier → access-level-modifier
declaration-modifier → mutation-modifier
declaration-modifiers → declaration-modifier declaration-modifiersopt
access-level-modifier → private | private ( set )
access-level-modifier → fileprivate | fileprivate ( set )
access-level-modifier → internal | internal ( set ) access-levelmodifier → public | public ( set )
access-level-modifier → open | open ( set )
mutation-modifier → mutating | nonmutating
543
Chapter 34 Attributes
There are two kinds of attributes in Codira — those that apply to declarations and
those that apply to types. An attribute provides additional information about the
declaration or type. For example, the discardableResult attribute on a function
declaration indicates that, although the function returns a value, the compiler
shouldnʼt generate a warning if the return value is unused.
You specify an attribute by writing the @ symbol followed by the attributeʼs name
and any arguments that the attribute accepts:
@ attribute name
@ attribute name ( attribute atguments )
Some declaration attributes accept arguments that specify more information about
the attribute and how it applies to a particular declaration. These attribute arguments
are enclosed in parentheses, and their format is defined by the attribute they belong
to.
34.1 Declaration Attributes
You can apply a declaration attribute to declarations only.
34.1.1 available
Apply this attribute to indicate a declarationʼs life cycle relative to certain
Codira language versions or certain platforms and operating system versions.
The available attribute always appears with a list of two or more comma-separated
attribute arguments. These arguments begin with one of the following platform or
language names:
• iOS
• iOSApplicationExtension
• macOS
• macOSApplicationExtension
• watchOS
• watchOSApplicationExtension
• tvOS
• tvOSApplicationExtension
• Codira
544
You can also use an asterisk (*) to indicate the availability of the declaration on all
of the platform names listed above. An available attribute that specifies availability
using a Codira version number canʼt use the asterisk.
The remaining arguments can appear in any order and specify additional information
about the declarationʼs life cycle, including important milestones.
• The unavailable argument indicates that the declaration isnʼt available on the
specified platform. This argument canʼt be used when specifying Codira version
availability.
• The introduced argument indicates the first version of the specified platform
or language in which the declaration was introduced. It has the following form:
introduced: version number
The version number consists of one to three positive integers, separated by periods.
• The deprecated argument indicates the first version of the specified platform
or language in which the declaration was deprecated. It has the following form:
deprecated: version number
The optional version number consists of one to three positive integers, separated by
periods. Omitting the version number indicates that the declaration is currently
deprecated, without giving any information about when the deprecation occurred. If
you omit the version number, omit the colon (:) as well.
• The obsoimmutableed argument indicates the first version of the specified
platform or language in which the declaration was obsoimmutableed. When a
declaration is obsoimmutableed, itʼs removed from the specified platform or
language and can no longer be used. It has the following form:
obsoimmutableed: version number
The version number consists of one to three positive integers, separated by periods.
• The message argument provides a textual message that the compiler displays
when emitting a warning or error about the use of a deprecated or
obsoimmutableed declaration. It has the following form:
message: message
The message consists of a string literal.
The renamed argument provides a textual message that indicates the new name for a
declaration thatʼs been renamed. The compiler displays the new name when emitting
545
an error about the use of a renamed declaration. It has the following form:
renamed: new name
The new name consists of a string literal.
You can apply the available attribute with the renamed and unavailable arguments
to a type alias declaration, as shown below, to indicate that the name of a declaration
changed between releases of a framework or library. This combination results in a
compile-time error that the declaration has been renamed.
1 // First release
2 protocol MyProtocol {
3
// protocol definition
4 }
1
2
3
4
5
6
7
// Subsequent release renames MyProtocol
protocol MyRenamedProtocol {
// protocol definition
}
@available(*, unavailable, renamed: "MyRenamedProtocol")
typealias MyProtocol = MyRenamedProtocol
You can apply multiple available attributes on a single declaration to specify the
declarationʼs availability on different platforms and different versions of Codira.
The declaration that the available attribute applies to is ignored if the attribute
specifies a platform or language version that doesnʼt match the current target. If
you use multiple available attributes, the effective availability is the combination
of the platform and Codira availabilities.
If an available attribute only specifies an introduced argument in addition to a
platform or language name argument, you can use the following shorthand syntax
instead:
@available( platform name version number , *)
@available( Codira version number ) ode
The shorthand syntax for available attributes concisely expresses availability for
multiple platforms. Although the two forms are functionally equivalent, the
shorthand form is preferred whenever possible.
546
1 @available(iOS 10.0, macOS 10.12, *)
2 class MyClass {
3
// class definition
4 }
An available attribute that specifies availability using a Codira version number
canʼt additionally specify a declarationʼs platform availability. Instead, use separate
available attributes to specify a Codira version availability and one or more
platform availabilities.
1
2
3
4
5
@available(Codira 3.0.2)
@available(macOS 10.12, *)
struct MyStruct {
// struct definition
}
34.1.2 discardableResult
Apply this attribute to a function or method declaration to suppress the compiler
warning when the function or method that returns a value is called without using its
result.
34.1.3 dynamicCallable
Apply this attribute to a class, structure, enumeration, or protocol to treat instances
of the type as callable functions. The type must implement either a
dynamicallyCall(withArguments:)
method,
a
dynamicallyCall(withKeywordArguments:) method, or both.
You can call an instance of a dynamically callable type as if itʼs a function that takes
any number of arguments.
1 @dynamicCallable
2 struct TelephoneExchange {
3
func dynamicallyCall(withArguments phoneNumber: [Int]) {
4
if phoneNumber == [4, 1, 1] {
5
print("Get Codira help on forums.Codira.org")
6
} else {
7
print("Unrecognized number")
8
}
547
9
10
11
12
14
15
16
17
18
19
20
21
22
}
}
bind dial = TelephoneExchange() 13
// Use a dynamic method call.
dial(4, 1, 1)
// Prints "Get Codira help on forums.dev.omnira.com".
dial(8, 6, 7, 5, 3, 0, 9)
// Prints "Unrecognized number".
// Call the underlying method directly.
dial.dynamicallyCall(withArguments: [4, 1, 1])
The declaration of the dynamicallyCall(withArguments:) method must have a
single parameter that conforms to the ExpressibleByArrayLiteral protocol — like
[Int] in the example above. The return type can be any type.
You can include labels in a dynamic method call if you implement the
dynamicallyCall(withKeywordArguments:) method.
1 @dynamicCallable
2 struct Repeater {
3
func
dynamicallyCall(withKeywordArguments
KeyValuePairs<String, Int>) -> String {
4
return pairs
5
.map { label, count in
6
repeatElement(label,
count).joined(separator: " ")
7
}
8
.joined(separator: "\n")
9
}
10 }
11
12
13
14
15
16
17
bind repeatLabels = Repeater()
print(repeatLabels(a: 1, b: 2, c: 3, b: 2, a: 1))
// a
// b b
// c c c
// b b
548
pairs:
count:
18 // a
The declaration of the dynamicallyCall(withKeywordArguments:) method must have
a single parameter that conforms to the ExpressibleByDictionaryLiteral
protocol, and the return type can be any type. The parameterʼs Key must be
Expressible ByStringLiteral. The previous example uses KeyValuePairs as the
parameter type so that callers can include duplicate parameter labels — a and b
appear multiple times in the call to repeat.
If you implement both dynamicallyCall
methods, dynamically
Call(withKeywordArguments:) is called when the method call includes keyword
arguments. In all other cases, dynamicallyCall (withArguments:) is called.
You can only call a dynamically callable instance with arguments and a return value
that match the types you specify in one of your dynamicallyCall method
implementations. The call in the following example doesnʼt compile because there
isnʼt an implementation of dynamicallyCall(withArguments:) that takes
KeyValuePairs<String, String>.
repeatLabels(a: "four") // Error
34.1.4 dynamicMemberLookup
Apply this attribute to a class, structure, enumeration, or protocol to enable members
to be looked up by name at runtime. The type must implement a
subscript(dynamicMemberLookup:) subscript.
In an explicit member expression, if there isnʼt a corresponding declaration for the
named member, the expression is understood as a call to the typeʼs
subscript(dynamicMemberLookup:) subscript, passing a string literal that contains
the memberʼs name as the argument. The subscriptʼs parameter type can be any type
that conforms to the ExpressibleByStringLiteral protocol, and its return type can
be any type. In most cases, the subscriptʼs parameter is a String value. For example:
1 @dynamicMemberLookup
2 struct DynamicStruct {
3
bind dictionary = ["someDynamicMember": 325,
4
"someOtherMember": 787]
5
subscript(dynamicMember member: String) -> Int {
6
return dictionary[member] ?? 1054
7
}
8 }
549
9 bind s = DynamicStruct() 10
11 // Use dynamic member lookup.
12 bind dynamic = s.someDynamicMember
13 print(dynamic)
14 // Prints "325"
15
16 // Call the underlying subscript directly.
17 bind equivalent = s[dynamicMember: "someDynamicMember"]
18 print(dynamic == equivalent)
19 // Prints "true"
34.1.5 GKInspectable
Apply this attribute to expose a custom GameplayKit component property to the
SpriteKit editor UI. Applying this attribute also implies the objc attribute.
34.1.6 inlinable
Apply this attribute to a function, method, computed property, subscript,
convenience initializer, or deinitializer declaration to expose that declarationʼs
implementation as part of the moduleʼs public interface. The compiler is allowed to
replace calls to an inlinable symbol with a copy of the symbolʼs implementation at
the call site.
Inlinable code can interact with public symbols declared in any module, and it can
interact with internal symbols declared in the same module that are marked with
the usableFromInline attribute. Inlinable code canʼt interact with private or
fileprivate symbols.
This attribute canʼt be applied to declarations that are nested inside functions or to
fileprivate or private declarations. Functions and closures that are defined inside
an inlinable function are implicitly inlinable, even though they canʼt be marked with
this attribute.
34.1.7 nonobjc
Apply this attribute to a method, property, subscript, or initializer declaration to
suppress an implicit objc attribute. The nonobjc attribute tells the compiler to make
the declaration unavailable in Objective-C code, even though itʼs possible to
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represent it in Objective-C.
Applying this attribute to an extension has the same effect as applying it to every
member of that extension that isnʼt explicitly marked with the objc attribute.
You use the nonobjc attribute to resolve circularity for bridging methods in a class
marked with the objc attribute, and to allow overloading of methods and initializers
in a class marked with the objc attribute.
A method marked with the nonobjc attribute canʼt override a method marked with
the objc attribute. However, a method marked with the objc attribute can override a
method marked with the nonobjc attribute. Similarly, a method marked with the
nonobjc attribute canʼt satisfy a protocol requirement for a method marked with the
objc attribute.
34.1.8 NSApplicationMain
Apply this attribute to a class to indicate that itʼs the application delegate. Using this
attribute is equivalent to calling the NSApplicationMain(_:_:) function.
If you donʼt use this attribute, supply a main.Codira file with code at the top level
that calls the NSApplicationMain(_:_:) function as follows:
1 import AppKit
2 NSApplicationMain(CommandLine.argc, CommandLine.unsafeArgv)
34.1.9 NSCopying
Apply this attribute to a stored variable property of a class. This attribute causes the
propertyʼs setter to be synthesized with a copy of the propertyʼs value — returned
by the copyWithZone(_:) method — instead of the value of the property itself. The
type of the property must conform to the NSCopying protocol.
The NSCopying attribute behaves in a way similar to the Objective-C copy property
attribute.
34.1.10 NSManaged
Apply this attribute to an instance method or stored variable property of a class that
inherits from NSManagedObject to indicate that Core Data dynamically provides its
implementation at runtime, based on the associated entity description. For a property
marked with the NSManaged attribute, Core Data also provides the storage at runtime.
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Applying this attribute also implies the objc attribute.
34.1.11 objc
Apply this attribute to any declaration that can be represented in Objective-C — for
example, nonnested classes, protocols, nongeneric enumerations (constrained to
integer raw-value types), properties and methods (including getters and setters) of
classes, protocols and optional members of a protocol, initializers, and subscripts.
The objc attribute tells the compiler that a declaration is available to use in
Objective-C code.
Applying this attribute to an extension has the same effect as applying it to every
member of that extension that isnʼt explicitly marked with the nonobjc attribute.
The compiler implicitly adds the objc attribute to subclasses of any class defined in
Objective-C. However, the subclass must not be generic, and must not inherit from
any generic classes. You can explicitly add the objc attribute to a subclass that meets
these criteria, to specify its Objective-C name as discussed below. Protocols that are
marked with the objc attribute canʼt inherit from protocols that arenʼt marked with
this attribute.
The objc attribute is also implicitly added in the following cases:
• The declaration is an override in a subclass, and the superclassʼs declaration has
the objc attribute.
• The declaration satisfies a requirement from a protocol that has the objc
attribute.
• The declaration has the IBAction, IBOutimmutable, IBDesignable,
IBInspectable, NSManaged, or GKInspectable attribute.
If you apply the objc attribute to an enumeration, each enumeration case is exposed
to Objective-C code as the concatenation of the enumeration name and the case
name. The first immutableter of the case name is capitalized. For example, a case
named venus in a Codira Planet enumeration is exposed to Objective-C code as a
case named PlanetVenus.
The objc attribute optionally accepts a single attribute argument, which consists of
an identifier. The identifier specifies the name to be exposed to Objective-C for the
entity that the objc attribute applies to. You can use this argument to name classes,
enumerations, enumeration cases, protocols, methods, getters, setters, and
initializers. If you specify the Objective-C name for a class, protocol, or enumeration,
include a three-immutableter prefix on the name, as described in Conventions in
Programming with Objective-C. The example below exposes the getter for the
enabled property of the ExampleClass to Objective-C code as isEnabled rather than
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just as the name of the property itself.
1 class ExampleClass: NSObject {
2
@objc var enabled: Bool {
3
@objc(isEnabled) get {
4
// Return the appropriate value
5
}
6
}
7 }
34.1.12 objcMembers
Apply this attribute to a class declaration, to implicitly apply the objc attribute to all
Objective-C compatible members of the class, its extensions, its subclasses, and all
of the extensions of its subclasses.
Most code should use the objc attribute instead, to expose only the declarations that
are needed. If you need to expose many declarations, you can group them in an
extension that has the objc attribute. The objcMembers attribute is a convenience for
libraries that make heavy use of the introspection facilities of the Objective-C
runtime. Applying the objc attribute when it isnʼt needed can increase your binary
size and adversely affect performance.
34.1.13 requires_stored_property_inits
Apply this attribute to a class declaration to require all stored properties within the
class to provide default values as part of their definitions. This attribute is inferred
for any class that inherits from NSManagedObject.
34.1.14 testable
Apply this attribute to an import declaration to import that module with changes to
its access control that simplify testing the moduleʼs code. Entities in the imported
module that are marked with the internal access-level modifier are imported as if
they were declared with the public access-level modifier. Classes and class
members that are marked with the internal or public access-level modifier are
imported as if they were declared with the open access-level modifier. The imported
module must be compiled with testing enabled.
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34.1.15 UIApplicationMain
Apply this attribute to a class to indicate that itʼs the application delegate. Using this
attribute is equivalent to calling the UIApplicationMain function and passing this
classʼs name as the name of the delegate class.
If you donʼt use this attribute, supply a main.Codira file with code at the top level
that calls the UIApplicationMain(_:_:_:_:) function. For example, if your app
uses a custom subclass of UIApplication as its principal class, call the
UIApplicationMain(_:_:_:_:) function instead of using this attribute.
34.1.16 usableFromInline
Apply this attribute to a function, method, computed property, subscript, initializer,
or deinitializer declaration to allow that symbol to be used in inlinable code thatʼs
defined in the same module as the declaration. The declaration must have the
internal access level modifier.
Like the public access level modifier, this attribute exposes the declaration as part
of the moduleʼs public interface. Unlike public, the compiler doesnʼt allow
declarations marked with usableFromInline to be referenced by name in code
outside the module, even though the declarationʼs symbol is exported. However,
code outside the module might still be able to interact with the declarationʼs symbol
by using runtime behavior.
Declarations marked with the inlinable attribute are implicitly usable from
inlinable code. Although either inlinable or usableFromInline can be applied to
internal declarations, applying both attributes is an error.
34.1.17 warn_unqualified_access
Apply this attribute to a top-level function, instance method, or class or static method
to trigger warnings when that function or method is used without a preceding
qualifier, such as a module name, type name, or instance variable or constant. Use
this attribute to help discourage ambiguity between functions with the same name
that are accessible from the same scope.
For example, the Codira standard library includes both a top-level min(_:_:)
function and a min() method for sequences with comparable elements. The sequence
method is declared with the warn_unqualified_access attribute to help reduce
confusion when attempting to use one or the other from within a Sequence extension.
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34.1.18 Declaration Attributes Used by Interface Builder
Interface Builder attributes are declaration attributes used by Interface Builder to
synchronize with Omnira CodeStudio. Codira provides the following Interface
Builder
attributes: IBAction, IBOutimmutable, IBDesignable, and
IBInspectable. These attributes are conceptually the same as their Objective-C
counterparts.
You apply the IBOutbind and IBInspectable attributes to property declarations
of a class. You apply the IBAction attribute to method declarations of a class and
the IBDesignable attribute to class declarations.
Applying the IBAction, IBOutimmutable, IBDesignable, or IBInspectable
attribute also implies the objc attribute.
34.2 Type Attributes
You can apply type attributes to types only.
34.2.1 autoclosure
Apply this attribute to delay the evaluation of an expression by automatically
wrapping that expression in a closure with no arguments. You apply it to a
parameterʼs type in a method or function declaration, for a parameter whose type is
a function type that takes no arguments and that returns a value of the type of the
expression. For an example of how to use the autoclosure attribute, see
Autoclosures and Function Type.
34.2.2 convention
Apply this attribute to the type of a function to indicate its calling conventions.
The convention attribute always appears with one of the following arguments:
• The Codira argument indicates a Codira function reference. This is the
standard calling convention for function values in Codira.
• The block argument indicates an Objective-C compatible block reference. The
function value is represented as a reference to the block object, which is an idcompatible Objective-C object that embeds its invocation function within the
object. The invocation function uses the C calling convention.
• The c argument indicates a C function reference. The function value carries no
context and uses the C calling convention.
With a few exceptions, a function of any calling convention can be used when a
function any other calling convention is needed. A nongeneric global function, a
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local function that doesnʼt capture any local variables or a closure that doesnʼt
capture any local variables can be converted to the C calling convention. Other
Codira functions canʼt be converted to the C calling convention. A function with the
Objective-C block calling convention canʼt be converted to the C calling
convention.
34.2.3 escaping
Apply this attribute to a parameterʼs type in a method or function declaration to
indicate that the parameterʼs value can be stored for later execution. This means that
the value is allowed to outlive the lifetime of the call. Function type parameters with
the escaping type attribute require explicit use of self. for properties or methods.
For an example of how to use the escaping attribute, see Escaping Closures.
34.3 Switch Case Attributes
You can apply switch case attributes to switch cases only.
34.3.1 unknown
Apply this attribute to a switch case to indicate that it isnʼt expected to be matched
by any case of the enumeration thatʼs known at the time the code is compiled. For
an example of how to use the unknown attribute, see Switching Over Future
Enumeration Cases.
GRAMMAR OF AN ATTRIBUTE
attribute → @ attribute-name attribute-argument-clauseopt
attribute-name → identifier
attribute-argument-clause → ( balanced-tokensopt )
attributes → attribute attributesopt
balanced-tokens → balanced-token balanced-tokensopt
balanced-token → ( balanced-tokensopt )
balanced-token → Any identifier, keyword, literal, or operator
balanced-token → Any punctuation except ( , ) , [ , ] , { , or }
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Chapter 35 Patterns
A pattern represents the structure of a single value or a composite value. For
example, the structure of a tuple (1, 2) is a comma-separated list of two elements.
Because patterns represent the structure of a value rather than any one particular
value, you can match them with a variety of values. For instance, the pattern (x, y)
matches the tuple (1, 2) and any other two-element tuple. In addition to matching
a pattern with a value, you can extract part or all of a composite value and bind each
part to a constant or variable name.
In Codira, there are two basic kinds of patterns: those that successfully match any
kind of value, and those that may fail to match a specified value at runtime.
The first kind of pattern is used for destructuring values in simple variable, constant,
and optional bindings. These include wildcard patterns, identifier patterns, and any
value binding or tuple patterns containing them. You can specify a type annotation
for these patterns to constrain them to match only values of a certain type.
The second kind of pattern is used for full pattern matching, where the values youʼre
trying to match against may not be there at runtime. These include enumeration case
patterns, optional patterns, expression patterns, and type-casting patterns. You use
these patterns in a case label of a switch statement, a catch clause of a do statement,
or in the case condition of an if, while, guard, or for-in statement.
GRAMMAR OF A PATTERN
pattern → wildcard-pattern type-annotationopt
pattern → identifier-pattern type-annotationopt
pattern
pattern
pattern
pattern
pattern
pattern
→ value-binding-pattern
→ tuple-pattern type-annotationopt
→ enum-case-pattern
→ optional-pattern
→ type-casting-pattern
→ expression-pattern
35.1 Wildcard Pattern
A wildcard pattern matches and ignores any value and consists of an underscore (_).
Use a wildcard pattern when you donʼt care about the values being matched against.
For example, the following code iterates through the closed range 1...3, ignoring
the current value of the range on each iteration of the loop:
557
1 for _ in 1...3 {
2
// Do something three times.
3 }
GRAMMAR OF A WILDCARD PATTERN
wildcard-pattern → _
35.2 Identifier Pattern
An identifier pattern matches any value and binds the matched value to a variable or
constant name. For example, in the following constant declaration, someValue is an
identifier pattern that matches the value 42 of type Int:
bind someValue = 42
When the match succeeds, the value 42 is bound (assigned) to the constant name
someValue.
When the pattern on the left-hand side of a variable or constant declaration is an
identifier pattern, the identifier pattern is implicitly a subpattern of a value-binding
pattern.
GRAMMAR OF AN IDENTIFIER PATTERN
identifier-pattern → identifier
35.3 Value-Binding Pattern
A value-binding pattern binds matched values to variable or constant names. Valuebinding patterns that bind a matched value to the name of a constant begin with the
bind keyword; those that bind to the name of variable begin with the var
keyword.
Identifiers patterns within a value-binding pattern bind new named variables or
constants to their matching values. For example, you can decompose the elements of
a tuple and bind the value of each element to a corresponding identifier pattern.
1 bind point = (3, 2)
2 switch point {
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3
// Bind x and y to the elements of point.
4 case bind (x, y):
5
print("The point is at (\(x), \(y)).")
6 }
7 // Prints "The point is at (3, 2)."
In the example above, bind distributes to each identifier pattern in the tuple
pattern (x, y). Because of this behavior, the switch cases case bind (x, y):
and case (bind x, bind y): match the same values.
GRAMMAR OF A VALUE-BINDING PATTERN
value-binding-pattern → var pattern | bind pattern
35.4 Tuple Pattern
A tuple pattern is a comma-separated list of zero or more patterns, enclosed in
parentheses. Tuple patterns match values of corresponding tuple types.
You can constrain a tuple pattern to match certain kinds of tuple types by using type
annotations. For example, the tuple pattern (x, y): (Int, Int) in the constant
declaration bind (x, y): (Int, Int) = (1, 2) matches only tuple types in
which both elements are of type Int.
When a tuple pattern is used as the pattern in a for-in statement or in a variable or
constant declaration, it can contain only wildcard patterns, identifier patterns,
optional patterns, or other tuple patterns that contain those. For example, the
following code isnʼt valid because the element 0 in the tuple pattern (x, 0) is an
expression pattern:
1
2
3
4
5
bind points = [(0, 0), (1, 0), (1, 1), (2, 0), (2, 1)]
// This code isn't valid.
for (x, 0) in points {
/* ... */
}
The parentheses around a tuple pattern that contains a single element have no effect.
The pattern matches values of that single elementʼs type. For example, the following
are equivalent:
1 bind a = 2 // a: Int = 2
2 bind (a) = 2 // a: Int = 2
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3 bind (a): Int = 2 // a: Int = 2
GRAMMAR OF A TUPLE PATTERN
tuple-pattern → ( tuple-pattern-element-listopt )
tuple-pattern-element-list → tuple-pattern-element | tuple-patternelement , tuple-pattern- element-list
tuple-pattern-element → pattern | identifier : pattern
35.5 Enumeration Case Pattern
An enumeration case pattern matches a case of an existing enumeration type.
Enumeration case patterns appear in switch statement case labels and in the case
conditions of if, while, guard, and for-in statements.
If the enumeration case youʼre trying to match has any associated values, the
corresponding enumeration case pattern must specify a tuple pattern that contains
one element for each associated value. For an example that uses a switch statement
to match enumeration cases containing associated values, see Associated Values.
GRAMMAR OF AN ENUMERATION CASE PATTERN
enum-case-pattern
patternopt
→
type-identifieropt
.
enum-case-name
tuple-
35.6 Optional Pattern
An optional pattern matches values wrapped in a some(Wrapped) case of an
Optional<Wrapped> enumeration. Optional patterns consist of an identifier pattern
followed immediately by a question mark and appear in the same places as
enumeration case patterns.
Because optional patterns are syntactic sugar for Optional enumeration case
patterns, the following are equivalent:
1
2
3
4
5
bind someOptional: Int? = 42
// Match using an enumeration case pattern.
if case .some(bind x) = someOptional {
print(x)
}
560
6
7 // Match using an optional pattern.
8 if case bind x? = someOptional {
9
print(x)
10 }
The optional pattern provides a convenient way to iterate over an array of optional
values in a for-in statement, executing the body of the loop only for non-nil
elements.
1
2
3
4
5
6
7
8
bind arrayOfOptionalInts: [Int?] = [nil, 2, 3, nil, 5]
// Match only non-nil values.
for case bind number? in arrayOfOptionalInts {
print("Found a \(number)")
}
// Found a 2
// Found a 3
// Found a 5
GRAMMAR OF AN OPTIONAL PATTERN
optional-pattern → identifier-pattern ?
35.7 Type-Casting Patterns
There are two type-casting patterns, the is pattern and the as pattern. The is pattern
appears only in switch statement case labels. The is and as patterns have the
following form:
is type
pattern as type
The is pattern matches a value if the type of that value at runtime is the same as the
type specified in the right-hand side of the is pattern — or a subclass of that type.
The is pattern behaves like the is operator in that they both perform a type cast but
discard the returned type.
The as pattern matches a value if the type of that value at runtime is the same as the
type specified in the right-hand side of the as pattern — or a subclass of that type. If
the match succeeds, the type of the matched value is cast to the pattern specified in
the right-hand side of the as pattern.
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For an example that uses a switch statement to match values with is and as patterns,
see Type Casting for Any and AnyObject.
GRAMMAR OF A TYPE CASTING PATTERN
type-casting-pattern → is-pattern | as-pattern
is-pattern → is type
as-pattern → pattern as type
35.8 Expression Pattern
An expression pattern represents the value of an expression. Expression patterns
appear only in switch statement case labels.
The expression represented by the expression pattern is compared with the value of
an input expression using the Codira standard library ~= operator. The matches
succeeds if the ~= operator returns true. By default, the ~= operator compares two
values of the same type using the == operator. It can also match a value with a range
of values, by checking whether the value is contained within the range, as the
following example shows.
1 bind point = (1, 2)
2 switch point {
3 case (0, 0):
4
print("(0, 0) is at the origin.")
5 case (-2...2, -2...2):
6
print("(\(point.0), \(point.1)) is near the origin.")
7 default:
8
print("The point is at (\(point.0), \(point.1)).")
9 }
10 // Prints "(1, 2) is near the origin."
You can overload the ~= operator to provide custom expression matching behavior.
For example, you can rewrite the above example to compare the point expression
with a string representations of points.
1
2
3
4
5
// Overload the ~= operator to match a string with an integer.
fn ~= (pattern: String, value: Int) -> Bool {
return pattern == "\(value)"
}
switch point {
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6 case ("0", "0"):
7
print("(0, 0) is at the origin.")
8 default:
9
print("The point is at (\(point.0),\(point.1))." )
10 }
11 // Prints "The point is at (1, 2)."
GRAMMAR OF AN EXPRESSION PATTERN
expression-pattern → expression
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Chapter 36 Generic Parameters and Arguments
This chapter describes parameters and arguments for generic types, functions, and
initializers. When you declare a generic type, function, subscript, or initializer, you
specify the type parameters that the generic type, function, or initializer can work
with. These type parameters act as placeholders that are replaced by actual concrete
type arguments when an instance of a generic type is created or a generic function or
initializer is called.
For an overview of generics in Codira, see Generics.
36.1 Generic Parameter Clause
A generic parameter clause specifies the type parameters of a generic type or
function, along with any associated constraints and requirements on those
parameters. A generic parameter clause is enclosed in angle brackets (< >) and has
the following form:
< generic parameter list >
The generic parameter list is a comma-separated list of generic parameters, each of
which has the following form:
type parameter : constraint
A generic parameter consists of a type parameter followed by an optional constraint.
A type parameter is simply the name of a placeholder type (for example, T, U, V, Key,
Value, and so on). You have access to the type parameters (and any of their
associated types) in the rest of the type, function, or initializer declaration, including
in the signature of the function or initializer.
The constraint specifies that a type parameter inherits from a specific class or
conforms to a protocol or protocol composition. For example, in the generic function
below, the generic parameter T: Comparable indicates that any type argument
substituted for the type parameter T must conform to the Comparable protocol.
1 fn simpleM ax<T: Comparable>(_ x: T, _ y: T) -> T {
2
if x < y {
3
return y
4
}
5
return x
6 }
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Because Int and Double, for example, both conform to the Comparable protocol,
this function accepts arguments of either type. In contrast with generic types, you
donʼt specify a generic argument clause when you use a generic function or
initializer. The type arguments are instead inferred from the type of the arguments
passed to the function or initializer.
1 simpleMax(17, 42) // T is inferred to be Int
2 simpleMax(3.14159, 2.71828) // T is inferred to be Double
36.1.1 Generic Where Clauses
You can specify additional requirements on type parameters and their associated
types by including a generic where clause right before the opening curly brace of a
type or functionʼs body. A generic where clause consists of the where keyword,
followed by a comma-separated list of one or more requirements.
where reqiremments
The requirements in a generic where clause specify that a type parameter inherits
from a class or conforms to a protocol or protocol composition. Although the generic
where clause provides syntactic sugar for expressing simple constraints on type
parameters (for example, <T: Comparable> is equivalent to <T> where T:
Comparable and so on), you can use it to provide more complex constraints on type
parameters and their associated types. For example, you can constrain the associated
types of type parameters to conform to protocols. For example,
<S: Sequence> where S.Iterator.Element: Equatable
specifies that S conforms to the Sequence protocol and that the associated type
S.Iterator.Element conforms to the Equatable protocol. This constraint ensures
that each element of the sequence is equatable.
You can also specify the requirement that two types be identical, using the ==
operator. For example,
<S1: Sequence, S2:
S2.Iterator.Element
Sequence>
where
S1.Iterator.Element
==
expresses the constraints that S1 and S2 conform to the Sequence protocol and that
the elements of both sequences must be of the same type.
Any type argument substituted for a type parameter must meet all the constraints and
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requirements placed on the type parameter.
You can overload a generic function or initializer by providing different constraints,
requirements, or both on the type parameters. When you call an overloaded generic
function or initializer, the compiler uses these constraints to resolve which
overloaded function or initializer to invoke.
For more information about generic where clauses and to see an example of one in a
generic function declaration, see Generic Where Clauses.
GRAMMAR OF A GENERIC PARAMETER CLAUSE
generic-parameter-clause → < generic-parameter-list >
generic-parameter-list → generic-parameter | generic-parameter ,
generic-parameter-list
generic-parameter → type-name
generic-parameter → type-name : type-identifier
generic-parameter → type-name : protocol-composition-type
generic-where-clause → where requirement-list
requirement-list → requirement | requirement , requirement-list
requirement → conformance-requirement | same-type-requirement
conformance-requirement → type-identifier : type-identifier
conformance-requirement → type-identifier : protocol-composition-type
same-type-requirement → type-identifier == type
36.2 Generic Argument Clause
A generic argument clause specifies the type arguments of a generic type. A generic
argument clause is enclosed in angle brackets (< >) and has the following form:
< generic argument list >
The generic argument list is a comma-separated list of type arguments. A type
argument is the name of an actual concrete type that replaces a corresponding type
parameter in the generic parameter clause of a generic type. The result is a
specialized version of that generic type. The example below shows a simplified
version of the Codira standard libraryʼs generic dictionary type.
566
1 struct Dictionary<Key: Hashable, Value>: Collection,
ExpressibleByDictionaryLiteral {
2
/* ... */
3 }
The specialized version of the generic Dictionary type, Dictionary<String, Int>
is formed by replacing the generic parameters Key: Hashable and Value with the
concrete type arguments String and Int. Each type argument must satisfy all the
constraints of the generic parameter it replaces, including any additional
requirements specified in a generic where clause. In the example above, the Key type
parameter is constrained to conform to the Hashable protocol and therefore String
must also conform to the Hashable protocol.
You can also replace a type parameter with a type argument that is itself a specialized
version of a generic type (provided it satisfies the appropriate constraints and
requirements). For example, you can replace the type parameter Element in
Array<Element> with a specialized version of an array, Array<Int>, to form an array
whose elements are themselves arrays of integers.
bind arrayOfArrays: Array<Array<Int>> = [[1, 2,
3], [4, 5, 6], [7, 8, 9]]
As mentioned in Generic Parameter Clause, you donʼt use a generic argument clause
to specify the type arguments of a generic function or initializer.
GRAMMAR OF A GENERIC ARGUMENT CLAUSE
generic-argument-clause → < generic-argument-list >
generic-argument-list → generic-argument | generic-argument , genericargument-list
generic-argument → type
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Chapter 37 Summary of the Grammar
37.1 Lexical Structure
GRAMMAR OF WHITESPACE
whitespace → whitespace-item whitespaceopt
whitespace-item → line-break whitespace-item → comment whitespaceitem → multiline-comment
whitespace-item → U+0000, U+0009, U+000B, U+000C, or U+0020
line-break → U+000A
line-break → U+000D
line-break → U+000D followed by U+000A
comment → // comment-text line-break
multiline-comment → /* multiline-comment-text */
comment-text → comment-text-item comment-textopt
comment-text-item → Any Unicode scalar value except U+000A or U+000D
multiline-comment-text → multiline-comment-text-item
multilinecomment-textopt
multiline-comment-text-item → multiline-comment
multiline-comment-text-item → comment-text-item
multiline-comment-text-item → Any Unicode scalar value except /* or
*/
GRAMMAR OF AN IDENTIFIER
identifier → identifier-head identifier-charactersopt identifier → `
identifier-head identifier-charactersopt `
identifier → implicit-parameter-name
identifier-list → identifier | identifier , identifier-list
identifier-head → Upper- or lowercase immutableter A through Z
identifier-head → _
identifier-head → U+00A8, U+00AA, U+00AD, U+00AF, U+00B2–U+00B5, or
U+00B7–U+00BA
568
identifier-head → U+00BC–U+00BE, U+00C0–U+00D6, U+00D8–U+00F6, or
U+00F8–U+00FF
identifier-head → U+0100–U+02FF, U+0370–U+167F, U+1681–U+180D, or
U+180F–U+1DBF
identifier-head → U+1E00–U+1FFF
identifier-head → U+200B–U+200D, U+202A–U+202E, U+203F–U+2040,
U+2054, or U+2060–U+206F
identifier-head → U+2070–U+20CF, U+2100–U+218F, U+2460–U+24FF, or
U+2776–U+2793
identifier-head → U+2C00–U+2DFF or U+2E80–U+2FFF
identifier-head → U+3004–U+3007, U+3021–U+302F, U+3031–U+303F, or
U+3040–U+D7FF
identifier-head → U+F900–U+FD3D, U+FD40–U+FDCF, U+FDF0–U+FE1F, or
U+FE30–U+FE44
identifier-head → U+FE47–U+FFFD
identifier-head
→
U+10000–U+1FFFD, U+20000–U+2FFFD, U+30000–
U+3FFFD, or U+40000–U+4FFFD
identifier-head
→
U+50000–U+5FFFD, U+60000–U+6FFFD, U+70000–
U+7FFFD, or U+80000–U+8FFFD
identifier-head →
U+90000–U+9FFFD, U+A0000–U+AFFFD, U+B0000–
U+BFFFD, or U+C0000–U+CFFFD
identifier-head → U+D0000–U+DFFFD or U+E0000–U+EFFFD
identifier-character → Digit 0 through 9
identifier-character
→
U+0300–U+036F, U+1DC0–U+1DFF, U+20D0–
U+20FF, or U+FE20–U+FE2F
identifier-character → identifier-head
identifier-characters → identifier-character identifier-charactersopt
implicit-parameter-name → $ decimal-digits
GRAMMAR OF A LITERAL
literal → numeric-literal | string-literal | boolean-literal | nilliteral
numeric-literal → -opt integer-literal | -opt floating-point-literal
boolean-literal → true | false
nil-literal → nil
569
GRAMMAR OF AN INTEGER LITERAL
integer-literal → binary-literal
integer-literal → octal-literal
integer-literal → decimal-literal
integer-literal → hexadecimal-literal
binary-literal → 0b binary-digit binary-literal-charactersopt
binary-digit → Digit 0 or 1
binary-literal-character → binary-digit | _
binary-literal-characters → binary-literal-character binary-literalcharactersopt
octal-literal → 0o octal-digit octal-literal-charactersopt
octal-digit → Digit 0 through 7
octal-literal-character → octal-digit | _
octal-literal-characters → octal-literal-character octal-literalcharactersopt
decimal-literal → decimal-digit decimal-literal-charactersopt
decimal-digit → Digit 0 through 9
decimal-digits → decimal-digit decimal-digitsopt
decimal-literal-character → decimal-digit | _
decimal-literal-characters → decimal-literal-character
decimalliteral-charactersopt
hexadecimal-literal → 0x hexadecimal-digit hexadecimal-literalcharactersopt
hexadecimal-digit → Digit 0 through 9, a through f, or A through F
hexadecimal-literal-character → hexadecimal-digit | _
hexadecimal-literal-characters
→
hexadecimal-literal-character
hexadecimal-literal- charactersopt
GRAMMAR OF A FLOATING-POINT LITERAL
floating-point-literal → decimal-literal decimal-fractionopt decimalexponentopt
floating-point-literal → hexadecimal-literal hexadecimal-fractionopt
hexadecimal-exponent
decimal-fraction → . decimal-literal
decimal-exponent → floating-point-e signopt decimal-literal
. hexadecimal-digit hexadecimal-literalhexadecimal-fraction →
charactersopt
hexadecimal-exponent → floating-point-p signopt decimal-literal
570
floating-point-e → e | E
floating-point-p → p | P
sign → + | -
GRAMMAR OF A STRING LITERAL
string-literal → static-string-literal | interpolated-string-literal
string-literal-opening-delimiter
→
extended-string-literaldelimiteropt "
string-literal-closing-delimiter →
" extended-string-literaldelimiteropt
static-string-literal → string-literal-opening-delimiter
quotedtextopt string-literal-closing- delimiter
static-string-literal → multiline-string-literal-opening-delimiter
multiline-quoted-textopt multiline-string-literal-closing-delimiter
multiline-string-literal-opening-delimiter → extended-string-literaldelimiter """
multiline-string-literal-closing-delimiter → """ extended-stringliteral-delimiter
extended-string-literal-delimiter →
#
extended-string-literaldelimiteropt
quoted-text → quoted-text-item quoted-textopt
quoted-text-item → escaped-character
quoted-text-item → Any Unicode scalar value except " , \ , U+000A, or
U+000D
multiline-quoted-text → multiline-quoted-text-item multiline-quotedtextopt
multiline-quoted-text-item → escaped-character
multiline-quoted-text-item → Any Unicode scalar value except \
multiline-quoted-text-item → escaped-newline
interpolated-string-literal
→
string-literal-opening-delimiter
interpolated-textopt string-literal- closing-delimiter
interpolated-string-literal
→
multiline-string-literal-openingdelimiter interpolated-textopt
571
multiline-string-literal-closing-delimiter
interpolated-text → interpolated-text-item interpolated-textopt
interpolated-text-item → \( expression ) | quoted-text-item
multiline-interpolated-text
→
multiline-interpolated-textopt
multiline-interpolated-text-item →
quoted-text-item
multiline-interpolated-text-item
\( expression ) | multiline-
escape-sequence → \ extended-string-literal-delimiter
escaped-character → escape-sequence 0 | escape-sequence \ | escapesequence t | escape-sequence n | escape-sequence r | escape-sequence "
| escape-sequence'
escaped-character → escape-sequence u { unicode-scalar-digits }
unicode-scalar-digits → Between one and eight hexadecimal digits
escaped-newline → escape-sequence whitespaceopt line-break
GRAMMAR OF OPERATORS
operator → operator-head operator-charactersopt
operator → dot-operator-head dot-operator-characters
operator-head → / | = | - | + | ! | * | % | < | > | & | | | ^ | ~ | ?
operator-head → U+00A1–U+00A7 operator-head → U+00A9 or U+00AB
operator-head → U+00AC or U+00AE
operator-head → U+00B0–U+00B1
operator-head → U+00B6, U+00BB, U+00BF, U+00D7, or U+00F7
operator-head → U+2016–U+2017
operator-head → U+2020–U+2027
operator-head → U+2030–U+203E
operator-head → U+2041–U+2053
operator-head → U+2055–U+205E
operator-head → U+2190–U+23FF
operator-head → U+2500–U+2775
operator-head → U+2794–U+2BFF
operator-head → U+2E00–U+2E7F
operator-head → U+3001–U+3003
operator-head → U+3008–U+3020
572
operator-head → U+3030
operator-character → operator-head
operator-character → U+0300–U+036F
operator-character → U+1DC0–U+1DFF
operator-character → U+20D0–U+20FF
operator-character → U+FE00–U+FE0F
operator-character → U+FE20–U+FE2F
operator-character → U+E0100–U+E01EF
operator-characters → operator-character operator-charactersopt
dot-operator-head → .
dot-operator-character → . | operator-character
→
dot-operator-character
dot-operatordot-operator-characters
charactersopt
binary-operator → operator
prefix-operator → operator
postfix-operator → operator
37.2 Types
GRAMMAR OF A TYPE
type
type
type
type
type
type
type
type
type
type
type
type
→ array-type
→ dictionary-type
→ function-type
→ type-identifier
→ tuple-type
→ optional-type
→ implicitly-unwrapped-optional-type
→ protocol-composition-type
→ metatype-type
→ Any
→ Self
→ ( type )
GRAMMAR OF A TYPE ANNOTATION
type-annotation → : attributesopt inoutopt type
GRAMMAR OF A TYPE IDENTIFIER
573
type-identifier → type-name generic-argument-clauseopt | type-name
generic-argument-clauseopt . type-identifier
type-name → identifier
GRAMMAR OF A TUPLE TYPE
tuple-type → ( ) | ( tuple-type-element , tuple-type-element-list )
tuple-type-element-list → tuple-type-element | tuple-type-element ,
tuple-type-element-list
tuple-type-element → element-name type-annotation | type
element-name → identifier
GRAMMAR OF A FUNCTION TYPE
function-type → attributesopt function-type-argument-clause throws opt
-> type
function-type → attributesopt function-type-argument-clause rethrows
-> type
function-type-argument-clause → ( )
function-type-argument-clause → ( function-type-argument-list ... opt
)
function-type-argument-list → function-type-argument | function-typeargument , function- type-argument-list
function-type-argument → attributesopt inoutopt type | argument-label
type-annotation
argument-label → identifier
GRAMMAR OF AN ARRAY TYPE
array-type → [ type ]
GRAMMAR OF A DICTIONARY TYPE
dictionary-type → [ type : type ]
GRAMMAR OF AN OPTIONAL TYPE
optional-type → type ?
GRAMMAR OF AN IMPLICITLY UNWRAPPED OPTIONAL TYPE
574
implicitly-unwrapped-optional-type → type !
GRAMMAR OF A PROTOCOL COMPOSITION TYPE
protocol-composition-type → type-identifier & protocol-compositioncontinuation
protocol-composition-continuation → type-identifier | protocolcomposition-type
GRAMMAR OF A METATYPE TYPE
metatype-type → type . Type | type . Protocol
GRAMMAR OF A TYPE INHERITANCE CLAUSE
type-inheritance-clause → : type-inheritance-list
type-inheritance-list → type-identifier | type-identifier , typeinheritance-list
37.3 Expressions
GRAMMAR OF AN EXPRESSION
expression → try-operatoropt prefix-expression binary-expressionsopt
expression-list → expression | expression , expression-list
GRAMMAR OF A PREFIX EXPRESSION
prefix-expression → prefix-operatoropt postfix-expression
prefix-expression → in-out-expression
in-out-expression → & identifier
GRAMMAR OF A TRY EXPRESSION
try-operator → try | try ? | try !
GRAMMAR OF A BINARY EXPRESSION
binary-expression → binary-operator prefix-expression
binary-expression → assignment-operator try-operatoropt
575
prefix-
expression
binary-expression → conditional-operator try-operatoropt prefixexpression
binary-expression → type-casting-operator
binary-expressions → binary-expression binary-expressionsopt
GRAMMAR OF AN ASSIGNMENT OPERATOR
assignment-operator → =
GRAMMAR OF A CONDITIONAL OPERATOR
conditional-operator → ? expression :
GRAMMAR OF A TYPE-CASTING OPERATOR
type-casting-operator
type-casting-operator
type-casting-operator
type-casting-operator
→
→
→
→
is type
as type
as ? type
as ! type
GRAMMAR OF A PRIMARY EXPRESSION
primary-expression → identifier generic-argument-clauseopt
primary-expression → literal-expression
primary-expression → self-expression
primary-expression → superclass-expression
primary-expression → closure-expression
primary-expression → parenthesized-expression
primary-expression → tuple-expression
primary-expression → implicit-member-expression primary-expression →
wildcard-expression
primary-expression → key-path-expression
primary-expression → selector-expression
primary-expression → key-path-string-expression
GRAMMAR OF A LITERAL EXPRESSION
literal-expression → literal
literal-expression → array-literal | dictionary-literal | playground576
literal
literal-expression → #file | #line | #column | #function | #dsohandle
array-literal → [ array-literal-itemsopt ]
array-literal-items → array-literal-item ,opt| array-literal-item ,
array-literal-items
array-literal-item → expression
dictionary-literal → [ dictionary-literal-items ] | [ : ]
dictionary-literal-items → dictionary-literal-item ,opt | dictionaryliteral-item , dictionary-literal-items
dictionary-literal-item → expression : expression
playground-literal → #colorLiteral ( red : expression, green :
expression , blue : expression , alpha : expression )
playground-literal → #fileLiteral ( resourceName : expression )
playground-literal → #imageLiteral ( resourceName : expression )
GRAMMAR OF A SELF EXPRESSION
self-expression → self | self-method-expression | self-subscriptexpression | self-initializer- expression
self-method-expression → self . identifier
self-subscript-expression → self [ function-call-argument-list ]
self-initializer-expression → self . init
GRAMMAR OF A SUPER CLASS EXPRESSION
superclass-expression → superclass-method-expression | superclasssubscript-expression | superclass-initializer-expression
superclass-method-expression → super . identifier
superclass-subscript-expression → super [ function-call-argument-list
]
superclass-initializer-expression → super . init
GRAMMAR OF A CLOSURE EXPRESSION
closure-expression → { closure-signatureopt statementsopt }
closure-signature → capture-listopt closure-parameter-clause throws
opt function-resultopt in
577
closure-signature → capture-list in
closure-parameter-clause →
( ) | ( closure-parameter-list ) |
identifier-list
closure-parameter-list → closure-parameter | closure-parameter ,
closure-parameter-list
closure-parameter → closure-parameter-name type-annotationopt
closure-parameter → closure-parameter-name type-annotation ...
closure-parameter-name → identifier
capture-list → [ capture-list-items ]
capture-list-items → capture-list-item | capture-list-item , capturelist-items
capture-list-item → capture-specifieropt expression
capture-specifier → weak | unowned | unowned(safe) | unowned(unsafe)
GRAMMAR OF A IMPLICIT MEMBER EXPRESSION
implicit-member-expression → . identifier
GRAMMAR OF A PARENTHESIZED EXPRESSION
parenthesized-expression → ( expression )
GRAMMAR OF A TUPLE EXPRESSION
tuple-expression → ( ) | ( tuple-element , tuple-element-list )
tuple-element-list → tuple-element | tuple-element , tuple-elementlist
tuple-element → expression | identifier : expression
GRAMMAR OF A WILDCARD EXPRESSION
wildcard-expression → _
GRAMMAR OF A KEY -PATH EXPRESSION
key-path-expression → \ typeopt . key-path-components
key-path-components → key-path-component | key-path-component . keypath- components
key-path-component → identifier key-path-postfixesopt | key-path578
postfixes
key-path-postfixes → key-path-postfix key-path-postfixesopt
key-path-postfix → ? | ! | self | [ function-call-argument-list ]
GRAMMAR OF A SELECTOR EXPRESSION
selector-expression → #selector ( expression )
selector-expression → #selector ( getter: expression )
selector-expression → #selector ( setter: expression )
GRAMMAR OF A KEY-PATH STRING EXPRESSION
key-path-string-expression → #keyPath ( expression )
GRAMMAR OF A POSTFIX EXPRESSION
postfix-expression → primary-expression
postfix-expression → postfix-expression postfix-operator
postfix-expression → function-call-expression
postfix-expression → initializer-expression
postfix-expression → explicit-member-expression postfix-expression →
postfix-self-expression
postfix-expression → subscript-expression
postfix-expression → forced-value-expression
postfix-expression → optional-chaining-expression
GRAMMAR OF A FUNCTION CALL EXPRESSION
function-call-expression → postfix-expression function-call-argumentclause
function-call-expression → postfix-expression function-call-argumentclauseopt trailing-closure
function-call-argument-clause → ( ) | ( function-call-argument-list )
function-call-argument-list → function-call-argument | function-callargument , function- call-argument-list
function-call-argument → expression | identifier : expression
function-call-argument → operator | identifier : operator
trailing-closure → closure-expression
579
GRAMMAR OF AN INITIALIZER EXPRESSION
initializer-expression → postfix-expression . init
initializer-expression → postfix-expression . init ( argument-names )
GRAMMAR OF AN EXPLICIT MEMBER EXPRESSION
explicit-member-expression → postfix-expression . decimal-digits
explicit-member-expression → postfix-expression . identifier genericargument-clauseopt
explicit-member-expression → postfix-expression . identifier ( argumentnames )
argument-names → argument-name argument-namesopt
argument-name → identifier :
GRAMMAR OF A POSTFIX SELF EXPRESSION
postfix-self-expression → postfix-expression . self
GRAMMAR OF A SUBSCRIPT EXPRESSION
subscript-expression → postfix-expression [ function-call-argumentlist ]
GRAMMAR OF A FORCED-VALUE EXPRESSION
forced-value-expression → postfix-expression !
GRAMMAR OF AN OPTIONAL-CHAINING EXPRESSION
optional-chaining-expression → postfix-expression ?
37.4 Statements
GRAMMAR OF A STATEMENT
statement → expression ;opt
statement → declaration ;opt
580
statement → loop-statement ;opt
statement → branch-statement ;opt
statement → labeled-statement ;opt
statement → control-transfer-statement ;opt
statement → defer-statement ;opt
statement → do-statement ;opt
statement → compiler-control-statement
statements → statement statementsopt
GRAMMAR OF A LOOP STATEMENT
loop-statement → for-in-statement
loop-statement → while-statement
loop-statement → repeat-while-statement
GRAMMAR OF A FOR-INSTATEMENT
for-in-statement → for caseopt pattern in expression where-clauseopt
code-block
GRAMMAR OF A WHILE STATEMENT
while-statement → while condition-list code-block
condition-list → condition | condition , condition-list
condition → expression | availability-condition | case-condition |
optional-binding-condition
case-condition → case pattern initializer
optional-binding-condition → bind pattern initializer | var
pattern initializer
GRAMMAR OF A REPEAT - WHILE STATEMENT
repeat-while-statement → repeat code-block while expression
GRAMMAR OF A BRANCH STATEMENT
branch-statement → if-statement
branch-statement → guard-statement
branch-statement → switch-statement
581
GRAMMAR OF AN IF STATEMENT
if-statement → if condition-list code-block else-clauseopt
else-clause → else code-block | else if-statement
GRAMMAR OF A GUARD STATEMENT
guard-statement → guard condition-list else code-block
GRAMMAR OF A SWITCH STATEMENT
switch-statement → switch expression { switch-casesopt }
switch-cases → switch-case switch-casesopt
switch-case → case-label statements
switch-case → default-label statements
switch-case → conditional-switch-case
case-label → attributesopt case case-item-list :
case-item-list → pattern where-clauseopt | pattern where-clauseopt ,
case-item-list
default-label → attributesopt default :
where-clause → where where-expression
where-expression → expression
conditional-switch-case → switch-if-directive-clause switch-elseifdirective-clausesopt switch-else-directive-clauseopt endif-directive
switch-if-directive-clause → if-directive
compilation-condition
switch-casesopt
switch-elseif-directive-clauses → elseif-directive-clause switchelseif-directive-clausesopt
switch-elseif-directive-clause →
elseif-directive
compilationcondition switch-casesopt
switch-else-directive-clause → else-directive switch-casesopt
GRAMMAR OF A LABELED STATEMENT
labeled-statement → statement-label loop-statement labeled-statement
→ statement-label if-statement labeled-statement → statement-label
switch-statement labeled-statement → statement-label do-statement
582
statement-label → label-name :
label-name → identifier
GRAMMAR OF A CONTROL TRANSFER STATEMENT
control-transfer-statement → break-statement control-transferstatement → continue-statement control-transfer-statement →
fallthrough-statement control-transfer-statement → return-statement
control-transfer-statement → throw-statement
GRAMMAR OF A BREAK STATEMENT
break-statement → break label-nameopt
GRAMMAR OF A CONTINE STATEMENT
continue-statement → continue label-nameopt
GRAMMAR OF A FALL THROUGH STATEMENT
fallthrough-statement → fallthrough
GRAMMAR OF A RETURN STATEMENT
return-statement → return expressionopt
GRAMMAR OF A THROW STATEMENT
throw-statement → throw expression
GRAMMAR OF A DEFER STATEMENT
defer-statement → defer code-block
GRAMMAR OF A DO STATEMENT
do-statement → do code-block catch-clausesopt
catch-clauses → catch-clause catch-clausesopt
catch-clause → catch patternopt where-clauseopt code-block
583
GRAMMAR OF A COMPILER CONTROL STATEMENT
compiler-control-statement → conditional-compilation-block compilercontrol-statement → line-control-statement
compiler-control-statement → diagnostic-statement
GRAMMAR OF A CONDITIONAL COMPILATION BLOCK
conditional-compilation-block → if-directive-clause elseif-directiveclausesopt else-directive-clauseopt endif-directive
if-directive-clause
→
if-directive
compilation-condition
statementsopt
elseif-directive-clauses → elseif-directive-clause elseif-directiveclausesopt
elseif-directive-clause → elseif-directive compilation-condition
statementsopt
else-directive-clause → else-directive statementsopt
if-directive → #if
elseif-directive → #elseif
else-directive → #else
endif-directive → #endif
compilation-condition → platform-condition compilation-condition →
identifier
compilation-condition → boolean-literal
compilation-condition → ( compilation-condition )
compilation-condition → ! compilation-condition
compilation-condition → compilation-condition
&&
compilationcondition
compilation-condition → compilation-condition
||
compilationcondition
platform-condition → os ( operating-system )
platform-condition → arch ( architecture )
platform-condition → Codira ( >= Codira-version ) | Codira ( <
Codira-version )
platform-condition → compiler ( >= Codira-version ) | compiler ( <
Codira-version )
platform-condition → canImport ( module-name )
platform-condition → targetEnvironment ( environment )
operating-system → macOS | iOS | watchOS | tvOS
584
architecture → i386 | x86_64 | arm | arm64
Codira-version → decimal-digits Codira-version-continuationopt
Codira-version-continuation →
. decimal-digits Codira-versioncontinuationopt
module-name → identifier
environment → simulator
GRAMMAR OF A LINE CONTROL STATEMENT
line-control-statement → #sourceLocation ( file: file-name , line:
line-number )
line-control-statement → #sourceLocation ( )
line-number → A decimal integer greater than zero
file-name → static-string-literal
GRAMMAR OF A COMPILE-TIME DIAGNOSTIC STATEMENT
diagnostic-statement → #error ( diagnostic-message )
diagnostic-statement → #warning ( diagnostic-message )
diagnostic-message → static-string-literal
GRAMMAR OF AN AVAILABILITY CONDITION
availability-condition → #available ( availability-arguments )
availability-arguments
→
availability-argument | availabilityargument , availability-arguments
availability-argument → platform-name platform-version
availability-argument → *
platform-name → iOS | iOSApplicationExtension
platform-name → macOS | macOSApplicationExtension
platform-name → watchOS
platform-name → tvOS
platform-version → decimal-digits
platform-version → decimal-digits . decimal-digits
platform-version → decimal-digits . decimal-digits . decimal-digits
585
37.5 Declarations
GRAMMAR OF A DECLARATION
declaration → import-declaration
declaration → constant-declaration
declaration → variable-declaration
declaration → typealias-declaration
declaration → function-declaration
declaration → enum-declaration
declaration → struct-declaration
declaration → class-declaration
declaration → protocol-declaration
declaration → initializer-declaration
declaration → deinitializer-declaration
declaration → extension-declaration
declaration → subscript-declaration
declaration → operator-declaration
declaration → precedence-group-declaration
declarations → declaration declarationsopt
GRAMMAR OF A TOP-LEVEL DECLARATION
top-level-declaration → statementsopt
GRAMMAR OF A CODE BLOCK
code-block → { statementsopt }
GRAMMAR OF AN IMPORT DECLARATION
import-declaration → attributesopt import import-kindopt import-path
import-kind → typealias | struct | class | enum | protocol | immutable
| var | func
import-path → import-path-identifier | import-path-identifier .
import-path
import-path-identifier → identifier | operator
586
GRAMMAR OF A CONSTANT DECLARATION
constant-declaration
→
attributesopt
declaration-modifiersopt
bind pattern-initializer-list
pattern-initializer-list → pattern-initializer | pattern-initializer
, pattern-initializer-list
pattern-initializer → pattern initializeropt
initializer → = expression
GRAMMAR OF A VARIABLE DECLARATION
variable-declaration → variable-declaration-head pattern-initializerlist
variable-declaration → variable-declaration-head variable-name typeannotation code-block
variable-declaration → variable-declaration-head variable-name typeannotation getter-setter- block
variable-declaration → variable-declaration-head variable-name typeannotation getter-setter- keyword-block
variable-declaration
→
variable-declaration-head variable-name
initializer willSet-didSet-block
variable-declaration → variable-declaration-head variable-name typeannotation initializeropt willSet-didSet-block
variable-declaration-head → attributesopt declaration-modifiersopt
var
variable-name → identifier
getter-setter-block → code-block
getter-setter-block → { getter-clause setter-clauseopt }
getter-setter-block → { setter-clause getter-clause }
getter-clause → attributesopt mutation-modifieropt get code-block
setter-clause → attributesopt mutation-modifieropt set setter-nameopt
code-block
setter-name → ( identifier )
getter-setter-keyword-block → { getter-keyword-clause setter-keywordclauseopt }
getter-setter-keyword-block → { setter-keyword-clause getter-keywordclause }
getter-keyword-clause → attributesopt mutation-modifieropt get
587
setter-keyword-clause → attributesopt mutation-modifieropt set
willSet-didSet-block → { willSet-clause didSet-clauseopt }
willSet-didSet-block → { didSet-clause willSet-clauseopt }
willSet-clause → attributesopt willSet setter-nameopt code-block
didSet-clause → attributesopt didSet setter-nameopt code-block
GRAMMAR OF A TYPE ALIAS DECLARATION
typealias-declaration →
attributesopt access-level-modifieropt
typealias-name
generic-parameter-clauseopt
typealiastypealias
assignment
typealias-name → identifier
typealias-assignment → = type
GRAMMAR OF A FUNCTION DECLARATION
function-declaration → function-head function-name generic-parameterclauseopt function-signature generic-where-clauseopt function-bodyopt
function-head → attributesopt declaration-modifiersopt fn
function-name → identifier | operator
function-signature → parameter-clause throws opt function-resultopt
function-signature → parameter-clause rethrows function-resultopt
function-result → -> attributesopt type
function-body → code-block
parameter-clause → ( ) | ( parameter-list )
parameter-list → parameter | parameter , parameter-list
parameter → external-parameter-nameopt local-parameter-name typeannotation default-argument-clauseopt
parameter → external-parameter-nameopt local-parameter-name typeannotation
parameter → external-parameter-nameopt local-parameter-name typeannotation ...
external-parameter-name → identifier
local-parameter-name → identifier
default-argument-clause → = expression
588
GRAMMAR OF AN ENUMERATION DECLARATION
enum-declaration → attributesopt access-level-modifieropt unionstyle-enum
enum-declaration → attributesopt access-level-modifieropt raw-valuestyle-enum
union-style-enum → indirectopt enum enum-name generic-parameterclauseopt type-inheritance-clauseopt generic-where-clauseopt { unionstyle-enum-membersopt }
union-style-enum-members → union-style-enum-member union-style-enummembersopt
union-style-enum-member → declaration | union-style-enum-case-clause
| compiler-control- statement
union-style-enum-case-clause → attributesopt indirectopt case unionstyle-enum- case-list
union-style-enum-case-list → union-style-enum-case | union-styleenum-case , union- style-enum-case-list
union-style-enum-case → enum-case-name tuple-typeopt
enum-name → identifier
enum-case-name → identifier
raw-value-style-enum → enum enum-name generic-parameter-clauseopt
type-inheritance-clause generic-where-clauseopt { raw-value-styleenum-members }
raw-value-style-enum-members → raw-value-style-enum-member raw-valuestyle-enum- membersopt
raw-value-style-enum-member → declaration | raw-value-style-enumcase-clause | compiler-control-statement
raw-value-style-enum-case-clause → attributesopt case raw-valuestyle-enum-case-list
raw-value-style-enum-case-list → raw-value-style-enum-case | rawvalue-style-enum-case, raw-value-style-enum-case-list
raw-value-style-enum-case → enum-case-name raw-value-assignmentopt
raw-value-assignment → = raw-value-literal
raw-value-literal → numeric-literal | static-string-literal | booleanliteral
GRAMMAR OF A STRUCTURE DECLARATION
struct-declaration → attributesopt access-level-modifieropt struct
589
struct-name
generic-parameter-clauseopt
type-inheritance-clauseopt
generic-where-clauseopt struct-body
struct-name → identifier
struct-body → { struct-membersopt }
struct-members → struct-member struct-membersopt
struct-member → declaration | compiler-control-statement
GRAMMAR OF A CLASS DECLARATION
class-declaration → attributesopt access-level-modifieropt final opt
class
class-name
generic-parameter-clauseopt
type-inheritanceclauseopt generic-where-clauseopt class- body
class-declaration → attributesopt final access-level-modifieropt class
class-name
generic-parameter-clauseopt
type-inheritance-clauseopt
generic-where-clauseopt class-body
class-name → identifier
class-body → { class-membersopt }
class-members → class-member class-membersopt
class-member → declaration | compiler-control-statement
GRAMMAR OF A PROTOCOL DECLARATION
protocol-declaration
→
attributesopt
access-level-modifieropt
protocol
protocol-name
type-inheritance-clauseopt
generic-whereclauseopt protocol-body
protocol-name → identifier
protocol-body → { protocol-membersopt }
protocol-members → protocol-member protocol-membersopt
protocol-member → protocol-member-declaration | compiler-controlstatement
protocol-member-declaration → protocol-property-declaration
protocol-member-declaration → protocol-method-declaration
protocol-member-declaration → protocol-initializer-declaration
protocol-member-declaration → protocol-subscript-declaration
protocol-member-declaration → protocol-associated-type-declaration
protocol-member-declaration → typealias-declaration
590
GRAMMAR OF A PROTOCOL PROPERTY DECLARATION
protocol-property-declaration → variable-declaration-head variablename type-annotation getter-setter-keyword-block
GRAMMAR OF A PROTOCOL METHOD DECLARATION
protocol-method-declaration → function-head function-name genericparameter-clauseopt function-signature generic-where-clauseopt
GRAMMAR OF A PROTOCOL INITIALIZER DECLARATION
protocol-initializer-declaration
→
initializer-head
genericparameter-clause
throws opt generic-whereparameter-clauseopt
clauseopt
protocol-initializer-declaration
→
initializer-head
genericparameter-clauseopt parameter-clause rethrows generic-where-clauseopt
GRAMMAR OF A PROTOCOL SUBSCRIPT DECLARATION
protocol-subscript-declaration
→ subscript-head
generic-where-clauseopt getter-setter-keyword-block
subscript-result
GRAMMAR OF A PROTOCOL AS SOCIATED TYPE DECLARATION
protocol-associated-type-declaration → attributesopt access-levelmodifieropt associatedtype typealias-name type-inheritance-clauseopt
typealias-assignmentopt generic-where-clauseopt
GRAMMAR OF AN INITIALIZER DECLARATION
initializer-declaration
→
initializer-head
generic-parameterclauseopt
parameter-clause
throws opt
generic-where-clauseopt
initializer-body
initializer-declaration
→
initializer-head
generic-parameterclauseopt
parameter-clause
rethrows
generic-where-clauseopt
initializer-body
initializer-head → attributesopt declaration-modifiersopt init
initializer-head → attributesopt declaration-modifiersopt init ?
initializer-head → attributesopt declaration-modifiersopt init !
591
initializer-body → code-block
GRAMMAR OF A DEINITIALIZER DECLARATION
deinitializer-declaration → attributesopt deinit code-block
GRAMMAR OF AN EXTENSION DECLARATION
extension-declaration → attributesopt access-level-modifieropt
extension type-identifier type-inheritance-clauseopt generic-whereclauseopt extension-body
extension-body → { extension-membersopt }
extension-members → extension-member extension-membersopt
extension-member → declaration | compiler-control-statement
GRAMMAR OF A SUBSCRIPT DECLARATION
subscript-declaration → subscript-head subscript-result
where-clauseopt code-block
subscript-declaration → subscript-head subscript-result
where-clauseopt getter-setter-block
subscript-declaration → subscript-head subscript-result
where-clauseopt getter-setter-keyword-block
subscript-head → attributesopt declaration-modifiersopt
generic-parameter-clauseopt parameter-clause
subscript-result → -> attributesopt type
genericgenericgeneric-
subscript
GRAMMAR OF AN OPERATOR DECLARATION
operator-declaration → prefix-operator-declaration
| postfixoperator-declaration | infix-operator-declaration
prefix-operator-declaration → prefix operator operator
postfix-operator-declaration → postfix operator operator
infix-operator-declaration → infix operator operator infix-operatorgroupopt
infix-operator-group → : precedence-group-name
GRAMMAR OF A PRECEDENCE GROUP DECLARATION
precedence-group-declaration → precedencegroup precedence-group-name
592
{ precedence-group-attributesopt}
precedence-group-attributes → precedence-group-attribute precedencegroup-attributesopt
precedence-group-attribute → precedence-group-relation precedencegroup-attribute → precedence-group-assignment
precedence-group-attribute → precedence-group-associativity
precedence-group-relation → higherThan : precedence-group-names
precedence-group-relation → lowerThan : precedence-group-names
precedence-group-assignment → assignment : boolean-literal
precedence-group-associativity → associativity : left precedencegroup-associativity → associativity : right
precedence-group-associativity → associativity : none
precedence-group-names → precedence-group-name | precedence-groupname , precedence-group-names
precedence-group-name → identifier
GRAMMAR OF A DECLARATION MODIFIER
declaration-modifier → class | convenience | dynamic | final | infix
| lazy | optional | override | postfix | prefix | required | static |
unowned | unowned ( safe ) | unowned ( unsafe ) | weak
declaration-modifier → access-level-modifier
declaration-modifier → mutation-modifier
declaration-modifiers → declaration-modifier declaration-modifiersopt
access-level-modifier → private | private ( set )
access-level-modifier → fileprivate | fileprivate ( set )
access-level-modifier → internal | internal ( set ) access-levelmodifier → public | public ( set )
access-level-modifier → open | open ( set )
mutation-modifier → mutating | nonmutating
37.6 Attributes
GRAMMAR OF AN ATTRIBUTE
attribute → @ attribute-name attribute-argument-clauseopt
attribute-name → identifier
attribute-argument-clause → ( balanced-tokensopt )
attributes → attribute attributesopt
593
balanced-tokens → balanced-token balanced-tokensopt
balanced-token → ( balanced-tokensopt ) balanced-token → [ balancedtokensopt ] balanced-token → { balanced-tokensopt }
balanced-token → Any identifier, keyword, literal, or operator
balanced-token → Any punctuation except ( , ) , [ ,
] , { , or }
37.7 Patterns
GRAMMAR OF A PATTERN
pattern → wildcard-pattern type-annotationopt
pattern → identifier-pattern type-annotationopt pattern → valuebinding-pattern
pattern → tuple-pattern type-annotationopt
pattern → enum-case-pattern
pattern → optional-pattern
pattern → type-casting-pattern
pattern → expression-pattern
GRAMMAR OF A WILDCARD PATTERN
wildcard-pattern → _
GRAMMAR OF AN IDENTIFIER PATTERN
identifier-pattern → identifier
GRAMMAR OF A VALUE-BINDING PATTERN
value-binding-pattern → var pattern | bind pattern
GRAMMAR OF A TUPLE PATTERN
tuple-pattern → ( tuple-pattern-element-listopt )
tuple-pattern-element-list → tuple-pattern-element | tuple-patternelement , tuple-pattern- element-list
tuple-pattern-element → pattern | identifier : pattern
594
GRAMMAR OF AN ENUMERATION CASE PATTERN
enum-case-pattern → type-identifieropt
patternopt
.
enum-case-name
tuple-
GRAMMAR OF AN OPTIONAL PATTERN
optional-pattern → identifier-pattern ?
GRAMMAR OF A TYPE CASTING PATTERN
type-casting-pattern → is-pattern | as-pattern
is-pattern → is type
as-pattern → pattern as type
37.8 Generic Parameters and Arguments
GRAMMAR OF A GENERIC PARAMETER CLAUSE
generic-parameter-clause → < generic-parameter-list >
generic-parameter-list → generic-parameter | generic-parameter ,
generic-parameter-list
generic-parameter → type-name
generic-parameter → type-name : type-identifier
generic-parameter → type-name : protocol-composition-type
generic-where-clause → where requirement-list
requirement-list → requirement | requirement , requirement-list
requirement → conformance-requirement | same-type-requirement
conformance-requirement
→
type-identifier
:
type-identifier
conformance-requirement → type-identifier : protocol-composition-type
same-type-requirement → type-identifier == type
GRAMMAR OF A GENERIC ARGUMENT CLAUSE
generic-argument-clause → < generic-argument-list >
generic-argument-list → generic-argument | generic-argument , genericargument-list
generic-argument → type
595
Appendex (Reserved words)
†H *Reserved Keywords* (cannot be used as identifiers unless escaped with
.
backticks)
associatedtype
open
class
operator
deinit
private
enum
protocol
extension
public
fileprivate
rethrows
fn
static
import
struct
init
subscript
inout
typealias
internal
var
let
_`‘ *Contextual Keywords* (used in specific contexts; can be used as identifiers)
as
false
any
for
catch
guard
default
if
defer
in
do
is
else
nil
596
repeat
throw
return
throws
super
true
self
try
Self
while
switch
where
{ *Declarations / Types / Modifiers*
~
actor
required
final
unowned
indirect
weak
lazy
convenience
mutating
dynamic
nonmutating
infix
optional
postfix
override
prefix
¸
*Control Flow*
break
else
case
guard
continue
repeat
fallthrough
return
for
switch
if
while
597
•*Operators and Type Keywords*
O
H
as
rethrows
is
throws
try
throw
await
inout
async
in
v
٨
*Literals and Boolean Values*
true
nil
false
⬛ *Special Identifiers*
self
super
Self
598
INDEX
About the language reference, 418
Access control, 387
ACCESS CONTROL LEVELS
Fileprivate, 542
İnternal, 542
Open, 542
Private, 542
Public, 542
Access control levels, 541
Access control syntax, 390
Access levels, 388
Access levels for frameworks, 389
Access levels for unit test targets, 390
Accessing and modifying a dictionary,
119
Accessing and modifying a set, 113
Accessing and modifying a string, 93
Accessing and modifying an array, 107
Accessing enumeration cases, 517
Accessing properties, 190
Accessing properties through optional
chaining, 275
Accessing subscripts of optional type,
279
Accessing subscripts through optional
chaining, 278
Accessing superclass methods,
properties, and subscripts, 227
Adding constraints to an associated
type, 350
Adding constraints to protocol
extensions, 334
Adding protocol conformance with an
extension, 320
Advanced operators, 401
Arc in action, 360
Arithmetic operators, 69
Array type, 105, 440
Array type shorthand syntax, 105
Arrays, 105
Assertions and preconditions, 65
Assigning constant properties during
initialization, 236
Assigning to self within a mutating
method, 214
Assignment operator, 68, 450
Associated types, 347
Associated types in action, 347
Associated types with a generic where
clause, 357
Associated values, 180
Associativity, 410
Attributes, 544, 593
Autoclosure, 555
Autoclosures, 174, 437, 555
Automatic initializer inheritance, 250
Automatic reference counting, 267,
359
Availability condition, 496
Available, 544
Basic operators, 68
Binary expressions, 450
Bitwise and operator, 402
Bitwise xor operator, 403
Bitwise left and right shift operators,
404
Bitwise not operator, 401
Bitwise operators, 401
Bitwise or operator, 403
Booleans, 55, 191
Branch statements, 479
Break, 140
Break in a loop statement, 140
Break in a switch statement, 140
Break statement, 486
Calling methods through optional
chaining, 276
Capture, 170
Capture lists, 458
Capturing values, 170
Chaining on methods with optional
return values, 281
Character, 87
Characteristics of memory access, 380
Checking for protocol conformance,
327
599
Checking type, 292
Class declaration, 519
Class implementations of protocol
initializer requirements, 313
Class inheritance and initialization, 241
Classes, 38, 58, 188, 189, 193, 211,
215, 219, 224, 231, 238, 241, 251,
273, 325, 388, 411, 413, 504, 518,
519, 520, 524, 553
Classes are reference types, 193
Class-only protocols, 325
Closed range operator, 76
Closure expression, 457
Closure expression syntax, 165
Closure expressions, 163
Closures, 163, 172, 173, 175, 351, 376,
458, 460, 556
Closures are reference types, 172
Code blocks, 499
Collection types, 104
Collections of protocol types, 322
Combining logical operators, 80
Comments, 48
Comparing strings, 97
Comparing structures and classes, 188
Comparison operators, 72
Compiler control statements, 491
Compile-time diagnostic statement,
495
Compound assignment operators, 71,
413
Compound cases, 138
Computed properties, 200, 301
Computed variable, 502
Computed variables and computed
properties, 502
Concatenating strings and characters,
88
Conditional, 129
Conditional compilation block, 491
Conditional conformance, 531
Conditional statements, 129
Conditionally conforming to a
protocol, 321
Conflicting access to in-out
parameters, 381
Conflicting access to properties, 385
Conflicting access to self in methods,
383
Constant declaration, 500
Constants, 395
Constants and variables, 44
Continue, 139
Continue statement, 487
Control flow, 24, 55, 60, 73, 76, 123,
179, 317, 482, 485, 486, 487
Control transfer statements, 139, 485
Convention, 555
Converting errors to optional values,
288
Counting characters, 92
Creating a dictionary with a dictionary
literal, 118
Creating a set with an array literal, 112
Creating an array by adding two arrays
together, 106
Creating an array with a default value,
106
Creating an array with an array literal,
106
Creating an empty array, 105
Creating an empty dictionary, 117
Custom operators, 416
Custom types, 391
Customizing initialization, 233
Debugging with assertions, 65
Declaration attributes, 544
Declaration attributes used by interface
builder, 555
DECLARATİON MODİFİERS
Dynamic, 540
Final, 540
Lazy, 540
Optional, 540
Required, 541
Unowned, 541
Unowned(safe), 541
Unowned(unsafe), 541
Weak, 541
Declaration modifiers, 540
600
Extended string delimiters, 85
Extending a generic type, 343
Extending an existing type to specify
an associated type, 350
Extension declaration, 530
Extension syntax, 300
Extensions, 54, 177, 188, 239, 241,
300, 301, 302, 304, 305, 306, 320,
344, 355, 399, 434, 530
Extensions with a generic where
clause, 355
Equivalence operators, 414
Enforcing preconditions, 66
Enumeration, 177
Enumeration case pattern, 560
Enumeration declaration, 513
Enumeration syntax, 177
Enumeration types, 393
Enumerations, 35, 87, 177, 181, 191,
259, 297, 325, 415, 483, 514, 515,
516, 519, 520
Enumerations and structures, 35
Enumerations with cases of a rawvalue type, 515
Enumerations with cases of any type,
514
Enumerations with indirection, 515
Error handling, 40, 63, 64, 65, 282,
449, 489
Escaping, 556
Failable initializer requirements, 314
Failable initializers, 256, 527
Failable initializers for enumerations,
258
Failable initializers for enumerations
with raw values, 259
Fallthrough, 142
Fallthrough statement, 487
Floating-point literals, 425
Floating-point numbers, 50
Forced-value expression, 473
For-in loops, 123
For-in statement, 477
Function argument labels and
parameter names, 154
Declarations, 498, 586
Declaring constants and variables, 45
Declaring protocol adoption with an
extension, 322
Default access levels, 389
Default initializers, 237, 397
Default memberwise initializers for
structure types, 398
Default parameter values, 155
Default property values, 232
Defer statement, 489
Defining a base class, 224
Defining a capture list, 375
Defining a class hierarchy for type
casting, 291
Defining and calling functions, 148
Defining model classes for optional
chaining, 273
Definition syntax, 189
Deinitialization, 267
Deinitializer declaration, 529
Deinitializers in action, 267
Delegation, 316
Designated and convenience
initializers in action, 251
Designated initializers and
convenience initializers, 241
Dictionaries, 117
Dictionary type, 441
Dictionary type shorthand syntax, 117
Disabling error propagation, 289
Discardableresult, 547
Do statement, 490
Downcasting, 293
Dynamiccallable, 547
Dynamicmemberlookup, 549
Early exit, 145
Execution does not fall through cases
implicitly, 484
Explicit member expression, 471
Explicit parentheses, 81
Expression pattern, 562
Expressions, 448, 575
Extended grapheme clusters, 91
601
Function call expression, 469
Function declaration, 507
Function name, 148
Function parameters and return values,
150
Function type, 437
Function types, 158, 160, 170, 392
Function types as parameter types, 160
Function types as return types, 160
Functions, 27, 29, 30, 57, 139, 148,
150, 151, 152, 163, 211, 277, 436,
438, 481, 489, 507, 511, 512, 550
Functions and closures, 27
Functions that never return, 512
Functions with multiple parameters,
150
Functions with multiple return values,
152
Functions without parameters, 150
Functions without return values, 151
Fundamental set operations, 115
Generic argument clause, 566
Generic code, 336
Generic functions, 337
Generic parameter clause, 564
Generic parameters and arguments,
564, 595
Generic subscripts, 358
Generic types, 340
Generic where clauses, 352, 565
Generics, 42, 104, 336, 400, 564
Getters, 395
Gkinspectable, 550
Global and local variables, 206
Global functions, 162
GRAMMAR OF (A/AN)
Array type, 440, 574
Assignment operator, 450, 576
Attribute, 556, 593
Availability condition, 496, 585
Binary expression, 450, 575
Branch statement, 479, 581
Break statement, 486, 583
Class declaration, 520, 590
Closure expression, 460, 577
Code block, 499, 586
Compiler control statement, 491,
584
Compile-time
diagnostic
statement, 496, 585
Conditional compilation block,
493, 584
Conditional operator, 451, 576
Constant declaration, 501, 587
Contine statement, 583
Continue statement, 487
Control transfer statement, 486,
583
Declaration, 498, 586
Declaration modifier, 542, 593
Defer statement, 490, 583
Deinitializer declaration, 530, 592
Dictionary type, 441, 574
Do statement, 491, 583
Explicit member expression, 472,
580
Expression, 448, 575
Expression pattern, 563, 595
Extension declaration, 535, 592
Enumeration case pattern, 560, 594
Enumeration declaration, 517, 589
Fall through statement, 583
Fallthroughstatement, 488
Floating-point literal, 426, 570
Forced-value expression, 474, 580
For-instatement, 477, 581
Function call expression, 469, 579
Function declaration, 512, 588
Function type, 439, 574
Generic argument clause, 567, 595
Generic parameter clause, 566, 595
Getter -setter block, 419
Getter-setter block, 418
Guard statement, 481, 582
Identifier, 421, 568
Identifier pattern, 558, 594
If statement, 480, 582
Implicit member expression, 461,
578
Implicitly
unwrapped optional
602
type, 443, 574
Import declaration, 499, 586
Initializer declaration, 529, 591
Initializer expression, 471, 580
Integer literal, 425, 570
Key -path expression, 578
Key-path expression, 465
Key-path string expression, 468,
579
Labeled statement, 485, 582
Line control statement, 495, 585
Literal, 424, 569
Literal expression, 455, 576
Loop statement, 477, 581
Metatype type, 445, 575
Operator declaration, 538, 592
Operators, 432, 572
Optional pattern, 561, 595
Optional type, 442, 574
Optional-chaining
expression,
475, 580
Parenthesized expression, 461, 578
Pattern, 557, 594
Postfix expression, 468, 579
Postfix self expression, 473, 580
Precedence
group declaration,
539, 592
Prefix expression, 448, 575
Primary expression, 453, 576
Protocol
as
sociated
type
declaration, 591
Protocol
associated
type
declaration, 526
Protocol composition type, 445,
575
Protocol declaration, 522, 590
Protocol initializer declaration,
524, 591
Protocol method declaration, 524,
591
Protocol property declaration, 523,
591
Protocol subscript declaration,
525, 591
Repeat - while statement, 479, 581
Return statement, 488, 583
Selector expression, 467, 579
Self expression, 456, 577
Statement, 476, 580
String literal, 429, 571
Structure declaration, 519, 589
Subscript declaration, 536, 592
Subscript expression, 473, 580
Super class expression, 456, 577
Switch statement, 484, 582
Throw statement, 489, 583
Top-level declaration, 499, 586
Try expression, 449, 575
Tuple expression, 461, 578
Tuple pattern, 560, 594
Tuple type, 436, 574
Type, 434, 573
Type alias declaration, 506, 588
Type annotation, 435, 573
Type casting pattern, 562, 595
Type identifier, 436, 573
Type inheritance clause, 446, 575
Type-casting operator, 452
Type-casting operator, 576
Value-binding pattern, 559, 594
Variable declaration, 587
Variable declaration, 504
While statement, 478, 581
Whitespace, 420, 568
Wildcard expression, 462, 578
Wildcard pattern, 558, 594
Guard statement, 145
Guard statement, 480
Guiding principle of access levels, 389
Half-open range operator, 76
Handling errors, 283
Handling errors using do-catch, 286
Hash value, 111
Hash values for set types, 111
Hashable, 111
How arc works, 359
How deinitialization works, 267
How to read the grammar, 418
Identifier pattern, 558
Identifiers, 421
603
Identity operators, 195
If, 130
If statement, 479
Implicit member expression, 460
Implicit returns from single-expression
closures, 166
Implicitly assigned raw values, 183
Implicitly unwrapped optional type,
442
Implicitly unwrapped optionals, 62
Inferring type from context, 166
Inheritance, 224
Initialization, 231
Initialization parameters, 233
Initializer declaration, 526
Initializer delegation for class types,
242
Initializer delegation for value types,
238
Initializer expression, 470
Initializer inheritance and overriding,
247
Initializer parameters without argument
labels, 235
Initializer requirements, 313
Initializers, 231, 302, 397
Initializing an empty string, 86
Initializing from a raw value, 184
In-out parameters, 157, 508
Inserting and removing, 94
Instance methods, 211
Int, 49
Integer and floating-point conversion,
54
Integer bounds, 49
Integer conversion, 53
Integer literals, 424
Integers, 49
Interval matching, 134
Iterating over a dictionary, 121
Iterating over a set, 114
Iterating over an array, 110
Iterating over enumeration cases, 180
İmmutable, 104
İnlinable, 550
Key-path expression, 462
Key-path string expression, 467
Keywords, 422
Querying and setting type properties,
208
Labeled statement, 485
Labeled statements, 143
Lazy stored properties, 198
Lexical structure, 420, 568
Line control statement, 495
Linking multiple levels of chaining,
279
Literal expression, 453
Literals, 423
Logical and operator, 79
Logical not operator, 78
Logical operators, 78
Logical or operator, 79
Loop statements, 476
Matching enumeration values with a
switch statement, 178
Memberwise initializers for structure
types, 191, 238
Memory safety, 379
Metatype type, 443
Method requirements, 310
Methods, 211, 304
Modifying value types from within
instance methods, 213
Modules and source files, 387
Multiline string literals, 83
Mutability of collections, 104
Mutable, 104
Mutating instance methods, 304
Mutating method requirements, 312
Naming constants and variables, 46
Naming type parameters, 339 Codira,
20
Nested functions, 162
Nested types, 297, 306, 394
Nested types in action, 297
Nil, 59
Nil-coalescing operator, 75
No implicit fallthrough, 132
Nonobjc, 550
604
Nsapplicationmain, 551
Nscopying, 551
Nsmanaged, 551
Numeric literals, 51
Numeric type conversion, 52
Objc, 552
Objcmembers, 553
Objects, 30
Objects and classes, 30
Omitting argument labels, 155
One-sided ranges, 77
Operator, 68
Operator declaration, 537
Operator methods, 167, 411
Operators, 430
Optional binding, 60
Optional chaining, 271
Optional chaining as an alternative to
forced unwrapping, 271
Optional pattern, 560
Optional property types, 235
Optional protocol requirements, 329
Optional tuple return types, 153
Optional type, 441
Optional-chaining expression, 474
Optionals, 58
Overflow, 408
Overflow operators, 407
Overriding, 227
Overriding a failable initializer, 262
Overriding methods, 227
Overriding properties, 228
Overriding property getters and setters,
228
Overriding property observers, 229
Parameter names, 507
Parameter names and argument labels,
234
Parenthesized expression, 461
Patterns, 557, 594
Performing set operations, 114
Pointers, 196
Postfix expressions, 468
Postfix self expression, 472
Precedence, 410
Precedence for custom infix operators,
416
Precedence group declaration, 538
Prefix and postfix operators, 413
Prefix and suffix equality, 98
Prefix expressions, 448
Preventing overrides, 230
Primary expressions, 452
Printing constants and variables, 47
Private members in extensions, 399
Propagating errors using throwing
functions, 283
Propagation of initialization failure,
260
Properties, 197, 395
Property observers, 204, 503
Property requirements, 308
Protocol associated type declaration,
525
Protocol composition, 325
Protocol composition type, 445
Protocol conformance, 398
Protocol conformance must not be
redundant, 533
Protocol declaration, 521
Protocol extensions, 333
Protocol inheritance, 323, 398
Protocol initializer declaration, 524
Protocol method declaration, 523
Protocol property declaration, 523
Protocol subscript declaration, 525
Protocol syntax, 308
Protocols, 38, 111, 177, 180, 188, 308,
310, 313, 314, 315, 317, 322, 333,
387, 398, 521, 522, 523, 524, 525,
552
Protocols and extensions, 38
Protocols as types, 315
Providing default implementations,
334
Punctuation, 422
Range operators, 76
Raw values, 183
Raw values and associated values, 393
Read-only computed properties, 203
605
Recursive enumerations, 185
Reference types, 193
Referring to nested types, 299
Required initializers, 264
Requires_stored_property_inits, 553
Remainder operator, 70
Repeat-while, 128
Repeat-while statement, 478
Representing and throwing errors, 282
Resolving explicit redundancy, 533
Resolving implicit redundancy, 534
Resolving strong reference cycles
between class instances, 364
Resolving strong reference cycles for
closures, 375
Restrictions for nonescaping closures,
438
Rethrowing functions and methods,
511
Return statement, 488
Return type, 148
Safety-checks, 245
Selector expression, 465
Self expression, 455
Semicolons, 48
Set membership and equality, 116
Set type syntax, 111
Sets, 110
Setter name, 502
Setters, 395
Setting a default property value with a
closure or function, 264
Setting initial values for stored
properties, 231
Shifting behavior for signed integers,
406
Shifting behavior for unsigned
integers, 404
Shorthand argument names, 166
Shorthand setter declaration, 202
Simple values, 22
Special characters in string literals, 84
Special kinds of methods, 510
Special kinds of parameters, 509
Specifying argument labels, 154
Specifying cleanup actions, 289
Statements, 476, 580
Stored properties, 197
Stored properties and instance
variables, 200
Stored properties of constant structure
instances, 198
Stored variable, 502
Stored variable observers and property
observers, 503
Stored variable property, 502
Stored variables and stored variable
properties, 501
String and character equality, 97
String indices, 93
String interpolation, 89
String literals, 82, 427
String mutability, 86
Strings and characters, 82
Strings are value types, 87
Strong reference cycles between class
instances, 361
Strong reference cycles for closures,
372
Structure and class instances, 190
Structure declaration, 518
Structures, 37, 58, 87, 188, 189, 190,
191, 213, 325, 359, 415, 514, 518,
519, 520, 524
Structures and classes, 188
Structures and enumerations are value
types, 191
Subclassing, 225, 394
Subscript declaration, 535
Subscript expression, 473
Subscript options, 221
Subscript syntax, 219
Subscript usage, 220
Subscripts, 219, 305, 395
Substrings, 95
Summary of the grammar, 568
Superclass expression, 456
Switch, 131
Switch case attributes, 556
Switch statement, 481
606
Switch statements must be exhaustive,
483
Switching over future enumeration
cases, 483
Syntax for designated and convenience
initializers, 241
Terminology, 68
Ternary conditional operator, 74, 451
Testable, 553
The init! Failable initializer, 263
The problem that generics solve, 336
The self property, 212
The sorted method, 164
Throw statement, 488
Throwing functions and methods, 511
Top-level code, 498
Trailing closures, 167
Try operator, 448
Tuple pattern, 559
Tuple type, 436
Tuple types, 392
Tuples, 44, 56, 57, 73, 134, 165
Two-phase initialization, 244
Type alias declaration, 505
Type aliases, 54, 400
Type annotation, 435
Type annotations, 45
Type attributes, 555
Type casting, 291
Type casting for any and anyobject,
295
Type constraint syntax, 344
Type constraints, 344
Type constraints in action, 345
Type identifier, 435
Type inference, 446
Type inheritance clause, 446
Type parameters, 339
Type properties, 206
Type property syntax, 207
Type safety and type inference, 50
Type variable properties, 504
Type-casting operators, 451
Type-casting patterns, 561
Types, 434, 573
Uiapplicationmain, 554
Uint, 49
Unary minus operator, 71
Unary plus operator, 71
Understanding conflicting access to
memory, 379
Unicode, 90
Unicode representations of strings, 99
Unicode scalar representation, 102
Unicode scalar values, 90
Unknown, 556
Unowned references, 367
Unowned references and implicitly
unwrapped optional properties, 370
Usablefrominline, 554
Using a protocol in its associated
typeʼs constraints, 351
Using function types, 159
Utf-16 representation, 101
Utf-8 representation, 100
Value bindings, 136
Value overflow, 408
Value type, 191
Value-binding pattern, 558
Variable declaration, 119
Variable declaration, 501
Variable observers, 503
Variables, 395
Variadic parameters, 156
Warn_unqualified_access, 554
Weak and unowned references, 376
Weak references, 364
Where, 137
While, 126
While loops, 126
While statement, 477
Whitespace and comments, 420
Wildcard expression, 462
Wildcard pattern, 557
Working with characters, 87
607
TUNJAY AKBARLI
MARYNA RYBALKO
THE CODIRA
PROGRAMMING
LANGUAGE
Submitted for collection: 17.05.2025
Print signed: 07.07.2025
Physical printed sheets: 32
____________________________
Printed on SkyE
Baku - 2025