Classes and Interfaces¶
A class has fields and methods and supports single inheritance. An interface specifies data and behaviour without implementing it, and a class may implement several.
The two express different relationships: class inheritance gives is-a, interface implementation gives can-do.
Classes¶
A class is a type that bundles data (fields) with operations (methods). Class definitions must occur at module scope—you cannot define a class inside another class, struct, interface, or function:
# Valid: class at module scope
MyModule := module:
entity := class:
ID:int
# Invalid: class inside another class
# outer := class:
# inner := class: # ERROR: classes must be at module scope
# Value:int
character := class:
Name : string
var Health : int = 100
var Level : int = 1
MaxHealth : int = 100
Fields without var are immutable after construction. Fields with var are mutable (see Mutability). Default values enable convenient construction while ensuring valid initial states.
Object Construction¶
Creating instances of a class involves specifying values for its fields through an archetype expression:
Hero := character{Name := "Aldric", Health := 100, Level := 5}
Villager := character{Name := "Martha"} # default values for unspecified fields
Named parameters can appear in any order. Fields with defaults may be omitted. Fields without defaults must be specified.
Methods¶
character := class:
Name : string
var Health : int = 100
var Level : int = 1
var MaxHealth : int = 100
TakeDamage(Amount : int) : void =
set Health = Max(0, Health - Amount)
Heal(Amount : int) : void =
set Health = Min(MaxHealth, Health + Amount)
IsAlive()<decides>:void= Health > 0
LevelUp() : void =
set Level += 1
set MaxHealth = 100 + (Level * 10)
set Health = MaxHealth # Full heal on level up
Methods have access to all fields of the class and can modify mutable fields. They encapsulate the logic for how objects of the class should behave, ensuring that state changes happen in controlled, predictable ways.
All methods in non-abstract classes must have implementations. Unlike interfaces (which can declare abstract methods), a concrete class method declaration without an implementation is an error:
# Valid: method with implementation
valid_class := class:
Compute():int = 42
# Invalid: method without implementation in concrete class
# invalid_class := class:
# Compute():int # ERROR: needs implementation
Blocks for Initialization¶
Classes can include block clauses that execute when an instance is created:
logged_entity := class:
ID:int
var Label:string = ""
block:
# This executes when an instance is created
Print("Creating entity with ID: {ID}")
set Label = "entity-{ID}"
Entity := logged_entity{ID := 42}
Entity.Label = "entity-42"
Block clauses have access to all fields of the class, including Self, and can modify mutable fields. They execute in the order they appear in the class definition:
multi_step_init := class:
var Step1:int = 0
var Step2:int = 0
block:
set Step1 = 10
var Step3:int = 0
block:
set Step2 = Step1 + 5 # Can access earlier fields
set Step3 = Step2 * 2
Instance := multi_step_init{}
Instance.Step1 = 10 and Instance.Step2 = 15 and Instance.Step3 = 30
When a class hierarchy is involved, the order in which blocks run is not portable: the Verse VM runs the subclass block first, while Blueprint runs the superclass block first. Code that has to work on both should not depend on that order.
Blocks exist alongside constructor functions because they can see Self, which a constructor function cannot. Reach for a block whenever the initialization needs to refer to the object being constructed.
A block is also the place to put initialization that has to call another function. A field default value may not call anything at all, not even a harmless-looking helper that merely allocates: the compiler reports "divergent calls cannot define data-members", and it reports it whatever effects the helper carries. Give the field a cheap default and move the real work into a block:
# ERROR: a field default value may not call MakeFoo
# bar := class:
# var Foo:foo = MakeFoo()
bar := class:
var Foo:foo = foo{} # cheap default
block:
set Foo = MakeFoo() # the block does the real work
A block runs inside the transaction that constructs the object, so what it may call is limited in turn. MakeFoo above has to be <transacts>; had it been left with the default effect set, the call would be rejected with "this invocation calls a function that has the no_rollback effect, which is not allowed by its context". Blocks are restricted in a few other ways:
- Blocks cannot contain failure (
<decides>) operations - Blocks cannot call suspending (
<suspends>) functions - Blocks can use
deferstatements, which execute when the block exits - Block clauses are only allowed in classes, not in interfaces, structs, or modules
Block clauses are particularly useful for:
- Logging object creation
- Computing derived values during initialization
- Registering objects with global systems
- Performing initialization that requires
Selfor a function call
Let Clauses in Archetypes¶
Archetype expressions (used to construct class and struct instances) can include let clauses that introduce local bindings. These are useful for computing intermediate values used by multiple field initializers, avoiding repetition:
rect := class:
Width:int
Height:int
Area:int
Square := rect:
let:
S:int = 4 # computed once, used by three initializers
Width := S
Height := S
Area := S * S
Square.Area = 16
The let clause introduces bindings visible to subsequent field initializers. Unlike block, let permits only declarations.
Restrictions Inside Archetype Bodies¶
An archetype body initializes fields; it is not a general statement block. Mutating assignment is rejected outright: a body that says set X += 3 does not see X as a name it can read, so the compiler reports both "unknown identifier X", and "unsupported argument to archetype instantiation". Initialize each field once, with :=, and mutate afterwards through a method or a block clause.
Calling a <constructor> function of the class being instantiated is not a restriction, despite what the shape of an archetype body might suggest: that call is exactly how delegating constructors work, and it is legal both inside another constructor and in a plain archetype expression. Delegation is covered later in this chapter.
Self¶
Within class methods, Self refers to the current instance:
character := class:
var Name : string
var Title : string = ""
Announce()<computes>:void =
LogCharacterAction(Self, "announced") # pass the whole object along
WithTitle(NewTitle:string)<transacts>:character =
set Title = NewTitle
Self # return this instance, for chaining
SetName(NewName:string)<transacts>:void =
set Self.Name = NewName # set a field of this instance
Self.Announce() # call a method of this instance
Hero := character{Name := "Aldric"}
Hero.WithTitle("Knight").Title = "Knight"
You can capture Self when creating nested objects:
container := class:
ID:int
CreateChild():child_with_parent =
child_with_parent{Parent := Self} # capture this instance
child_with_parent := class:
Parent:container
C := container{ID := 42}
C.CreateChild().Parent.ID = 42 # the child holds a reference to C
Inheritance¶
Classes support single inheritance:
entity := class:
var Position : vector3 = vector3{}
var IsActive : logic = true
Activate() : void = set IsActive = true
Deactivate() : void = set IsActive = false
character := class(entity): # character inherits from entity
Name : string
var Health : int = 100
TakeDamage(Amount : int) : void =
set Health = Max(0, Health - Amount)
if (Health = 0):
Deactivate() # Can call inherited methods
player := class(character): # player inherits from character
var Score : int = 0
var Lives : int = 3
AddScore(Points : int) : void =
set Score += Points
P := player{Name := "Aldric"}
P.TakeDamage(100)
P.Health = 0 and P.IsActive = false # inherited field, set by inherited method
A player is a character, and a character is an entity. You can use a subclass wherever a superclass is expected.
Three constraints govern what a subclass may do:
-
Single class inheritance only: A class can inherit from at most one class, but can implement multiple interfaces.
-
No shadowing of data members: Subclasses cannot declare fields with the same name as parent fields
-
No method signature changes: Overriding requires the exact same signature
To override a method, use the <override> specifier with the matching signature.
Super¶
Within a subclass, super refers to the superclass, and it appears in two forms that are easy to confuse. (super:) is a qualifier on a call: it invokes the superclass's implementation of a method on the object you are already in. super{...} is an archetype instantiation: super names the superclass as a type, so the braces build a brand new instance of it.
The qualifier is what an overriding method almost always wants. It reaches the parent's version of the very method being overridden, letting the subclass add to that behavior rather than replace it:
base := class:
Describe()<computes>:string = "base"
derived := class(base):
Describe<override>()<computes>:string =
# Call the parent implementation, then add to it
"{(super:)Describe()} + derived"
derived{}.Describe() = "base + derived"
super{...} is not a way to call up, even though it can be arranged to look like one. Because it constructs a separate object, the parent method runs against that new instance and cannot see the state of the one you are in. When the superclass holds mutable state the two forms give different answers:
tagged := class:
var Tag:string = "original"
Describe()<transacts>:string = "[{Tag}]"
call_parent := class(tagged):
Describe<override>()<transacts>:string = "call {(super:)Describe()}"
build_parent := class(tagged):
Describe<override>()<transacts>:string = "build {super{}.Describe()}"
A := call_parent{}
set A.Tag = "updated"
A.Describe() = "call [updated]" # the parent's method, on this object
B := build_parent{}
set B.Tag = "updated"
B.Describe() = "build [original]" # a different object entirely
Both methods above are <transacts> for a reason. Constructing a class that holds mutable state is a transaction, so the super{} form needs that effect, while (super:) on its own is content with <reads>. Since an overriding method may not widen the effects it inherits, a <reads> parent method cannot be overridden by a <transacts> one at all — the compiler no longer treats it as an override and reports that it could not find a parent function to override. The super{...} form is therefore unavailable in any hierarchy whose parent method is <reads> or narrower, and the only way to admit it is to loosen the parent. Write super{...} only when you genuinely want a fresh instance of the superclass, which is the same object tagged{...} would have given you, named without repeating the parent's name.
Virtual Dispatch Through Parent Methods¶
When parent methods call other methods, virtual dispatch still applies based on the actual object type. This means Self binds to the derived instance even when calling through (super:):
base := class:
# Virtual method that can be overridden
GetValue()<computes>:int = 10
# Parent method that uses GetValue
ComputeDouble()<computes>:int =
2 * GetValue() # Calls derived GetValue if overridden
derived := class(base):
# Override GetValue to return different value
GetValue<override>()<computes>:int = 20
# Override ComputeDouble to call parent, but GetValue dispatch is virtual
ComputeDouble<override>()<computes>:int =
# Calls base.ComputeDouble, which calls derived.GetValue!
(super:)ComputeDouble()
derived{}.ComputeDouble() = 40 # not 20
In this example, even though ComputeDouble calls the parent implementation, the GetValue() call inside the parent uses virtual dispatch and calls the derived version.
Method Overriding¶
Subclasses can override methods defined in their superclasses to provide specialized behavior:
entity := class:
OnUpdate<public>()<transacts>:void = {} # Default no-op implementation
enemy := class(entity):
var Target : ?character = false
OnUpdate<override>()<transacts> : void =
if (Target?.IsAlive[]):
MoveToward(Target)
else:
Patrol()
turret := class(entity):
var Rotation:int = 0
OnUpdate<override>()<transacts>: void =
if (V := Mod[Rotation + 90, 360]):
set Rotation = V
ScanForTargets()
T := turret{}
Squad:[]entity = array{enemy{}, T}
for (U : Squad):
U.OnUpdate() # called through an entity reference
T.Rotation = 90 # ...but the turret's own override is what ran
The loop knows only that its elements are entities, yet each object runs its own OnUpdate. That is the whole point of overriding: the implementation is chosen by the actual type of the object, not by the type of the variable holding it.
An overriding method does not have to return exactly what the parent returned. It may narrow the result to a subtype, which is called a covariant return type. The override can call the parent through (super:) and then refine what comes back:
base_type := class:
Name:string
derived_type := class(base_type):
Value:int = 0
producer := class:
Create()<transacts>:base_type = base_type{Name := "base"}
sub_producer := class(producer):
# Override with a more specific return type
Create<override>()<transacts>:derived_type =
derived_type{Name := "{(super:)Create().Name} refined", Value := 42}
# A caller that knows the subclass sees the narrower type
sub_producer{}.Create().Value = 42
# Through a superclass reference, dispatch still reaches the override
P:producer = sub_producer{}
P.Create().Name = "base refined"
Narrowing is the only direction allowed, and the reason is substitutability: anyone holding a producer was promised a base_type, and a derived_type honors that promise. Going the other way would not, so the compiler does not merely complain about the return type — it stops treating the method as an override at all and then reports the leftover definition as clashing with the inherited one.
Constructor Functions¶
Classes do not have traditional constructor methods like you might find in other object-oriented languages. Instead, Verse provides three approaches to object construction, each suited to different needs:
- Archetype expressions — direct field initialization for simple cases. Straightforward and requires no extra definitions.
- Block clauses — initialization code in the class body that runs on every construction. Has access to
Selfand all fields, making it ideal for registering the object, computing derived values, or calling divergent functions that can't appear in field defaults. - Constructor functions — annotated with
<constructor>, these are first-class functions that can validate inputs, delegate to other constructors (including parent class constructors), be overloaded, and be passed around as values. They are the most powerful option and essential for inheritance hierarchies where subclass constructors need to initialize superclass fields.
These approaches compose: a constructor function returns an archetype expression, which can contain let and block clauses, and the class body can also have its own block clauses that execute regardless of which constructor was used.
For simple cases where you just need to set field values, use archetype expressions directly:
player := class:
Name:string
var Health:int = 100
Level:int = 1
Hero := player{Name := "Aldric", Health := 150, Level := 5}
Hero.Health = 150
When you need validation, computation, or complex initialization logic, use constructor functions annotated with <constructor>:
MakePlayer<constructor>(InName:string, InLevel:int)<transacts> := player:
Name := InName
Level := InLevel
Health := InLevel * 100
Hero := MakePlayer("Aldric", 5) # call it by name
Hero.Health = 500
Constructor functions are regular functions that return class instances, but the <constructor> annotation enables special capabilities like delegating to other constructors. When calling a constructor function from normal code, use just the function name—the <constructor> annotation only appears in the definition.
Constructor functions can have effects that control their behavior. Common effects include <computes>, <allocates>, and <transacts>. A particularly useful effect is <decides>, which allows constructors to fail if preconditions are not met:
MakeValidPlayer<constructor>(InName:string, InLevel:int)<transacts><decides> := player:
Name := InName
Level := block:
InLevel > 0
InLevel <= MaxLevel
InLevel
Health := InLevel * 100
MakeValidPlayer["Aldric", 5].Health = 500
not MakeValidPlayer["Aldric", 0] # the level check fails, so the call fails
Constructor functions cannot use the <suspends> effect. Construction must complete synchronously to maintain object consistency.
Overloading Constructors¶
You can provide multiple constructor functions with different parameter signatures, allowing flexible object creation:
entity := class:
Name:string
var Health:int = 100
Position:vector3
# Constructor with all parameters
MakeEntity<constructor>(Name:string, Health:int, Position:vector3) := entity:
Name := Name
Health := Health
Position := Position
# Constructor with defaults
MakeEntity<constructor>(Name:string, Position:vector3) := entity:
Name := Name
Health := 100
Position := Position
# Constructor for origin placement
MakeEntity<constructor>(Name:string) := entity:
Name := Name
Health := 100
Position := vector3{X := 0.0, Y := 0.0, Z := 0.0}
# The overload is chosen by the argument list
SpawnPoint := vector3{X := 10.0, Y := 0.0, Z := 0.0}
MakeEntity("Goblin", 50, SpawnPoint).Health = 50
MakeEntity("Guard", SpawnPoint).Health = 100
MakeEntity("Shopkeeper").Position.X = 0.0
Delegating Constructors¶
Constructor functions can delegate to other constructors, enabling code reuse and constructor chaining. This is particularly important for inheritance hierarchies where subclass constructors need to initialize superclass fields.
When delegating to a parent class constructor from a subclass, you must initialize the subclass fields first, then call the parent constructor using the qualified <constructor> syntax within the archetype:
entity := class:
Name:string
var Health:int
MakeEntity<constructor>(Name:string, Health:int) := entity:
Name := Name
Health := Health
character := class(entity):
Class:string
Level:int
# Subclass constructor delegates to parent constructor
MakeCharacter<constructor>(Name:string, Class:string, Level:int) := character:
# Initialize subclass fields first
Class := Class
Level := Level
# Then delegate to parent constructor
MakeEntity<constructor>(Name, Level * 100)
Hero := MakeCharacter("Aldric", "Warrior", 5)
Hero.Health = 500 and Hero.Name = "Aldric"
Constructor functions can also forward to other constructors of the same class:
player := class:
Name:string
var Score:int
# Primary constructor
MakePlayer<constructor>(Name:string, Score:int) := player:
Name := Name
Score := Score
# Convenience constructor forwards to primary
MakeNewPlayer<constructor>(Name:string) := player:
# Delegate to another constructor of the same class
MakePlayer<constructor>(Name, 0)
MakeNewPlayer("Aldric").Score = 0
When delegating to a constructor of the same class, the delegation replaces all field initialization—any fields you initialize before the delegation are ignored. When delegating to a parent class constructor, your subclass field initializations are preserved, and the parent constructor initializes the parent fields.
Order of Execution¶
Understanding execution order is crucial for correct initialization:
- Archetype expression: Field initializers execute in the order they are written in the archetype
- Delegating constructor: Subclass fields are initialized first, then the parent constructor runs
- Class body blocks: When using direct archetype construction, blocks in the class definition execute before field initialization
For delegating constructors to parent classes:
base := class:
BaseValue:int
MakeBase<constructor>(Value:int) := base:
block:
Print("Base constructor")
BaseValue := Value
derived := class(base):
DerivedValue:int
MakeDerived<constructor>(Base:int, Derived:int) := derived:
# This executes first
DerivedValue := Derived
# Then parent constructor executes
MakeBase<constructor>(Base)
Instance := MakeDerived(10, 20) # prints "Base constructor"
Instance.BaseValue = 10 and Instance.DerivedValue = 20
For classes with mutable fields, initialization sets starting values that can change during the object's lifetime. Immutable fields must be initialized during construction and cannot be modified afterward. This distinction makes the construction phase critical for establishing invariants that will hold throughout the object's existence.
Shadowing and Qualification¶
Verse has strict rules about name shadowing to prevent ambiguity and maintain code clarity. Understanding these rules and the qualification syntax is essential for working with inheritance hierarchies, multiple interfaces, and nested modules.
In most contexts, you cannot redefine names that already exist in an enclosing scope. This applies to functions, variables, classes, interfaces, and modules:
# ERROR: the class method shadows the module-level F
# F(X:int):int = X + 1
# c := class:
# F(X:int):int = X + 2
The same prohibition reaches across every kind of definition. Each of the four pairs below is rejected the same way:
# something := class {}
# M := module:
# something := class {} # a nested module cannot shadow a class
# Value:int = 1
# N := module:
# Value:int = 2 # nor a binding
# c := class { A:int }
# A():void = {} # nor collide with a data member
# Id():void = {}
# Id := module {} # a module and a function cannot share a name
The prohibition holds regardless of definition order: it does not matter whether the outer name is defined before or after the inner scope. The third pair above shows this — the class comes first there, and moving the function ahead of it changes nothing.
To define methods with the same name in different contexts, use qualified names with the syntax (ClassName:)MethodName:
# Class with a qualified method of the same name
c := class:
(c:)F(X:int):int = X + 2
# Module-level function
F(X:int):int = X + 1
F(10) = 11 # the module-level function
c{}.F(10) = 12 # the class method
c{}.(c:)F(10) = 12 # explicit qualification, optional here
The (c:) qualifier indicates this F is defined specifically in the c class context, distinguishing it from the module-level F. This allows the same name to coexist without shadowing errors.
Methods with Same Name¶
Using qualifiers, you can define new methods with the same name as inherited methods, creating multiple distinct methods in the same class:
c := class<abstract> { F(X:int):int }
d := class(c):
F<override>(X:int):int = X + 1
e := class(d):
(e:)F(X:int):int = X + 2 # NEW method with same name, not an override
# e now contains BOTH methods
E := e{}
E.(c:)F(10) = 11 # inherited from c, overridden in d
E.(e:)F(10) = 12 # newly defined in e
# ERROR: neither one wins - the unqualified call matches both
# E.F(10)
Key distinction:
F<override>without qualifier: Overrides the inheritedF(e:)Fwithout<override>: Defines a newFspecific toe
Once both methods exist, the qualifier is no longer optional. There is no rule that the nearer or the more derived definition wins: an unqualified E.F(10) matches both and the compiler reports that multiple overloads match the arguments. This is the difference from the (c:)F above, where the qualifier could be dropped because only one F was a member of the class. So a class can carry several methods of the same name, each serving a different purpose in the hierarchy, but every call to them has to say which one it means.
(super:) Qualified¶
The (super:) qualifier works with qualified method names to call the parent class's implementation:
i := interface { F(X:int):int }
ci := class(i):
(i:)F<override>(X:int):int = X + 1
(ci:)F(X:int):int = X + 2
dci := class(ci):
# Override both inherited methods, calling super implementations
(i:)F<override>(X:int):int = 100 + (super:)F(X)
(ci:)F<override>(X:int):int = 200 + (super:)F(X)
DCI := dci{}
DCI.(i:)F(10) = 111
DCI.(ci:)F(10) = 212
(super:)F(X) within the qualified method calls the parent class's implementation of that same qualified method. This enables you to extend behavior for multiple method variants independently.
Interface Collisions¶
When implementing multiple interfaces with methods of the same name, qualifiers disambiguate which interface's method you are implementing:
i := interface:
B(X:int):int
j := interface:
B(X:int):int
collision := class(i, j):
# Implement both B methods separately
(i:)B<override>(X:int):int = 20 + X
(j:)B<override>(X:int):int = 30 + X
Obj := collision{}
Obj.(i:)B(1) = 21
Obj.(j:)B(1) = 31
Without qualifiers, the compiler cannot determine which interface's method you are implementing.
The same qualifiers untangle deeper hierarchies, where one interface inherits from another and redefines a method it has already inherited:
i := interface:
C(X:int):int
j := interface(i):
A(X:int):int
k := interface(i):
B(X:int):int
(k:)C(X:int):int # k redefines C
multi := class(j, k):
A<override>(X:int):int = 10 + X
B<override>(X:int):int = 20 + X
# Must implement C from both inheritance paths
(i:)C<override>(X:int):int = 30 + X
(k:)C<override>(X:int):int = 40 + X
Obj := multi{}
Obj.(i:)C(1) = 31
Obj.(k:)C(1) = 41
When an interface redefines a method from a parent interface using qualification (k:)C, implementing classes must provide separate implementations for both variants.
Nested Module Qualification¶
Modules can be nested, and deeply qualified names reference members through the entire hierarchy:
Top := module:
(Top:)M<public> := module:
(Top.M:)Value<public>:int = 1
(Top.M:)F<public>(X:int):int = X + 10
(Top.M:)M<public> := module:
(Top.M.M:)Value<public>:int = 3
(Top.M.M:)F<public>(X:int):int = X + 100
client := module:
using { Top.M }
using { Top.M.M }
# Both F's are in scope here; full qualification tells them apart
(client:)Check<public>()<decides>:void =
(Top.M:)F(0) = 10
(Top.M.M:)F(0) = 100
client.Check[]
# Or reach them by path, which needs no `using` at all
Top.M.F(1) = 11
Top.M.M.F(1) = 101
Nested modules can have the same simple name — both of these are called M — and stay distinct because their full paths differ, which is what lets a hierarchy grow without naming conflicts.
The two using declarations are doing more work than they appear to. A qualifier only says which F is meant among the ones already in scope; it does not itself bring anything into scope. Drop the using declarations and (Top.M:)F(0) does not become ambiguous, it becomes an unknown identifier. The dotted path is the form that stands alone: Top.M.F(1) needs no using, because the path names the module and the member in one go. Note also where the using declarations sit. They are module-scope declarations, so they belong inside client rather than beside the calls; a using of a module written in an ordinary expression context is rejected.
Restrictions¶
Local variables cannot shadow class members. A local binding that reuses a field's name is rejected by the same rule that governs every other shadowing case:
# a := class:
# I:int
# F(X:int):void =
# I:int = 5 # ERROR: shadows member I
Currently, there is no (local:) qualifier to disambiguate, so this pattern is not supported. You must use different names for local variables and members.
Parametric Classes¶
Parametric classes, also known as generic classes, allow you to define classes that work with any type. Rather than writing separate container classes for integers, strings, players, and every other type, you write one parametric class that accepts a type parameter.
A parametric class takes one or more type parameters in its definition:
# Simple container that holds a single value
container(t:type) := class:
Value:t
# More than one type parameter is allowed
pair(t:type, u:type) := class:
First:t
Second:u
Coordinate := pair(int, string){First := 10, Second := "north"}
Coordinate.First = 10 and Coordinate.Second = "north"
The syntax container(t:type) parameterizes the class by type t, which can be used in field declarations, method signatures, and return types. A type parameter is in scope throughout the body, so methods can take it as an argument type, return it, and nest it inside other types:
optional_container(t:type) := class:
var MaybeValue:?t = false
Set(Value:t)<transacts>:void =
set MaybeValue = option{Value}
Get()<reads><decides>:t =
MaybeValue?
Clear()<transacts>:void =
set MaybeValue = false
Box := optional_container(string){}
not Box.Get[]
Box.Set("hello")
Box.Get[] = "hello"
Box.Clear()
not Box.Get[]
Instantiation and Identity¶
Multiple instantiations with the same type arguments produce the same type:
container(t:type) := class:
Value:t
# These name one type, not two copies of it
Type1 := container(int)
Type2 := container(int)
C1:Type1 = container(int){Value := 1}
C2:Type2 = C1 # accepted: Type1 and Type2 are the same type
C2.Value = 1
The instantiation process is deterministic and memoized. The first time you write container(int), Verse generates a concrete type. Every subsequent use of container(int) refers to that same type, not a new copy.
This matters for:
- Type compatibility: Two values of
container(int)can be used interchangeably - Memory efficiency: Not creating duplicate type definitions
- Semantic correctness: Same type arguments always mean the same type
While the same type arguments always produce the same type, different type arguments produce distinct, incompatible types:
container(t:type) := class:
Value:t
IntContainer := container(int){Value := 42}
StringContainer := container(string){Value := "text"}
IntContainer.Value = 42
StringContainer.Value = "text"
# ERROR: the two instantiations are unrelated types
# Mix(A:container(int)):container(string) = A
container(int) and container(string) are completely different types, with no subtype relationship. They happen to share the same structure (both defined from container), but that does not make them compatible.
While different instantiations of a parametric class are distinct types, Verse allows certain instantiations to be used in place of others based on variance. Variance determines when parametric_class(subtype) can be used where parametric_class(supertype) is expected (or vice versa).
The variance of a parametric type depends on how the type parameter is used within the class definition. The four cases below all use this pair of classes:
entity := class:
ID:int
player := class(entity):
Name:string
Covariant¶
When a type parameter appears only in return positions (method return types, field types being read), the parametric class is covariant in that parameter (see Types for details on variance). This means instantiations follow the same subtyping direction as their type arguments:
producer(t:type) := class:
Value:t
Get():t = Value # Returns t - covariant position
ProcessProducer(P:producer(entity)):int = P.Get().ID
PlayerProducer:producer(player) = producer(player){Value := player{ID := 1, Name := "Alice"}}
EntityProducer:producer(entity) = PlayerProducer # Valid: player is an entity
ProcessProducer(PlayerProducer) = 1 # so this works too
This is safe because a player has everything an entity has. If you expect to get an entity out of a producer, receiving a player instead is always acceptable.
Contravariant¶
When a type parameter appears only in parameter positions (method parameters being consumed), the parametric class is contravariant in that parameter (see Types for details on variance). This means instantiations follow the opposite subtyping direction:
consumer(t:type) := class:
Process(Item:t):void = {} # Accepts t - contravariant position
ProcessPlayers(C:consumer(player)):void =
C.Process(player{ID := 1, Name := "Bob"})
# Contravariance allows supertype -> subtype
EntityConsumer:consumer(entity) = consumer(entity){}
PlayerConsumer:consumer(player) = EntityConsumer # Valid!
ProcessPlayers(EntityConsumer) # Works!
The direction reverses because a consumer(entity) accepts everything a consumer(player) accepts, and more. Anything able to handle any entity can certainly handle a player.
Invariant¶
When a type parameter appears in both parameter and return positions, the parametric class is invariant in that parameter. No subtyping relationship exists between different instantiations:
# Type parameter in both positions, so no variance either way
transformer(t:type) := class:
Transform(Input:t):t = Input
EntityTransformer:transformer(entity) = transformer(entity){}
PlayerTransformer:transformer(player) = transformer(player){}
# ERROR: neither of these conversions is allowed
# X:transformer(entity) = PlayerTransformer
# Y:transformer(player) = EntityTransformer
Neither direction is safe. If a transformer(player) were usable as a transformer(entity), you could hand any entity to a Transform that expects a player.
Bivariant¶
When a type parameter is not used in any member signature, neither in the type's own members nor in any member it inherits, the parametric class is bivariant. Any instantiation can be converted to any other:
# Type parameter not used in the public interface
container(t:type) := class:
DoSomething():void = {} # Doesn't use t at all
EntityContainer:container(entity) = container(entity){}
PlayerContainer:container(player) = container(player){}
# Both directions work
X:container(entity) = PlayerContainer
Y:container(player) = EntityContainer
The type parameter does not affect observable behaviour, so the instantiations are interchangeable.
Inherited Members Constrain Variance¶
Variance is computed over a type's full member set, including members inherited from a parametric base. A derived type with an empty body is not automatically bivariant:
holder(t:type) := interface:
Value:t # covariant use of t
# Empty body, but inherits Value:t - so `derived` is covariant, not bivariant
derived(t:type) := interface(holder(t)) {}
# Invalid: covariance only allows the subtype -> supertype direction
# F(X:derived(int)):derived(float) = X # ERROR
Recursive Parametric Types¶
Parametric classes can reference themselves in their field types, enabling recursive generic data structures like linked lists, trees, and graphs. The key requirement is that the self-reference uses the same type parameter — this is the only form of recursion Verse allows. It works because the compiler can resolve the type structure in a single pass: list_node(int) contains a ?list_node(int), which contains a ?list_node(int), and so on. The optional (?) provides the base case that terminates the recursion at runtime.
Here is a generic linked list built as a recursive parametric class:
# Linked list node
list_node(t:type) := class:
Value:t
Next:?list_node(t) # Same type parameter 't'
# Helper to create lists
Cons(Head:t, Tail:?list_node(t) where t:type)<transacts>:list_node(t) =
list_node(t){Value := Head, Next := Tail}
# Sum a linked list
SumList(List:?list_node(int))<transacts>:int =
if (Head := List?):
Head.Value + SumList(Head.Next)
else:
0
IntList := Cons(1, option{Cons(2, false)})
SumList(option{IntList}) = 3
Disallowed: Direct Type Alias Recursion¶
You cannot define a parametric type that directly aliases to a structural type containing itself:
# Invalid: Direct array recursion
# t(u:type) := []t(u) # ERROR
# Invalid: Direct map recursion
# t(u:type) := [int]t(u) # ERROR
# Invalid: Direct optional recursion
# t(u:type) := ?t(u) # ERROR
# Invalid: Direct function recursion
# t(u:type) := u->t(u) # ERROR
# t(u:type) := t(u)->u # ERROR
These fail because they create infinite type expansion—the compiler cannot determine the actual structure of the type.
The way round this is to wrap the recursive reference in a class. A tree where each node holds a list of children is a recursive parametric type — each nested_list(t) contains an array of nested_list(t) — and it is accepted, because the class gives the compiler a name to stop at:
nested_list(t:type) := class:
Items:[]nested_list(t) # OK - wrapped in class
Tree := nested_list(int){
Items := array{
nested_list(int){Items := array{}},
nested_list(int){Items := array{}}
}
}
Tree.Items.Length = 2
Disallowed: Polymorphic Recursion¶
Polymorphic recursion occurs when a parametric type references itself with a different type argument:
# Invalid: Type parameter changes
# my_type(t:type) := class:
# Next:my_type(?t) # ERROR - ?t is different from t
# Invalid: Alternating type parameters
# bi_list(t:type, u:type) := class:
# Value:t
# Next:?bi_list(u, t) # ERROR - parameters swapped
Polymorphic recursion makes type inference undecidable: instantiating my_type(int) would need my_type(?int), which needs my_type(??int), and so on without end. It is sound in some type systems, but Verse does not support it, to keep type checking tractable.
Disallowed: Mutual Recursion¶
Mutual recursion between multiple parametric types is not supported either; each of the two definitions below is rejected on its own:
# ERROR: circular dependency the compiler cannot resolve
# t1(t:type) := class:
# Next:?t2(t) # References t2
#
# t2(t:type) := class:
# Next:?t1(t) # References t1
Mutual recursion raises the same problem, creating circular dependencies the compiler cannot resolve.
Combine them into a single type instead, and tag each node with an enum to recover the case distinction the two types were carrying:
node_type := enum:
TypeA
TypeB
combined_node(t:type) := class:
Type:node_type
Value:t
Next:?combined_node(t)
Node := combined_node(int){Type := node_type.TypeA, Value := 1, Next := false}
Node.Value = 1
Disallowed: Inheritance Recursion¶
You cannot inherit from a type variable or create recursive inheritance through parametric types; both are rejected:
# ERROR: inheriting from the parametric type being defined
# t(u:type) := class(t(u)){}
# ERROR: inheriting from a type variable
# inherits_from_variable(t:type) := class(t){}
Inheritance requires knowing the parent's structure, but under parametric recursion that structure would be self-referential before it is defined.
Parametric Interfaces¶
While parametric classes get most of the attention, interfaces can also be parametric, enabling abstract contracts that work with any type:
# Generic equality interface
equivalence(t:type, u:type) := interface:
Equal(Left:t, Right:u)<transacts><decides>:t
# Generic collection interface
collection_ifc(t:type) := interface:
AddItem(Item:t)<transacts>:void
RemoveItem(Item:t)<transacts><decides>:void
Has(Item:t)<reads>:logic
Classes implement parametric interfaces by providing concrete types for the parameters:
equivalence(t:type, u:type) := interface:
Equal(Left:t, Right:u)<transacts><decides>:t
# Implement with specific types
int_equivalence := class(equivalence(int, comparable)):
Equal<override>(Left:int, Right:comparable)<transacts><decides>:int =
Left = Right
# Or with type parameters matching the class
comparable_equivalence(t:subtype(comparable)) := class(equivalence(t, comparable)):
Equal<override>(Left:t, Right:comparable)<transacts><decides>:t =
Left = Right
Eq := comparable_equivalence(int){}
Eq.Equal[5, 5] = 5
Parametric interfaces follow the same variance rules as parametric classes:
entity := class:
ID:int
player := class(entity):
Name:string
# Covariant interface - returns t
producer_interface(t:type) := interface:
Produce():t
player_producer := class(producer_interface(player)):
Produce<override>():player = player{ID := 1, Name := "Test"}
# Covariant subtyping works
EntityProducer:producer_interface(entity) = player_producer{}
EntityProducer.Produce().ID = 1
You can create specialized (non-parametric) interfaces from parametric ones. That matters for casting, because a cast target has to be a non-parametric type:
generic_handler(t:type) := interface:
Handle(Item:t):void
# Specialize to a concrete type
int_handler := interface(generic_handler(int)):
# Inherits Handle(Item:int):void
# Can add more methods here
int_processor := class(int_handler):
Handle<override>(Item:int):void =
Print("Handling: {Item}")
# The specialized interface can be a cast target
Base := int_processor{}
if (Handler := int_handler[Base]):
Handler.Handle(42)
Multiple Type Parameters¶
Interfaces can have multiple type parameters with independent variance:
converter_interface(input:type, output:type) := interface:
Convert(In:input):output
# input is contravariant, output is covariant
entity := class:
ID:int
player := class(entity):
Name:string
# Implement with specific types
player_to_entity := class(converter_interface(player, entity)):
Convert<override>(In:player):entity = entity{ID := In.ID}
# Variance allows flexible usage
C:converter_interface(player, entity) = player_to_entity{}
C.Convert(player{ID := 7, Name := "Ann"}).ID = 7
Advanced Parametric Types¶
Effects¶
Parametric types can have effect specifiers that apply to all instantiations:
# Parametric class with effects
async_container(t:type) := class<computes>:
Property:t
transactional_container(t:type) := class<transacts>:
Property:t
# Every instantiation inherits the effect
X:async_container(int) = async_container(int){Property := 1}
Y:transactional_container(int) = transactional_container(int){Property := 2}
X.Property + Y.Property = 3
The effects a parametric class may carry are <computes>, which allows non-terminating computation, <transacts>, which makes instantiation participate in a transaction, <reads> and <writes>, which touch mutable state, and <allocates>, which allocates. The failure and suspension effects are rejected outright. <decides> would mean that the effect declaration itself might fail, which would require a failure context around the class definition, and <suspends> would likewise require a context that can block; neither exists at the point where a type is declared, so both are rejected.
An effect on the class becomes part of its contract: it propagates to every construction site, so a function that builds an instance has to declare it as well.
my_type(t:type) := class<computes>:
Property:t
# This requires <computes> in the context
CreateInstance()<computes>:my_type(int) =
my_type(int){Property := 1}
CreateInstance().Property = 1
Aliases¶
You can create type aliases that simplify complex parametric type expressions:
# Alias for map type
string_map(t:type) := [string]t
# Use the alias
PlayerScores:string_map(int) = map{
"Alice" => 100,
"Bob" => 95
}
# Alias for optional array
optional_array(t:type) := []?t
# Simplifies type signatures
FilterValid(Items:optional_array(int)):[]int =
for (Item : Items; Value := Item?):
Value
Aliases are not restricted to named types. Function types and tuple types can be given names in exactly the same way:
# Function type aliases
transformer(input:type, output:type) := input -> output
predicate(t:type) := t -> logic
# Tuple type aliases
pair(t:type, u:type) := tuple(t, u)
triple(t:type) := tuple(t, t, t)
# Use in signatures
ApplyTransform(T:transformer(int, string), Value:int):string =
T(Value)
CheckCondition(P:predicate(int), Value:int):logic =
P(Value)
Type aliases improve readability and maintainability for complex generic types.
Advanced Type Constraints¶
Beyond basic subtype constraints, parametric types support specialized constraints:
A subtype constraint restricts the argument to classes that derive from a given class, which in turn lets the body of the parametric class use that class's members:
entity := class{ID:int = 0}
player := class(entity){}
# Constrain to subtype of a class
bounded_container(t:subtype(entity)) := class:
Value:t
GetID():int = Value.ID # Can access entity members
# Valid: player is a subtype of entity
PlayerContainer := bounded_container(player){Value := player{}}
# ERROR: int is not a subtype of entity
# IntContainer := bounded_container(int){Value := 0}
A castable_subtype constraint goes further: it requires an argument that can be used as the target of a runtime cast, so the parametric class can test values against t with t[Item]:
component := class<castable>{}
warrior := class(component){Power:int}
# t must be usable as the target of a cast
dynamic_handler(t:castable_subtype(component)) := class:
Handle(Item:component):void =
if (Typed := t[Item]):
# Typed has the specific subtype
ProcessTyped(Typed)
# warrior satisfies the constraint
HandleAsWarrior(Item:component):void =
dynamic_handler(warrior){}.Handle(Item)
A constraint on a parametric class also tells the compiler what the body may do with t. The comparable constraint below is what makes = legal on a field of type t. A function that takes such a class has to repeat the constraint in a where clause; dropping it is an error, because the function would be promising less about t than the class demands:
# The constraint is what makes `=` legal on Data
wrapper(t:subtype(comparable)) := class:
Data:t
# A function taking a wrapper must repeat the constraint
Same(W:wrapper(t), Other:t where t:subtype(comparable))<computes><decides>:void =
W.Data = Other
Same[wrapper(int){Data := 5}, 5]
# ERROR: `where t:type` promises less than the class requires
# SameLoose(W:wrapper(t), Other:t where t:type)<computes><decides>:void =
# W.Data = Other
Class Attributes¶
Classes can be annotated with attributes that modify their behavior, visibility, and capabilities. These attributes apply to all classes, not just parametric ones.
Access Specifiers¶
Classes support fine-grained control over member visibility through access specifiers:
game_state := class:
Score<public> : int = 0 # Anyone can read
var Lives<private> : int = 3 # Only this class can access
var Shield<protected> : float = 100.0 # This class and subclasses
DebugInfo<internal> : string = "" # Same module only
# Public method - anyone can call
GetLives<public>() : int = Lives
# Protected method - subclasses can override
OnLifeLost<protected>() : void = {}
# Private helper - only this class
ValidateState<private>() : void = {}
Default visibility is internal (same module only).
Concrete¶
The <concrete> specifier enforces that all fields have default values, allowing construction with an empty archetype:
config := class<concrete>:
MaxPlayers : int = 8
TimeLimit : float = 300.0
FriendlyFire : logic = false
# Can construct with empty archetype
DefaultConfig := config{}
A concrete class C can be constructed with C{}. A concrete class may have subclasses that are not concrete.
A <concrete> class must supply a value for every data member, including members inherited from an interface. Re-declaring the member with <override> does not satisfy the requirement — it still needs an initializer. This applies to var members and to members of function type as well:
has_field := interface:
Field:int
# ERROR - Field has no value
# thing := class<concrete>(has_field) {}
# ERROR - re-declaring without a value does not help
# thing := class<concrete>(has_field) { Field<override>:int }
# OK
thing := class<concrete>(has_field):
Field<override>:int = 0
Unique¶
The <unique> specifier creates classes and interfaces with reference semantics where each instance has a distinct identity. When a class or interface is marked as <unique>, instances become comparable using the equality operators (= and <>), with equality based on object identity rather than field values.
Classes marked with <unique> compare by identity, not by value:
entity := class<unique>:
Name : string
Level : int
E1 := entity{Name := "Guard", Level := 3}
E2 := entity{Name := "Guard", Level := 3}
E3 := E1
E1 <> E2 # distinct instances, despite identical field values
E1 = E3 # the same instance
Without <unique>, class instances cannot be compared for equality at all—the language prevents meaningless comparisons. With <unique>, you gain the ability to use instances as map keys, store them in sets, and perform identity checks, essential for tracking specific objects throughout their lifetime.
Interfaces¶
Interfaces can also be marked with <unique>, which makes all instances of classes implementing that interface comparable by identity:
component := interface<unique>:
Update():void
Render():void
physics_component := class(component):
Update<override>():void = {}
Render<override>():void = {}
# Instances are comparable because component is unique
P1 := physics_component{}
P2 := physics_component{}
P1 <> P2 # different instances
P1 = P1 # the same instance
The <unique> property propagates through interface inheritance. If a parent interface is marked <unique>, all child interfaces and classes implementing those interfaces automatically become comparable:
base_component := interface<unique>:
Update():void
# Child interface inherits <unique> from parent
advanced_component := interface(base_component):
AdvancedUpdate():void
# Classes implementing any interface in the hierarchy become comparable
player_component := class(advanced_component):
Update<override>():void = {}
AdvancedUpdate<override>():void = {}
C1 := player_component{}
C2 := player_component{}
C1 <> C2 # comparable because base_component is unique
When a class implements multiple interfaces, comparability is determined by whether ANY of the inherited interfaces is <unique>:
updateable := interface: # Not unique
Update():void
renderable := interface<unique>: # Unique
Render():void
game_object := class(updateable, renderable):
Update<override>():void = {}
Render<override>():void = {}
# game_object is comparable because renderable is unique
G1 := game_object{}
G2 := game_object{}
G1 <> G2
Even if most interfaces are non-unique, a single <unique> interface in the hierarchy makes the entire class comparable.
Unique in Default Values¶
When a <unique> class appears in a field's default value, each containing object receives its own distinct instance. This guarantee applies even when the unique class is nested within complex parametric types:
token := class<unique>:
ID:int = 0
container := class:
MyToken:token = token{}
C1 := container{}
C2 := container{}
C1.MyToken <> C2.MyToken # each container gets its own token
This behavior extends to <unique> instances within arrays, optionals, tuples, and maps:
item := class<unique>{}
# Each class instantiation creates fresh unique instances in default values
with_array := class:
Items:[]item = array{item{}}
with_optional := class:
MaybeItem:?item = option{item{}}
with_map := class:
ItemMap:[int]item = map{0 => item{}}
A := with_array{}
B := with_array{}
A.Items[0] <> B.Items[0] # different unique instances
C := with_optional{}
D := with_optional{}
ItemC := C.MaybeItem?
ItemD := D.MaybeItem?
ItemC <> ItemD
E := with_map{}
F := with_map{}
E.ItemMap[0] <> F.ItemMap[0]
The same principle applies when parametric classes contain unique instances in their fields:
entity := class<unique>{}
registry(t:type) := class:
DefaultEntity:entity = entity{}
Data:t
R1 := registry(int){Data := 1}
R2 := registry(int){Data := 2}
R1.DefaultEntity <> R2.DefaultEntity
R3 := registry(string){Data := "hi"}
R3.DefaultEntity <> R1.DefaultEntity # even across different type parameters
This guarantee ensures that identity-based operations remain reliable. If you store objects in maps keyed by unique instances, or maintain sets of unique objects, each container genuinely owns distinct instances rather than sharing references. The language prevents subtle bugs where multiple objects might unexpectedly share the same identity.
Overload Resolution¶
Types marked with <unique> are subtypes of the built-in comparable type. This can create overload ambiguity:
# Valid: non-unique interface does not conflict with comparable
regular_interface := interface:
Method():void
Process(A:comparable, B:comparable):void = {}
Process(A:regular_interface, B:regular_interface):void = {} # OK - no conflict
# Invalid: unique interface conflicts with comparable
unique_interface := interface<unique>:
Method():void
Handle(A:comparable, B:comparable):void = {}
# Handle(A:unique_interface, B:unique_interface):void = {} # ERROR - ambiguous!
Since unique_interface is a subtype of comparable, both overloads could match when called with unique_interface arguments, causing a compilation error. When designing overloaded functions, be aware that <unique> types participate in the comparable type hierarchy.
Use Cases¶
The <unique> specifier suits anything whose identity matters more than its current field values: game entities that must stay distinguishable as their health and position change, session objects that outlive any particular connection state, and resource handles that name one specific instance rather than an equivalent value. What all of these have in common is that they want to be map keys, and only a <unique> type can be one, because a map key has to be comparable. The same applies to <unique> interfaces, so a component registry can be keyed by an interface reference.
vector3 := class<final>{X:float = 0.0; Y:float = 0.0; Z:float = 0.0}
# Each entity stays distinguishable however its state changes
entity := class<unique>:
var Health:int = 100
var Position:vector3 = vector3{}
# A unique type can be a map key
E1 := entity{}
E2 := entity{}
Sessions := map{E1 => "alice", E2 => "bob"}
Sessions[E2] = "bob"
The specifier is what provides identity-based equality, and with it the ability to maintain sets of unique objects and to tell two instances apart even when their data is identical.
Abstract¶
The <abstract> specifier marks classes that cannot be instantiated directly — they exist solely as base classes for inheritance. When you declare a class with <abstract>, you are creating a template that defines structure and behavior for subclasses to inherit and implement.
Abstract classes serve as architectural foundations in a type hierarchy. They define contracts through abstract methods that subclasses must implement, while potentially providing concrete methods and fields that subclasses inherit. This creates a powerful pattern for code reuse and polymorphic behavior.
vehicle := class<abstract>:
Speed():float # Abstract method
MaxPassengers:int = 1
# Concrete method all vehicles share
CanTransport(Count:int)<decides>:void =
Count <= MaxPassengers
car := class(vehicle):
Speed<override>():float = 60.0
MaxPassengers<override>:int = 4
bicycle := class(vehicle):
Speed<override>():float = 15.0
Abstract methods within abstract classes have no implementation — they are pure declarations that establish what subclasses must provide. An abstract method creates a contract: any non-abstract subclass must override all abstract methods or the code will not compile.
Castable¶
Verse supports runtime type checking for all classes and interfaces through fallible casts and infallible casts. The <castable> specifier serves a specific purpose: it enables the use of castable_subtype constraints, which allow types to be used as first-class values in type-constrained contexts.
All classes and interfaces support runtime type checking through dynamic casts. You can cast between any class or interface types using the fallible cast syntax Type[Value]:
# No <castable> needed for basic dynamic casts
base := class:
ID:int
derived := class(base):
Name:string
# Fallible cast
ProcessBase(B:base):void =
if (D := derived[B]):
# Successfully cast to derived
Print("Derived with name: {D.Name}")
else:
# Not a derived instance
Print("Just a base")
When Do You Need <castable>¶
The <castable> specifier is required only when you want to use castable_subtype constraints. These constraints enable powerful patterns where types are used as first-class values, such as accepting a type as a parameter and using it to perform casts:
# Requires <castable> for castable_subtype constraint
FilterByType(
Items:[]component,
TargetType:castable_subtype(component) # Type as parameter
):[]component =
for:
Item : Items
Specific := TargetType[Item] # Use type variable for cast
do:
Specific
# Can pass different types at runtime
AllComponents:[]component = array{physics_component{}, render_component{}}
PhysicsOnly := FilterByType(AllComponents, physics_component)
PhysicsOnly.Length = 1
Fallible and Infallible Casts¶
Verse provides two forms of type casting: fallible casts (which can fail at runtime) and infallible casts (which are verified at compile time).
Fallible casts use bracket syntax Type[Value] are runtime checks that succeed only if the value is actually an instance of the target type:
# Classes with <castable> - enables castable_subtype usage
component := class<abstract><castable><allocates>:
Name:string
physics_component := class<allocates>(component):
Name<override>:string = "Physics"
Velocity:vector3
render_component := class<allocates>(component):
Name<override>:string = "Render"
Material:string
# Fallible casts work whether or not <castable> is present
ProcessComponent(Comp:component):void =
if (PhysicsComp := physics_component[Comp]):
Print("Physics component with velocity: {PhysicsComp.Velocity}")
else if (RenderComp := render_component[Comp]):
Print("Render component with material: {RenderComp.Material}")
else:
Print("Unknown component type")
The cast expression has the <decides> effect—it fails if the object is not an instance of the target type. This integrates naturally with Verse's failure handling:
GetPhysicsComponent(Comp:component)<computes><decides>:physics_component =
# Returns physics_component or fails
physics_component[Comp]
# Use with failure handling
if (Physics := GetPhysicsComponent[SomeComponent]):
UpdatePhysics(Physics)
Infallible casts use parenthesis syntax Type(Value) and are only allowed when the compiler can verify the cast is safe—that is, when the value type is a subtype of the target type. Attempting an infallible downcast, from supertype to subtype, is a compile error, because the compiler cannot guarantee it would succeed:
base := class:
ID:int
derived := class(base):
Name:string
GetDerived():derived = derived{ID := 1, Name := "Test"}
# Infallible upcast - derived is a subtype of base
BaseRef:base = base(GetDerived()) # Always safe
BaseRef.ID = 1
# ERROR: not a subtype relationship
# DerivedRef := derived(BaseRef)
Castable and Inheritance¶
The <castable> property is inherited by all subclasses. When you mark a class as <castable>, every class that inherits from it automatically becomes castable as well:
base := class<castable>:
Value:int
child := class(base):
# Automatically castable - inherits from castable base
Name:string
grandchild := class(child):
# Also automatically castable
Extra:string
# Can cast through the hierarchy
ProcessBase(Instance:base):void =
if (AsChild := child[Instance]):
Print("It's a child: {AsChild.Name}")
if (AsGrandchild := grandchild[Instance]):
Print("It's a grandchild: {AsGrandchild.Extra}")
Parametric Types and Casting¶
Parametric types cannot be marked <castable>. Verse erases type parameters at runtime—only the concrete class structure exists, not the specific type arguments. The runtime cannot distinguish between container(int) and container(string), which would make castable_subtype constraints unsound.
Additionally, you cannot cast to a parametric type even if it is not marked <castable>. Attempting to use a parametric type as a cast target produces a compile error:
# Invalid: parametric classes cannot be castable
# container(t:type) := class<castable>: # ERROR
# Value:t
# Invalid: cannot cast to parametric type
container(t:type) := class:
Value:t
Test()<decides>:void =
C := container(int){Value := 42}
if (C2 := container(string)[C]) {} # ERROR
However, concrete instantiations of parametric types can be cast targets, and non-parametric classes can be marked <castable> even if they inherit from parametric types:
container(t:type) := class:
Value:t
# Valid: concrete instantiations can be cast targets
int_container := class<castable>(container(int)):
Extra:string
string_container := class<castable>(container(string)):
Extra:string
# Can cast to a concrete instantiation
Base:container(int) = int_container{Value := 42, Extra := "test"}
IC := int_container[Base]
IC.Extra = "test"
# Cannot cast between different instantiations
not string_container[Base]
Using castable_subtype¶
The castable_subtype type constructor works with <castable> classes to enable type-safe filtered queries and dynamic type dispatch:
entity := class<abstract><unique><castable>:
# The type argument doubles as the element type of the result
FindDescendantEntities(entity_type:castable_subtype(entity)):[]entity_type
When you call FindDescendantEntities(player), the function returns only entities that are actually player instances or subclasses thereof, verified at runtime through the castable mechanism. The type parameter ensures type safety—the returned values have the specific subtype you requested.
Permanence of Castable¶
Once a class is published with <castable>, this decision becomes permanent. You cannot add or remove the <castable> specifier after publication because doing so would break existing code that relies on runtime type checking. Code that performs casts would suddenly fail or behave incorrectly if the castable property changed.
This permanence is enforced through the versioning system—attempting to change the <castable> status of a published class will result in a compatibility error.
Final¶
The <final> specifier prevents inheritance, creating a terminal point in a class hierarchy. When you mark a class with <final>, no other class can inherit from it. For methods, <final> prevents overriding in subclasses, locking the implementation at that level of the hierarchy.
Classes marked with <final> serve as concrete implementations that cannot be extended. This is particularly important for persistable classes, which require <final> to ensure their structure remains stable for serialization:
player_stats := struct<persistable>{}
player_profile := class<final><persistable>:
Username:string = "Player"
Level:int = 1
Gold:int = 0
player_data := class<final><persistable>:
Version:int = 1
LastLogin:string = ""
Statistics:player_stats = player_stats{}
The <final> requirement for persistable classes prevents schema evolution problems. If subclasses could extend persistable classes, the serialization system would face ambiguity about which fields to persist and how to handle polymorphic deserialization.
For methods, <final> locks behavior at a specific point in the inheritance chain:
base_entity := class:
GetName():string = "Entity"
game_object := class(base_entity):
GetName<override><final>():string = "GameObject"
# ERROR: a subclass of game_object cannot override GetName
# sub_object := class(game_object):
# GetName<override>():string = "Sub"
For fields, <final> prevents modification through archetype construction. When a field is marked <final> and has a default value, that value is locked and cannot be changed when creating instances:
foo := class<computes>:
Val<final>:int = 0
X:int = 5
# Valid: X can be changed during construction
ValidFoo := foo{X := 10}
# COMPILE ERROR: Cannot override final field Val
# InvalidFoo := foo{Val := 10}
This restriction ensures that final fields maintain their guaranteed values throughout the object's lifetime. Final fields with default values act as immutable constants for each instance. If you need a field to be customizable during construction, do not mark it as <final>. Final fields must also provide a default value — you cannot declare a final field without initializing it.
Final on Interface Members¶
While <final> cannot be applied to interface or struct types themselves, it can be used on interface members to prevent overriding in implementing classes. Final interface members must provide a complete implementation (body for methods, value for fields):
base_behavior := interface:
# Final method with default implementation
GetID<final>():int = 42
# Final field with default value
MaxCount<final>:int = 100
# Non-final method - can be overridden
Process():void
concrete_impl := class(base_behavior):
# Can implement Process
Process<override>():void = {}
# Cannot override GetID or MaxCount - they are final
# GetID<override>():int = 99 # ERROR
Final members in interfaces propagate through interface inheritance. When an interface extends another interface with final members, those members remain final and cannot be overridden by any implementing classes:
base := interface:
GetVersion<final>():int = 1
derived := interface(base):
GetName():string
impl := class(derived):
# Must implement GetName
GetName<override>():string = "Implementation"
# GetVersion remains final from base
# GetVersion<override>():int = 2 # ERROR
Applying <final> to an interface or struct type rather than to one of its members is an error; only the members may be final.
The related <final_super> specifier does not prevent further subclassing. Instead, it guarantees that all subclasses of this class will always directly inherit from it — there will be no intermediate classes inserted between the <final_super> class and its descendants in the inheritance chain. Subclasses can themselves be further subclassed:
entity := class{}
component := class<abstract><unique><castable><final_super_base>:
Parent:entity
physics_component := class<final_super>(component):
Mass:float = 1.0
# Valid: further subclassing is allowed
gravity_component := class(physics_component):
GravityScale:float = 1.0
<final_super_base> marks the root of a restricted inheritance tree. Its purpose is to work with GetCastableFinalSuperClass, which finds the <final_super> class in the hierarchy for a given instance. This enables component architectures where you need to identify the "category" of a component at runtime:
# base_type<castable>
# / \
# a_class<final_super> w_class
# | |
# b_class x_class<final_super>
# | |
# c_class y_class
# GetCastableFinalSuperClass[base_type, c_class{}]
# returns a_class — the <final_super> ancestor under base_type
This design is particularly valuable in component architectures where you need a stable "category" class in the hierarchy that runtime systems can rely on, while still allowing further specialization below it.
Persistable¶
The <persistable> specifier marks types that can be saved and restored across game sessions, enabling permanent storage of player progress, achievements, and game state. This specifier transforms ephemeral gameplay into lasting progression, creating the foundation for meaningful player investment.
Persistence works through module-scoped weak_map(player, t) variables, where t is any persistable type. These special maps automatically synchronize with backend storage — when players join, their data loads; when they leave or data changes, it saves. The system handles all serialization, network transfer, and storage management transparently.
player_inventory := class<final><persistable>:
Gold:int = 0
Items:[]string = array{}
UnlockedAreas:[]string = array{}
# This variable automatically persists across sessions
SavedInventories : weak_map(player, player_inventory) = map{}
The <persistable> specifier enforces strict structural requirements to guarantee data integrity across versions. Classes must be <final>, because inheritance would complicate serialization schemas. They cannot be <unique>, since identity-based equality does not survive serialization, and asking for both is rejected as well. Every data member must itself be persistable, which rules out var fields — a mutable member is reported as non-persistable, so immutability survives into storage. These constraints ensure that what you save today can be reliably loaded tomorrow, next month, or next year.
Interfaces¶
Interfaces define contracts that classes can implement, specifying both the data and behavior that implementing classes must provide. Unlike many traditional languages where interfaces only declare method signatures, Verse interfaces are rich contracts that can include fields, default method implementations, and even custom accessor logic.
An interface can declare method signatures, provide default implementations, and define data members:
damageable := interface:
# Abstract method - implementing classes must provide
TakeDamage(Amount:int)<transacts>:void
# Method with default implementation
GetHealth()<reads>:int = 100
# Data member - implementing classes inherit or must provide
MaxHealth:int = 100
IsAlive()<reads>:logic = logic{GetHealth() > 0}
healable := interface:
Heal(Amount:int)<transacts>:void
Interfaces can be purely abstract, partially concrete, or fully implemented. A class implementing an interface must provide implementations for its abstract methods; it inherits concrete implementations and default field values.
Implementing Interfaces¶
character := class(damageable, healable):
var Health : int = 100
TakeDamage<override>(Amount:int)<transacts>:void =
set Health = Max(0, Health - Amount)
# MaxHealth and IsAlive are inherited unchanged
GetHealth<override>()<reads>:int = Health
Heal<override>(Amount:int)<transacts>:void =
set Health = Min(MaxHealth, Health + Amount)
Hero := character{}
Hero.TakeDamage(30)
Hero.GetHealth() = 70
Hero.IsAlive() = true
Hero.Heal(100)
Hero.GetHealth() = 100
A class can implement multiple interfaces, achieving multiple inheritance of contracts.
Interface Fields¶
Interfaces can declare data members that implementing classes must provide or inherit. These fields can be either immutable or mutable, and may include default values:
# Interface with various field types
entity_properties := interface:
# Immutable field with default - classes inherit this value
EntityID:int = 0
# Mutable field with default
var Health:float = 100.0
# Field without default - classes must provide a value
Name:string
# Field that can be overridden
MaxHealth:float = 100.0
player_entity := class(entity_properties):
# Must provide Name (no default in interface)
Name<override>:string = "Player"
# Can override to change default
MaxHealth<override>:float = 150.0
# Inherits EntityID and Health with their defaults
Fields with defaults are inherited unless overridden. Fields without defaults must be provided.
Default Implementations¶
Interfaces can provide complete method implementations that implementing classes inherit automatically:
animated := interface:
var CurrentFrame:int = 0
TotalFrames:int = 10
# Concrete implementation provided by interface
NextFrame()<transacts><decides>:void =
set CurrentFrame = Mod[(CurrentFrame + 1),TotalFrames] or 0
# Can access interface fields
ProgressPercent()<reads><decides>:rational =
CurrentFrame / TotalFrames
sprite := class(animated):
TotalFrames<override>:int = 20
# Automatically inherits NextFrame and ProgressPercent implementations
Classes inherit these implementations without modification, allowing interfaces to provide reusable behavior. Implementing classes can override these methods if they need specialized behavior, but the interface provides a working default.
Overriding Members¶
Classes can override both fields and methods from interfaces to provide specialized implementations:
base_stats := interface:
BaseHealth:int = 100
CalculateFinalHealth():int = BaseHealth
warrior := class(base_stats):
# Override field with different default
BaseHealth<override>:int = 150
# Override method for specialized calculation
CalculateFinalHealth<override>():int =
BaseHealth * 2 # Warriors get double health
mage := class(base_stats):
BaseHealth<override>:int = 75
CalculateFinalHealth<override>():int =
BaseHealth + MagicBonus
MagicBonus:int = 25
Field overrides can provide different default values or specialize to subtypes. Method overrides replace the interface's implementation entirely. All overrides must maintain type compatibility—fields can only be overridden with subtypes, and method signatures must match exactly.
Multiple Interfaces with Sharing¶
Verse interfaces are more permissive than in many other languages — they can declare data fields, provide concrete method implementations, and a class can implement multiple interfaces even when they share member names. This design avoids the friction of requiring globally unique names across all interfaces. In practice, independent interface authors may naturally use the same names (Enable, Disable, Power, Update), and requiring every interface to use distinct names would create artificial naming conflicts that scale poorly — especially when interfaces form deep hierarchies with subinterfaces for specialized variants.
When a class implements multiple interfaces that declare fields or methods with the same name, you use qualified names to disambiguate:
magical := interface:
Power:int = 50
GetPowerLevel()<computes>:int = Power
physical := interface:
Power:int = 75
GetPowerLevel()<computes>:int = Power * 2
hybrid := class(magical, physical):
MagicPower()<computes>:int = (magical:)Power # magical's Power
PhysicalPower()<computes>:int = (physical:)Power # physical's Power
MagicLevel()<computes>:int = (magical:)GetPowerLevel()
PhysicalLevel()<computes>:int = (physical:)GetPowerLevel()
H := hybrid{}
H.MagicPower() = 50 and H.PhysicalPower() = 75
H.MagicLevel() = 50 and H.PhysicalLevel() = 150
The qualified name syntax (InterfaceName:)MemberName specifies which interface's member you are accessing. Each interface maintains its own instance of the field, allowing the class to support both contracts simultaneously without conflict.
Interface Hierarchies¶
Interfaces can extend other interfaces, creating hierarchies of contracts that combine data and behavior requirements:
combatant := interface(damageable, healable):
var AttackPower:int = 10
Attack(Target:damageable):void =
Target.TakeDamage(AttackPower)
GetAttackPower():int = AttackPower
boss := interface(combatant):
Phase:int = 1
UseSpecialAbility():void
GetPhase():int = Phase
A class implementing boss inherits all fields and methods from the entire hierarchy—boss, combatant, damageable, and healable. Diamond inheritance (where an interface is inherited through multiple paths) is fully supported, with fields properly merged so each field exists only once in the implementing class.
A class cannot name the same interface twice in its own inheritance list, however: class(interface1, interface1) is a redundant inheritance. Inheriting the interface indirectly, through diamond inheritance, is fine, so class(interface2, interface3) is valid even when both interface2 and interface3 inherit from the same base interface.
Fields with Accessors¶
Interfaces can define fields with custom getter and setter logic, encapsulating complex behavior behind simple field access syntax:
subscribable_property := interface:
# External field with accessor methods
var Value<getter(GetValue)><setter(SetValue)>:int = external{}
# Internal storage
var Storage:int = 100
# Getter adds computation
GetValue(:accessor):int = Storage + 10
# Setter adds validation
SetValue(:accessor, NewValue:int):void =
if (NewValue >= 0):
set Storage = NewValue
tracked_value := class(subscribable_property){}
Object := tracked_value{}
# Uses the getter: Storage + 10
Object.Value = 110
# Uses the setter, which validates and writes Storage
set Object.Value = 150
Object.Value = 160
The external{} keyword indicates the field has no direct storage—all access goes through the accessor methods. This pattern is powerful for implementing property change notifications, validation, computed properties, and other scenarios requiring logic around field access.
One restriction comes with it: a field with accessors declared in an interface cannot be overridden in an implementing class. The accessor implementation is fixed by the interface.