Cell Language
Cell is a scripting language for actor-based programming. It combines a familiar syntax with a prototype-based object system and strict immutability semantics.
Basics
Variables and Constants
var x = 10 // mutable variable (block-scoped like let)
def PI = 3.14159 // constant (cannot be reassigned)
Data Types
Cell has six fundamental types:
- number — DEC64 decimal floating point (no rounding errors)
- text — Unicode strings
- logical —
trueorfalse - null — the absence of a value (no
undefined) - array — ordered, numerically-indexed sequences
- object — key-value records with prototype inheritance
- blob — binary data (bits, not bytes)
- function — first-class callable values
Literals
// Numbers
42
3.14
1_000_000 // underscores for readability
// Text
"hello"
'world'
`template ${x}` // string interpolation
// Logical
true
false
// Null
null
// Arrays
[1, 2, 3]
["a", "b", "c"]
// Objects
{name: "cell", version: 1}
{x: 10, y: 20}
Operators
// Arithmetic
+ - * / %
** // exponentiation
// Comparison (always strict)
== // equals (like === in JS)
!= // not equals (like !== in JS)
< > <= >=
// Logical
&& || !
// Assignment
= += -= *= /=
Control Flow
// Conditionals
if (x > 0) {
log.console("positive")
} else if (x < 0) {
log.console("negative")
} else {
log.console("zero")
}
// Ternary
var sign = x > 0 ? 1 : -1
// Loops
for (var i = 0; i < 10; i++) {
log.console(i)
}
for (var item of items) {
log.console(item)
}
for (var key in obj) {
log.console(key, obj[key])
}
while (condition) {
// body
}
// Control
break
continue
return value
throw "error message"
Functions
// Named function
function add(a, b) {
return a + b
}
// Anonymous function
var multiply = function(a, b) {
return a * b
}
// Arrow function
var square = x => x * x
var sum = (a, b) => a + b
// Rest parameters
function log_all(...args) {
for (var arg of args) log.console(arg)
}
// Default parameters
function greet(name, greeting = "Hello") {
return `${greeting}, ${name}!`
}
All closures capture this (like arrow functions in JavaScript).
Arrays
Arrays are distinct from objects. They are ordered, numerically-indexed sequences. You cannot add arbitrary string keys to an array.
var arr = [1, 2, 3]
arr[0] // 1
arr[2] = 10 // [1, 2, 10]
length(arr) // 3
// Array spread
var more = [...arr, 4, 5] // [1, 2, 10, 4, 5]
Objects
Objects are key-value records with prototype-based inheritance.
var point = {x: 10, y: 20}
point.x // 10
point["y"] // 20
// Object spread
var point3d = {...point, z: 30}
// Prototype inheritance
var colored_point = {__proto__: point, color: "red"}
colored_point.x // 10 (inherited)
Prototypes
// Create object with prototype
var child = meme(parent)
// Get prototype
var p = proto(child)
// Check prototype chain
isa(child, parent) // true
Immutability with Stone
The stone() function makes values permanently immutable.
var config = stone({
debug: true,
maxRetries: 3
})
config.debug = false // Error! Stone objects cannot be modified
Stone is deep — all nested objects and arrays are also frozen. This cannot be reversed.
stone.p(value) // returns true if value is stone
Built-in Functions
length(value)
Returns the length of arrays (elements), text (codepoints), blobs (bits), or functions (arity).
length([1, 2, 3]) // 3
length("hello") // 5
length(function(a,b){}) // 2
use(path)
Import a module. Returns the cached, stone value.
var math = use('math/radians')
var json = use('json')
isa(value, type)
Check type or prototype chain.
isa(42, number) // true
isa("hi", text) // true
isa([1,2], array) // true
isa({}, object) // true
isa(child, parent) // true if parent is in prototype chain
reverse(array)
Returns a new array with elements in reverse order.
reverse([1, 2, 3]) // [3, 2, 1]
logical(value)
Convert to boolean.
logical(0) // false
logical(1) // true
logical("true") // true
logical("false") // false
logical(null) // false
Logging
log.console("message") // standard output
log.error("problem") // error output
Pattern Matching
Cell supports regex patterns in string functions, but not standalone regex objects.
text.search("hello world", /world/)
text.replace("hello", /l/g, "L")
Error Handling
try {
riskyOperation()
} catch (e) {
log.error(e)
}
throw "something went wrong"
If an actor has an uncaught error, it crashes.