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+//
+// If you thought the last exercise was a deep dive, hold onto your
+// hat because we are about to descend into the computer's molten
+// core.
+//
+// (Shouting) DOWN HERE, THE BITS AND BYTES FLOW FROM RAM TO THE CPU
+// LIKE A HOT, DENSE FLUID. THE FORCES ARE INCREDIBLE. BUT HOW DOES
+// ALL OF THIS RELATE TO THE DATA IN OUR ZIG PROGRAMS? LET'S HEAD
+// BACK UP TO THE TEXT EDITOR AND FIND OUT.
+//
+// Ah, that's better. Now we can look at some familiar Zig code.
+//
+// @import() adds the imported code to your own. In this case, code
+// from the standard library is added to your program and compiled
+// with it. All of this will be loaded into RAM when it runs. Oh, and
+// that thing we name "const std"? That's a struct!
+
+const std = @import("std");
+
+// Remember our old RPG Character struct? A struct is really just a
+// very convenient way to deal with memory. These fields (gold,
+// health, experience) are all values of a particular size. Add them
+// together and you have the size of the struct as a whole.
+
+const Character = struct {
+ gold: u32 = 0,
+ health: u8 = 100,
+ experience: u32 = 0,
+};
+
+// Here we create a character called "the_narrator" that is a constant
+// (immutable) instance of a Character struct. It is stored in your
+// program as data, and like the instruction code, it is loaded into
+// RAM when your program runs. The relative location of this data in
+// memory is hard-coded and neither the address nor the value changes.
+
+const the_narrator = Character{
+ .gold = 12,
+ .health = 99,
+ .experience = 9000,
+};
+
+// This "global_wizard" character is very similar. The address for
+// this data won't change, but the data itself can since this is a var
+// and not a const.
+
+var global_wizard = Character{};
+
+// A function is instruction code at a particular address. Function
+// parameters in Zig are always immutable. They are stored in "the
+// stack". A stack is a type of data structure and "the stack" is a
+// specific bit of RAM reserved for your program. The CPU has special
+// support for adding and removing things from "the stack", so it is
+// an extremely efficient place for memory storage.
+//
+// Also, when a function executes, the input arguments are often
+// loaded into the beating heart of the CPU itself in registers.
+//
+// Our main() function here has no input parameters, but it will have
+// a stack entry (called a "frame").
+
+pub fn main() void {
+
+ // Here, the "glorp" character will be allocated on the stack
+ // because each instance of glorp is mutable and therefore unique
+ // to the invocation of this function.
+
+ var glorp = Character{
+ .gold = 30,
+ };
+
+ // However, this "skull_farmer" character will be put in the
+ // global immutable data even though it's defined in a function.
+ // Since it's immutable, all invocations of the function can share
+ // this one value.
+
+ const skull_farmer = Character{};
+
+ // The "reward_xp" value is interesting. It's a constant value, so
+ // it could go with other global data. But being such a small
+ // value, it may also simply be inlined as a literal value in your
+ // instruction code where it is used. It's up to the compiler.
+
+ const reward_xp: u32 = 200;
+
+ // Now let's circle back around to that "std" struct we imported
+ // at the top. Since it's just a regular Zig value once it's
+ // imported, we can also assign new names for its fields and
+ // declarations. "debug" refers to another struct and "print" is a
+ // public function namespaced within THAT struct.
+ //
+ // Let's assign the std.debug.print function to a const named
+ // "print" so that we can use this new name later!
+
+ const print = ???;
+
+ // Now let's look at assigning and pointing to values in Zig.
+ //
+ // We'll try three different ways of making a new name to access
+ // our glorp Character and change one of its values.
+ //
+ // "glorp_access1" is incorrectly named! We asked Zig to set aside
+ // memory for another Character struct. So when we assign glorp to
+ // glorp_access1 here, we're actually assigning all of the fields
+ // to make a copy! Now we have two separate characters.
+ //
+ // You don't need to fix this. But notice what gets printed in
+ // your program's output for this one compared to the other two
+ // assignments below!
+
+ var glorp_access1: Character = glorp;
+ glorp_access1.gold = 111;
+ print("1:{}!. ", .{glorp.gold == glorp_access1.gold});
+
+ // NOTE:
+ //
+ // If we tried to do this with a const Character instead of a
+ // var, changing the gold field would give us a compiler error
+ // because const values are immutable!
+ //
+ // "glorp_access2" will do what we want. It points to the original
+ // glorp's address. Also remember that we get one implicit
+ // dereference with struct fields, so accessing the "gold" field
+ // from glorp_access2 looks just like accessing it from glorp
+ // itself.
+
+ var glorp_access2: *Character = &glorp;
+ glorp_access2.gold = 222;
+ print("2:{}!. ", .{glorp.gold == glorp_access2.gold});
+
+ // "glorp_access3" is interesting. It's also a pointer, but it's a
+ // const. Won't that disallow changing the gold value? No! As you
+ // may recall from our earlier pointer experiments, a constant
+ // pointer can't change what it's POINTING AT, but the value at
+ // the address it points to is still mutable! So we CAN change it.
+
+ const glorp_access3: *Character = &glorp;
+ glorp_access3.gold = 333;
+ print("3:{}!. ", .{glorp.gold == glorp_access3.gold});
+
+ // NOTE:
+ //
+ // If we tried to do this with a *const Character pointer,
+ // that would NOT work and we would get a compiler error
+ // because the VALUE becomes immutable!
+ //
+ // Moving along...
+ //
+ // Passing arguments to functions is pretty much exactly like
+ // making an assignment to a const (since Zig enforces that ALL
+ // function parameters are const).
+ //
+ // Knowing that, see if you can make levelUp() work as expected -
+ // it should add the specified amount to the supplied character's
+ // experience points:
+
+ print("XP before:{}, ", .{glorp.experience});
+
+ levelUp(glorp, reward_xp);
+
+ print("after:{}.\n", .{glorp.experience});
+}
+
+fn levelUp(character_access: Character, xp: u32) void {
+ character_access.experience += xp;
+}
+
+// And there's more!
+//
+// Data segments (allocated at compile time) and "the stack"
+// (allocated at run time) aren't the only places where program data
+// can be stored in memory. They're just the most efficient. Sometimes
+// we don't know how much memory our program will need until the
+// program is running. Also, there is a limit to the size of stack
+// memory allotted to programs (often set by your operating system).
+// For these occasions, we have "the heap".
+//
+// You can use as much heap memory as you like (within physical
+// limitations, of course), but it's much less efficient to manage
+// because there is no built-in CPU support for adding and removing
+// items as we have with the stack. Also, depending on the type of
+// allocation, your program MAY have to do expensive work to manage
+// the use of heap memory. We'll learn about heap allocators later.
+//
+// Whew! This has been a lot of information. You'll be pleased to know
+// that the next exercise gets us back to learning Zig language
+// features we can use right away to do more things!