Luet oppimateriaalin englanninkielistä versiota. Mainitsit kuitenkin taustakyselyssä osaavasi suomea. Siksi suosittelemme, että käytät suomenkielistä versiota, joka on testatumpi ja hieman laajempi ja muutenkin mukava.

Suomenkielinen materiaali kyllä esittelee englanninkielisetkin termit.

Kieli vaihtuu A+:n sivujen yläreunan painikkeesta. Tai tästä: Vaihda suomeksi.


Chapter 1.4: Storing Values in Variables

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Introduction: Intermediate Results

What arithmetic expressions would you write to compute the following three things?

  • the cube (third power) of the number six — that is, 63

  • the factorial of the number six — that is, 6!

  • the cube of the factorial of six — that is, 6!3

One answer is in the REPL interaction below.

6 * 6 * 6res0: Int = 216
1 * 2 * 3 * 4 * 5 * 6res1: Int = 720

That’s two down, no problem. But what about the third, the cube of the factorial?

Argh:

1 * 2 * 3 * 4 * 5 * 6 * 1 * 2 * 3 * 4 * 5 * 6 * 1 * 2 * 3 * 4 * 5 * 6res2: Int = 373248000

That’s pretty unpleasant to write and pretty unpleasant to read. What’s more, the computer performs more multiplications than necessary as it executes that command. (Although that doesn’t really matter in practice in this little program.)

It would be nice if we could write this: “Compute the factorial, store that intermediate result, then cube it.” And we can.

Variables

Pretty much all programs store values in the computer’s memory. By storing values, the computer can keep track of important informations while the program runs, such as intermediate results or, say, the ratings and prices that a user has entered in the GoodStuff app.

Once something is stored, we need to be able to access it. We can do that by defining a name that refers to the stored information.

To store values, programmers use variables (muuttuja). A variable is a named location where you can store a single value. Commanding the computer to store a value in a variable is called assignment (sijoitus):

Assigning an intermediate result to a variable

Here is a better way to compute “cube of factorial of six”.

To begin, let’s define a variable and store the intermediate result in it. Here’s how. Again, recall that you can hover your mouse cursor over the green boxes to see what each explanations refers to.

val factorial = 1 * 2 * 3 * 4 * 5 * 6

We use the Scala keyword val (short for “value” or “value variable”). We follow it with...

... a name that we chose, such as factorial. The name is in turn followed by an equals sign and...

... an expression that is evaluated to produce the value that gets stored in the variable.

The REPL responds:

val factorial = 1 * 2 * 3 * 4 * 5 * 6factorial: Int = 720

The REPL acknowledges the successful variable definition by showing the name you chose (rather than the usual resX) and...

... the variable’s data type and the value stored in the variable. In Scala, both variables and values have data types, and the data type of a variable must be compatible with the value it stores.

Now we can use the variable to compute the cube:

factorial * factorial * factorialres3: Int = 373248000

Notice that a variable’s name alone is an expression. The expression’s value is the value that’s stored in the variable. A variable name, like any other expression, can appear as part of a more complex expression. In our example, the variable name appears (three times) as a subexpression of an arithmetic expression.

Stages of assignment

The animation below show how the computer runs the code that we just discussed. Please watch the animation even if you feel you understood the example already! Pay close attention to the order in which the steps are executed. The order of these steps during a program run will be increasingly important as we encounter increasingly complex programs.

Based on the animation, determine which of the following claims are correct.

Assess these claims, too. You can try the suggested commands in the REPL.

Code ≠ the math you know

Some parts of program code look like familiar mathematical notation. That similarity has tripped up many beginner programmers, because programs and school math don’t work quite the same way.

Consider the assignment command. It’s not an equation. The two sides of the equals sign are not interchangeable. Instead, an assignment command tells the computer to evaluate the expression on the right and store the resulting value in the memory location named on the left.

We Just Improved Code Quality

Here are the two programs that we just wrote:

1 * 2 * 3 * 4 * 5 * 6 * 1 * 2 * 3 * 4 * 5 * 6 * 1 * 2 * 3 * 4 * 5 * 6res4: Int = 373248000
val factorial = 1 * 2 * 3 * 4 * 5 * 6
factorial * factorial * factorialres5: Int = 373248000

The second version solves the same problem as the original one-liner but is easier for a human to read. Another improvement (in principle) is that the computer has a bit less work to do. So we’ve just had our first brush with two criteria of program quality: programming style and efficiency of execution.

At least in principle, we can spot a third improvement in code quality, too. Because we extracted the factorial into a separate command, our code is now less repetitive. Less repetition means that the program is easier to develop and modify: if you wanted to, say, tweak the program to cube the factorial of eight rather than six, you’d find it easier to do that one the second version easier to work with, since you’d need to change the code in only one place rather than three. Not only does it less work for you, it also reduces the risk of careless mistakes.

Of course, in such a tiny example, all these quality improvements have little practical significance.

The principle of avoiding repetition goes by the acronym DRY (don’t repeat yourself); some people refer to breaches of this principle as WETWET (write everything twice write everything twice). When we write larger programs, it’s essential to keep our code DRY. At this introductory stage, however, it’s enough to sow a seed of thought: a programmer needs to consider not only whether a piece of code works but also whether it is of high quality.

Variable Names as Expressions and in Expressions

When you assign something to a variable, different kinds of expressions are available to you. The simplest kind of expression is the literal, and indeed you can store the value of a literal in a variable:

val myTest = 100myTest: Int = 100

Get to know variables by programming in the REPL and finding out the answers to the following questions.

You can use a variable name in an expression, so it makes sense that you can also use a variable name in an expression that initializes another variable. First create a variable myTest as above, then enter this command:

val another = 1 + myTest

What is now the value of the second variable (which we gave the name another)?

A variable name alone constitutes an expression:

another

What is the value of this expression? (Assume that the variable has been defined as above.)

You can copy the value stored in a variable into another variable:

val third = another

Notice that here, too, assignment happens “from the right of the equals sign to the left”. The variable on the right-hand side must exist already (or you’ll be error-messaged). The variable mentioned on the left after the val keyword gets created by this command.

After executing the above command, which value is stored in third?

You may also use a variable as you pass parameters to a command. Here’s an example of a println whose parameter expression involves two variables:

println(myTest - third)

Which value does this command print out?

Consider the following command and its execution in the REPL.

val something = third * (myTest + 10)

Which of the following are correct?

Variables of Various Types

So far, all our variables were of type Int and stored integer values. We can define variables of other types, too. The easiest way is to assign a value of a different type, like a Double:

val courseGrade = 9.5courseGrade: Double = 9.5

Or a String:

val name = "Anna"name: String = Anna
val songIntro = "cccedddfeeddc---"songIntro: String = cccedddfeeddc---

Or a Color or a Pic, as in the following exercise.

Let’s define a couple of variables in the REPL and assign values to them:

val sizeOfCircle = 300sizeOfCircle: Int = 300
val colorOfCircle = BluecolorOfCircle: o1.gui.Color = Blue

Now let’s try to display a circle with a diameter and color defined by the two variables that we just created:

show(pictureOfCircle)-- Error:
  |show(pictureOfCircle)
  |     ^^^^^^^^^^^^^^^
  |     Not found: pictureOfCircle

We forgot something! The error message complains that the name pictureOfCircle, which we tried to use, is not defined. And indeed it isn’t.

In the field below, write a command that defines a variable called pictureOfCircle such that the above show command is valid and displays a circle. Use the circle command from Chapter 1.3 and the two variables sizeOfCircle and colorOfCircle defined above. Please don’t enter the show command, just the variable definition.

How to Name a Variable

The programmer picks names — also known as identifiers (tunnus) — for the variables in their program. As you’ve probably noticed, variables in Scala are usually given names that begin with a lower-case letter. There’s no technical reason we have to do so, but it’s good style to follow this convention.

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If a variable name comprises multiple words, we use upper-case letters to mark the word boundaries. Here are a few examples:

  • myLittleVariable

  • numberOfPlayers

  • xCoordinate

This naming convention is called “camelCase”. It’s the standard in Scala in many other languages, although alternative conventions also exist.

Don’t use spaces in variable names. Numbers are fine, but a name can’t begin with a number. It’s best for beginners to avoid special characters such as + or & entirely; some of these characters have specific meanings in Scala. Letters with diacritics (e.g., á or ü) are technically okay, but since they cause occasional trouble in some programming environments, it’s usually better to steer clear of them.

Scala’s “magic words”, such as val — which are properly termed reserved words (varattu sana) — can’t be used as names.

Characters in upper case are distinct from those in lower case, so if you name your variable myTest, be sure to type it the same way every time. The name mytest won’t work for accessing the variable.

It’s a good practice to give variables names that describe their purpose. You will see many examples of that in this ebook. However, when you’re just experimenting on a tiny piece of code, it’s fine to use short, generic names like number, a, or myTest, even if the name doesn’t clearly show what the variable is for.

O1’s style guide has a bit more to say about naming. We recommend checking it out at some point during the first weeks of O1, but it’s not necessary to do that just yet.

Variables and Strings

Embedding values in a string

Let’s use this integer variable:

val age = 20age: Int = 20

Suppose we want to produce a sentence that describes the information stored in that variable. For instance, we might want the sentence to look like this: “The customer is X years old.”, with X replaced by the value stored in the variable. (This is a common sort of thing to do. Countless application programs generate text based on data stored in memory.)

Here’s one way to do it:

s"The customer is $age years old."res6: String = The customer is 20 years old.

Notice the letter s just before the opening quotation mark. It signals that we’re embedding values within a string literal. This is known as string interpolation.

Inside the string literal, we include a variable name preceded by a dollar sign. It will be replaced by the variable’s value. This works as long as you don’t forget the s at the beginning. (What happens if you do forget? Take a guess and try it in the REPL to see if you were right.)

The value is of type String and contains the number’s digits as written characters, not as numerical values.

Let’s look at some additional examples of string interpolation.

val number = 10number: Int = 10
s"The number twice with spaces in the middle: $number   $number"res7: String = The number twice with spaces in the middle: 10   10

You can embed multiple expressions in a single string. The code above embeds the same expression twice; the code below embeds two different expressions.

s"$number is slightly less than ${number + 1}."res8: String = 10 is slightly less than 11.

You can also embed a more complex expression than a variable name. This calls for curly brackets that separate the expression from the rest of the string, as shown for the arithmetic expression just above. (What happens if you forget the curly brackets? Take a guess, then try it in the REPL to see if you were right.)

The same works for data types other than Int as well. Doubles, for instance:

val grade = 9.5grade: Double = 9.5
val report = s"grade: $grade"report: String = grade: 9.5
s"$grade is the grade you got"res9: String = 9.5 is the grade you got

And you can embed strings within a longer string:

val name = "Anna"name: String = Anna
println(s"$name, $report")Anna, grade: 9.5

That last command does the same as this next one, which uses the familiar plus operator to put strings together:

println(name + ", " + report)Anna, grade: 9.5

Let’s assume that we have an Int variable called population. In the field below, write a String expression whose value is of the form "The city has X inhabitants.", where X is replaced by the value stored in population.

(Please don’t write a print command or define any new variables. Just write the expression that forms the string. Don’t include any unnecessary curly brackets. You can try the expression in the REPL if you first define population and give it some value. Oh, and note that the sentence ends in a period; include that.)

Let’s assume that we have two Int variables called city1 and city2. In the field below, write a String expression whose value is of the form "The cities have X and Y inhabitants for a total of Z.", where X and Y are replaced by the values of city1 and city2, respectively, and Z is replaced by the sum of those values.

When embedding the sum in the string, recall what was said above about curly brackets.

(Again, please don’t enter a print command, define any additional variables, or use any unnecessary curly brackets.)

The plus operator on Strings

You’ve seen how to use the plus operator to create combinations of strings. You can also use the plus to combine a string with a value of a different type. The result is the same as with string interpolation:

"The customer is " + age + " years old."res10: String = The customer is 20 years old.
"The number twice with spaces in the middle: " + number + "   " + numberres11: String = The number twice with spaces in the middle: 10   10
val report = "grade:" + gradereport: String = grade: 9.5

In real-world Scala programs, both the plus operator and string interpolation (s-and-dollar) are used. You should know both notations, and we will be using both in this ebook too.

However, the plus operator has one limitation that you should know about. Compare these two expressions:

s"$grade is the grade you got"res12: String = 9.5 is the grade you got
grade + " is the grade you got"-- Deprecation Warning:
  |grade + " is the grade you got"
  |^^^^^^^
  |... Adding a number and a String is deprecated. Use the string interpolation `s"$num$str"`

The first command uses string interpolation and works fine. One might well assume the second command to work equally well. But instead, the second command produces a warning message: the Scala toolkit warns us not to do that.

The plus operation that combines a string with a number works like this: “combine the string on the left of the plus sign with the number on the right”. The other way around — with the number on the left — is not okay.

Don’t use the plus operator when you have a number on the left like that. Use string interpolation instead, as the warning message suggests.

Alternative approaches

(This is not important right now but may interest some readers. Don’t feel bad about skipping this bit.)

There are still other ways of constructing strings. For example, all the following expressions evaluate to the same result:

s"$grade is the grade you got"res13: String = 9.5 is the grade you got
"" + grade + " is the grade you got"res14: String = 9.5 is the grade you got
grade.toString + " is the grade you got"res15: String = 9.5 is the grade you got

"" stands for the empty string (tyhjä merkkijono) that contains zero characters but is nevertheless a string. If you combine the empty string with a number, you get that number’s digits in a string (which you can further combine with other values). We’ll use the empty string more in Chapter 4.1.

The toString command tells the computer to produce the string that corresponds to the number. This useful command will come up again in Chapters 2.5 and 5.2.

Music at Different Speeds

Think back to the play command that was introduced in Chapter 1.3 and the song Ukko Nooa (“Uncle Noah”). Let’s use variables to form a slightly longer string that covers the entire song. In Ukko Nooa, the melody at the beginning repeats at the end. That’s easy to achieve:

val beginning = "cccedddfeeddc---"beginning: String = cccedddfeeddc---
val middlePart = "eeeeg-f-ddddf-e-"middlePart: String = eeeeg-f-ddddf-e-
val wholeSong = beginning + middlePart + beginningwholeSong: String = cccedddfeeddc---eeeeg-f-ddddf-e-cccedddfeeddc---
play(wholeSong)

Now let’s see how we can play this song at two different tempos (speeds). Let’s begin by storing the tempos in variables with descriptive names:

val normalTempo = 120normalTempo: Int = 120
val slowTempo = 60slowTempo: Int = 60

The play command can play melodies at different speeds. If you want something other than the default tempo, you need to give play a string that contains the melody, followed by a slash, followed by the tempo. Such as this one:

wholeSong + "/" + normalTempores16: String = cccedddfeeddc---eeeeg-f-ddddf-e-cccedddfeeddc---/120

Here are a couple more examples for you to try:

play(wholeSong + "/" + normalTempo)play(wholeSong + "/" + slowTempo)

It just so happens that 120 is the default tempo used by play, so the first command produces the exact same sounds as before.

A tempo of 60 plays at a more leisurely pace, as befits Uncle Noah’s advanced age.

You’re not obliged to use variables for this. You can just write the desired tempo directly into a string literal, as below.

play("cdefg/140")

Let’s play Ukko Nooa really fast: at double the normal tempo. And let’s make the computer figure out how much that double speed is.

play(wholeSong + "/" + normalTempo + normalTempo)

But it doesn’t work! Find out what’s wrong and select all the correct claims among the following options. You can find the solution to each item by experimenting in the REPL and paying attention to both the actual values you get and their data types. You can also try printing strings instead of playing them.

Here are some more claims about that example for you to assess.

Changing the Value of a Variable

Programs often track information that changes over time. For instance, a game might have a character whose coordinates change as the player moves the character, or the favorite hotel of a GoodStuff user might change as the user records new experiences.

One way to handle this is to store the changing information in a variable and replace the value of the variable with another as needed.

That sounds pretty good. But it turns out we can’t do that using variables defined with the val keyword. The value of a val variable is “locked” into the variable and can’t be replaced with another.

var variables

In Scala, you can use the word var instead of val when creating a variable. A var variable is assigned a value just like a val variable is. The only difference — but a very important one — is that a var lets us replace the stored value with a new one later on.

Take a close look at the following animation.

In this example, the values of both variables number and doubleThat were eventually replaced with new ones. This was possible because we defined them with var. If you were to exchange those vars for vals, the above code wouldn’t work; you’d get the error message “error: reassignment to val”.

A potentially confusing feature of the REPL

The REPL lets you define a variable with the same name as another you had previously defined: just write a new var or val definition. If you do this, you might get the impression that you can change the value of a val variable. But in reality, what you’re doing is discarding the old variable and making an entirely new one in its stead (perhaps even with a different data type).

This is a feature specific to the REPL. In Scala programs outside the REPL, you cannot enter consecutive commands to create namesake variables like this. So forget about this, at least until you’re fluent with variables.

Another example

When you replace the value of a var, you can make use of the variable’s old value as you specify the new one:

Watch out for math! (again)

Note and remember: In mathematics, a variable is a symbol that corresponds to a value. In programming (of the sort that we do here), a variable is a named location in memory capable of storing a single value.

This difference is particularly significant when you’re using var variables. A program is not a group of equations! The same program can very well contain, for example, number = 10 and number = 5. Even number = number + 10 is valid, even though it is suspicious if you look at it through the familiar lens of math.

And if you have a sequence of commands that assigns values to variables, the order of those commands can make a big difference!

Why val?

Objection! Why would I ever use val? Doesn’t var let me do all the same stuff and more?

It’s true that var variables present certain additional opportunities, but that isn’t necessarily a good thing.

As programmers write code and try to locate errors in it, they constantly reason about how their code works. It’s much easier to reason about code when you know that certain things in the program cannot change. As a simple example of this, the word val tells the programmer that the variable’s value will never, ever change no matter what else happens during the program run. This will become even more important as your programs grow larger and more complex; no doubt you’ll notice the benefits of vals already during this introductory course.

In small REPL experiments, it doesn’t much matter which kind of variable you use, but here’s a rule of thumb for all future programming tasks outside the REPL:

Make every variable a val, unless you have a good reason right now to make it a var.

Don’t use vars “just in case I need to change the value”. That is poor practice. If it turns out later that a val really doesn’t fit what you’re trying to do, you can modify your program to use a var instead.

How is a val even a “variable”?

You might think that, in a sense, only vars are proper variables, since their values can vary. However, there are good reasons to call vals variables, too.

For one thing, a val can receive different values during different program runs (e.g., from user input). For another, it’s possible for the same val definition to be executed multiple times during a program run, so that each execution creates a separate val with a different value. You’ll see examples of both things later on.

The mathematical concept of variable is actually closer to vals than to vars. In fact, it’s been suggested by some that it’s only vals that deserve to be valled, whereas vars would be better called “assignables” or something like that. But we’ll leave that war of words be.

Functional programming

Functional programming (funktionaalinen ohjelmointi) is one of the major varieties, or paradigms, of programming. In its purest form, functional programming uses only vals — no mutable variables at all. We’ll discuss that in Chapter 11.2.

Student question: In terms of memory use or efficiency, does it make a difference if I pick val or var?

Taken in isolation, there’s no difference between the two in this respect. The amount of memory reserved for a variable depends only on the variable’s data type; we’ll discuss that in Chapter 5.4.

In practice, though, the matter is more complicated. For one thing, the choice between var and val affects the optimizations that compilers apply as they translate Scala code into a more readily executable form.

Moreover, vals help us write programs that can be run efficiently in parallel by multiple computers or processor cores. However, parallel execution is not a theme that we’ll be exploring in O1.

More vars and stringed instruments

What is the output of this piece of code?

var example = 2
example = example * example
example = example * example
println(example * example)

Try to work out the answer mentally. (You may also try the code in the REPL. If you do, enter each line separately!)

Enter your answer here:

Here is another example that features strings:

var word = "camel"
word = word + "opard"
word = "ant"
word = "gr" + word
word = "fra" + word

What is the value of the variable word after the last line has been executed?

(Again, enter the lines one at a time if you try this in the REPL!)

In addition to letting you adjust the tempo, play lets you choose among a variety of virtual instruments. You do that by inserting the number of the instrument in square brackets within the parameter string — right at the beginning, perhaps. (The number must be an integer between 1 and 128.)

Let’s take out our recorder flutes — instrument number 75.

play("[75]>cccedddfeeddc---")

In this context, the square brackets don’t have anything to do with Scala programming more generally. They are just characters within a string (inside the quotation marks). O1’s play command interprets them as an instrument tag. (In the next chapter, 1.5, we will find another use for square brackets in Scala programs.)

Inspect the following piece of code carefully. Consider what happens as the commands are issued, one at a time. Track the value of each variable mentally.

var instrument = 13
val melody = "<<<h.>c#.d.e.f#.d.f#-.e#.c#.e#-.e.c.e-.<h.>c#.d.e.f#.d.f#.h.a.f#.d.f#.a-- "
var trollDance = "["+ instrument + "]" + melody + "/138"
play(trollDance)
instrument = 72
play(trollDance)

Which of the following describes what happens when the last line of code is executed? Explore the phenomenon in the REPL as needed. (Don’t enter the entire code into the REPL at once, but one line at a time.) In addition to, or instead of, playing the strings, you can try printing them out.

Let’s add one more line to the above program. Our goal is that the program, when entered in the REPL one line at a time, first plays the troll dance on instrument 13 (the marimba) and then on instrument 72 (the clarinet).

Here is the required line of code:

trollDance = "["+ instrument + "]" + melody + "/138"

We need to insert that line among the other six. What would its line number be in the working program? Please enter a single integer between 1 and 7.

play and MIDI sound synthesis

The play command supports instruments that are defined in the General MIDI standard, where MIDI is short for Musical Instrument Digital Interface. It synthesizes sound on a variety of virtual instruments; the quality of the output varies greatly. O1’s play command is an easy-to-use, string-based interface to some of the basic MIDI features.

You can find a numbered list of MIDI instruments on the midi.org website.

In O1, we use MIDI sound for learning programming, not for serious audio quality. We use strings to represent notes, not actual recorded sound. The digital representation of sound and recorded audio are some of the topics in Programming Studio 1.

play and dots

In the melody we just played, some of the notes were followed by period-dots. The play command interprets each note followed by a dot as a staccato: a shorter, crisp note followed by a short pause.

var and data types

The data type of a variable determines which values you can store in it. A variable’s type never changes, not even if the variable is a var. For instance, if you have a variable of type String, you can assign only strings to it, as shown below.

var title = "Ms."title: String = Ms.
title = "M.Sc."title: String = M.Sc.
title = 12345-- Error:
  |title = 12345
  |        ^^^^^
  |        Found:    (12345 : Int)
  |        Required: String

Interpreting error messages is a skill that you’ll develop as you gain experience. The above message means roughly this:

“I found 12345 here on the right of the equals sign; that’s an integer. But I was expecting a String, because you’re assigning to a String variable.”

Combining numerical types

Sometimes it might seem like we can break the rule of type compatibility. One such case arises when we assign an Int value to a variable of type Double, as at the end of this interaction:

var someNumber = 123.45someNumber: Double = 123.45
val evenFigure = 100evenFigure: Int = 100
evenFigure * evenFigureres17: Int = 10000
someNumber = evenFiguresomeNumber: Double = 100.0
someNumber * evenFigureres18: Double = 10000.0

That last assignment command is valid: the Int value that we got from evenFigure “serves as a Double”.

But as you can tell from the last few lines, it’s not the Int from the variable that gets stored in someNumber; what gets stored is the corresponding Double value. Using that Double in arithmetic yields more Doubles.

This interplay between Ints and Doubles is convenient. It lets us write components that should work on Doubles but that should also work similarly on integers. Which is quite common.

Once upon a time, there were two var variables named hansel and gretel, who had the same data type. The following code was then executed:

hansel = gretel
gretel = hansel

Which of the following claims best describes what happens to the values of the two variables? Assume that the variables have been created and initialized to some values and the two lines of code are then executed one at a time. Program in the REPL as needed to explore the phenomenon.

In the code below, a couple of expressions have been replaced with question marks, producing a little puzzle. Read the code and reflect on what it does to the values of the two variables defined on the first two lines.

var first = ???
var second = ???
val helperVariable = first
first = second
second = helperVariable
println(first + ", " + second)

Now suppose that we know that the last line outputs "Tegan, Sara". What must have been the initial value of the variable second?

You’ve seen above that we can assign the value of an Int expression to a variable of type Double. When we do, the variable stores a decimal-number equivalent of the integer.

Does this also work in reverse? That is, can you use a decimal number where an integer is expected? Try it in the REPL.

res Variables in the REPL

You’ll be familiar already with how the REPL replies with a val res prefix when you feed it an expression. In fact, what the REPL does here is create new val variables whose names begin with res. You can use these variables just like any other variables that you define explicitly:

1 + 1val res19: Int = 2
res19 * 10val res20: Int = 20
val total = res19 + res20val total: Int = 22

This ebook’s REPL examples usually don’t show these ubiquitous vals in the output, but you see them in IntelliJ. Each of these three vals is there to say that a variable got defined; the first two have been automatically named by the REPL.

You can take advantage of this as you experiment in the REPL. However, in this ebook, we don’t use these res-prefixed variables, however. One of the reasons is that we wish to focus on programming techniques that work outside of the REPL, too. The numbered res variables are peculiar to the REPL environment.

Summary of Key Points

  • A variable is a named storage location for a single value. You use variables to store information in the computer’s memory.

    • For instance, in the GoodStuff program, variables store information about each experience (price, rating) and the user’s favorite experience.

  • You can access the value stored in a variable through the variable’s name. A variable name is an expression and can also appear as a part of a compound expression.

  • Scala has two kinds of variables: val and var.

    • A val gets assigned a value and continues to store that value thereafter. Favoring vals makes programs easier to read and develop. You should primarily use vals.

    • A var can be assigned a new value, which replaces the old one. vars enable direct mutations to program state with assignment commands. You should use them sparingly, only when needed.

  • Meaningful variables names improve readability. Variables may also affect a program’s efficiency and ease of modification.

  • Links to the glossary: variable, assign; expression, value, to evaluate; var variable, val variable; reserved word; DRY; string interpolation.

Finally, here’s the concept map from the previous chapter, expanded with a few key concepts from this one.

Feedback

Please note that this section must be completed individually. Even if you worked on this chapter with a pair, each of you should submit the form separately.

Credits

Thousands of students have given feedback and so contributed to this ebook’s design. Thank you!

The ebook’s chapters, programming assignments, and weekly bulletins have been written in Finnish and translated into English by Juha Sorva.

The appendices (glossary, Scala reference, FAQ, etc.) are by Juha Sorva unless otherwise specified on the page.

The automatic assessment of the assignments has been developed by: (in alphabetical order) Riku Autio, Kai Bukharenko, Nikolas Drosdek, Kaisa Ek, Rasmus Fyhrqvist, Joonatan Honkamaa, Antti Immonen, Jaakko Kantojärvi, Onni Komulainen, Niklas Kröger, Kalle Laitinen, Teemu Lehtinen, Mikael Lenander, Ilona Ma, Jaakko Nakaza, Strasdosky Otewa, Kaappo Raivio, Timi Seppälä, Teemu Sirkiä, Onni Tammi, Joel Toppinen, Anna Valldeoriola Cardó, and Aleksi Vartiainen.

The illustrations at the top of each chapter, and the similar drawings elsewhere in the ebook, are the work of Christina Lassheikki.

The animations that detail the execution Scala programs have been designed by Juha Sorva and Teemu Sirkiä. Teemu Sirkiä and Riku Autio did the technical implementation, relying on Teemu’s Jsvee and Kelmu toolkits.

The other diagrams and interactive presentations in the ebook are by Juha Sorva.

The O1Library software has been developed by Aleksi Lukkarinen, Juha Sorva, and Jaakko Nakaza. Several of its key components are built upon Aleksi’s SMCL library.

The pedagogy of using O1Library for simple graphical programming (such as Pic) is inspired by the textbooks How to Design Programs by Flatt, Felleisen, Findler, and Krishnamurthi and Picturing Programs by Stephen Bloch.

The course platform A+ was originally created at Aalto’s LeTech research group as a student project. The open-source project is now shepherded by the Computer Science department’s edu-tech team and hosted by the department’s IT services; dozens of Aalto students and others have also contributed.

The A+ Courses plugin, which supports A+ and O1 in IntelliJ IDEA, is another open-source project. It has been designed and implemented by various students in collaboration with O1’s teachers.

For O1’s current teaching staff, please see Chapter 1.1.

Additional credits for this page

This chapter does injustice to music by Edvard Grieg. Thank you and sorry.

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