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Structs, arrays, owned strings, memory model, modules, debug info
- struct with default values; constructors Point(1, 2) / Point(x: 1); field access, auto-deref through pointers - []T arrays with bounds checks, literals, for-each, push/pop/insert/remove/clear/resize/find/contains/join/slice/reverse/sort - str carries its length: .len, s[i], +, comparison, sub/find/split/trim/upper/lower/replace/repeat/bytes, str(x), int(s), float(s) - Memory: values own their memory and are freed at the end of their block; assignment copies, temporaries move; parameters are lent and only copied when the function changes them; defer; new()/free() for manual heap memory - input(), read_file/write_file/file_exists, exit(), fn main([]str args) - Finch modules: import name, module.fn(), module.Struct - C structs from headers (fields, fixed arrays, nested); passed and returned by value with the System V x86-64 ABI; addr(fn) gives C a callback - link "file.c" compiles and links your own C code - -g emits DWARF debug info (gdb/lldb) - Small C runtime (runtime/finch_rt.c) embedded in the compiler, cached in ~/.cache/finch - Tests: 58, all clean under valgrind (MEMCHECK=1 tests/run.sh) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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tests/run/abi.h
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tests/run/abi.h
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#include <stdint.h>
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typedef struct { float x, y; } Vec2; // SSE: <2 x float>
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typedef struct { float x, y, z; } Vec3; // SSE, SSE (float tail)
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typedef struct { uint8_t r, g, b, a; } Color; // INTEGER: i32
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typedef struct { double d; int i; } Mixed; // SSE + INTEGER
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typedef struct { int64_t a, b; } Pair; // INTEGER, INTEGER
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typedef struct { int64_t a, b, c; } Big; // MEMORY (24 bytes)
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typedef struct { char name[8]; int count; } Named; // fixed array inside
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typedef struct { Vec2 pos; Color color; } Sprite; // nested
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typedef struct Item { int value; struct Item *next; } Item;
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Vec2 vec2_add(Vec2 a, Vec2 b);
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Vec3 vec3_scale(Vec3 v, float k);
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Color color_invert(Color c);
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Mixed mixed_bump(Mixed m);
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Pair pair_swap(Pair p);
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Big big_sum(Big a, Big b);
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int64_t big_total(Big b);
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int named_len(Named n);
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Sprite sprite_move(Sprite s, float dx);
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int item_sum(Item *it);
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// many structs: runs out of registers, later ones go on the stack
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double many(Vec2 a, Vec2 b, Vec2 c, Vec2 d, Vec2 e, Vec2 f, Vec2 g, Vec2 h, Vec2 i, Pair p1, Pair p2, Pair p3, Pair p4);
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int64_t apply_pair(Pair (*fn)(Pair, int64_t), Pair p, int64_t k);
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float apply_vec(Vec2 (*fn)(Vec2), Vec2 v);
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