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Operators

Operators are functions that perform actions on their operands. They provide concise syntax for common operations like arithmetic, comparison, logical operations, and assignment.

Operator Formats

Verse operators come in three formats based on their position relative to their operands:

Prefix Operators

Prefix operators appear before their single operand:

  • not Expression - Logical negation
  • -Value - Numeric negation
  • +Value - Numeric positive (for alignment)

Infix Operators

Infix operators appear between their two operands:

  • A + B - Addition
  • A * B - Multiplication
  • A = B - Equality comparison
  • A and B - Logical AND

Postfix Operators

Postfix operators bind to the expression on their left. While some (like .) appear between two elements, they're classified as postfix because they operate on the left-hand expression:

  • Value? - Query operator for logic values
  • Object.Member - Member access (the . operates on the object to its left)
  • Array[Index] - Array indexing (the [] operates on the array to its left)
  • Function() - Function call (the () operates on the function to its left)
  • Constructor{} - Object construction (the {} operates on the type to its left)

Although . appears between Player and Respawn in Player.Respawn(), it's considered postfix because it binds to Player and selects a member from it. The right side (Respawn) is not a separate operand but a member selector

Precedence

When multiple operators appear in the same expression, they are evaluated according to their precedence level. Higher precedence operators are evaluated first. Operators with the same precedence are evaluated left to right (except for assignment and unary operators which are right-associative).

The precedence levels from highest to lowest are:

Precedence Operators Category Format Associativity Example
11 ., [], (), {}, ? (postfix) Member access, Indexing, Call, Construction, Query Postfix Left BossDefeated?, Player.Respawn()
10 +, - (unary), not Unary operations Prefix Right +Score, -Distance, not HasCooldown?
9 *, / Multiplication, Division Infix Left Score * Multiplier
8 +, - (binary) Addition, Subtraction Infix Left X + Y, Health - Damage
7 = (relational), <>, <, <=, >, >= Relational comparison Infix Right Player <> Target, Score > 100
5 and Logical AND Infix Left HasPotion? and TryUsePotion[]
4 or Logical OR Infix Left IsAlive? or Respawn()
3 .. Range Infix Left 0..100, -15..50
2 ~~Lambda expressions~~ ~~Function literals~~ (not yet supported) Special N/A N/A
1 :=, set = Assignment Infix Right X := 15, set Y = 25

The = symbol serves two distinct purposes in Verse: - Relational comparison (precedence 7): When used as an operator in expressions, A = B tests equality and returns a logic value - Assignment (precedence 1): When used with the set keyword, set X = Value assigns a new value to an existing variable

This is different from :=, which always means "define and initialize" for new variables. The context determines which meaning of = applies.

Arithmetic Operators

Arithmetic operators perform mathematical operations on numeric values. They work with both int and float types, with some special behaviors for type conversion and integer division.

Basic Arithmetic

Operator Operation Types Notes
+ Addition int, float Also concatenates strings and arrays
- Subtraction int, float Can be used as unary negation
* Multiplication int, float Converts int to float when mixed
/ Division int (failable), float Integer division returns rational
# Basic arithmetic
Sum := 10 + 20      # 30
Diff := 50 - 15     # 35
Prod := 6 * 7       # 42
Quot := 20.0 / 4.0  # 5.0

# Unary operators
Negative := -42     # -42
Positive := +42     # 42 (for alignment)

# Integer division (failable, returns rational)
if (Result := 10 / 3):
    IntResult := Floor(Result)  # 3

# Type conversion through multiplication
IntValue:int = 42
FloatValue:float = IntValue * 1.0  # Converts to 42.0

Compound Assignments

Compound assignment operators combine an arithmetic operation with assignment:

Operator Equivalent To Types
set += set X = X + Y int, float, string, array
set -= set X = X - Y int, float
set *= set X = X * Y int, float
set /= set X = X / Y float only
var Score:int = 100
set Score += 50    # Score is now 150
set Score -= 25    # Score is now 125
set Score *= 2     # Score is now 250

var Health:float = 100.0
set Health /= 2.0  # Health is now 50.0

# Arrays can use += with both arrays and tuples
var Items:[]int = array{1, 2, 3}
set Items += array{4, 5}  # Items is now array{1, 2, 3, 4, 5}
set Items += (6, 7)       # Items is now array{1, 2, 3, 4, 5, 6, 7}

# Note: set /= doesn't work with integers due to failable division
# var IntValue:int = 10
# set IntValue /= 2  # Compile error!

Comparison Operators

Comparison operators test relationships between values and are failable expressions that succeed or fail based on the comparison result.

Relational Operators

Operator Meaning Supported Types Example
< Less than int, float Score < 100
<= Less than or equal int, float Health <= 0.0
> Greater than int, float Level > 5
>= Greater than or equal int, float Time >= MaxTime

Equality Operators

Operator Meaning Supported Types Example
= Equal to All comparable types Name = "Player1"
<> Not equal All comparable types State <> idle
# Numeric comparisons
if (Score > HighScore):
    Print("New high score!")

if (Health <= 0.0):
    HandlePlayerDeath()

# Example with other comparable types
if (PlayerName = "Admin"):
    EnableAdminMode()

if (CurrentState <> game_state.Playing):
    ShowMenu()

# Comparison in complex expressions
if (Level >= 10 and Score > 1000):
    UnlockAchievement()

The following types support equality comparison operations (= and <>):

  • Numeric types: int, float, rational
  • Boolean: logic
  • Text: string, char, char32
  • Enumerations: All enum types
  • Collections: array, map, tuple, option (if elements are comparable)
  • Structs: If all fields are comparable
  • Unique classes: Classes marked with <unique> (identity equality only)

Comparisons between different types generally fail:

0 = 0.0  # Fails: int vs float
"5" = 5  # Fails: string vs int

Logical Operators

Logical operators work with failable expressions and control the flow of success and failure.

Query Operator (?)

The query operator checks if a logic value is true (see Failure for how ? works with other types):

var IsReady:logic = true

if (IsReady?):
    StartGame()

# Equivalent to:
if (IsReady = true):
    StartGame()

Not Operator

The not operator negates the success or failure of an expression:

if (not IsGameOver?):
    ContinuePlaying()

# Effects are not committed with not
var X:int = 0
if (not (set X = 5, IsGameOver?)):
    # X is still 0 here, even though the assignment "tried" to happen
    Print("X is {X}")  # Prints "X is 0"

And Operator

The and operator succeeds only if both operands succeed:

Player:player = player{Level:=10, HasItem:=option{1}}
if (HasKey? and DoorUnlocked?):
    EnterRoom()

# Short-circuit evaluation - second operand not evaluated if first fails
if (QuickCheck[] and ExpensiveCheck[]):
    ProcessResult()

Or Operator

The or operator succeeds if at least one operand succeeds:

if (HasKeyCard? or HasMasterKey?):
    OpenDoor()

# Short-circuit evaluation - second operand not evaluated if first succeeds
if (QuickCheck[] or ExpensiveCheck[]):
    ProcessResult()

Truth Table

Consider two expressions P and Q which may either succeed or fail, the following table shows the result of logical operators applied to them:

Expression P Expression Q P and Q P or Q not P
Succeeds Succeeds Succeeds (Q's value) Succeeds (P's value) Fails
Succeeds Fails Fails Succeeds (P's value) Fails
Fails Succeeds Fails Succeeds (Q's value) Succeeds
Fails Fails Fails Fails Succeeds

Assignment and Initialization

When initializing constants and variables, both = and := can be used if an explicit type is provided. For type inference (no type annotation), you must use :=.

# Constant initialization with explicit types - both = and := work
MaxHealth:int = 100
PlayerName:string := "Hero"

# Variable initialization with explicit types - both = and := work
var CurrentHealth:int = 100
var Score:int := 0

# Type inference requires := (no type annotation)
AutoTyped := 42  # Inferred as int

# Note: var requires explicit type - var X := value is not allowed

The set = operator updates variable values:

var Points:int = 0
set Points = 100

var Position:vector3 = vector3{X := 0.0, Y := 0.0, Z := 0.0}
set Position = vector3{X := 10.0, Y := 20.0, Z := 0.0}

Special Operators

Indexing

The square bracket operator is used for multiple purposes in Verse:

  1. Array/Map indexing - Access elements in collections
  2. Function calls - Call functions which may fail
# Array indexing (failable)
MyArray := array{10, 20, 30}
if (Element := MyArray[1]):
    Print("Element at index 1: {Element}")  # Prints 20

# Map lookup (failable)
Scores:[string]int = map{"Alice" => 100, "Bob" => 85}
if (AliceScore := Scores["Alice"]):
    Print("Alice's score: {AliceScore}")

# String indexing (failable)
Name:string = "Verse"
if (FirstChar := Name[0]):
    Print("First character: {FirstChar}")  # Prints 'V'

# Function call that can fail
Result1 := MyFunction1[Arg1, Arg2]          # Can fail
Result2 := MyFunction2[?X:=Arg1, ?Y:=Arg2]  # Named arguments
EmptyCall := MyFunction2[]                  # and optional values

Member Access

The dot operator accesses fields and methods of objects:

Player.Health
Player.GetName()
MyVector.X
Config.Settings.MaxPlayers

Range

The range operator creates ranges for iteration:

# Inclusive range
for (I := 0..4):
    Print("{I}")  # Prints 0, 1, 2, 3, 4

Object Construction

Verse provides multiple syntaxes for constructing objects. All of the following are equivalent:

# Curly braces with commas
Point1 := point{X:= 10, Y:= 20}

# Curly braces with semicolons
Point2 := point{X:= 10; Y:= 20}

# Colon syntax with newlines (no braces)
Point3 := point:
    X:= 10
    Y:= 20

# Colon syntax with commas and newlines
Point4 := point:
    X:= 10,
    Y:= 20

# Fields can be separated by newlines inside braces
Player := player_data {
    Name := "Hero"
    Level := 5
    Health := 100.0
}

# Trailing commas are not allowed
Config := game_config{
    MaxPlayers := 100,
    EnablePvP := true # ,  -- comma not allowed here
}

# Dot syntax for single field (requires defaults for other fields)
Point5 := point . X:=10  # Y gets default value 0
Point6 := point . Y:=20  # X gets default value 0

Tuple Access

Round braces when used with a single argument after a tuple expression, accesses tuple elements:

MyTuple := (10, 20, 30)
FirstElement := MyTuple(0)  # Access first element
SecondElement := MyTuple(1)  # Access second element

Type Conversions

Verse has limited implicit type conversion. Most conversions must be explicit:

# No implicit int to float conversion
MyInt:int = 42
# MyFloat:float = MyInt  # Error!
MyFloat:float = MyInt * 1.0  # OK: explicit conversion

# No implicit numeric to string conversion
Score:int = 100
# Message:string = "Score: " + Score  # Error!
Message:string = "Score: {Score}"  # OK: string interpolation

When operators work with mixed types, specific rules apply:

# int * float -> float
Result := 5 * 2.0  # Result is 10.0 (float)

# Comparisons must be same type
if (5 = 5):     # OK
if (5.0 = 5.0): # OK
# if (5 = 5.0):   # Fails