add shtuff

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# Dropping variables
Sometimes in Granite, you may want to un-initalise a variable you initialised! This is easy to do.
## New operations
* `:$(variable)`, variable drop, deletes `(variable)`
## Tutorial
Look at this simple program:
```
:?x
:^x
:!x
:?x
:ax,x,x
:!x
```
This program is fairly simple, what we expect is that it will prompt the user twice and do some maths on their number!
What we _instead_ get is this:
```
? 9
10
105
10
```
This is not very nice looking as it is interpreting the users first input as a prompt.
To fix this, use `:$x` after the first print operation to drop the `x` variable!
Now your output can look like this:
```
? 9
10
? 5
10
```
Much better!
## After example
```
:?x
:^x
:!x
:$x
:?x
:ax,x,x
:!x
```

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# Finishing touches!
Now you have a perfectly working counter program! For your final lesson however, we will teach you about comments and explicitly exiting the program!
## New operations
* `:0(comment)`, comment, an operation that does nothing but is helpful for a programmer!
* `:~`, exit, explicitly calls an exit to your program
* `:*(left),(right),(output)`, string concatenation, concatenates `(left)` and `(right)` and stores it in `(output)`
## Tutorial
Your program should look something like this:
```
:>"Enter some numbers!",message
:!message
:?starting_number
:?finishing_number
:?step
:@count
:astarting_number,step,starting_number
:!starting_number
:-count,starting_number,finishing_number
```
This program is perfectly readable, however it could do with some comments and an obvious exit point!
You can add comments as an operation and it wont affect your program! So you could do something like this!
```
:>"Enter some numbers!",message
:!message
:0 Prompt the user for their chosen numbers!
:?starting_number
:?finishing_number
:?step
:0 Keep counting until we hit the finishing number
:@count
:astarting_number,step,starting_number
:!starting_number
:-count,starting_number,finishing_number
:0 We're done! Quit!
:~
```
We can also add a concatenation! Before the explicit exit, initialise the variable `msg` with the string `"I have counted to "`! After this operation, add the operation `:*msg,finishing_number,msg` and print out message!
Now when your program finishes, it will tell you what your program counted to!
Now your output will look like this if you run your program!
```
Enter some numbers!
? 0
? 5
? 1
1
2
3
4
5
I have counted to 5
```
## Continue the guidebook
Well done! You've finished the guidebook!
You can further your learning by going to the further concepts section on the top navigation bar!
## After example
```
:>"Enter some numbers!",message
:!message
:0 Prompt the user for their chosen numbers!
:?starting_number
:?finishing_number
:?step
:0 Keep counting until we hit the finishing number
:@count
:astarting_number,step,starting_number
:!starting_number
:-count,starting_number,finishing_number
:0 We're done! Quit!
:>"I have counted to ",msg
:*msg,finishing_number,msg
:!msg
:~
```

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# Welcome to the documentation
Granite is a toy programming language focused around being unconventional but still comfortable to use.
The main implementation of Granite is written in Rust and is capable of both parsing and executing Granite programs.
## Where to start
It is recommended all new Granite programmers start at the syntax introduction to get familiar with how a Granite program is laid out.
Those familiar with the Granite language should use the reference to remind themselves of the operations or the further concepts section in the navbar to learn about things not covered in the guidebook!
* [Syntax introduction](syntax-intro.md)
* [Operation reference](reference.md)
## Information
This version of the documentation is intended for Granite v1.0.2 and if you are running a newer version, there may be new features that aren't documented here or old features that no longer work.
This documentation is licenced under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International licence. All code examples within this documentation are dedicated to the public domain according to the CC0 1.0 Universal licence.

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# Jumps and labels
Granite does not have conventional loops similar to a C-like programming language does. It instead is more alike to BASIC having _labels_ and jumps.
Labels are operations that have no direct function when ran in the program _but_ they mark where you can jump to! Jumps move where the program is being ran from to labels! These tools together allows you to create loops!
## New operations
* `:@(label)`, label, places a new label at this location
* `:<(label)`, unconditional jump, jumps to this label without any condition
* `:-(label),(variable),(check)`, jump if less than, jumps to this label if `(variable)` is less than `(check)` which can be a variable or an integer literal.
* `:a(left),(right),(output)`, add, performs `(left)` add `(right)` and stores the result into `(output)`
There are also `+` and `=` operators which function like the `-` operator but check if `(variable)` is greater than (for `+`) or equal to (for `=`) `(check)` instead.
There are also `s`, `m` and `d` operators which function like the `a` operator but perform subtraction, multiplication, and division respectively.
## Tutorial
Open up your program! It should look something like this:
```
:>0,starting_number
:^starting_number
:!starting_number
```
At the top of your program's source code add this operation:
`:>1,step`
This defines your counter's _step_!
Now _replace_ the increment operation with this add operation:
`:astarting_number,step,starting_number`
What this operation does is takes `starting_number` and `step` and adds them together and then stores that into `starting_number`!
If you run your program now, you should get the number 1 as an output. Wonderful!
Now to add _looping_!
Your program should look like this:
```
:>1,step
:>0,starting_number
:astarting_number,step,starting_number
:!starting_number
```
As we are _counting_ up, we want to loop where the counting happens and _not_ where the variable setting happens!
This means we want to _set a new label_ above the add operation so above the add operation, add this operation:
`:@count`
By itself, this won't create a loop but we can do that easily! At the bottom of your program, below the print operation, add a new unconditional jump operation!
`:<count`
Now if you start your program, you will see it spit out a stream of numbers as it quickly keeps counting from 0! If this happens, wonderful, you've just created your first loop!
Exit the program (this will most likely be with `Control + C`) and re-enter the source code! We want to count up to a certain number, let's say 10!
To do this, at the top of your program, initialise a new variable called `finishing_number` with the number 10 in it!
Now at the bottom of your program, _replace_ your unconditional jump operation with this conditional one!
`:-count,starting_number,finishing_number`
This conditional jump will continue looping until `starting_number` is not less than `finishing_number`!
If you run your program now you should see this output:
```
1
2
3
4
5
6
7
8
9
10
```
Congratulations! You've not only made loops but _also_ loops that break when a condition is met!
## Extension
Try messing with the `step` and `finishing_number` variables to see different outputs when you add more in one loop around!
## Continue the guidebook
* [Next page: Taking input from the user](taking-input.md)

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# Manipulating values
Granite does not allow you to modify literals directly, instead requiring you to use bindings to variables and modifying them within bindings, keeping all values tracked and stored.
## New operations
* `:>(value),(variable)`, set variable, Stores `(value)` into `(variable)`
* `:^(variable)`, increment, if `(variable)` is a number, add one to it.
* `:v(variable)`, decrement, if `(variable)` is a number, remove one from it.
* `:!(variable)`, print, outputs the value in `(variable)`
## Tutorial
To begin your program, make a new file called `counter.granite`. This will be the source code of your program!
Throughout this guidebook, we will be creating a program which is able to count up from a starting number to a final number by a certain step each time! To do this, we first need to learn the basics of value manipulation.
In your program's source place these two statements in:
```
:>0,starting_number
:!starting_number
```
These two statements will simply create (initialise) the `starting_number` variable with the value 0 and print it to the screen!
Now run your program with the Granite runtime. There are two ways to do this:
* If you have installed Granite to your path, type `granite -i counter.granite`.
* If you are in your local clone of the Granite runtime repository, type `cargo run -- -i counter.granite`.
You should now see the program run and output 0!
If the program does _not_ run and gives you an error, make sure your source code matches the above example _exactly_. The Granite language does not like having spaces between variables and commas, and will fail if you add spaces.
Next, we want to _manipulate_ the value. We can do this by using the `:^(variable)` operation!
Make your program's source code look like _this_ now:
```
:>0,starting_number
:^starting_number
:!starting_number
```
Now run your program, you should see the number 1!
## Extension
Try using the _decrement_ operation (`:v(variable)`) to make the output a negative number!
## Continue the guidebook
* [Next page: Jumps and labels](jumps-labels.md)

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# Operation reference
This is a reference of all the possible operations in the Granite programming language. This may be useful for those who have read through both the guidebook and all the further concepts who just need a refresher or those who have read the syntax introduction and prefer to learn by reading references.
## Set variable
Operation: `:>(value),(variable)`
Stores `(value)` into `(variable)`.
## Increment
Operation: `:^(variable)`
Adds 1 to `(variable)` if it is a number. Panics if not.
## Decrement
Operation: `:v(variable)`
Removes 1 from `(variable)` if it is a number. Panics if not.
## Print
Operation: `:!(variable)`
Outputs the value in `(variable)`.
## New label
Operation: `:@(label)`
Defines a new label at this location called `(label)`.
## Unconditional jump
Operation: `:<(label)`
Jumps to `(label)` without any condition.
## Jump if less than
Operation: `:-(label),(variable),(check)`
Jumps to `(label)` if `(variable)` is less than `(check)` which can be an integer or a variable.
## Jump if greater than
Operation: `:+(label),(variable),(check)`
Jumps to `(label)` if `(variable)` is greater than `(check)` which can be an integer or a variable.
## Jump if equal to
Operation: `:=(label),(variable),(check)`
Jumps to `(label)` if `(variable)` is equal to `(check)` which can be an integer or a variable.
## Arithmetic add
Operation: `:a(left),(right),(output)`
Performs `(left) + (right)` and stores the result into `(output)`
## Arithmetic subtract
Operation: `:s(left),(right),(output)`
Performs `(left) - (right)` and stores the result into `(output)`
## Arithmetic multiply
Operation: `:m(left),(right),(output)`
Performs `(left) * (right)` and stores the result into `(output)`
## Arithmetic divide
Operation: `:d(left),(right),(output)`
Performs `(left) / (right)` and stores the result into `(output)`
## Take input
Operation: `:?(variable)`
Prompts the user for input and stores it in `(variable)`. If `(variable)` is not initialised then prompt the user with a `? ` prompt otherwise prompt the user with the value of `(variable)`.
## Comment
Operation: `:0(comment)`
Does nothing but leaves a useful comment for programmers.
## String concatenation
Operation: `:*(left),(right),(output)`
Concatenates `(left)` and `(right)` into one string and places the result into `(output)`.
## Explicit exit
Operation: `:~`
Terminates the program at this point.
## Type check
Operation: `:&(variable),(output)`
Sets `(output)` to 1 if `(variable)` is an integer, otherwise sets `(output)` to 0.
## Stack push
Operation: `:#`
Pushes the current location to the stack, allowing the programmer to return out of a subroutine.
## Return
Operation: `:|`
Returns back to previously pushed location, panics if no location previously pushed.
## Variable clone
Operation: `:%(source),(target)`
Stores the value of `(source)` in `(target)`.
## Variable drop
Operation: `:$(variable)`
Deletes `(variable)`, effectively un-initialising it.

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# Subroutines
Sometimes in Granite, you will need to be able to call subroutines (a kind of function) instead of jumping and be able to _return_ to where you were before. This is possible!
## New operations
* `:#`, stack push, pushes the current location to the stack, allowing a return
* `:|`, return, returns back to the previous pushed location, crashes if no location pushed
## Tutorial
Look at this program:
```
:?x
:&x,temp
:=default,temp,0
:@print
:^x
:!x
:~
:@default
:>10,x
:<print
```
This program will take a number, add 1 to it and print it out, but default to 10 if a string is passed in.
A more nicer way to do this could be with subroutines!
First, move the default label and its two operations above the prompt and define an entry label above the prompt but below the default label like this:
```
:<entry
:@default
:>10,x
:<print
:@entry
:?x
:&x,temp
:=default,temp,0
:^x
:!x
```
Now before the conditional jump to default after the type check, add a `:#` operation and replace the `:<print` operation with `:|`
The program now functions the same, but looks much more neater with subroutines!
## After example
```
:<entry
:@default
:>10,x
:|
:@entry
:?x
:&x,temp
:#
:=default,temp,0
:^x
:!x
```

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# Syntax introduction
Every Granite program is made up of "operations", a combination of operators and any number of arguments, including zero! These operations all begin with a `:` to denote the beginning of an operation, an operator, and then variables that are comma separated.
An example of a statement is the "set variable" operation, `:>10,balance`.
The statement example above simply places the integer 10 into the variable `balance`. The language's syntax may be a bit esoteric but it isn't too hard to wrap your head around!
The Granite language does not need spaces between arguments in an operation and if you add these they will be interpreted as different to how you expect!
For example the following two programs may look similar:
* `:>10,x:^x`
* `:> 10,x:^x`
but the bottom one will fail with the error `Non-number variable x on increment.` due to it perceiving the value as the string " 10" and not the integer 10.
## Types
Granite has two types: integers and strings.
Hence, Granite features no native support for floating point numbers however this can be emulated using fixed point mathematics (we do not go into this in this guidebook and should be independently researched if wanted).
Integers are considered integers if they can be coerced in string form, e.g. the string "52" can be coerced into the integer 52 hence it is an integer but the string "5 2" cannot as it is not exactly the same as a number.
## Continue the guidebook
* [Next page: Manipulating values](manipulating-values.md)

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# Taking input from the user
Granite has a special operation that allows you to ask your user for a value to place into a variable! This is useful for asking your user things, like what is their name!
## New operations
* `:?(variable)`, take input, asks the user for input, if there is a value in (variable) then prompt them with this otherwise present them with a `? ` prompt
## Tutorial
Your program should look something like this at this point:
```
:>10,finishing_number
:>1,step
:>0,starting_number
:@count
:astarting_number,step,starting_number
:!starting_number
:-count,starting_number,finishing_number
```
We want to _ask_ the user to input numbers by giving them a prompt!
At the top of your program, initialise a variable called `message` and add anything you want! Just make sure it's obvious to the user that you are asking them for numbers then print out this variable immediately after!
Now, we want to _ask_ the user for their numbers!
Replace the variable definitions for `finishing_number`, `step` and `starting_number` with these three statements:
```
:?starting_number
:?finishing_number
:?step
```
Now execute your program! You should see something like this:
```
Enter some numbers!
?
```
Now if you put in 0, then 10 and then 1 you will see the same output as you would have before!
## Extension
Can you make each prompt for the variables output a message for each one like this?:
```
Enter some numbers!
Starting number? 0
Finishing number? 10
Step?
```
## Continue the guidebook
* [Final page: Finishing touches!](finishing-touches.md)

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# Type checking
Granite contains two types: integers and strings, and due to how some operations work it may be worth type checking these explicitly within the code.
## New operations
* `:&(variable),(output)`, type check, if `(variable)` is an integer then set `(output)` to 1 otherwise set `(output)` to 0
## Tutorial
Look at this simple program:
```
:?x
:^x
:!x
```
This program simply asks the user for a number and adds 1 to it.
This program works fine _provided the user inputs a number_.
```
? 50
51
```
But things begin to fall apart if the user does not input an integer.
```
? I'm an evil string! >:)
Non-number variable x on increment.
```
Type checking can solve this problem by allowing the programmer to safely recover when an invalid type is detected.
Firstly, we want to make the question a label so make a label called `question` above `:?x`.
Also add a [variable drop](dropping-variables.md) after the `question` label but _before_ asking the user for `x`.
Now directly after `:?x` but _before_ `:^x` we want to add the type check operation so add `:&x,type` after `:?x`.
Now we will have an integer corresponding to whether `x` is an integer or not. So _now_ after `:&x,type` you can add a conditional jump that jumps to the `question` label if `type` is equal to `0` which means that the user inputted a string.
Now our program is immune to strings messing things up:
```
? I'm an evil string! >:)
? No strings? :(
? 10
11
```
## Extension
Can you prompt the user to input an integer after incorrectly putting in a string?
## After example
```
:@question
:$x
:?x
:&x,type
:=question,type,0
:^x
:!x
```

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# Value cloning
Sometimes in Granite, you may want to _clone_ variables. This is fairly easy with one operation!
## New operations
* `:%(source),(target)`, variable clone, sets `(target)` to the value in `(source)`
## Tutorial
Imagine you want to create a program to calculate a Fibonacci sequence up to a certain term.
The first two numbers of the sequence are 0 and 1 and each next term is the sum of the previous two meaning that number #3 is number #1 (0) plus number #2 (1)
We can begin the program by initialising and printing the first terms and the counter and asking the user for a term:
```
:0 Init variables and ask user for term
:?a
:>2,i
:>0,x
:>1,y
:>0,z
:0 print term 0 and term 1 and stop if user didnt want more
:!x
:=exit,a,0
:!y
:=exit,a,1
:0 increment a for loop purposes
:^a
```
Now for the loop, first we want to perform the addition and increment i:
```
:@loop
:ax,y,z
:!z
:^i
```
Now we want to move the new term into `y` and the `y` term into `x`.
```
:%y,x
:%z,y
```
We need to clone the `y` term into `x` _first_
Now add the loop operation and premature exit label.
```
:-loop,i,a
:@exit
:~
```
Now run the program, you'll get an output similar to this after entering a number:
```
? 12
0
1
1
2
3
5
8
13
21
34
55
89
144
```
Congratulations! Now you can clone variables!
## After example
```
:?a
:>2,i
:>0,x
:>1,y
:>0,z
:!x
:=exit,a,0
:!y
:=exit,a,1
:^a
:@loop
:ax,y,z
:!z
:^i
:%y,x
:%z,y
:-loop,i,a
:@exit
:~
```

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site_name: Granite Language Documentation
theme:
name: mkdocs
color_mode: dark
nav:
- Home: 'index.md'
- 'Guidebook':
- 'Syntax introduction': 'syntax-intro.md'
- 'Manipulating values': 'manipulating-values.md'
- 'Jumps and labels': 'jumps-labels.md'
- 'Taking input from the user': 'taking-input.md'
- 'Finishing touches!': 'finishing-touches.md'
- 'Further concepts':
- 'Type checking': 'type-checking.md'
- 'Subroutines': 'subroutines.md'
- 'Value cloning': 'value-cloning.md'
- 'Dropping variables': 'dropping-variables.md'
- 'Operation reference': 'reference.md'