When designing a new programming language, research is incredibly important. While research can be investigating new syntax and new semantics, most of it is actually looking at other language's features and seeing if anything worked extra well and wether it could be useful for your own language.

C3 is derived from C2, which in turn is an evolution of C, so the basis of the language itself is clear. But what about the features on top of C -where do they come from? I thought it might be amusing to list the features and where they originated.

Features and where they come from

Modules – Java was probably the primary inspiration for a lot of it, since it has a very simple and well understood system with packages. However, Java's imports are actually only about visibility, not about really importing anything, so there are very clear differences. I've written more in detail here.

Generic modules - This was inspired by macro based container libraries in C, as well as ASTEC's "@module" macro.

Faults/optionals - Originally this was similar to Zig's design, but took on inspiration from Herbceptions, Haskell/Rust results, C and Go error handling into something original.

Macros - This was based largely on ASTEC but added things like iteration.

Struct subtyping - This is a Plan9 feature that also ended up in Go. I got it from reading about the Plan9 C compiler.

Slices - This exists in many languages, it's hard to say what languages I based it on.

Slicing syntax - The ^1 syntax comes from C#, otherwise it's mostly D with some looks at Swift and Odin.

Contracts - While a lot of languages try to add a bit of contract support, Eiffel is the language I looked at. Placing the contracts in the docs was a change for C3.

Def - I started by looking at D. The inclusion of "distinct" types comes from Odin. The restriction that function types only to be accessed through def is from C2. The idea that generic modules are instantiated using def occurs in earlier languages, I remember looking at Ada in particular.

Reflection - I'd say Jai got the ball rolling here, with some additional inspiration from Odin. It was clear from the start that reflection like Java or Objective-C was out of question, and that Jai's runtime information was more than I wanted. I read about reflection in other languages as well, with D having quite a bit of influence on the syntax.

Operator overloading - I certainly looked at overloading in C++, D and other languages, but in the end the result was a bit in between everything.

Dynamic calls - This is from Objective-C.

Undefined behaviour - The C3 attitude to UB is strongly influenced by Odin, but doesn't go quite that far.

Implicit conversions - Originally this borrowed from Zig, but after a lot of research, it ended as a unique blend of C and Java ideas, without the need for untyped literals.

Precedence rules - Just trying to avoid retaining the poor precedence rules of C.

Project files - Derived from C2, but modified.

Any and typeid types - mainly inspired by Odin.

Enum associated values - derived from Java enums.

Bitstructs - inspired by PacketC.

Extended switch - pattern matching in many languages.

Flowtyping to unwrap - Java / Kotlin in JetBrains' IDEs.

Foreach - ObjC and Java originally. The idea (and syntax!) to allow getting values by ref comes from PHP.

Base64 and hex literals - Inspired by language "wish lists" on the web :D.

Zero init by default - Ultimately Odin convinced me this was a good idea.

Array/slice arithmetics - A subset of Odin and D functionality.

Type methods - An extension of C2 struct functions.

Attributes - Based on C2 attributes

Defer - Based on Swift and Jai defer. Extensions defer catch and defer try were added on top. While Zig has a errdefer which works like defer catch the C3 feature was developed without knowledge of that Zig addition(!)

Special syntax for compile time - Mostly driven by a need to make compile time clearer than compile time code in Zig.

Visibility rules - I did lots of research on this, so it's hard to say where it comes from. Certainly some I made up for C3. "Public by default" comes from Odin. Some ideas for export and visibility came from D.

Raw strings - I experimented with a lot of different styles, ultimately I picked Go style from comparing with Odin. Escaping a single backtick by having two in a row is also from some language, but unfortunately I don't recall which one.

Ranges in initializers - This is a GCC extension.

Expression block - This is a variant of the GCC statement expression that I changed be a self contained block where return only jumped out of the block. So it's an evolution of the GCC feature.

Ranges in case statements - Yes, this is a GCC extension as well.

Named arguments - Probably borrowed from Swift originally.

Trailing macro body - This is a unique functionality, but it is somewhat similar to trailing body lambdas in Ruby and later Swift.

Lambdas - These are syntactically very similar to Java's lambdas. But of course C3 does not capture closures.

Static initializers and finalizers - Syntactically somewhat derived from Java static blocks.

Function syntax - This is from C2, but in shortened form (C2 uses func)

Allocators - Influences from Jai, Odin and Zig, but ultimately C3 picks its own trade off.

Temp allocators - Mostly based off Odin originally.

Inline asm - Mostly based on MSVC inline asm.

Final words

On top of the above, C3 is of course indebted to all the people I've engaged in language discussions with over the years. I should mention Jon Goodwin (Cone) and Andrey Penechko (Vox) in particular, but I want to thank everyone who helped with thoughts and feedback (and complaints!) over the years.

Thank you!


If you are curious about C3 you can try it at https://learn-c3.org or download the compiler from https://github.com/c3lang/c3c

P.S. A bonus tidbit: the use of printn and printfn instead of println and printfln comes from F#