docs: Update typechecking.md

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# Type checking
Luau supports a gradual type system through the use of type annotations and type inference. Once someone gets around to writing this, this will have documentation on the details of the type system and examples of common problems/how to deal with them.
Luau supports a gradual type system through the use of type annotations and type inference.
## Type inference modes
There are three modes currently available. Each one differ in important ways. They must be annotated on the top few lines among the comments.
* `--!nocheck`,
* `--!nonstrict` (default), and
* `--!strict`
`nocheck` mode will simply not start the type inference engine whatsoever.
As for the other two, they are largely similar but with one important difference: in nonstrict mode, we infer `any` for most of the types if we couldn't figure it out early enough. This means that given this snippet:
```lua
local foo = 1
```
We can infer `foo` to be of type `number`, whereas the `foo` in the snippet below is inferred `any`:
```lua
local foo
foo = 1
```
However, in strict mode, the second snippet would be able to infer `number` for `foo` still.
## Structural type system
Luau's type system is structural by default, which is to say that we inspect the shape of two tables to see if they are similar enough. This was the obvious choice because Lua 5.1 is inherently structural.
```lua
type A = {x: number, y: number, z: number?}
type B = {x: number, y: number, z: number}
local a1: A = {x = 1, y = 2} -- ok
local b1: B = {x = 1, y = 2, z = 3} -- ok
local a2: A = b1 -- ok
local b2: B = a1 -- not ok
```
## Primitive types
In Lua, we have 8 primitive types: `nil`, `string`, `number`, `boolean`, `table`, `function`, `thread`, and `userdata`. Of these, only `table` and `function` are not represented by name, but have their dedicated syntax as covered in this [syntax document](syntax.md). Note that we have explicitly skipped `userdata` from the type system.
Additionally, we also have `any` which is a special built-in type. It effectively disables all type checking, and thus should be used as last resort.
```lua
local s = "foo"
local n = 1
local b = true
local t = coroutine.running()
local a: any = 1
print(a.x) -- Type checker believes this to be ok, but crashes at runtime.
```
There's a special case where we intentionally avoid inferring `nil`. It's a good thing because it's never useful for a local variable to always be `nil`, thereby permitting you to assign things to it for Luau to infer that instead.
```lua
local a
local b = nil
```
## Functions
Let's start with something simple.
```lua
local function f(x) return x end
local a: number = f(1) -- ok
local b: string = f("foo") -- ok
local c: string = f(true) -- not ok
```
In strict mode, the inferred type of this function `f` is `<A>(A) -> A` (take a look at [generics](#generics)), whereas in nonstrict we infer `(any) -> any`. We know this is true because `f` can take anything and then return that. If we used `x` with another concrete type, then we would end up inferring that.
Similarly, we can infer the types of the parameters with ease. By passing a parameter into *anything* that also has a type, we are saying "this and that has the same type."
```lua
local function greetingsHelper(name: string)
return "Hello, " .. name
end
local function greetings(name)
return greetingsHelper(name)
end
print(greetings("Alexander") -- ok
print(greetings({name = "Alexander"}) -- not ok
```
Another example is assigning a value to a local outside of the function: we know `x` and `y` are the same type when we assign `y` to `x`. By calling it, we assigned `x` the value of the argument we passed in. In doing so, we gave `x` a more concrete type, so now we know `x` is whatever type that got passed in.
```lua
local x
local function f(y) x = y end
f(1) -- ok
f(2) -- ok
f("foo") -- not ok
```
## Tables
From the perspective of the programmers, there are three states you should care about. They are: `unsealed table`, `sealed table`, and `generic table`. This is intended to represent the relationship of two different tables.
### Unsealed tables
An unsealed table is a table whose properties could still be tacked on. This occurs when the table constructor literal had zero expressions. This is one way to accumulate knowledge of the shape of this table.
```lua
local t = {} -- {}
t.x = 1 -- {x: number}
t.y = 2 -- {x: number, y: number}
```
However, if this local were written as `local t: {} = {}`, it ends up sealing the table, so the two assignments henceforth will not be ok.
Furthermore, once we exit the scope where this unsealed table was created in, we seal it.
```lua
local function vec2(x, y)
local t = {}
t.x = x
t.y = y
return t
end
local v2 = vec2(1, 2)
v2.z = 3 -- not ok
```
### Sealed tables
A sealed table is a table that is now locked down. This occurs when the table constructor literal had 1 or more expression.
```lua
local t = {x = 1} -- {x: number}
t.y = 2 -- not ok
```
### Generic tables
This typically occurs when the symbol does not have any annotated types or were not inferred anything concrete. In this case, when you index on a parameter, you're requesting that there is a table with a matching interface.
```lua
local function f(t)
return t.x + t.y
--^ --^ {x: _, y: _}
end
f({x = 1, y = 2}) -- ok
f({x = 1, y = 2, z = 3}) -- ok
f({x = 1}) -- not ok
```
## Table indexers
These are particularly useful for when your table is used similarly to an array.
```lua
local t = {"Hello", "world!"} -- {[number]: string}
print(table.concat(t, ", "))
```
## Generics
The type inference engine was built from the ground up to recognize generics. A generic is simply a type parameter in which another type could be slotted in. It's extremely useful because it allows the type inference engine to remember what the type actually is, unlike `any`.
```lua
type Array<T> = {[number]: T}
local strings: Array<string> = {"Hello", "world!"}
local numbers: Array<number> = {1, 2, 3, 4, 5, 6}
```
## Union types
A union type represents *one of* the types in this set. If you try to pass a union onto another thing that expects a *more specific* type, it will fail.
For example, what if this `string | number` was passed into something that expects `number`, but the passed in value was actually a `string`?
```lua
local stringOrNumber: string | number = "foo"
local onlyString: string = stringOrNumber -- not ok
local onlyNumber: number = stringOrNumber -- not ok
```
Note: it's impossible to be able to call a function if there are two or more function types in this union.
## Intersection types
An intersection type represents *all of* the types in this set. It's useful for two main things: to join multiple tables together, or to specify overloadable functions.
```lua
type XCoord = {x: number}
type YCoord = {y: number}
type ZCoord = {z: number}
type Vector2 = XCoord & YCoord
type Vector3 = XCoord & YCoord & ZCoord
local vec2: Vector2 = {x = 1, y = 2} -- ok
local vec3: Vector3 = {x = 1, y = 2, z = 3} -- ok
```
```lua
type SimpleOverloadedFunction = (string) -> number & (number) -> string
local f: SimpleOverloadedFunction
local r1: number = f("foo") -- ok
local r2: number = f(12345) -- not ok
local r3: string = f("foo") -- not ok
local r4: string = f(12345) -- ok
```
Note: it's impossible to create an intersection type of some primitive types, e.g. `string & number`, or `string & boolean`, or other variations thereof.
Note: Luau still does not support user-defined overloaded functions. Some of Roblox and Lua 5.1 functions have different function signature, so inherently requires overloaded functions.
## Type refinements
When we check the type of a value, what we're doing is we're refining the type, hence "type refinement." Currently, the support for this is somewhat basic.
Using `type` comparison:
```lua
local x: string | number
if type(x) == "string" then
local y: string = x -- ok
local z: number = x -- not ok
end
local y: string = x -- not ok
local z: number = x -- not ok
```
Using truthy test:
```lua
local x: string? = nil
if x then
local y: string = x -- ok
end
```
And using `assert` will work with the above type guards:
```lua
local x: string | number
assert(type(x) == "string")
local y: string = x -- ok
local z: number = x -- not ok
```
## Using Luau on Roblox
All of Roblox's types are readily available for Luau's type inference engine to use, too. We can automatically deduce what your `Instance.new` is actually supposed to return.
```lua
local part = Instance.new("Part")
local basePart: BasePart = part
```