#integer #const-generics #bounded #integer-arithmetic #nightly #refinement #arithmetic-operations

nightly no-std ranged_integers

An integer restricted to a compile-time defined bounds driven by const generics

12 releases (6 breaking)

0.9.0 Oct 12, 2024
0.8.0 Feb 7, 2024
0.7.1 Feb 1, 2023
0.7.0 Sep 30, 2022
0.3.1 Jul 26, 2021

#303 in Rust patterns

34 downloads per month

MIT license

95KB
1.5K SLoC

Ranged integers [nightly only]

Note: the library relies on the incomplete Rust features:

  • It causes ICEson some Rust toolchains,
  • The usage may increase the time compilation time heavily.
  • The current version (0.9.0) was tested on nightly-2024-10-12.

Documentation at docs.rs

Sudoku example

Changelog

Provides a generic type Ranged<MIN, MAX> representing an integer within a specified range. It automatically chooses the data size guided by the range specified (so Ranged<-50, 50> is of 1 byte while Ranged<-20_000, 100_000> is of 4 bytes) and supports the arithmetic operations with automatic bound recalculation and range iteration. The fixed sized arrays can be indexed with a ranged integer having the fitting bounds.

The conversion and arithmetic functions catch the errors such as possible overflow and zero division at compile time.

Example

#![allow(incomplete_features)]
#![feature(adt_const_params, generic_const_exprs)]

extern crate ranged_integers;
use ranged_integers::*;

// Consider a simple race game. The player rolls a
// die and then moves forward, backward or forward
// with the double speed according to some rules.

enum MoveType {MoveForward, DoubleSpeed, MoveBackward}

// Get a die roll using a standard random number generator
fn roll_die(rng: &mut dyn rand::RngCore) -> Ranged<1, 6> {
    let random: u8 = rng.gen();
        // The consistency is proved at compile time:
        // r!(6) means Ranged<6,6> with the value 6
        // r!(1) means Ranged<1,1> with the value 1
        // u8 % Ranged<6, 6> = Ranged<0, 5>
        // Ranged<0, 5> + Ranged<1, 1> = Ranged<1, 6>
    random % r!(6) + r!(1)
}

// Calculate where the player must move
// The result fits the range -6..=12
fn move_player(
    mtype: MoveType, 
    dice_points: Ranged<1, 6>
) -> Ranged<-6, 12>
{
    match move_type {
        MoveType::MoveForward => {
            // Expand 1..=6 to -6..=12
            dice_points.expand()
        }
        MoveType::DoubleSpeed => {
            let mv = dice_points*r!(2); // Ranged<2, 12>
            mv.expand() // Expand to -6..=12
        }
        MoveType::MoveBackward => {
            let mv = -dice_points; // Ranged<-6, -1>
            mv.expand() // Expand to -6..=12
        }
    }
}

No runtime deps