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cell/docs/cellscript.md
2026-01-17 16:21:02 -06:00

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# Cell Language
Cell is a scripting language for actor-based programming. It combines a familiar syntax with a prototype-based object system and strict immutability semantics.
## Basics
### Variables and Constants
```javascript
var x = 10 // mutable variable (block-scoped like let)
def PI = 3.14159 // constant (cannot be reassigned)
```
### Data Types
Cell has six fundamental types:
- **number** — DEC64 decimal floating point (no rounding errors)
- **text** — Unicode strings
- **logical** — `true` or `false`
- **null** — the absence of a value (no `undefined`)
- **array** — ordered, numerically-indexed sequences
- **object** — key-value records with prototype inheritance
- **blob** — binary data (bits, not bytes)
- **function** — first-class callable values
### Literals
```javascript
// Numbers
42
3.14
1_000_000 // underscores for readability
// Text
"hello"
'world'
`template ${x}` // string interpolation
// Logical
true
false
// Null
null
// Arrays
[1, 2, 3]
["a", "b", "c"]
// Objects
{name: "cell", version: 1}
{x: 10, y: 20}
```
### Operators
```javascript
// Arithmetic
+ - * / %
** // exponentiation
// Comparison (always strict)
== // equals (like === in JS)
!= // not equals (like !== in JS)
< > <= >=
// Logical
&& || !
// Assignment
= += -= *= /=
```
### Control Flow
```javascript
// Conditionals
if (x > 0) {
log.console("positive")
} else if (x < 0) {
log.console("negative")
} else {
log.console("zero")
}
// Ternary
var sign = x > 0 ? 1 : -1
// Loops
for (var i = 0; i < 10; i++) {
log.console(i)
}
for (var item of items) {
log.console(item)
}
for (var key in obj) {
log.console(key, obj[key])
}
while (condition) {
// body
}
// Control
break
continue
return value
throw "error message"
```
### Functions
```javascript
// Named function
function add(a, b) {
return a + b
}
// Anonymous function
var multiply = function(a, b) {
return a * b
}
// Arrow function
var square = x => x * x
var sum = (a, b) => a + b
// Rest parameters
function log_all(...args) {
for (var arg of args) log.console(arg)
}
// Default parameters
function greet(name, greeting = "Hello") {
return `${greeting}, ${name}!`
}
```
All closures capture `this` (like arrow functions in JavaScript).
## Arrays
Arrays are **distinct from objects**. They are ordered, numerically-indexed sequences. You cannot add arbitrary string keys to an array.
```javascript
var arr = [1, 2, 3]
arr[0] // 1
arr[2] = 10 // [1, 2, 10]
length(arr) // 3
// Array spread
var more = [...arr, 4, 5] // [1, 2, 10, 4, 5]
```
## Objects
Objects are key-value records with prototype-based inheritance.
```javascript
var point = {x: 10, y: 20}
point.x // 10
point["y"] // 20
// Object spread
var point3d = {...point, z: 30}
// Prototype inheritance
var colored_point = {__proto__: point, color: "red"}
colored_point.x // 10 (inherited)
```
### Prototypes
```javascript
// Create object with prototype
var child = meme(parent)
// Get prototype
var p = proto(child)
// Check prototype chain
isa(child, parent) // true
```
## Immutability with Stone
The `stone()` function makes values permanently immutable.
```javascript
var config = stone({
debug: true,
maxRetries: 3
})
config.debug = false // Error! Stone objects cannot be modified
```
Stone is **deep** — all nested objects and arrays are also frozen. This cannot be reversed.
```javascript
stone.p(value) // returns true if value is stone
```
## Built-in Functions
### length(value)
Returns the length of arrays (elements), text (codepoints), blobs (bits), or functions (arity).
```javascript
length([1, 2, 3]) // 3
length("hello") // 5
length(function(a,b){}) // 2
```
### use(path)
Import a module. Returns the cached, stone value.
```javascript
var math = use('math/radians')
var json = use('json')
```
### isa(value, type)
Check type or prototype chain.
```javascript
is_number(42) // true
is_text("hi") // true
is_array([1,2]) // true
is_object({}) // true
isa(child, parent) // true if parent is in prototype chain
```
### reverse(array)
Returns a new array with elements in reverse order.
```javascript
reverse([1, 2, 3]) // [3, 2, 1]
```
### logical(value)
Convert to boolean.
```javascript
logical(0) // false
logical(1) // true
logical("true") // true
logical("false") // false
logical(null) // false
```
## Logging
```javascript
log.console("message") // standard output
log.error("problem") // error output
```
## Pattern Matching
Cell supports regex patterns in string functions, but not standalone regex objects.
```javascript
text.search("hello world", /world/)
replace("hello", /l/g, "L")
```
## Error Handling
```javascript
try {
riskyOperation()
} catch (e) {
log.error(e)
}
throw "something went wrong"
```
If an actor has an uncaught error, it crashes.