Book Image

Learn Bosque Programming

By : Sebastian Kaczmarek, Joel Ibaceta
Book Image

Learn Bosque Programming

By: Sebastian Kaczmarek, Joel Ibaceta

Overview of this book

Bosque is a new high-level programming language inspired by the impact of structured programming in the 1970s. It adopts the TypeScript syntax and ML semantics and is designed for writing code that is easy to reason about for humans and machines. With this book, you'll understand how Bosque supports high productivity and cloud-first development by removing sources of accidental complexity and introducing novel features. This short book covers all the language features that you need to know to work with Bosque programming. You'll learn about basic data types, variables, functions, operators, statements, and expressions in Bosque and become familiar with advanced features such as typed strings, bulk algebraic data operations, namespace declarations, and concept and entity declarations. This Bosque book provides a complete language reference for learning to program with Bosque and understanding the regularized programming paradigm. You'll also explore real-world examples that will help you to reinforce the knowledge you've acquired. Additionally, you'll discover more advanced topics such as the Bosque project structure and contributing to the project. By the end of this book, you'll have learned how to configure the Bosque environment and build better and reliable software with this exciting new open-source language.
Table of Contents (22 chapters)
1
Section 1: Introduction
5
Section 2: The Bosque Language Overview
10
Section 3: Practicing Bosque
15
Section 4: Exploring Advanced Features

Understanding concepts and entities

Concepts and entities are part of the nominal system of types that Bosque offers. They help us to transfer our experience in object-oriented programming to our Bosque programs. Both of these constructs have been already mentioned in Chapter 5, Types and Operators. Let’s quickly recall what they are before we jump into more detail.

Concepts

Concepts are entirely abstract types that we will use to model some generic and non-instantiable objects, reminding us of the abstract classes that we will find in other languages.

To declare a concept, we will use the concept statement followed by an identifier as follows:

concept Animal { 
}

Within the block enclosed by the braces, we can define some functions that could be overwritten later and some properties that will be inherited by the entities that will implement this concept.

Let’s see what a concept statement would look like with field and method:

concept Animal {
...