Syntax
Inko uses a familiar syntax using curly braces, and is easy to understand by both humans and computers.
If you're new to Inko you don't have to read this entire guide right away, instead we recommend using it more as a reference as you make your way through the rest of the documentation.
Modules
Each Inko source file is a module and may contain the following:
- Imports
- Constants
- Classes
- Methods
- Trait implementations
- Classes that are reopened
- Comments
Unlike languages such as Ruby and Python, it's not valid to include expressions directly in a module.
Comments
Comments start with a #
and continue until the end of the line:
# This is a comment that spans a single line
Multiple uninterrupted comment lines are treated as a single comment:
# This is
# a single
# comment.
# But this is a separate comment due to the empty line above.
Imports
The import
statement is used to import a module or symbols from a module. The
syntax is as follows:
import mod1::mod2 # This imports `mod1::mod2` and exposes it as `mod2`
import mod1::mod2::A # This imports the symbol `A`
import mod1::mod2::(A, B) # This imports the symbol `A` and `B`
import mod1::mod2::(self) # This imports `mod2` from module `mod1`
You can also alias symbols when importing them:
import mod1::mod2::(A as B) # `A` is now exposed as `B`
You can also import module methods:
import std::process::(sleep)
This always requires the use of parentheses in the symbol list, otherwise the
compiler would think you're trying to import the module std::process::sleep
.
Constants
Constants are defined using let
at the module top-level. Constants are limited
to integers, floats, strings, arrays of constants, and binary expressions of
constants:
let A = 10
let B = 10.5
let C = 'foo'
let D = A + 5
let E = [A, 10]
let F = 10 + A
Classes
Classes are defined using the class
keyword:
class Person {}
A class can define one or more fields using let
:
class Person {
let @name: String # `@name` is the field name, and `String` its type
let @age: Int
}
Classes default to being private to the module they are defined in. To make a
class public, use class pub
like so:
class pub Person {
let @name: String # `@name` is the field name, and `String` its type
let @age: Int
}
Inko also supports algebraic data types (also known as enums), which are defined like so:
class enum Result {}
class pub enum Result {}
Enum classes allow defining of variants using the case
keyword:
class enum Result {
case Ok
case Error
}
Enum classes can't define regular fields.
Generic classes are defined like so:
class enum Result[T, E] {
case Ok(T)
case Error(E)
}
Here T
and E
are type parameters. Type parameters can also list one or more
traits that must be implemented before a type can be assigned to the parameter:
class enum Result[T, E: ToString + ToFoo + ToBar] {
case Ok(T)
case Error(E)
}
Processes are defined as async classes like so:
class async Counter {
}
class pub async Counter {
}
Classes can define static methods, instance methods, and async methods (in case the class is an async class):
class Person {
let @name: String
# This is a static method, available as `Person.new`.
fn static new(name: String) -> Person {
# ...
}
# This is an instance method, which is only available to instances of
# `Person`.
fn name -> String {
# ...
}
}
class async Counter {
# An async instance method (more on this in a separate chapter).
fn async increment {
# ...
}
}
Methods
Methods are defined using the fn
keyword. At the top-level of a module only
instance methods can be defined (i.e. static methods aren't valid directly in a
module). Methods are private to their modules by default.
Methods use the following syntax:
# A private immutable instance method:
fn method_name {}
# A public immutable instance method:
fn pub method_name {}
# A private mutable instance method:
fn mut method_name {}
# A private moving method:
fn move method_name {}
# A public mutable instance method:
fn pub mut method_name {}
# A public mutable async instance method (only available in async classes):
fn pub async mut method_name {}
# Method names may end with a ?, this is used for predicate methods:
fn valid? {}
# Method names may also end with a =, this is used for setters:
fn value= {}
Methods with arguments are defined like so, optional arguments aren't supported:
fn method_name(arg1: ArgType, arg2: ArgType) {}
A throw type is specified using !!
:
fn method_name !! ThrowType {}
A return type is specified using ->
:
fn method_name -> ReturnType {}
If you need both, the throw type must come first:
fn method_name !! ThrowType -> ReturnType {}
Type parameters are specified before regular arguments:
fn method_name[A, B](arg1, A, arg2: B) {}
Like classes, you can specify a list of required traits:
fn method_name[A: ToFoo + ToBar, B](arg1, A, arg2: B) {}
The method's body is contained in the curly braces:
fn method_name {
[10, 20]
}
Traits
Traits are defined using the trait
keyword, and like classes default to being
private to their modules.
Traits are defined like so:
trait ToString {}
trait pub ToString {}
Traits can specify a list of other traits that must be implemented before the trait itself can be implemented:
trait Debug: ToString + ToFoo {}
Traits can define both default and required methods:
trait ToString {
# A required instance method:
fn to_string -> String
# A default instance method:
fn to_foo -> String {
'test'
}
}
Traits aren't allowed to define static methods.
Traits can also define type parameters:
trait ToArray[T] {}
And like classes and methods, these can define required traits:
trait ToArray[T: ToFoo + ToBar] {}
Implementing traits
Traits are implemented using the impl
keyword:
impl ToString for String {}
The syntax is impl TraitName for ClassName { body }
. Within the body only
instance methods are allowed.
Reopening classes
A class can be reopened using the impl
keyword like so:
impl String {}
Within the body, only methods are allowed; fields can only be defined when the class is defined for the first time.
Expressions
Each method's body can contain zero or more expressions.
Identifiers
Identifiers are referred to by just using their name:
this_is_an_identifier
Identifiers are limited to ASCII, though they may end in a ?
(used for
predicate methods):
The self
keyword is used to refer to the receiver of a method. This keyword is
available in all methods, including module and static methods.
Field references
Fields are referred to using @NAME
where NAME
is the name of the field:
@address
Constant references
Constants can be referred to by just using their name:
let NUMBER = 42
fn example {
NUMBER
}
Scopes
Scopes are created using curly braces:
'foo'
{ # <- This is the start of a new scope
'bar'
} # <- The scope ends here
Strings
Inko has two types of strings: single quoted strings and double quoted strings.
Double quoted strings allow the use of escape sequences such as \n
and support
string interpolation:
'foo\nbar' # => "foo\\nbar" (as in a literal \n, not a newline)
"foo\nbar" # => "foo\nbar"
"foo{10 + 5}bar" # => "foo15bar"
Strings can span multiple lines:
"this string spans
multiple
lines"
If a string spans multiple lines and a line ends with a \
, the newline and any
whitespace that follows is ignored:
"foo \
bar \
baz" # => "foo bar baz"
Double quoted strings support Unicode escape sequences using the syntax
\u{XXXXX}
, such as this:
"foo\u{AC}bar"
Integers
The syntax for integers is as follows:
10
0x123
Underscores in integer literals are ignored, and are useful to make large numbers more readable:
123_456_789
Floats
Floats are created using the usual floating point syntax:
10.5
-10.5
10e+2
10E+2
Arrays
Arrays are created using flat brackets:
[]
[10]
[10, 20]
Booleans
Booleans are created using true
and false
.
Nil
The nil
keyword is used to create an instance of Nil
.
Class literals
Class literals start with the name of the class followed by curly braces. Within the curly braces, zero or more fields are assigned a value:
class Person {
let @name: String
}
Person { @name = 'Alice' }
Conditionals
if
expressions use the if
keyword:
if foo {
one
} else if bar {
two
} else {
three
}
Loops
Infinite loops are created using the loop
keyword:
loop {
# ...
}
Conditional loops are created using the while
keyword:
while condition {
# ...
}
break
and next
can be used to break out of a loop or jump to the next
iteration respectively. Breaking a loop with a value (e.g. break 42
) isn't
supported.
Pattern matching
Pattern matching is performed using the match
keyword:
match value {
case PAT -> BODY
}
Each case starts with the case
keyword, specifies one or more patterns, an
optional guard, and a body to run if the pattern matches.
The following patterns are supported:
- Integer literals:
case 10 -> BODY
- Float literals:
case 10.5 -> BODY
- String literals:
case 'foo' -> BODY
- Constants:
case FOO -> BODY
- Bindings:
case v -> BODY
- Wildcards:
case _ -> BODY
- Variants:
case Some(v) -> BODY
- Class literals:
case { @name = name } -> BODY
- Tuples:
case (a, b, c) -> BODY
- OR patterns:
case 10 or 20 -> BODY
Guards are also supported:
match foo {
case Some(num) if num > 10 -> foo
case _ -> bar
}
Closures
Closures are created using the fn
keyword:
fn {}
fn (a, b) {}
fn (a: Int, b: Int) {}
fn (a, b) !! ErrorType -> ReturnType {}
Unlike methods, the argument types are optional.
Tuples and grouping
Expressions are grouped using parentheses:
(10 + 5) / 2 # => 7
Tuples are also created using parentheses, but must contain at least a single comma:
(10,) # => Tuple1[Int]
(10, 20) # => Tuple2[Int, Int]
References
References are created using ref
and mut
:
ref foo
mut bar
Recover expressions
Recovering is done using the recover
keyword:
recover foo
recover { foo }
Return and throw
The last value in a body is its return value. Explicitly returning values is
done using return
:
return 42
Throwing values is done using throw
:
throw
Error handling
try
and try!
are used for error handling:
try foo
try foo else bar
try foo else (error) bar
try { foo } else bar
try { foo } else { bar }
try { foo } else (error) { bar }
try! foo
try! { foo }
Defining variables
Variables are defined using let
:
let number = 42
let number: Int = 42
let _ = 42
By default a variable can't be assigned a new value. To allow this, use let
mut
:
let mut number = 42
number = 50
Pattern matching in a let
isn't supported.
Assigning variables
Variables are assigned a new value using the syntax VAR = VAL
. Inko also
supports swapping of values using the syntax VAR := VAL
.
Method calls
Methods without arguments can be called without parentheses. If arguments are defined, parentheses are required:
self.foo # calls foo() on self
self.foo() # Same thing
foo(10, 20)
self.foo(10, 20)
Named arguments are also supported:
foo(name: 10, bar: 20)
When using named arguments, they must come after positional arguments:
foo(10, bar: 20)
If the last argument is a closure, it can be specified after the parentheses:
foo(10) fn { bar } # Same as `foo(10, fn { bar })`
Binary expressions
Binary operator expressions use the following syntax:
left OP right
For example:
10 + 5
Operators are left-associative. This means 5 + 10 * 2
evaluates to 30
, not
25
. The following binary operators are supported:
+
, -
, /
, *
, **
, %
, <
, >
, <=
, >=
, <<
, >>
, |
, &
, ^
, ==
, !=
, >>>
Inko also supports two logical operators: and
and or
. These operators have a
higher precedence than the regular binary operators. This means
1 + 2 and 3 + 4
is parsed as (1 + 2) and (3 + 4)
. and
and or
have the
same precedence as each other.
Async method calls
Async calls start with the async
keyword, and only support method calls
with an explicit receiver:
async foo.bar
async { foo.bar }
Indexing
Indexing is done using []
and []=
like so:
numbers[0]
numbers[0] = 42
Type casts
Type casting is done using as
like so:
expression as TypeName
The as
keyword has a higher precedence than the binary and logical operators,
meaning that this:
10 + 5 as ToString
Is parsed as this:
(10 + 5) as ToString