Tiny is a small statically-typed language with an embeddable compiler and bytecode interpreter; it is designed to be easy to embed and does its best to avoid doing allocations/garbage collection.
// Reverse polish notation calculator
stack := array()
// The type of the 'stack' variable is inferred to be 'array'
// I can also explicitly specify it by doing
// stack: array = array(), but that's no fun
op := ""
// Constants
plus_op :: '+'
minus_op :: '-'
mul_op :: '*'
div_op :: '/'
print_op :: "="
quit_op :: "quit"
while op != quit_op {
op = input()
if stridx(op, 0) == plus_op {
array_push(stack, array_pop(stack) + array_pop(stack))
} else if stridx(op, 0) == minus_op {
array_push(stack, array_pop(stack) - array_pop(stack))
} else if stridx(op, 0) == mul_op {
array_push(stack, array_pop(stack) * array_pop(stack))
} else if stridx(op, 0) == div_op {
array_push(stack, array_pop(stack) / array_pop(stack))
} else if op == print_op {
print(array_pop(stack))
} else if op != quit_op {
array_push(stack, ston(op))
}
}
You can use CMake to build a static library which you can integrate into your project
like any other. Alternatively, you can just copy the few files inside include
and src
into your project.
Here are a few examples of how Tiny can be used.
I've written a small game which is scripted using Tiny. This example makes no use of garbage collection; in fact, there is no dynamic allocation being done in the scripts at all.
You can find the code in the examples/game
subdirectory of the repository. I made use of https://bitbucket.org/rmitton/tigr to facilitate the windowing, graphics and input.
Notice how every entity in the game has a Tiny_StateThread
encapsulating its execution state. Since Tiny_StateThread
is relatively lightweight, you can have hundreds, even thousands of them.
I got carried away and wrote a vim-like text editor using this language.
I wrote all the buffer manipulation and graphics code in C and then exposed an interface for the editor logic. Have a look at examples/notepad
.
I created a webserver which is capable of handling a large amount of concurrent connections with a variety of web application
development utilities (async processing, routing, templating). Have a look at examples/server
. I followed golang's
"Writing Web Applications" tutorial which guides users through making a wiki and replicated that in tiny.