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REPL
The DScript.Repl project is an interactive read-eval-print loop backed by a persistent ScriptEngine. Variables, functions, and classes you declare in one line are available in all subsequent lines.
dotnet run --project DScript.Repl
Or build and run the binary directly:
dotnet build DScript.Repl --configuration Release
./DScript.Repl/bin/Release/net10.0/DScript.Repl
DScript REPL (type .exit to quit, .help for commands)
> var x = 10
> x + 5
15
> function square(n) { return n * n; }
> square(7)
49
> var nums = [1, 2, 3, 4, 5]
> nums.map(n => n * 2)
[ 2, 4, 6, 8, 10 ]
> .exit
bye.
The REPL distinguishes between statements and expressions:
- Lines that begin with
var,let,const,function, orclass, or that end with;, are treated as statements and executed withengine.Execute(). No value is printed. - Everything else is treated as an expression, evaluated with
engine.EvalComplex(), and its result printed (unless the result isundefined).
This means you can omit the trailing semicolon when typing expressions you want to see the value of.
| Command | Description |
|---|---|
.help |
Show the list of REPL commands |
.exit or .quit
|
End the session |
| Ctrl-C or Ctrl-D | End the session (EOF) |
The REPL registers a print(arg) global in addition to any standard library. It converts the argument to a display string using GetParsableString() — useful when the extras library is not loaded.
All globals survive across inputs within a single session. You can build up a script incrementally:
> function fib(n) { return n <= 1 ? n : fib(n-1) + fib(n-2); }
> fib(10)
55
> var result = fib(15)
> result
610
Errors are caught and printed to stderr without ending the session:
> undeclaredVariable
Error: 'undeclaredVariable' is not defined
> 1 / 0
Infinity
The REPL source (DScript.Repl/Program.cs) is intentionally minimal. To add the full DScript.Extras standard library, register it before the loop:
using DScript.Extras;
var engine = new ScriptEngine();
new EngineFunctionLoader().RegisterFunctions(engine);
// ... rest of REPL loopTo pre-load a script file, compile and run it on the engine before entering the loop:
engine.Run(ScriptEngine.Compile(File.ReadAllText("prelude.ds")));