Introduction

Welcome to Move, a next generation language for secure, sandboxed, and formally verified programming. Its first use case is for the Diem blockchain, where Move provides the foundation for its implementation. Move allows developers to write programs that flexibly manage and transfer assets, while providing the security and protections against attacks on those assets. However, Move has been developed with use cases in mind outside a blockchain context as well.

Move takes its cue from Rust by using resource types with move (hence the name) semantics as an explicit representation of digital assets, such as currency.

Who is Move for?

Move was designed and created as a secure, verified, yet flexible programming language. The first use of Move is for the implementation of the Diem blockchain. That said, the language is still evolving. Move has the potential to be a language for other blockchains, and even non-blockchain use cases as well.

Given custom Move modules will not be supported at the launch of the Diem Payment Network (DPN), we are targeting an early Move Developer persona.

The early Move Developer is one with some programming experience, who wants to begin understanding the core programming language and see examples of its usage.

Hobbyists

Understanding that the capability to create custom modules on the Diem Payment Network will not be available at launch, the hobbyist Move Developer is interested in learning the intricacies of the language. She will understand the basic syntax, the standard libraries available, and write example code that can be executed using the Move CLI. The Move Developer may even want to dig into understanding how the Move Virtual Machine executes the code she writes.

Core Contributor

Beyond a hobbyist wanting to stay ahead of the curve for the core programming language is someone who may want to contribute directly to Move. Whether this includes submitting language improvements or even, in the future, adding core modules available on the Diem Payment Network, the core contributor will understand Move at a deep level. Once familiar with Move, the core contributor may want to submit a request to the Diem Association to add new transaction or module types, via the Diem Improvement Protocol (DIP) process.

Who Move is currently not targeting

Currently, Move is not targeting developers who wish to create custom modules and contracts for use on the Diem Payment Network. We are also not targeting novice developers who expect a completely polished developer experience even in testing the language.

Where Do I Start?

Begin with understanding modules and scripts and then work through the first tutorial on creating coins.

Modules and Scripts

Move has two different types of programs: Modules and Scripts. Modules are libraries that define struct types along with functions that operate on these types. Struct types define the schema of Move's global storage, and module functions define the rules for updating storage. Modules themselves are also stored in global storage. Scripts are executable entrypoints similar to a main function in a conventional language. A script typically calls functions of a published module that perform updates to global storage. Scripts are ephemeral code snippets that are not published in global storage.

A Move source file (or compilation unit) may contain multiple modules and scripts. However, publishing a module or executing a script are separate VM operations.

Syntax

Scripts

A script has the following structure:

script {
    <use>*
    <constants>*
    fun <identifier><[type parameters: constraint]*>([identifier: type]*) <function_body>
}

A script block must start with all of its use declarations, followed by any constants and (finally) the main function declaration. The main function can have any name (i.e., it need not be called main), is the only function in a script block, can have any number of arguments, and must not return a value. Here is an example with each of these components:

script {
    // Import the Debug module published at the named account address Std.
    use Std::Debug;

    const ONE: u64 = 1;

    fun main(x: u64) {
        let sum = x + ONE;
        Debug::print(&sum)
    }
}

Scripts have very limited power—they cannot declare friends, struct types or access global storage. Their primary purpose is to invoke module functions.

Modules

A Module has the following syntax:

module <address>::<identifier> {
    (<use> | <friend> | <type> | <function> | <constant>)*
}

where <address> is a valid named or literal address.

For example:

module 0x42::Test {
    struct Example has copy, drop { i: u64 }

    use Std::Debug;
    friend 0x42::AnotherTest;

    const ONE: u64 = 1;

    public fun print(x: u64) {
        let sum = x + ONE;
        let example = Example { i: sum };
        Debug::print(&sum)
    }
}

The module 0x42::Test part specifies that the module Test will be published under the account address 0x42 in global storage.

Modules can also be declared using named addresses. For example:

module TestAddr::Test {
    struct Example has copy, drop { a: address}

    use Std::Debug;
    friend TestAddr::AnotherTest;

    public fun print() {
        let example = Example { a: @TestAddr};
        Debug::print(&example)
    }
}

Because named addresses only exist at the source language level and during compilation, named addresses will be fully substituted for their value at the bytecode level. For example if we had the following code:

script {
    fun example() {
        MyAddr::M::foo(@MyAddr);
    }
}

and we compiled it with MyAddr set to 0xC0FFEE, then it would be equivalent to the following operationally:

script {
    fun example() {
        0xC0FFEE::M::foo(@0xC0FFEE);
    }
}

However at the source level, these are not equivalent—the function M::foo must be accessed through the MyAddr named address, and not through the numerical value assigned to that address.

Module names can start with letters a to z or letters A to Z. After the first character, module names can contain underscores _, letters a to z, letters A to Z, or digits 0 to 9.

module my_module {}
module FooBar42 {}

Typically, module names start with an uppercase letter. A module named MyModule should be stored in a source file named MyModule.move.

All elements inside a module block can appear in any order. Fundamentally, a module is a collection of types and functions. Uses import types from other modules. Friends specify a list of trusted modules. Constants define private constants that can be used in the functions of a module.

Tutorial - Creating Coins

Move is a language about resources. Resources describe certain types of values that cannot be copied or forgotten about; they must always be moved from one place to another.

Resources are a valuable tool for representing things that should be scarce like assets. For a cryptocurrency, the value of a coin that can be copied is nothing, and you'd like to know that smart contracts you write don't accidentally lose resources. Move makes resources a first class primitive in the language, and enforces many invariants useful for scarce values.

In this first tutorial, we'll implement a simple coin and show off some of the ways that Move helps write correct code when creating, manipulating, and destroying coins.

Let's get started!

Modules and Scripts

Move code can exist in two forms, as modules or as transaction scripts.

Move modules contain type definitions and code and expose these through a set of public functions that operate on those types. Modules are published at specific address, and that address is part of the fully qualified module name. Most Move code you will write will be in the form of modules.

Transaction scripts are functions that can take any number of arguments and return nothing. These can call any published module's public functions attempt to achieve a specific change in the global state. Scripts only change global state if they are successful; if they abort any changes they have previously made will be discarded.

To make this concrete, we're going to create a module 0x2::Coin which defines a simple digital coin and some public functions for managing coins. After publishing this module, we'll use transaction scripts to interact with it.

Move CLI and Project Structure

Before we jump into the code, let's install the Move CLI and talk briefly about project structure.

To install the Move CLI just use cargo install. If you don't already have a Rust toolchain installed, you should install Rustup which will install the latest stable toolchain.

$ cargo install --git https://github.com/diem/diem move-cli

This will install the move binary in your Cargo binary directory. On macOS and Linux this is usually ~/.cargo/bin. You'll want to make sure this location is in your PATH environment variable.

Now you should be able to run the Move CLI:

$ move
Move 0.1.0
CLI frontend for Move compiler and VM

USAGE:
    move [FLAGS] [OPTIONS] <SUBCOMMAND>
  ...

Let's create a directory for our new Move project:

$ mkdir toycoin
$ cd toycoin
$ mkdir -p src/modules
$ mkdir -p src/scripts

We've created a directory called toycoin which has a subdirectory src for the modules we'll create as well as the transaction scripts. Now we can write some code!

Creating Our Coin

We'll call our module Coin, and we'll publish it at address 0x2. The Move standard library is published at the named address Std, and for simplicity we'll use 0x2 for our tutorial code. Any address will work, as long as the address the modules are published to and the address the modules are accessed from is the same.

In our module we'll define a new type Coin, which will be a structure with a single field value, containing the number of coins. The type of the value field is u64, which is, as you might have guessed, an unsigned 64-bit integer.

Our module Coin, and our type Coin both share the same name, and this is another convention used by Move programmers to name the main type in a module the same as the module itself. This doesn't cause a problem as in the Move language as the context of where Coin appears will always make the name unambiguous.

Here's a first draft of our Coin module, which we'll define in src/modules/Coin.move:

address 0x2 {
    module Coin {

        struct Coin {
            value: u64,
        }

    }
}

In order to publish our module, we use the Move CLI:

$ move sandbox publish src/modules

To test our Coin module we'll create a small script that creates a value of our Coin type. The following code should go into src/scripts/test-coin.move:

script {

    use 0x2::Coin::Coin;

    fun main() {
        let _coin = Coin { value: 100 };
    }

}

First, on line 3, we can declare an alias for the type with a use statement. Note that the full location and name of the type includes the address and the module. After this use statement, we may refer to the type by its short name Coin.

Scripts contain a single function definition that has no return value. The function can take any number of arguments and type arguments, but for our purposes we don't need any arguments at all.

On line 6, we use let to bind the variable _coin to a constructed value of 100 coin. Note that we prefix the variable name with an underscore to signal to the compiler that we don't intend to use this variable. In a real program, we'd remove the underscore and the variable would get used later in the program.

Let's run our scripts test-coin.move with the Move CLI:

$ move sandbox run src/scripts/test-coin.move
error:

   ┌── scripts/test-coin.move:6:21 ───
   │
 6 │         let _coin = Coin::Coin { value: 100 };
   │                     ^^^^^^^^^^^^^^^^^^^^^^^^^ Invalid instantiation of '0x2::Coin::Coin'.
All structs can only be constructed in the module in which they are declared
   │

Uh oh! Something went wrong! The error message tells us that we can't construct values of this type in scripts. Only the module itself may construct a Coin.

We'll have to add a constructor to our module to do this.

Minting

Let's create a function in Coin.move to create coins. We'll call our function mint.

address 0x2 {
    module Coin {

        struct Coin {
            value: u64,
        }

        public fun mint(value: u64): Coin {
            Coin { value }
        }

    }
}

We declare the function public to indicate that other modules and scripts are allowed to call it. Functions that are not public can only be called from within the same module.

Our function takes a u64 value and returns the constructed Coin.

Remember to always re-publish your module after making changes with

$ move sandbox publish src/modules

otherwise our script won't be able to catch those changes.

With this change, we should be able to update our script test-coin.move to call our new constructor:

script {

    use 0x2::Coin;

    fun main() {
        let _coin = Coin::mint(100);
    }

}

Let's run our script:

$ move run src/scripts/test-coin.move

The script still failed!

$ move sandbox run src/scripts/test-coin.move
error:

   ┌── src/scripts/test-coin.move:6:36 ───
   │
 6 │         let _coin = Coin::mint(100);
   │                                    ^ Invalid return
   ·
 6 │         let _coin = Coin::mint(100);
   │             ----- The local '_coin' still contains a value. The value does not have the 'drop' ability and must be consumed before the function returns
   │

By default, all structs declared in Move are resources, that is they cannot be copied and they cannot be dropped. The Move compiler is telling us that it is invalid to ignore a resource value. If ignored, the value would just disappear, but since it is a resource type, we must do something with it. We must move it somewhere.

Note: If we wanted the value to be ignorable we could add has drop to the declaration of the Coin. This would tell the type system that it is okay for values of type Coin to be ignored

address 0x2 {
    module Coin {
        struct Coin has drop {
            value: u64,
        }

        public fun mint(value: u64): Coin {
            Coin { value }
        }
    }
}

Then the script from above would work just fine. However, this would not be very useful for implementing coins. If the coin had real value, and you weren't very careful about making sure you used the coin somehow, it might disappear and the value it represented would be lost forever.

Move is designed around the concept of resources. Resources behave like money or an asset in that they can only be moved around, never copied. In addition, while we've seen that Move already restricts the construction of types, resources must have controlled destruction as well. Only the module that defines a resource type is able to destroy that type.

Let's create a a burn function that will destroy coins as well as a function to retrieve the value of a coin. Add the following functions to Coin.move:

        public fun value(coin: &Coin): u64 {
            coin.value
        }

        public fun burn(coin: Coin): u64 {
            let Coin { value } = coin;
            value
        }

These are both declared public so they can be used by scripts and other modules.

Notice that the function value takes a reference to a Coin. This is a read-only value, but more critically, when passing a reference to a function the value is not moved. Compare this to burn which takes an actual, owned Coin value. Calling this function with a coin will move the coin into the function and out of the caller's scope.

The value function simply returns the internal u64 value. Scripts and other modules can't directly access the interior fields of a module's types, so we need public accessor functions if that data should be available outside the module.

The burn function uses pattern matching to unpack the Coin into just its internal value. This essentially destroys the resource and returns a normal u64 value. We return the value of the coin to let the caller know how much money just disappeared. (see Structs and Resources)

Again, we must republish:

$ move sandbox publish src/modules

Now we can write a slightly more complicated script that tests our Coin module. We'll mint a coin, display its value, and then burn it. Add this code to src/scripts/test-burn.move:

script {
    use Std::Debug;
    use 0x2::Coin;

    fun main() {
        let coin = Coin::mint(100);

        Debug::print(&Coin::value(&coin));

        Coin::burn(coin);
    }
}

Give it a try with move run:

$ move run src/scripts/test-burn.move
[debug] 100

The only new thing in our script is the use of the standard library function Debug::print which takes a reference to a type and prints a human readable string respresentation of it.

Note that we pass references using & to Debug::print and Coin::value. Also, since we move coin into the burn function, it no longer exists in our script's scope and because our script compiles we can be sure that we didn't accidentally lose some money. The only way to get rid of a coin we create is to move it somewhere else.

Wrap Up

In this tutorial, we learned how to get the Move CLI and how to use it to publish and run Move code.

Move code is made of up modules, which are published at specific addresses in global storage, and transaction scripts which can call public module functions and cause changes to global storage. These scripts either complete successfully or abort making no changes to global storage.

As we created our first coin, we learned the difference between normal types and resource types, and how the Move compiler and virtual machine enforce invariants about which code can construct types, access fields, and whether values can be copied and destroyed.

Integers

Move supports three unsigned integer types: u8, u64, and u128. Values of these types range from 0 to a maximum that depends on the size of the type.

TypeValue Range
Unsigned 8-bit integer, u80 to 28 - 1
Unsigned 64-bit integer, u640 to 264 - 1
Unsigned 128-bit integer, u1280 to 2128 - 1

Literals

Literal values for these types are specified either as a sequence of digits (e.g.,112) or as hex literals, e.g., 0xFF. The type of the literal can optionally be added as a suffix, e.g., 112u8. If the type is not specified, the compiler will try to infer the type from the context where the literal is used. If the type cannot be inferred, it is assumed to be u64.

If a literal is too large for its specified (or inferred) size range, an error is reported.

Examples

// literals with explicit annotations;
let explicit_u8 = 1u8;
let explicit_u64 = 2u64;
let explicit_u128 = 3u128;

// literals with simple inference
let simple_u8: u8 = 1;
let simple_u64: u64 = 2;
let simple_u128: u128 = 3;

// literals with more complex inference
let complex_u8 = 1; // inferred: u8
// right hand argument to shift must be u8
let _unused = 10 << complex_u8;

let x: u8 = 0;
let complex_u8 = 2; // inferred: u8
// arguments to `+` must have the same type
let _unused = x + complex_u8;

let complex_u128 = 3; // inferred: u128
// inferred from function argument type
function_that_takes_u128(complex_u128);

// literals can be written in hex
let hex_u8: u8 = 0x1;
let hex_u64: u64 = 0xCAFE;
let hex_u128: u128 = 0xDEADBEEF;

Operations

Arithmetic

Each of these types supports the same set of checked arithmetic operations. For all of these operations, both arguments (the left and right side operands) must be of the same type. If you need to operate over values of different types, you will need to first perform a cast. Similarly, if you expect the result of the operation to be too large for the integer type, perform a cast to a larger size before performing the operation.

All arithmetic operations abort instead of behaving in a way that mathematical integers would not (e.g., overflow, underflow, divide-by-zero).

SyntaxOperationAborts If
+additionResult is too large for the integer type
-subtractionResult is less than zero
*multiplicationResult is too large for the integer type
%modular divisionThe divisor is 0
/truncating divisionThe divisor is 0

Bitwise

The integer types support the following bitwise operations that treat each number as a series of individual bits, either 0 or 1, instead of as numerical integer values.

Bitwise operations do not abort.

SyntaxOperationDescription
&bitwise andPerforms a boolean and for each bit pairwise
``bitwise or
^bitwise xorPerforms a boolean exclusive or for each bit pairwise

Bit Shifts

Similar to the bitwise operations, each integer type supports bit shifts. But unlike the other operations, the righthand side operand (how many bits to shift by) must always be a u8 and need not match the left side operand (the number you are shifting).

Bit shifts can abort if the number of bits to shift by is greater than or equal to 8, 64, or 128 for u8, u64, and u128 respectively.

SyntaxOperationAborts if
<<shift leftNumber of bits to shift by is greater than the size of the integer type
>>shift rightNumber of bits to shift by is greater than the size of the integer type

Comparisons

Integer types are the only types in Move that can use the comparison operators. Both arguments need to be of the same type. If you need to compare integers of different types, you will need to cast one of them first.

Comparison operations do not abort.

SyntaxOperation
<less than
>greater than
<=less than or equal to
>=greater than or equal to

Equality

Like all types with drop in Move, all integer types support the "equal" and "not equal" operations. Both arguments need to be of the same type. If you need to compare integers of different types, you will need to cast one of them first.

Equality operations do not abort.

SyntaxOperation
==equal
!=not equal

For more details see the section on equality

Casting

Integer types of one size can be cast to integer types of another size. Integers are the only types in Move that support casting.

Casts do not truncate. Casting will abort if the result is too large for the specified type

SyntaxOperationAborts if
(e as T)Cast integer expression e into an integer type Te is too large to represent as a T

Here, the type of e must be u8, u64, or u128 and T must be u8, u64, or u128.

For example:

  • (x as u8)
  • (2u8 as u64)
  • (1 + 3 as u128)

Ownership

As with the other scalar values built-in to the language, integer values are implicitly copyable, meaning they can be copied without an explicit instruction such as copy.

Bool

bool is Move's primitive type for boolean true and false values.

Literals

Literals for bool are either true or false.

Operations

Logical

bool supports three logical operations:

SyntaxDescriptionEquivalent Expression
&&short-circuiting logical andp && q is equivalent to if (p) q else false
||short-circuiting logical orp || q is equivalent to if (p) true else q
!logical negation!p is equivalent to if (p) false else true

Control Flow

bool values are used in several of Move's control-flow constructs:

Ownership

As with the other scalar values built-in to the language, boolean values are implicitly copyable, meaning they can be copied without an explicit instruction such as copy.

Address

address is a built-in type in Move that is used to represent locations (sometimes called accounts) in global storage. An address value is a 128-bit (16 byte) identifier. At a given address, two things can be stored: Modules and Resources.

Although an address is a 128 bit integer under the hood, Move addresses are intentionally opaque---they cannot be created from integers, they do not support arithmetic operations, and they cannot be modified. Even though there might be interesting programs that would use such a feature (e.g., pointer arithmetic in C fills a similar niche), Move does not allow this dynamic behavior because it has been designed from the ground up to support static verification.

You can use runtime address values (values of type address) to access resources at that address. You cannot access modules at runtime via address values.

Addresses and Their Syntax

Addresses come in two flavors, named or numerical. The syntax for a named address follows the same rules for any named identifier in Move. The syntax of a numerical address is not restricted to hex-encoded values, and any valid u128 numerical value can be used as an address value, e.g., 42, 0xCAFE, and 2021 are all valid numerical address literals.

To distinguish when an address is being used in an expression context or not, the syntax when using an address differs depending on the context where it's used:

  • When an address is used as an expression the address must be prefixed by the @ character, i.e., @<numerical_value>or@<named_address_identifier>`.
  • Outside of expression contexts, the address may be written without the leading @ character, i.e., <numerical_value> or <named_address_identifier>.

In general, you can think of @ as an operator that takes an address from being a namespace item to being an expression item.

Named Addresses

Named addresses are a feature that allow identifiers to be used in place of numerical values in any spot where addresses are used, and not just at the value level. Named addresses are declared and bound as top level elements (outside of modules and scripts) in Move Packages, or passed as arguments to the Move compiler.

Named addresses only exist at the source language level and will be fully substituted for their value at the bytecode level. Because of this, modules and module members must be accessed through the module's named address and not through the numerical value assigned to the named address during compilation, e.g., use MyAddr::Foo is not equivalent to use 0x2::Foo even if the Move program is compiled with MyAddr set to 0x2. This distinction is discussed in more detail in the section on Modules and Scripts.

Examples

let a1: address = @0x1; // shorthand for 0x00000000000000000000000000000001
let a2: address = @0x42; // shorthand for 0x00000000000000000000000000000042
let a3: address = @0xDEADBEEF; // shorthand for 0x000000000000000000000000DEADBEEF
let a4: address = @0x0000000000000000000000000000000A;
let a5: address = @Std; // Assigns `a5` the value of the named address `Std`
let a6: address = @66;
let a7: address = @0x42;

module 66::SomeModule {   // Not in expression context, so no @ needed
    use 0x1::OtherModule; // Not in expression context so no @ needed
    use Std::Vector;      // Can use a named address as a namespace item when using other modules
    ...
}

module Std::OtherModule {  // Can use a named address as a namespace item to declare a module
    ...
}

Global Storage Operations

The primary purpose of address values are to interact with the global storage operations.

address values are used with the exists, borrow_global, borrow_global_mut, and move_from operations.

The only global storage operation that does not use address is move_to, which uses signer.

Ownership

As with the other scalar values built-in to the language, address values are implicitly copyable, meaning they can be copied without an explicit instruction such as copy.

Vector

vector<T> is the only primitive collection type provided by Move. A vector<T> is a homogenous collection of T's that can grow or shrink by pushing/popping values off the "end".

A vector<T> can be instantiated with any type T. For example, vector<u64>, vector<address>, vector<0x42::MyModule::MyResource>, and vector<vector<u8>> are all valid vector types.

Literals

General vector Literals

Vectors of any type can be created with vector literals.

SyntaxTypeDescription
vector[]vector[]: vector<T> where T is any single, non-reference typeAn empty vector
vector[e1, ..., en]vector[e1, ..., en]: vector<T> where e_i: T s.t. 0 < i <= n and n > 0A vector with n elements (of length n)

In these cases, the type of the vector is inferred, either from the element type or from the vector's usage. If the type cannot be inferred, or simply for added clarity, the type can be specified explicitly:

vector<T>[]: vector<T>
vecctor<T>[e1, ..., en]: vector<T>

Example Vector Literals

(vector[]: vector<bool>);
(vector[0u8, 1u8, 2u8]: vector<u8>);
(vector<u128>[]: vector<u128>);
(vector<address>[@0x42, @0x100]: vector<address>);

vector<u8> literals

A common use-case for vectors in Move is to represent "byte arrays", which are represented with vector<u8>. These values are often used for cryptographic purposes, such as a public key or a hash result. These values are so common that specific syntax is provided to make the values more readable, as opposed to having to use vector[] where each individual u8 value is specified in numeric form.

There are currently two supported types of vector<u8> literals, byte strings and hex strings.

Byte Strings

Byte strings are quoted string literals prefixed by a b, e.g. b"Hello!\n".

These are ASCII encoded strings that allow for escape sequences. Currently, the supported escape sequences are

Escape SequenceDescription
\nNew line (or Line feed)
\rCarriage return
\tTab
\\Backslash
\0Null
\"Quote
\xHHHex escape, inserts the hex byte sequence HH

Hex Strings

Hex strings are quoted string literals prefixed by a x, e.g. x"48656C6C6F210A"

Each byte pair, ranging from 00 to FF, is interpreted as hex encoded u8 value. So each byte pair corresponds to a single entry in the resulting vector<u8>

Example String Literals

script {
fun byte_and_hex_strings() {
    assert!(b"" == x"", 0);
    assert!(b"Hello!\n" == x"48656C6C6F210A", 1);
    assert!(b"\x48\x65\x6C\x6C\x6F\x21\x0A" == x"48656C6C6F210A", 2);
    assert!(
        b"\"Hello\tworld!\"\n \r \\Null=\0" ==
            x"2248656C6C6F09776F726C6421220A200D205C4E756C6C3D00",
        3
    );
}
}

Operations

vector supports the following operations via the Std::Vector module in the Move standard library:

FunctionDescriptionAborts?
Vector::empty<T>(): vector<T>Create an empty vector that can store values of type TNever
Vector::singleton<T>(t: T): vector<T>Create a vector of size 1 containing tNever
Vector::push_back<T>(v: &mut T, t: T)Add t to the end of vNever
Vector::pop_back<T>(v: &mut T): TRemove and return the last element in vIf v is empty
Vector::borrow<T>(v: &vector<T>, i: u64): &TReturn an immutable reference to the T at index iIf i is not in bounds
Vector::borrow_mut<T>(v: &mut vector<T>, i: u64): &mut TReturn an mutable reference to the T at index iIf i is not in bounds
Vector::destroy_empty<T>(v: vector<T>)Delete vIf v is not empty
Vector::append<T>(v1: &mut vector<T>, v2: vector<T>)Add the elements in v2 to the end of v1If i is not in bounds

More operations may be added overtime

Example

use Std::Vector;

let v = Vector::empty<u64>();
Vector::push_back(&mut v, 5);
Vector::push_back(&mut v, 6);

assert!(*Vector::borrow(&v, 0) == 5, 42);
assert!(*Vector::borrow(&v, 1) == 6, 42);
assert!(Vector::pop_back(&mut v) == 6, 42);
assert!(Vector::pop_back(&mut v) == 5, 42);

Destroying and copying vectors

Some behaviors of vector<T> depend on the abilities of the element type, T. For example, vectors containing elements that do not have drop cannot be implicitly discarded like v in the example above--they must be explicitly destroyed with Vector::destroy_empty.

Note that Vector::destroy_empty will abort at runtime unless vec contains zero elements:

fun destroy_any_vector<T>(vec: vector<T>) {
    Vector::destroy_empty(vec) // deleting this line will cause a compiler error
}

But no error would occur for dropping a vector that contains elements with drop:

fun destroy_droppable_vector<T: drop>(vec: vector<T>) {
    // valid!
    // nothing needs to be done explicitly to destroy the vector
}

Similarly, vectors cannot be copied unless the element type has copy. In other words, a vector<T> has copy if and only if T has copy. However, even copyable vectors are never implicitly copied:

let x = Vector::singleton<u64>(10);
let y = copy x; // compiler error without the copy!

Copies of large vectors can be expensive, so the compiler requires explicit copy's to make it easier to see where they are happening.

For more details see the sections on type abilities and generics.

Ownership

As mentioned above, vector values can be copied only if the elements can be copied. In that case, the copy must be explicit via a copy or a dereference *.

Signer

signer is a built-in Move resource type. A signer is a capability that allows the holder to act on behalf of a particular address. You can think of the native implementation as being:

struct signer has drop { a: address }

A signer is somewhat similar to a Unix UID in that it represents a user authenticated by code outside of Move (e.g., by checking a cryptographic signature or password).

Comparison to address

A Move program can create any address value without special permission using address literals:

let a1 = @0x1;
let a2 = @0x2;
// ... and so on for every other possible address

However, signer values are special because they cannot be created via literals or instructions--only by the Move VM. Before the VM runs a script with parameters of type signer, it will automatically create signer values and pass them into the script:

script {
    use Std::Signer;
    fun main(s: signer) {
        assert!(Signer::address_of(&s) == @0x42, 0);
    }
}

This script will abort with code 0 if the script is sent from any address other than 0x42.

A transaction script can have an arbitrary number of signers as long as the signers are a prefix to any other arguments. In other words, all of the signer arguments must come first:

script {
    use Std::Signer;
    fun main(s1: signer, s2: signer, x: u64, y: u8) {
        // ...
    }
}

This is useful for implementing multi-signer scripts that atomically act with the authority of multiple parties. For example, an extension of the script above could perform an atomic currency swap between s1 and s2.

signer Operators

The Std::Signer standard library module provides two utility functions over signer values:

FunctionDescription
Signer::address_of(&signer): addressReturn the address wrapped by this &signer.
Signer::borrow_address(&signer): &addressReturn a reference to the address wrapped by this &signer

In addition, the move_to<T>(&signer, T) global storage operator requires a &signer argument to publish a resource T under signer.address's account. This ensures that only an authenticated user can elect to publish a resource under their address.

Ownership

Unlike simple scalar values, signer values are not copyable, meaning they cannot be copied (from any operation whether it be through an explicit copy instruction or through a dereference *).

References

Move has two types of references: immutable & and mutable &mut. Immutable references are read only, and cannot modify the underlying value (or any of its fields). Mutable references allow for modifications via a write through that reference. Move's type system enforces an ownership discipline that prevents reference errors.

For more details on the rules of references, see Structs and Resources

Reference Operators

Move provides operators for creating and extending references as well as converting a mutable reference to an immutable one. Here and elsewhere, we use the notation e: T for "expression e has type T".

SyntaxTypeDescription
&e&T where e: T and T is a non-reference typeCreate an immutable reference to e
&mut e&mut T where e: T and T is a non-reference typeCreate a mutable reference to e.
&e.f&T where e.f: TCreate an immutable reference to field f of struct e.
&mut e.f&mut T where e.f: TCreate a mutable reference to field f of structe.
freeze(e)&T where e: &mut TConvert the mutable reference e into an immutable reference.

The &e.f and &mut e.f operators can be used both to create a new reference into a struct or to extend an existing reference:

let s = S { f: 10 };
let f_ref1: &u64 = &s.f; // works
let s_ref: &S = &s;
let f_ref2: &u64 = &s_ref.f // also works

A reference expression with multiple fields works as long as both structs are in the same module:

struct A { b: B }
struct B { c : u64 }
fun f(a: &A): &u64 {
  &a.b.c
}

Finally, note that references to references are not allowed:

let x = 7;
let y: &u64 = &x;
let z: &&u64 = &y; // will not compile

Reading and Writing Through References

Both mutable and immutable references can be read to produce a copy of the referenced value.

Only mutable references can be written. A write *x = v discards the value previously stored in x and updates it with v.

Both operations use the C-like * syntax. However, note that a read is an expression, whereas a write is a mutation that must occur on the left hand side of an equals.

SyntaxTypeDescription
*eT where e is &T or &mut TRead the value pointed to by e
*e1 = e2() where e1: &mut T and e2: TUpdate the value in e1 with e2.

In order for a reference to be read, the underlying type must have the copy ability as reading the reference creates a new copy of the value. This rule prevents the copying of resource values:

fun copy_resource_via_ref_bad(c: Coin) {
    let c_ref = &c;
    let counterfeit: Coin = *c_ref; // not allowed!
    pay(c);
    pay(counterfeit);
}

Dually: in order for a reference to be written to, the underlying type must have the drop ability as writing to the reference will discard (or "drop") the old value. This rule prevents the destruction of resource values:

fun destroy_resource_via_ref_bad(ten_coins: Coin, c: Coin) {
    let ref = &mut ten_coins;
    *ref = c; // not allowed--would destroy 10 coins!
}

freeze inference

A mutable reference can be used in a context where an immutable reference is expected:

let x = 7;
let y: &mut u64 = &mut x;

This works because the under the hood, the compiler inserts freeze instructions where they are needed. Here are a few more examples of freeze inference in action:

fun takes_immut_returns_immut(x: &u64): &u64 { x }

// freeze inference on return value
fun takes_mut_returns_immut(x: &mut u64): &u64 { x }

fun expression_examples() {
    let x = 0;
    let y = 0;
    takes_immut_returns_immut(&x); // no inference
    takes_immut_returns_immut(&mut x); // inferred freeze(&mut x)
    takes_mut_returns_immut(&mut x); // no inference

    assert!(&x == &mut y, 42); // inferred freeze(&mut y)
}

fun assignment_examples() {
    let x = 0;
    let y = 0;
    let imm_ref: &u64 = &x;

    imm_ref = &x; // no inference
    imm_ref = &mut y; // inferred freeze(&mut y)
}

Subtyping

With this freeze inference, the Move type checker can view &mut T as a subtype of &T. As shown above, this means that anywhere for any expression where a &T value is used, a &mut T value can also be used. This terminology is used in error messages to concisely indicate that a &mut T was needed where a &T was supplied. For example

address 0x42 {
module Example {
    fun read_and_assign(store: &mut u64, new_value: &u64) {
        *store = *new_value
    }

    fun subtype_examples() {
        let x: &u64 = &0;
        let y: &mut u64 = &mut 1;

        x = &mut 1; // valid
        y = &2; // invalid!

        read_and_assign(y, x); // valid
        read_and_assign(x, y); // invalid!
    }
}
}

will yield the following error messages

error:

    ┌── example.move:12:9 ───
    │
 12 │         y = &2; // invalid!
    │         ^ Invalid assignment to local 'y'
    ·
 12 │         y = &2; // invalid!
    │             -- The type: '&{integer}'
    ·
  9 │         let y: &mut u64 = &mut 1;
    │                -------- Is not a subtype of: '&mut u64'
    │

error:

    ┌── example.move:15:9 ───
    │
 15 │         read_and_assign(x, y); // invalid!
    │         ^^^^^^^^^^^^^^^^^^^^^ Invalid call of '0x42::Example::read_and_assign'. Invalid argument for parameter 'store'
    ·
  8 │         let x: &u64 = &0;
    │                ---- The type: '&u64'
    ·
  3 │     fun read_and_assign(store: &mut u64, new_value: &u64) {
    │                                -------- Is not a subtype of: '&mut u64'
    │

The only other types currently that has subtyping are tuples

Ownership

Both mutable and immutable references can always be copied and extended even if there are existing copies or extensions of the same reference:

fun reference_copies(s: &mut S) {
  let s_copy1 = s; // ok
  let s_extension = &mut s.f; // also ok
  let s_copy2 = s; // still ok
  ...
}

This might be surprising for programmers familiar with Rust's ownership system, which would reject the code above. Move's type system is more permissive in its treatment of copies, but equally strict in ensuring unique ownership of mutable references before writes.

References Cannot Be Stored

References and tuples are the only types that cannot be stored as a field value of structs, which also means that they cannot exist in global storage. All references created during program execution will be destroyed when a Move program terminates; they are entirely ephemeral. This invariant is also true for values of types without the store ability, but note that references and tuples go a step further by never being allowed in structs in the first place.

This is another difference between Move and Rust, which allows references to be stored inside of structs.

Currently, Move cannot support this because references cannot be serialized, but every Move value must be serializable. This requirement comes from Move's persistent global storage, which needs to serialize values to persist them across program executions. Structs can be written to global storage, and thus they must be serializable.

One could imagine a fancier, more expressive, type system that would allow references to be stored in structs and ban those structs from existing in global storage. We could perhaps allow references inside of structs that do not have the store ability, but that would not completely solve the problem: Move has a fairly complex system for tracking static reference safety, and this aspect of the type system would also have to be extended to support storing references inside of structs. In short, Move's type system (particularly the aspects around reference safety) would have to expand to support stored references. But it is something we are keeping an eye on as the language evolves.

Tuples and Unit

Move does not fully support tuples as one might expect coming from another language with them as a first-class value. However, in order to support multiple return values, Move has tuple-like expressions. These expressions do not result in a concrete value at runtime (there are no tuples in the bytecode), and as a result they are very limited: they can only appear in expressions (usually in the return position for a function); they cannot be bound to local variables; they cannot be stored in structs; and tuple types cannot be used to instantiate generics.

Similarly, unit () is a type created by the Move source language in order to be expression based. The unit value () does not result in any runtime value. We can consider unit() to be an empty tuple, and any restrictions that apply to tuples also apply to unit.

It might feel weird to have tuples in the language at all given these restrictions. But one of the most common use cases for tuples in other languages is for functions to allow functions to return multiple values. Some languages work around this by forcing the users to write structs that contain the multiple return values. However in Move, you cannot put references inside of structs. This required Move to support multiple return values. These multiple return values are all pushed on the stack at the bytecode level. At the source level, these multiple return values are represented using tuples.

Literals

Tuples are created by a comma separated list of expressions inside of parentheses

SyntaxTypeDescription
()(): ()Unit, the empty tuple, or the tuple of arity 0
(e1, ..., en)(e1, ..., en): (T1, ..., Tn) where e_i: Ti s.t. 0 < i <= n and n > 0A n-tuple, a tuple of arity n, a tuple with n elements

Note that (e) does not have type (e): (t), in other words there is no tuple with one element. If there is only a single element inside of the parentheses, the parentheses are only used for disambiguation and do not carry any other special meaning.

Sometimes, tuples with two elements are called "pairs" and tuples with three elements are called "triples."

Examples

address 0x42 {
module Example {
    // all 3 of these functions are equivalent

    // when no return type is provided, it is assumed to be `()`
    fun returs_unit_1() { }

    // there is an implicit () value in empty expression blocks
    fun returs_unit_2(): () { }

    // explicit version of `returs_unit_1` and `returs_unit_2`
    fun returs_unit_3(): () { () }


    fun returns_3_values(): (u64, bool, address) {
        (0, false, @0x42)
    }
    fun returns_4_values(x: &u64): (&u64, u8, u128, vector<u8>) {
        (x, 0, 1, b"foobar")
    }
}
}

Operations

The only operation that can be done on tuples currently is destructuring.

Destructuring

For tuples of any size, they can be destructured in either a let binding or in an assignment.

For example:

address 0x42 {
module Example {
    // all 3 of these functions are equivalent
    fun returns_unit() {}
    fun returns_2_values(): (bool, bool) { (true, false) }
    fun returns_4_values(x: &u64): (&u64, u8, u128, vector<u8>) { (x, 0, 1, b"foobar") }

    fun examples(cond: bool) {
        let () = ();
        let (x, y): (u8, u64) = (0, 1);
        let (a, b, c, d) = (@0x0, 0, false, b"");

        () = ();
        (x, y) = if (cond) (1, 2) else (3, 4);
        (a, b, c, d) = (@0x1, 1, true, b"1");
    }

    fun examples_with_function_calls() {
        let () = returns_unit();
        let (x, y): (bool, bool) = returns_2_values();
        let (a, b, c, d) = returns_4_values(&0);

        () = returns_unit();
        (x, y) = returns_2_values();
        (a, b, c, d) = returns_4_values(&1);
    }
}
}

For more details, see Move Variables.

Subtyping

Along with references, tuples are the only types that have subtyping in Move. Tuples do have subtyping only in the sense that subtype with references (in a covariant way).

For example

let x: &u64 = &0;
let y: &mut u64 = &mut 1;

// (&u64, &mut u64) is a subtype of (&u64, &u64)
//   since &mut u64 is a subtype of &u64
let (a, b): (&u64, &u64) = (x, y);
// (&mut u64, &mut u64) is a subtype of (&u64, &u64)
//   since &mut u64 is a subtype of &u64
let (c, d): (&u64, &u64) = (y, y);
// error! (&u64, &mut u64) is NOT a subtype of (&mut u64, &mut u64)
//   since &u64 is NOT a subtype of &mut u64
let (e, f): (&mut u64, &mut u64) = (x, y);

Ownership

As mentioned above, tuple values don't really exist at runtime. And currently they cannot be stored into local variables because of this (but it is likely that this feature will come soon). As such, tuples can only be moved currently, as copying them would require putting them into a local variable first.

Local Variables and Scope

Local variables in Move are lexically (statically) scoped. New variables are introduced with the keyword let, which will shadow any previous local with the same name. Locals are mutable and can be updated both directly and via a mutable reference.

Declaring Local Variables

let bindings

Move programs use let to bind variable names to values:

let x = 1;
let y = x + x:

let can also be used without binding a value to the local.

let x;

The local can then be assigned a value later.

let x;
if (cond) {
  x = 1
} else {
  x = 0
}

This can be very helpful when trying to extract a value from a loop when a default value cannot be provided.

let x;
let cond = true;
let i = 0;
loop {
    (x, cond) = foo(i);
    if (!cond) break;
    i = i + 1;
}

Variables must be assigned before use

Move's type system prevents a local variable from being used before it has been assigned.

let x;
x + x // ERROR!
let x;
if (cond) x = 0;
x + x // ERROR!
let x;
while (cond) x = 0;
x + x // ERROR!

Valid variable names

Variable names can contain underscores _, letters a to z, letters A to Z, and digits 0 to 9. Variable names must start with either an underscore _ or a letter a through z. They cannot start with uppercase letters.

// all valid
let x = e;
let _x = e;
let _A = e;
let x0 = e;
let xA = e;
let foobar_123 = e;

// all invalid
let X = e; // ERROR!
let Foo = e; // ERROR!

Type annotations

The type of a local variable can almost always be inferred by Move's type system. However, Move allows explicit type annotations that can be useful for readability, clarity, or debuggability. The syntax for adding a type annotation is:

let x: T = e; // "Variable x of type T is initialized to expression e"

Some examples of explicit type annotations:

address 0x42 {
module Example {

    struct S { f: u64, g: u64 }

    fun annotated() {
        let u: u8 = 0;
        let b: vector<u8> = b"hello";
        let a: address = @0x0;
        let (x, y): (&u64, &mut u64) = (&0, &mut 1);
        let S { f, g: f2 }: S = S { f: 0, g: 1 };
    }
}
}

Note that the type annotations must always be to the right of the pattern:

let (x: &u64, y: &mut u64) = (&0, &mut 1); // ERROR! should be let (x, y): ... =

When annotations are necessary

In some cases, a local type annotation is required if the type system cannot infer the type. This commonly occurs when the type argument for a generic type cannot be inferred. For example:

let _v1 = Vector::empty(); // ERROR!
//        ^^^^^^^^^^^^^^^ Could not infer this type. Try adding an annotation
let v2: vector<u64> = Vector::empty(); // no error

In a rarer case, the type system might not be able to infer a type for divergent code (where all the following code is unreachable). Both return and abort are expressions and can have any type. A loop has type () if it has a break, but if there is no break out of the loop, it could have any type. If these types cannot be inferred, a type annotation is required. For example, this code:

let a: u8 = return ();
let b: bool = abort 0;
let c: signer = loop ();

let x = return (); // ERROR!
//  ^ Could not infer this type. Try adding an annotation
let y = abort 0; // ERROR!
//  ^ Could not infer this type. Try adding an annotation
let z = loop (); // ERROR!
//  ^ Could not infer this type. Try adding an annotation

Adding type annotations to this code will expose other errors about dead code or unused local variables, but the example is still helpful for understanding this problem.

Multiple declarations with tuples

let can introduce more than one local at a time using tuples. The locals declared inside the parenthesis are initialized to the corresponding values from the tuple.

let () = ();
let (x0, x1) = (0, 1);
let (y0, y1, y2) = (0, 1, 2);
let (z0, z1, z2, z3) = (0, 1, 2, 3);

The type of the expression must match the arity of the tuple pattern exactly.

let (x, y) = (0, 1, 2); // ERROR!
let (x, y, z, q) = (0, 1, 2); // ERROR!

You cannot declare more than one local with the same name in a single let.

let (x, x) = 0; // ERROR!

Multiple declarations with structs

let can also introduce more than one local at a time when destructuring (or matching against) a struct. In this form, the let creates a set of local variables that are initialized to the values of the fields from a struct. The syntax looks like this:

struct T { f1: u64, f2: u64 }
let T { f1: local1, f2: local2 } = T { f1: 1, f2: 2 };
// local1: u64
// local2: u64

Here is a more complicated example:

address 0x42 {
module Example {
    struct X { f: u64 }
    struct Y { x1: X, x2: X }

    fun new_x(): X {
        X { f: 1 }
    }

    fun example() {
        let Y { x1: X { f }, x2 } = Y { x1: new_x(), x2: new_x() };
        assert!(f + x2.f == 2, 42);

        let Y { x1: X { f: f1 }, x2: X { f: f2 } } = Y { x1: new_x(), x2: new_x() };
        assert!(f1 + f2 == 2, 42);
    }
}
}

Fields of structs can serve double duty, identifying the field to bind and the name of the variable. This is sometimes referred to as punning.

let X { f } = e;

is equivalent to:

let X { f: f } = e;

As shown with tuples, you cannot declare more than one local with the same name in a single let.

let Y { x1: x, x2: x } = e; // ERROR!

Destructuring against references

In the examples above for structs, the bound value in the let was moved, destroying the struct value and binding its fields.

struct T { f1: u64, f2: u64 }
let T { f1: local1, f2: local2 } = T { f1: 1, f2: 2 };
// local1: u64
// local2: u64

In this scenario the struct value T { f1: 1, f2: 2 } no longer exists after the let.

If you wish instead to not move and destroy the struct value, you can borrow each of its fields. For example:

let t = T { f1: 1, f2: 2 };
let T { f1: local1, f2: local2 } = &t;
// local1: &u64
// local2: &u64

And similarly with mutable references:

let t = T { f1: 1, f2: 2 };
let T { f1: local1, f2: local2 } = &mut t;
// local1: &mut u64
// local2: &mut u64

This behavior can also work with nested structs.

address 0x42 {
module Example {
    struct X { f: u64 }
    struct Y { x1: X, x2: X }

    fun new_x(): X {
        X { f: 1 }
    }

    fun example() {
        let y = Y { x1: new_x(), x2: new_x() };

        let Y { x1: X { f }, x2 } = &y;
        assert!(*f + x2.f == 2, 42);

        let Y { x1: X { f: f1 }, x2: X { f: f2 } } = &mut y;
        *f1 = *f1 + 1;
        *f2 = *f2 + 1;
        assert!(*f1 + *f2 == 4, 42);
    }
}
}

Ignoring Values

In let bindings, it is often helpful to ignore some values. Local variables that start with _ will be ignored and not introduce a new variable

fun three(): (u64, u64, u64) {
    (0, 1, 2)
}
let (x1, _, z1) = three();
let (x2, _y, z2) = three();
assert!(x1 + z1 == x2 + z2)

This can be necessary at times as the compiler will error on unused local variables

let (x1, y, z1) = three(); // ERROR!
//       ^ unused local 'y'

General let grammar

All of the different structures in let can be combined! With that we arrive at this general grammar for let statements:

let-bindinglet pattern-or-list type-annotationopt initializeropt > pattern-or-listpattern | ( pattern-list ) > pattern-listpattern ,opt | pattern , pattern-list > type-annotation: type initializer= expression

The general term for the item that introduces the bindings is a pattern. The pattern serves to both destructure data (possibly recursively) and introduce the bindings. The pattern grammar is as follows:

patternlocal-variable | struct-type { field-binding-list } > field-binding-listfield-binding ,opt | field-binding , field-binding-list > field-bindingfield | field : pattern

A few concrete examples with this grammar applied:

    let (x, y): (u64, u64) = (0, 1);
//       ^                           local-variable
//       ^                           pattern
//          ^                        local-variable
//          ^                        pattern
//          ^                        pattern-list
//       ^^^^                        pattern-list
//      ^^^^^^                       pattern-or-list
//            ^^^^^^^^^^^^           type-annotation
//                         ^^^^^^^^  initializer
//  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ let-binding

    let Foo { f, g: x } = Foo { f: 0, g: 1 };
//      ^^^                                    struct-type
//            ^                                field
//            ^                                field-binding
//               ^                             field
//                  ^                          local-variable
//                  ^                          pattern
//               ^^^^                          field-binding
//            ^^^^^^^                          field-binding-list
//      ^^^^^^^^^^^^^^^                        pattern
//      ^^^^^^^^^^^^^^^                        pattern-or-list
//                      ^^^^^^^^^^^^^^^^^^^^   initializer
//  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ let-binding

Mutations

Assignments

After the local is introduced (either by let or as a function parameter), the local can be modified via an assignment:

x = e

Unlike let bindings, assignments are expressions. In some languages, assignments return the value that was assigned, but in Move, the type of any assignment is always ().

(x = e: ())

Practically, assignments being expressions means that they can be used without adding a new expression block with braces ({...}).

let x = 0;
if (cond) x = 1 else x = 2;

The assignment uses the same pattern syntax scheme as let bindings:

address 0x42 {
module Example {
    struct X { f: u64 }

    fun new_x(): X {
        X { f: 1 }
    }

    // This example will complain about unused variables and assignments.
    fun example() {
       let (x, _, z) = (0, 1, 3);
       let (x, y, f, g);

       (X { f }, X { f: x }) = (new_x(), new_x());
       assert!(f + x == 2, 42);

       (x, y, z, f, _, g) = (0, 0, 0, 0, 0, 0);
    }
}
}

Note that a local variable can only have one type, so the type of the local cannot change between assignments.

let x;
x = 0;
x = false; // ERROR!

Mutating through a reference

In addition to directly modifying a local with assignment, a local can be modified via a mutable reference &mut.

let x = 0;
let r = &mut x;
*r = 1;
assert!(x == 1, 42)
}

This is particularly useful if either:

(1) You want to modify different variables depending on some condition.

let x = 0;
let y = 1;
let r = if (cond) &mut x else &mut y;
*r = *r + 1;

(2) You want another function to modify your local value.

let x = 0;
modify_ref(&mut x);

This sort of modification is how you modify structs and vectors!

let v = Vector::empty();
Vector::push_back(&mut v, 100);
assert!(*Vector::borrow(&v, 0) == 100, 42)

For more details, see Move references.

Scopes

Any local declared with let is available for any subsequent expression, within that scope. Scopes are declared with expression blocks, {...}.

Locals cannot be used outside of the declared scope.

let x = 0;
{
    let y = 1;
};
x + y // ERROR!
//  ^ unbound local 'y'

But, locals from an outer scope can be used in a nested scope.

{
    let x = 0;
    {
        let y = x + 1; // valid
    }
}

Locals can be mutated in any scope where they are accessible. That mutation survives with the local, regardless of the scope that performed the mutation.

let x = 0;
x = x + 1;
assert!(x == 1, 42);
{
    x = x + 1;
    assert!(x == 2, 42);
};
assert!(x == 2, 42);

Expression Blocks

An expression block is a series of statements separated by semicolons (;). The resulting value of an expression block is the value of the last expression in the block.

{ let x = 1; let y = 1; x + y }

In this example, the result of the block is x + y.

A statement can be either a let declaration or an expression. Remember that assignments (x = e) are expressions of type ().

{ let x; let y = 1; x = 1; x + y }

Function calls are another common expression of type (). Function calls that modify data are commonly used as statements.

{ let v = Vector::empty(); Vector::push_back(&mut v, 1); v }

This is not just limited to () types---any expression can be used as a statement in a sequence!

{
    let x = 0;
    x + 1; // value is discarded
    x + 2; // value is discarded
    b"hello"; // value is discarded
}

But! If the expression contains a resource (a value without the drop ability), you will get an error. This is because Move's type system guarantees that any value that is dropped has the drop ability. (Ownership must be transferred or the value must be explicitly destroyed within its declaring module.)

{
    let x = 0;
    Coin { value: x }; // ERROR!
//  ^^^^^^^^^^^^^^^^^ unused value without the `drop` ability
    x
}

If a final expression is not present in a block---that is, if there is a trailing semicolon ;, there is an implicit unit () value. Similarly, if the expression block is empty, there is an implicit unit () value.

// Both are equivalent
{ x = x + 1; 1 / x; }
{ x = x + 1; 1 / x; () }
// Both are equivalent
{ }
{ () }

An expression block is itself an expression and can be used anyplace an expression is used. (Note: The body of a function is also an expression block, but the function body cannot be replaced by another expression.)

let my_vector: vector<vector<u8>> = {
    let v = Vector::empty();
    Vector::push_back(&mut v, b"hello");
    Vector::push_back(&mut v, b"goodbye");
    v
};

(The type annotation is not needed in this example and only added for clarity.)

Shadowing

If a let introduces a local variable with a name already in scope, that previous variable can no longer be accessed for the rest of this scope. This is called shadowing.

let x = 0;
assert!(x == 0, 42);

let x = 1; // x is shadowed
assert!(x == 1, 42);

When a local is shadowed, it does not need to retain the same type as before.

let x = 0;
assert!(x == 0, 42);

let x = b"hello"; // x is shadowed
assert!(x == b"hello", 42);

After a local is shadowed, the value stored in the local still exists, but will no longer be accessible. This is important to keep in mind with values of types without the drop ability, as ownership of the value must be transferred by the end of the function.

address 0x42 {
    module Example {
        struct Coin has store { value: u64 }

        fun unused_resource(): Coin {
            let x = Coin { value: 0 }; // ERROR!
//              ^ This local still contains a value without the `drop` ability
            x.value = 1;
            let x = Coin { value: 10 };
            x
//          ^ Invalid return
        }
    }
}

When a local is shadowed inside a scope, the shadowing only remains for that scope. The shadowing is gone once that scope ends.

let x = 0;
{
    let x = 1;
    assert!(x == 1, 42);
};
assert!(x == 0, 42);

Remember, locals can change type when they are shadowed.

let x = 0;
{
    let x = b"hello";
    assert!(x = b"hello", 42);
};
assert!(x == 0, 42);

Move and Copy

All local variables in Move can be used in two ways, either by move or copy. If one or the other is not specified, the Move compiler is able to infer whether a copy or a move should be used. This means that in all of the examples above, a move or a copy would be inserted by the compiler. A local variable cannot be used without the use of move or copy.

copy will likely feel the most familiar coming from other programming languages, as it creates a new copy of the value inside of the variable to use in that expression. With copy, the local variable can be used more than once.

let x = 0;
let y = copy x + 1;
let z = copy x + 2;

Any value with the copy ability can be copied in this way.

move takes the value out of the local variable without copying the data. After a move occurs, the local variable is unavailable.

let x = 1;
let y = move x + 1;
//      ------ Local was moved here
let z = move x + 2; // Error!
//      ^^^^^^ Invalid usage of local 'x'
y + z

Safety

Move's type system will prevent a value from being used after it is moved. This is the same safety check described in let declaration that prevents local variables from being used before it is assigned a value.

Inference

As mentioned above, the Move compiler will infer a copy or move if one is not indicated. The algorithm for doing so is quite simple:

  • Any scalar value with the copy ability is given a copy.
  • Any reference (both mutable &mut and immutable &) is given a copy.
    • Except under special circumstances where it is made a move for predictable borrow checker errors.
  • Any other value is given a move.
    • This means that even though other values might be have the copy ability, it must be done explicitly by the programmer.
    • This is to prevent accidental copies of large data structures.

For example:

let s = b"hello";
let foo = Foo { f: 0 };
let coin = Coin { value: 0 };

let s2 = s; // move
let foo2 = foo; // move
let coin2 = coin; // move

let x = 0;
let b = false;
let addr = @0x42;
let x_ref = &x;
let coin_ref = &mut coin2;

let x2 = x; // copy
let b2 = b; // copy
let addr2 = @0x42; // copy
let x_ref2 = x_ref; // copy
let coin_ref2 = coin_ref; // copy

Equality

Move supports two equality operations == and !=

Operations

SyntaxOperationDescription
==equalReturns true if the two operands have the same value, false otherwise
!=not equalReturns true if the two operands have different values, false otherwise

Typing

Both the equal (==) and not-equal (!=) operations only work if both operands are the same type

0 == 0; // `true`
1u128 == 2u128; // `false`
b"hello" != x"00"; // `true`

Equality and non-equality also work over user defined types!

address 0x42 {
module Example {
    struct S has copy, drop { f: u64, s: vector<u8> }

    fun always_true(): bool {
        let s = S { f: 0, s: b"" };
        // parens are not needed but added for clarity in this example
        (copy s) == s
    }

    fun always_false(): bool {
        let s = S { f: 0, s: b"" };
        // parens are not needed but added for clarity in this example
        (copy s) != s
    }
}
}

If the operands have different types, there is a type checking error

1u8 == 1u128; // ERROR!
//     ^^^^^ expected an argument of type 'u8'
b"" != 0; // ERROR!
//     ^ expected an argument of type 'vector<u8>'

Typing with references

When comparing references, the type of the reference (immutable or mutable) does not matter. This means that you can compare an immutable & reference with a mutable one &mut of the same underlying type.

let i = &0;
let m = &mut 1;

i == m; // `false`
m == i; // `false`
m == m; // `true`
i == i; // `true`

The above is equivalent to applying an explicit freeze to each mutable reference where needed

let i = &0;
let m = &mut 1;

i == freeze(m); // `false`
freeze(m) == i; // `false`
m == m; // `true`
i == i; // `true`

But again, the underlying type must be the same type

let i = &0;
let s = &b"";

i == s; // ERROR!
//   ^ expected an argument of type '&u64'

Restrictions

Both == and != consume the value when comparing them. As a result, the type system enforces that the type must have drop. Recall that without the drop ability, ownership must be transferred by the end of the function, and such values can only be explicitly destroyed within their declaring module. If these were used directly with either equality == or non-equality !=, the value would be destroyed which would break drop ability safety guarantees!

address 0x42 {
module Example {
    struct Coin has store { value: u64 }
    fun invalid(c1: Coin, c2: Coin) {
        c1 == c2 // ERROR!
//      ^^    ^^ These resources would be destroyed!
    }
}
}

But, a programmer can always borrow the value first instead of directly comparing the value, and reference types have the drop ability. For example

address 0x42 {
module Example {
    struct Coin as store { value: u64 }
    fun swap_if_equal(c1: Coin, c2: Coin): (Coin, Coin) {
        let are_equal = &c1 == &c2; // valid
        if (are_equal) (c2, c1) else (c1, c2)
    }
}
}

Avoid Extra Copies

While a programmer can compare any value whose type has drop, a programmer should often compare by reference to avoid expensive copies.

let v1: vector<u8> = function_that_returns_vector();
let v2: vector<u8> = function_that_returns_vector();
assert!(copy v1 == copy v2, 42);
//     ^^^^       ^^^^
use_two_vectors(v1, v2);

let s1: Foo = function_that_returns_large_struct();
let s2: Foo = function_that_returns_large_struct();
assert!(copy s1 == copy s2, 42);
//     ^^^^       ^^^^
use_two_foos(s1, s2);

This code is perfectly acceptable (assuming Foo has drop), just not efficient. The highlighted copies can be removed and replaced with borrows

let v1: vector<u8> = function_that_returns_vector();
let v2: vector<u8> = function_that_returns_vector();
assert!(&v1 == &v2, 42);
//     ^      ^
use_two_vectors(v1, v2);

let s1: Foo = function_that_returns_large_struct();
let s2: Foo = function_that_returns_large_struct();
assert!(&s1 == &s2, 42);
//     ^      ^
use_two_foos(s1, s2);

The efficiency of the == itself remains the same, but the copys are removed and thus the program is more efficient.

Abort and Assert

return and abort are two control flow constructs that end execution, one for the current function and one for the entire transaction.

More information on return can be found in the linked section

abort

abort is an expression that takes one argument: an abort code of type u64. For example:

abort 42

The abort expression halts execution the current function and reverts all changes made to global state by the current transaction. There is no mechanism for "catching" or otherwise handling an abort.

Luckily, in Move transactions are all or nothing, meaning any changes to global storage are made all at once only if the transaction succeeds. Because of this transactional commitment of changes, after an abort there is no need to worry about backing out changes. While this approach is lacking in flexibility, it is incredibly simple and predictable.

Similar to return, abort is useful for exiting control flow when some condition cannot be met.

In this example, the function will pop two items off of the vector, but will abort early if the vector does not have two items

use Std::Vector;
fun pop_twice<T>(v: &mut vector<T>): (T, T) {
    if (Vector::length(v) < 2) abort 42;

    (Vector::pop_back(v), Vector::pop_back(v))
}

This is even more useful deep inside a control-flow construct. For example, this function checks that all numbers in the vector are less than the specified bound. And aborts otherwise

use Std::Vector;
fun check_vec(v: &vector<u64>, bound: u64) {
    let i = 0;
    let n = Vector::length(v);
    while (i < n) {
        let cur = *Vector::borrow(v, i);
        if (cur > bound) abort 42;
        i = i + 1;
    }
}

assert

assert is a builtin, macro-like operation provided by the Move compiler. It takes two arguments, a condition of type bool and a code of type u64

assert!(condition: bool, code: u64)

Since the operation is a macro, it must be invoked with the !. This is to convey that the arguments to assert are call-by-expression. In other words, assert is not a normal function and does not exist at the bytecode level. It is replaced inside the compiler with

if (condition) () else abort code

assert is more commonly used than just abort by itself. The abort examples above can be rewritten using assert

use Std::Vector;
fun pop_twice<T>(v: &mut vector<T>): (T, T) {
    assert!(Vector::length(v) >= 2, 42); // Now uses 'assert'

    (Vector::pop_back(v), Vector::pop_back(v))
}

and

use Std::Vector;
fun check_vec(v: &vector<u64>, bound: u64) {
    let i = 0;
    let n = Vector::length(v);
    while (i < n) {
        let cur = *Vector::borrow(v, i);
        assert!(cur <= bound, 42); // Now uses 'assert'
        i = i + 1;
    }
}

Note that because the operation is replaced with this if-else, the argument for the code is not always evaluated. For example:

assert!(true, 1 / 0)
```

Will not result in an arithmetic error, it is equivalent to

```move
if (true) () else (1 / 0)
```

So the arithmetic expression is never evaluated!

### Abort codes in the Move VM

When using `abort`, it is important to understand how the `u64` code will be used by the VM.

Normally, after successful execution, the Move VM produces a change-set for the changes made to
global storage (added/removed resources, updates to existing resources, etc).

If an `abort` is reached, the VM will instead indicate an error. Included in that error will be two
pieces of information:

- The module that produced the abort (address and name)
- The abort code.

For example

```move=
address 0x2 {
module Example {
    public fun aborts() {
        abort 42
    }
}
}

script {
    fun always_aborts() {
        0x2::Example::aborts()
    }
}
```

If a transaction, such as the script `always_aborts` above, calls `0x2::Example::aborts`, the VM
would produce an error that indicated the module `0x2::Example` and the code `42`.

This can be useful for having multiple aborts being grouped together inside a module.

In this example, the module has two separate error codes used in multiple functions

```move=
address 0x42 {
module Example {

    use Std::Vector;

    const EMPTY_VECTOR: u64 = 0;
    const INDEX_OUT_OF_BOUNDS: u64 = 1;

    // move i to j, move j to k, move k to i
    public fun rotate_three<T>(v: &mut vector<T>, i: u64, j: u64, k: u64) {
        let n = Vector::length(v);
        assert!(n > 0, EMPTY_VECTOR);
        assert!(i < n, INDEX_OUT_OF_BOUNDS);
        assert!(j < n, INDEX_OUT_OF_BOUNDS);
        assert!(k < n, INDEX_OUT_OF_BOUNDS);

        Vector::swap(v, i, k);
        Vector::swap(v, j, k);
    }

    public fun remove_twice<T>(v: &mut vector<T>, i: u64, j: u64): (T, T) {
        let n = Vector::length(v);
        assert!(n > 0, EMPTY_VECTOR);
        assert!(i < n, INDEX_OUT_OF_BOUNDS);
        assert!(j < n, INDEX_OUT_OF_BOUNDS);
        assert!(i > j, INDEX_OUT_OF_BOUNDS);

        (Vector::remove<T>(v, i), Vector::remove<T>(v, j))
    }
}
}
```

## The type of `abort`

The `abort i` expression can have any type! This is because both constructs break from the normal
control flow, so they never need to evaluate to the value of that type.

The following are not useful, but they will type check

```move
let y: address = abort 0;
```

This behavior can be helpful in situations where you have a branching instruction that produces a
value on some branches, but not all. For example:

```move
let b =
    if (x == 0) false
    else if (x == 1) true
    else abort 42;
//       ^^^^^^^^ `abort 42` has type `bool`
```

Conditionals

An if expression specifies that some code should only be evaluated if a certain condition is true. For example:

if (x > 5) x = x - 5

The condition must be an expression of type bool.

An if expression can optionally include an else clause to specify another expression to evaluate when the condition is false.

if (y <= 10) y = y + 1 else y = 10

Either the "true" branch or the "false" branch will be evaluated, but not both. Either branch can be a single expression or an expression block.

The conditional expressions may produce values so that the if expression has a result.

let z = if (x < 100) x else 100;

The expressions in the true and false branches must have compatible types. For example:

// x and y must be u64 integers
let maximum: u64 = if (x > y) x else y;

// ERROR! branches different types
let z = if (maximum < 10) 10u8 else 100u64;

// ERROR! branches different types, as default false-branch is () not u64
if (maximum >= 10) maximum;

If the else clause is not specified, the false branch defaults to the unit value. The following are equivalent:

if (condition) true_branch // implied default: else ()
if (condition) true_branch else ()

Commonly, if expressions are used in conjunction with expression blocks.

let maximum = if (x > y) x else y;
if (maximum < 10) {
    x = x + 10;
    y = y + 10;
} else if (x >= 10 && y >= 10) {
    x = x - 10;
    y = y - 10;
}

Grammar for Conditionals

if-expressionif ( expression ) expression else-clauseopt else-clauseelse expression

While and Loop

Move offers two constructs for looping: while and loop.

while loops

The while construct repeats the body (an expression of type unit) until the condition (an expression of type bool) evaluates to false.

Here is an example of simple while loop that computes the sum of the numbers from 1 to n:

fun sum(n: u64): u64 {
    let sum = 0;
    let i = 1;
    while (i <= n) {
        sum = sum + i;
        i = i + 1
    };

    sum
}

Infinite loops are allowed:

fun foo() {
    while (true) { }
}

break

The break expression can be used to exit a loop before the condition evaluates to false. For example, this loop uses break to find the smallest factor of n that's greater than 1:

fun upper_bound_sqrt(n: u64): u64 {
    // assuming the input is not 0 or 1
    let i = 2;
    while (i <= n) {
        if (n % i == 0) break;
        i = i + 1
    };

    i
}

The break expression cannot be used outside of a loop.

continue

The continue expression skips the rest of the loop and continuess to the next iteration. This loop uses continue to compute the sum of 1, 2, ..., n, except when the number is divisible by 10:

fun sum_intermediate(n: u64): u64 {
    let sum = 0;
    let i = 1;
    while (i <= n) {
        if (i % 10 == 0) continue;
        sum = sum + i;
        i = i + 1
    };

    sum
}

The continue expression cannot be used outside of a loop.

The type of break and continue

break and continue, much like return and abort, can have any type. The following examples illustrate where this flexible typing can be helpful:

fun pop_smallest_while_not_equal(
    v1: vector<u64>,
    v2: vector<u64>,
): vector<u64> {
    let result = Vector::empty();
    while (!Vector::is_empty(&v1) && !Vector::is_empty(&v2)) {
        let u1 = *Vector::borrow(&v1, Vector::length(&v1) - 1);
        let u2 = *Vector::borrow(&v1, Vector::length(&v1) - 1);
        let popped =
            if (u1 < u2) Vector::pop_back(&mut v1)
            else if (u2 < u1) Vector::pop_back(&mut v2)
            else break; // Here, `break` has type `u64`
        Vector::push_back(&mut result, popped);
    };

    result
}
fun pick(
    indexes: vector<u64>,
    v1: &vector<address>,
    v2: &vector<address>
): vector<address> {
    let len1 = Vector::length(v1);
    let len2 = Vector::length(v2);
    let result = Vector::empty();
    while (!Vector::is_empty(&indexes)) {
        let index = Vector::pop_back(&mut indexes);
        let chosen_vector =
            if (index < len1) v1
            else if (index < len2) v2
            else continue; // Here, `continue` has type `&vector<address>`
        Vector::push_back(&mut result, *Vector::borrow(chosen_vector, index))
    };

    result
}

The loop expression

The loop expression repeats the loop body (an expression with type ()) until it hits a break

Without a break, the loop will continue forever

fun foo() {
    let i = 0;
    loop { i = i + 1 }
}

Here is an example that uses loop to write the sum function:

fun sum(n: u64): u64 {
    let sum = 0;
    let i = 0;
    loop {
        i = i + 1;
        if (i > n) break;
        sum = sum + i
    };

    sum
}

As you might expect, continue can also be used inside a loop. Here is sum_intermediate from above rewritten using loop instead of while

fun sum_intermediate(n: u64): u64 {
    let sum = 0;
    let i = 0;
    loop {
        if (i % 10 == 0) continue;
        i = i + 1;
        if (i > n) break;
        sum = sum + i
    };

    sum
}

The type of while and loop

Move loops are typed expressions. A while expression always has type ().

let () = while (i < 10) { i = i + 1 };

If a loop contains a break, the expression has type unit ()

(loop { if (i < 10) i = i + 1 else break }: ());
let () = loop { if (i < 10) i = i + 1 else break };

If loop does not have a break, loop can have any type much like return, abort, break, and continue.

(loop (): u64);
(loop (): address);
(loop (): &vector<vector<u8>>);

Functions

Function syntax in Move is shared between module functions and script functions. Functions inside of modules are reusable, whereas script functions are only used once to invoke a transaction.

Declaration

Functions are declared with the fun keyword followed by the function name, type parameters, parameters, a return type, acquires annotations, and finally the function body.

fun <identifier><[type_parameters: constraint],*>([identifier: type],*): <return_type> <acquires [identifier],*> <function_body>

For example

fun foo<T1, T2>(x: u64, y: T1, z: T2): (T2, T1, u64) { (z, y, x) }

Visibility

Module functions, by default, can only be called within the same module. These internal (sometimes called private) functions cannot be called from other modules or from scripts.

address 0x42 {
module M {
    fun foo(): u64 { 0 }
    fun calls_foo(): u64 { foo() } // valid
}

module other {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // ERROR!
//      ^^^^^^^^^^^^ 'foo' is internal to '0x42::M'
    }
}
}

script {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // ERROR!
//      ^^^^^^^^^^^^ 'foo' is internal to '0x42::M'
    }
}

To allow access from other modules or from scripts, the function must be declared public, public(friend), or public(script).

public visibility

A public function can be called by any function defined in any module or script. As shown in the following example, a public function can be called by:

  • other functions defined in the same module,
  • functions defined in another module, or
  • the function defined in a script.
address 0x42 {
module M {
    public fun foo(): u64 { 0 }
    fun calls_foo(): u64 { foo() } // valid
}

module other {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // valid
    }
}
}

script {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // valid
    }
}

public(friend) visibility

The public(friend) visibility modifier is a more restricted form of the public modifier to give more control about where a function can be used. A public(friend) function can be called by:

  • other functions defined in the same module, or
  • functions defined in modules which are explicitly specified in the friend list (see Friends on how to specify the friend list).

Note that since we cannot declare a script to be a friend of a module, the functions defined in scripts can never call a public(friend) function.

address 0x42 {
module M {
    friend 0x42::N;  // friend declaration
    public(friend) fun foo(): u64 { 0 }
    fun calls_foo(): u64 { foo() } // valid
}

module N {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // valid
    }
}

module other {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // ERROR!
//      ^^^^^^^^^^^^ 'foo' can only be called from a 'friend' of module '0x42::M'
    }
}
}

script {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // ERROR!
//      ^^^^^^^^^^^^ 'foo' can only be called from a 'friend' of module '0x42::M'
    }
}

public(script) visibility

The public(script) modifier is designed to allow module functions to be safely and directly invoked much like scripts. A public(script) function can only be called from a script context, which is either:

  • the function defined in a transaction script, or
  • another public(script) function.

Essentially, this rule implies that once the execution transitions to a non-script context via a call to any non-public(script) function, there is no turning back, i.e., there is no way to call a public(script) function again.

address 0x42 {
module M {
    public(script) fun foo(): u64 { 0 }
    fun calls_foo(): u64 { foo() } // ERROR!
//                         ^^^ 'foo' can only be called from a script context
}

module N {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // ERROR!
//      ^^^^^^^^^^^^ 'foo' can only be called from a script context
    }
}

module other {
    public(script) fun calls_M_foo(): u64 {
        0x42::M::foo() // valid
    }
}
}

script {
    fun calls_M_foo(): u64 {
        0x42::M::foo() // valid
    }
}

Name

Function names can start with letters a to z or letters A to Z. After the first character, function names can contain underscores _, letters a to z, letters A to Z, or digits 0 to 9.

fun FOO() {}
fun bar_42() {}
fun _bAZ19() {}

Type Parameters

After the name, functions can have type parameters

fun id<T>(x: T): T { x }
fun example<T1: copy, T2>(x: T1, y: T2): (T1, T1, T2) { (copy x, x, y) }

For more details, see Move generics.

Parameters

Functions parameters are declared with a local variable name followed by a type annotation

fun add(x: u64, y: u64): u64 { x + y }

We read this as x has type u64

A function does not have to have any parameters at all.

fun useless() { }

This is very common for functions that create new or empty data structures

address 0x42 {
module Example {
  struct Counter { count: u64 }

  fun new_counter(): Counter {
      Counter { count: 0 }
  }

}
}

Acquires

When a function accesses a resource using move_from, borrow_global, or borrow_global_mut, the function must indicate that it acquires that resource. This is then used by Move's type system to ensure the references into global storage are safe, specifically that there are no dangling references into global storage.

address 0x42 {
module Example {

    struct Balance has key { value: u64 }

    public fun add_balance(s: &signer, value: u64) {
        move_to(s, Balance { value })
    }

    public fun extract_balance(addr: address): u64 acquires Balance {
        let Balance { value } = move_from(addr); // acquires needed
        value
    }
}
}

acquires annotations must also be added for transitive calls within the module. Calls to these functions from another module do not need to annotated with these acquires because one module cannot access resources declared in another module--so the annotation is not needed to ensure reference safety.

address 0x42 {
module Example {

    struct Balance has key { value: u64 }

    public fun add_balance(s: &signer, value: u64) {
        move_to(s, Balance { value })
    }

    public fun extract_balance(addr: address): u64 acquires Balance {
        let Balance { value } = move_from(addr); // acquires needed
        value
    }

    public fun extract_and_add(sender: address, receiver: &signer) acquires Balance {
        let value = extract_balance(sender); // acquires needed here
        add_balance(receiver, value)
    }
}
}

address 0x42 {
module Other {
    fun extract_balance(addr: address): u64 {
        0x42::Example::extract_balance(addr) // no acquires needed
    }
}
}

A function can acquire as many resources as it needs to

address 0x42 {
module Example {
    use Std::Vector;

    struct Balance has key { value: u64 }
    struct Box<T> has key { items: vector<T> }

    public fun store_two<Item1: store, Item2: store>(
        addr: address,
        item1: Item1,
        item2: Item2,
    ) acquires Balance, Box {
        let balance = borrow_global_mut<Balance>(addr); // acquires needed
        balance.value = balance.value - 2;
        let box1 = borrow_global_mut<Box<Item1>>(addr); // acquires needed
        Vector::push_back(&mut box1.items, item1);
        let box2 = borrow_global_mut<Box<Item2>>(addr); // acquires needed
        Vector::push_back(&mut box2.items, item2);
    }
}
}

Return type

After the parameters, a function specifies its return type.

fun zero(): u64 { 0 }

Here : u64 indicates that the function's return type is u64.

Using tuples, a function can return multiple values

fun one_two_three(): (u64, u64, u64) { (0, 1, 2) }

If no return type is specified, the function has an implicit return type of unit (). These functions are equivalent

fun just_unit(): () { () }
fun just_unit() { () }
fun just_unit() { }

script functions must have a return type of unit ()

script {
    fun do_nothing() {
    }
}

As mentioned in the tuples section, these tuple "values" are virtual and do not exist at runtime. So for a function that returns unit (), it will not be returning any value at all during execution.

Function body

A function's body is an expression block. The return value of the function is the last value in the sequence

fun example(): u64 {
    let x = 0;
    x = x + 1;
    x // returns 'x'
}

See the section below for more information on returns

For more information on expression blocks, see Move variables.

Native Functions

Some functions do not have a body specified, and instead have the body provided by the VM. These functions are marked native.

Without modifying the VM source code, a programmer cannot add new native functions. Furthermore, it is the intent that native functions are used for either standard library code or for functionality needed for the given Move environment.

Most native functions you will likely see are in standard library code such as Vector

module Std::Vector {
    native public fun empty<Element>(): vector<Element>;
    ...
}

Calling

When calling a function, the name can be specified either through an alias or fully qualified

address 0x42 {
module Example {
    public fun zero(): u64 { 0 }
}
}

script {
    use 0x42::Example::{Self, zero};
    fun call_zero() {
        // With the `use` above all of these calls are equivalent
        0x42::Example::zero();
        Example::zero();
        zero();
    }
}

When calling a function, an argument must be given for every parameter.

address 0x42 {
module Example {
    public fun takes_none(): u64 { 0 }
    public fun takes_one(x: u64): u64 { x }
    public fun takes_two(x: u64, y: u64): u64 { x + y }
    public fun takes_three(x: u64, y: u64, z: u64): u64 { x + y + z }
}
}

script {
    use 0x42::Example;
    fun call_all() {
        Example::takes_none();
        Example::takes_one(0);
        Example::takes_two(0, 1);
        Example::takes_three(0, 1, 2);
    }
}

Type arguments can be either specified or inferred. Both calls are equivalent.

address 0x42 {
module Example {
    public fun id<T>(x: T): T { x }
}
}

script {
    use 0x42::Example;
    fun call_all() {
        Example::id(0);
        Example::id<u64>(0);
    }
}

For more details, see Move generics.

Returning values

The result of a function, its "return value", is the final value of its function body. For example

fun add(x: u64, y: u64): u64 {
    x + y
}

As mentioned above, the function's body is an expression block. The expression block can sequence various statements, and the final expression in the block will be be the value of that block

fun double_and_add(x: u64, y: u64): u64 {
    let double_x = x * 2;
    let double_y = y * 2;
    double_x + double_y
}

The return value here is double_x + double_y

return expression

A function implicitly returns the value that its body evaluates to. However, functions can also use the explicit return expression:

fun f1(): u64 { return 0 }
fun f2(): u64 { 0 }

These two functions are equivalent. In this slightly more involved example, the function subtracts two u64 values, but returns early with 0 if the second value is too large:

fun safe_sub(x: u64, y: u64): u64 {
    if (y > x) return 0;
    x - y
}

Note that the body of this function could also have been written as if (y > x) 0 else x - y.

However return really shines is in exiting deep within other control flow constructs. In this example, the function iterates through a vector to find the index of a given value:

use Std::Vector;
use Std::Option::{Self, Option};
fun index_of<T>(v: &vector<T>, target: &T): Option<u64> {
    let i = 0;
    let n = Vector::length(v);
    while (i < n) {
        if (Vector::borrow(v, i) == target) return Option::some(i);
        i = i + 1
    };

    Option::none()
}

Using return without an argument is shorthand for return (). That is, the following two functions are equivalent:

fun foo() { return }
fun foo() { return () }

Structs and Resources

A struct is a user-defined data structure containing typed fields. Structs can store any non-reference type, including other structs.

We often refer to struct values as resources if they cannot be copied and cannot be dropped. In this case, resource values must have ownership transferred by the end of the function. This property makes resources particularly well served for defining global storage schemas or for representing important values (such as a token).

By default, structs are linear and ephemeral. By this we mean that they: cannot be copied, cannot be dropped, and cannot be stored in global storage. This means that all values have to have ownership transferred (linear) and the values must be dealt with by the end of the program's execution (ephemeral). We can relax this behavior by giving the struct abilities which allow values to be copied or dropped and also to be stored in global storage or to define gobal storage schemas.

Defining Structs

Structs must be defined inside a module:

address 0x2 {
module M {
    struct Foo { x: u64, y: bool }
    struct Bar {}
    struct Baz { foo: Foo, }
    //                   ^ note: it is fine to have a trailing comma
}
}

Structs cannot be recursive, so the following definition is invalid:

struct Foo { x: Foo }
//              ^ error! Foo cannot contain Foo

As mentioned above: by default, a struct declaration is linear and ephemeral. So to allow the value to be used with certain operations (that copy it, drop it, store it in global storage, or use it as a storage schema), structs can be granted abilities by annotating them with has <ability>:

address 0x2 {
module M {
    struct Foo has copy, drop { x: u64, y: bool }
}
}

For more details, see the annotating structs section.

Naming

Structs must start with a capital letter A to Z. After the first letter, constant names can contain underscores _, letters a to z, letters A to Z, or digits 0 to 9.

struct Foo {}
struct BAR {}
struct B_a_z_4_2 {}

This naming restriction of starting with A to Z is in place to give room for future language features. It may or may not be removed later.

Using Structs

Creating Structs

Values of a struct type can be created (or "packed") by indicating the struct name, followed by value for each field:

address 0x2 {
module M {
    struct Foo has drop { x: u64, y: bool }
    struct Baz has drop { foo: Foo }

    fun example() {
        let foo = Foo { x: 0, y: false };
        let baz = Baz { foo: foo };
    }
}
}

If you initialize a struct field with a local variable whose name is the same as the field, you can use the following shorthand:

let baz = Baz { foo: foo };
// is equivalent to
let baz = Baz { foo };

This is called sometimes called "field name punning".

Destroying Structs via Pattern Matching

Struct values can be destroyed by binding or assigning them patterns.

address 0x2 {
module M {
    struct Foo { x: u64, y: bool }
    struct Bar { foo: Foo }
    struct Baz {}

    fun example_destroy_foo() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y: foo_y } = foo;
        //        ^ shorthand for `x: x`

        // two new bindings
        //   x: u64 = 3
        //   foo_y: bool = false
    }

    fun example_destroy_foo_wildcard() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y: _ } = foo;
        // only one new binding since y was bound to a wildcard
        //   x: u64 = 3
    }

    fun example_destroy_foo_assignment() {
        let x: u64;
        let y: bool;
        Foo { x, y } = Foo { x: 3, y: false };
        // mutating existing variables x & y
        //   x = 3, y = false
    }

    fun example_foo_ref() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y } = &foo;
        // two new bindings
        //   x: &u64
        //   y: &bool
    }

    fun example_foo_ref_mut() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y } = &mut foo;
        // two new bindings
        //   x: &mut u64
        //   y: &mut bool
    }

    fun example_destroy_bar() {
        let bar = Bar { foo: Foo { x: 3, y: false } };
        let Bar { foo: Foo { x, y } } = bar;
        //             ^ nested pattern
        // two new bindings
        //   x: u64 = 3
        //   foo_y: bool = false
    }

    fun example_destroy_baz() {
        let baz = Baz {};
        let Baz {} = baz;
    }
}
}

Borrowing Structs and Fields

The & and &mut operator can be used to create references to structs or fields. These examples include some optional type annotations (e.g., : &Foo) to demonstrate the type of operations.

let foo = Foo { x: 3, y: true };
let foo_ref: &Foo = &foo;
let y: bool = foo_ref.y;          // reading a field via a reference to the struct
let x_ref: &u64 = &foo.x;

let x_ref_mut: &mut u64 = &mut foo.x;
*x_ref_mut = 42;            // modifying a field via a mutable reference

It is possible to borrow inner fields of nested structs.

let foo = Foo { x: 3, y: true };
let bar = Bar { foo };

let x_ref = &bar.foo.x;

You can also borrow a field via a reference to a struct.

let foo = Foo { x: 3, y: true };
let foo_ref = &foo;
let x_ref = &foo_ref.x;
// this has the same effect as let x_ref = &foo.x

Reading and Writing Fields

If you need to read and copy a field's value, you can then dereference the borrowed field

let foo = Foo { x: 3, y: true };
let bar = Bar { foo: copy foo };
let x: u64 = *&foo.x;
let y: bool = *&foo.y;
let foo2: Foo = *&bar.foo;

If the field is implicitly copyable, the dot operator can be used to read fields of a struct without any borrowing. (Only scalar values with the copy ability are implicitly copyable.)

let foo = Foo { x: 3, y: true };
let x = foo.x;  // x == 3
let y = foo.y;  // y == true

Dot operators can be chained to access nested fields.

let baz = Baz { foo: Foo { x: 3, y: true } };
let x = baz.foo.x; // x = 3;

However, this is not permitted for fields that contain non-primitive types, such a vector or another struct

let foo = Foo { x: 3, y: true };
let bar = Bar { foo };
let foo2: Foo = *&bar.foo;
let foo3: Foo = bar.foo; // error! add an explicit copy with *&

The reason behind this design decision is that copying a vector or another struct might be an expensive operation. It is important for a programmer to be aware of this copy and make others aware with the explicit syntax *&

In addition reading from fields, the dot syntax can be used to modify fields, regardless of the field being a primitive type or some other struct

let foo = Foo { x: 3, y: true };
foo.x = 42;     // foo = Foo { x: 42, y: true }
foo.y = !foo.y; // foo = Foo { x: 42, y: false }
let bar = Bar { foo };            // bar = Bar { foo: Foo { x: 42, y: false } }
bar.foo.x = 52;                   // bar = Bar { foo: Foo { x: 52, y: false } }
bar.foo = Foo { x: 62, y: true }; // bar = Bar { foo: Foo { x: 62, y: true } }

The dot syntax also works via a reference to a struct

let foo = Foo { x: 3, y: true };
let foo_ref = &mut foo;
foo_ref.x = foo_ref.x + 1;

Privileged Struct Operations

Most struct operations on a struct type T can only be performed inside the module that declares T:

  • Struct types can only be created ("packed"), destroyed ("unpacked") inside the module that defines the struct.
  • The fields of a struct are only accessible inside the module that defines the struct.

Following these rules, if you want to modify your struct outside the module, you will need to provide publis APIs for them. The end of the chapter contains some examples of this.

However, struct types are always visible to another module or script:

// M.move
address 0x2 {
module M {
    struct Foo has drop { x: u64 }

    public fun new_foo(): Foo {
        Foo { x: 42 }
    }
}
}
// N.move
address 0x2 {
module N {
    use 0x2::M;

    struct Wrapper has drop {
        foo: M::Foo
    }

    fun f1(foo: M::Foo) {
        let x = foo.x;
        //      ^ error! cannot access fields of `foo` here
    }

    fun f2() {
        let foo_wrapper = Wrapper { foo: M::new_foo() };
    }
}
}

Note that structs do not have visibility modifiers (e.g., public or private).

Ownership

As mentioned above in Defining Structs, structs are by default linear and ephemeral. This means they cannot be copied or dropped. This property can be very useful when modeling real world resources like money, as you do not want money to be duplicated or get lost in circulation.

address 0x2 {
module M {
    struct Foo { x: u64 }

    public fun copying_resource() {
        let foo = Foo { x: 100 };
        let foo_copy = copy foo; // error! 'copy'-ing requires the 'copy' ability
        let foo_ref = &foo;
        let another_copy = *foo_ref // error! dereference requires the 'copy' ability
    }

    public fun destroying_resource1() {
        let foo = Foo { x: 100 };

        // error! when the function returns, foo still contains a value.
        // This destruction requires the 'drop' ability
    }

    public fun destroying_resource2(f: &mut Foo) {
        *f = Foo { x: 100 } // error!
                            // destroying the old value via a write requires the 'drop' ability
    }
}
}

To fix the second example (fun dropping_resource), you would need to manually "unpack" the resource:

address 0x2 {
module M {
    struct Foo { x: u64 }

    public fun destroying_resource1_fixed() {
        let foo = Foo { x: 100 };
        let Foo { x: _ } = foo;
    }
}
}

Recall that you are only able to deconstruct a resource within the module in which it is defined. This can be leveraged to enforce certain invariants in a system, for example, conservation of money.

If on the other hand, your struct does not represent something valuable, you can add the abilities copy and drop to get a struct value that might feel more familiar from other programming languages:

address 0x2 {
module M {
    struct Foo has copy, drop { x: u64 }

    public fun run() {
        let foo = Foo { x: 100 };
        let foo_copy = copy foo;
        // ^ this code copies foo, whereas `let x = foo` or
        // `let x = move foo` both move foo

        let x = foo.x;            // x = 100
        let x_copy = foo_copy.x;  // x = 100

        // both foo and foo_copy are implicitly discarded when the function returns
    }
}
}

Storing Resources in Global Storage

Only structs with the key ability can be saved directly in persistent global storage. All values stored within those key structs must have the store abilities. See the [ability](./abilities] and global storage chapters for more detail.

Examples

Here are two short examples of how you might use structs to represent valuable data (in the case of Coin) or more classical data (in the case of Point and Circle)

Example 1: Coin

address 0x2 {
module M {
    // We do not want the Coin to be copied because that would be duplicating this "money",
    // so we do not give the struct the 'copy' ability.
    // Similarly, we do not want programmers to destroy coins, so we do not give the struct the
    // 'drop' ability.
    // However, we *want* users of the modules to be able to store this coin in persistent global
    // storage, so we grant the struct the 'store' ability. This struct will only be inside of
    // other resources inside of global storage, so we do not give the struct the 'key' ability.
    struct Coin has store {
        value: u64,
    }

    public fun mint(value: u64): Coin {
        // You would want to gate this function with some form of access control to prevent
        // anyone using this module from minting an infinite amount of coins
        Coin { value }
    }

    public fun withdraw(coin: &mut Coin, amount: u64): Coin {
        assert!(coin.balance >= amount, 1000);
        coin.value = coin.value - amount;
        Coin { value: amount }
    }

    public fun deposit(coin: &mut Coin, other: Coin) {
        let Coin { value } = other;
        coin.value = coin.value + value;
    }

    public fun split(coin: Coin, amount: u64): (Coin, Coin) {
        let other = withdraw(&mut coin, amount);
        (coin, other)
    }

    public fun merge(coin1: Coin, coin2: Coin): Coin {
        deposit(&mut coin1, coin2);
        coin1
    }

    public fun destroy_zero(coin: Coin) {
        let Coin { value } = coin;
        assert!(value == 0, 1001);
    }
}
}

Example 2: Geometry

address 0x2 {
module Point {
    struct Point has copy, drop, store {
        x: u64,
        y: u64,
    }

    public fun new(x: u64, y: u64): Point {
        Point {
            x, y
        }
    }

    public fun x(p: &Point): u64 {
        p.x
    }

    public fun y(p: &Point): u64 {
        p.y
    }

    fun abs_sub(a: u64, b: u64): u64 {
        if (a < b) {
            b - a
        }
        else {
            a - b
        }
    }

    public fun dist_squared(p1: &Point, p2: &Point): u64 {
        let dx = abs_sub(p1.x, p2.x);
        let dy = abs_sub(p1.y, p2.y);
        dx*dx + dy*dy
    }
}
}
address 0x2 {
module Circle {
    use 0x2::Point::{Self, Point};

    struct Circle has copy, drop, store {
        center: Point,
        radius: u64,
    }

    public fun new(center: Point, radius: u64): Circle {
        Circle { center, radius }
    }

    public fun overlaps(c1: &Circle, c2: &Circle): bool {
        let d = Point::dist_squared(&c1.center, &c2.center);
        let r1 = c1.radius;
        let r2 = c2.radius;
        d*d <= r1*r1 + 2*r1*r2 + r2*r2
    }
}
}

Constants

Constants are a way of giving a name to shared, static values inside of a module or script.

The constant's must be known at compilation. The constant's value is stored in the compiled module or script. And each time the constant is used, a new copy of that value is made.

Declaration

Constant declarations begin with the const keyword, followed by a name, a type, and a value. They can exist in either a script or module

const <name>: <type> = <expression>;

For example

script {

    const MY_ERROR_CODE: u64 = 0;

    fun main(input: u64) {
        assert!(input > 0, MY_ERROR_CODE);
    }

}

address 0x42 {
module Example {

    const MY_ADDRESS: address = @0x42;

    public fun permissioned(s: &signer) {
        assert!(Std::Signer::address_of(s) == MY_ADDRESS, 0);
    }

}
}

Naming

Constants must start with a capital letter A to Z. After the first letter, constant names can contain underscores _, letters a to z, letters A to Z, or digits 0 to 9.

const FLAG: bool = false;
const MY_ERROR_CODE: u64 = 0;
const ADDRESS_42: address = @0x42;

Even though you can use letters a to z in a constant. The general style guidelines are to use just uppercase letters A to Z, with underscores _ between each word.

This naming restriction of starting with A to Z is in place to give room for future language features. It may or may not be removed later.

Visibility

public constants are not currently supported. const values can be used only in the declaring module.

Valid Expressions

Currently, constants are limited to the primitive types bool, u8, u64, u128, address, and vector<u8>. Future support for other vector values (besides the "string"-style literals) will come later.

Values

Commonly, consts are assigned a simple value, or literal, of their type. For example

const MY_BOOL: bool = false;
const MY_ADDRESS: address = @0x70DD;
const BYTES: vector<u8> = b"hello world";
const HEX_BYTES: vector<u8> = x"DEADBEEF";

Complex Expressions

In addition to literals, constants can include more complex expressions, as long as the compiler is able to reduce the expression to a value at compile time.

Currently, equality operations, all boolean operations, all bitwise operations, and all arithmetic operations can be used.

const RULE: bool = true && false;
const CAP: u64 = 10 * 100 + 1;
const SHIFTY: u8 = {
  (1 << 1) * (1 << 2) * (1 << 3) * (1 << 4)
};
const HALF_MAX: u128 = 340282366920938463463374607431768211455 / 2;
const EQUAL: bool = 1 == 1;

If the operation would result in a runtime exception, the compiler will give an error that it is unable to generate the constant's value

const DIV_BY_ZERO: u64 = 1 / 0; // error!
const SHIFT_BY_A_LOT: u64 = 1 << 100; // error!
const NEGATIVE_U64: u64 = 0 - 1; // error!

Note that constants cannot currently refer to other constants. This feature, along with support for other expressions, will be added in the future.

Generics

Generics can be used to define functions and structs over different input data types. This language feature is sometimes referred to as parametric polymorphism. In Move, we will often use the term generics interchangeably with type parameters and type arguments.

Generics are commonly used in library code, such as in Vector, to declare code that works over any possible instantiation (that satisfies the specified constraints). In other frameworks, generic code can sometimes be used to interact with global storage many different ways that all still share the same implementation.

Declaring Type Parameters

Both functions and structs can take a list of type parameters in their signatures, enclosed by a pair of angle brackets <...>.

Generic Functions

Type parameters for functions are placed after the function name and before the (value) parameter list. The following code defines a generic identity function that takes a value of any type and returns that value unchanged.

fun id<T>(x: T): T {
    // this type annotation is unnecessary but valid
    (x: T)
}

Once defined, the type parameter T can be used in parameter types, return types, and inside the function body.

Generic Structs

Type parameters for structs are placed after the struct name, and can be used to name the types of the fields.

struct Foo<T> has copy, drop { x: T }

struct Bar<T1, T2> has copy, drop {
    x: T1,
    y: vector<T2>,
}

Note that type parameters do not have to be used

Type Arguments

Calling Generic Functions

When calling a generic function, one can specify the type arguments for the function's type parameters in a list enclosed by a pair of angle brackets.

fun foo() {
    let x = id<bool>(true);
}

If you do not specify the type arguments, Move's type inference will supply them for you.

Using Generic Structs

Similarly, one can attach a list of type arguments for the struct's type parameters when constructing or destructing values of generic types.

fun foo() {
    let foo = Foo<bool> { x: true };
    let Foo<bool> { x } = foo;
}

If you do not specify the type arguments, Move's type inference will supply them for you.

Type Argument Mismatch

If you specify the type arguments and they conflict with the actual values supplied, an error will be given

fun foo() {
    let x = id<u64>(true); // error! true is not a u64
}

and similarly

fun foo() {
    let foo = Foo<bool> { x: 0 }; // error! 0 is not a bool
    let Foo<address> { x } = foo; // error! bool is incompatible with address
}

Type Inference

In most cases, the Move compiler will be able to infer the type arguments so you don't have to write them down explicitly. Here's what the examples above would look like if we omit the type arguments.

fun foo() {
    let x = id(true);
    //        ^ <bool> is inferred

    let foo = Foo { x: true };
    //           ^ <bool> is inferred

    let Foo { x } = foo;
    //     ^ <bool> is inferred
}

Note: when the compiler is unable to infer the types, you'll need annotate them manually. A common scenario is to call a function with type parameters appearing only at return positions.

address 0x2 {
module M {
    using Std::Vector;

    fun foo() {
        // let v = Vector::new();
        //                    ^ The compiler cannot figure out the element type.

        let v = Vector::new<u64>();
        //                 ^~~~~ Must annotate manually.
    }
}
}

However, the compiler will be able to infer the type if that return value is used later in that function

address 0x2 {
module M {
    using Std::Vector;

    fun foo() {
        let v = Vector::new();
        //                 ^ <u64> is inferred
        Vector::push_back(&mut v, 42);
    }
}
}

Unused Type Parameters

For a struct definition, an unused type parameter is one that does not appear in any field defined in the struct, but is checked statically at compile time. Move allows unused type parameters so the following struct definition is valid:

struct Foo<T> {
    foo: u64
}

This can be convenient when modeling certain concepts. Here is an example:

address 0x2 {
module M {
    // Currency Specifiers
    struct Currency1 {}
    struct Currency2 {}

    // A generic coin type that can be instantiated using a currency
    // specifier type.
    //   e.g. Coin<Currency1>, Coin<Currency2> etc.
    struct Coin<Currency> has store {
        value: u64
    }

    // Write code generically about all currencies
    public fun mint_generic<Currency>(value: u64): Coin<Currency> {
        Coin { value }
    }

    // Write code concretely about one currency
    public fun mint_concrete(value: u64): Coin<Currency1> {
        Coin { value }
    }
}
}

In this example, struct Coin<Currency> is generic on the Currency type parameter, which specifies the currency of the coin and allows code to be written either generically on any currency or concretely on a specific currency. This genericity applies even when the Currency type parameter does not appear in any of the fields defined in Coin.

Phantom Type Parameters

In the example above, although struct Coin asks for the store ability, neither Coin<Currency1> nor Coin<Currency2> will have the store ability. This is because of the rules for Conditional Abilities and Generic Types and the fact that Currency1 and Currency2 don't have the store ability, despite the fact that they are not even used in the body of struct Coin. This might cause some unpleasant consequences. For example, we are unable to put Coin<Currency1> into a wallet in the global storage.

One possible solution would be to add spurious ability annotations to Currency1 and Currency2 (i.e., struct Currency1 has store {}). But, this might lead to bugs or security vulnerabilities because it weakens the types with unnecessary ability declarations. For example, we would never expect a resource in the global storage to have a field in type Currency1, but this would be possible with the spurious store ability. Moreover, the spurious annotations would be infectious, requiring many functions generic on the unused type parameter to also include the necessary constraints.

Phantom type parameters solve this problem. Unused type parameters can be marked as phantom type parameters, which do not participate in the ability derivation for structs. In this way, arguments to phantom type parameters are not considered when deriving the abilities for generic types, thus avoiding the need for spurious ability annotations. For this relaxed rule to be sound, Move's type system guarantees that a parameter declared as phantom is either not used at all in the struct definition, or it is only used as an argument to type parameters also declared as phantom.

Declaration

In a struct definition a type parameter can be declared as phantom by adding the phantom keyword before its declaration. If a type parameter is declared as phantom we say it is a phantom type parameter. When defining a struct, Move's type checker ensures that every phantom type parameter is either not used inside the struct definition or it is only used as an argument to a phantom type parameter.

More formally, if a type is used as an argument to a phantom type parameter we say the type appears in phantom position. With this definition in place, the rule for the correct use of phantom parameters can be specified as follows: A phantom type parameter can only appear in phantom position.

The following two examples show valid uses of phantom parameters. In the first one, the parameter T1 is not used at all inside the struct definition. In the second one, the parameter T1 is only used as an argument to a phantom type parameter.

struct S1<phantom T1, T2> { f: u64 }
                  ^^
                  Ok: T1 does not appear inside the struct definition


struct S2<phantom T1, T2> { f: S1<T1, T2> }
                                  ^^
                                  Ok: T1 appears in phantom position

The following code shows examples of violations of the rule:

struct S1<phantom T> { f: T }
                          ^
                          Error: Not a phantom position

struct S2<T> { f: T }

struct S3<phantom T> { f: S2<T> }
                             ^
                             Error: Not a phantom position

Instantiation

When instantiating a struct, the arguments to phantom parameters are excluded when deriving the struct abilities. For example, consider the following code:

struct S<T1, phantom T2> has copy { f: T1 }
struct NoCopy {}
struct HasCopy has copy {}

Consider now the type S<HasCopy, NoCopy>. Since S is defined with copy and all non-phantom arguments have copy then S<HasCopy, NoCopy> also has copy.

Phantom Type Parameters with Ability Constraints

Ability constraints and phantom type parameters are orthogonal features in the sense that phantom parameters can be declared with ability constraints. When instantiating a phantom type parameter with an ability constraint, the type argument has to satisfy that constraint, even though the parameter is phantom. For example, the following definition is perfectly valid:

struct S<phantom T: copy> {}

The usual restrictions apply and T can only be instantiated with arguments having copy.

Constraints

In the examples above, we have demonstrated how one can use type parameters to define "unkonwn" types that can be plugged in by callers at a later time. This however means the type system has little information about the type and has to perform checks in a very conservative way. In some sense, the type system must assume the worst case scenario for an unconstrained generic. Simply put, by default generic type parameters have no abilities.

This is where constraints come into play: they offer a way to specify what properties these unknown types have so the type system can allow operations that would otherwise be unsafe.

Declaring Constraints

Constraints can be imposed on type parameters using the following syntax.

// T is the name of the type parameter
T: <ability> (+ <ability>)*

The <ability> can be any of the four abilities, and a type parameter can be constrained with multiple abilities at once. So all of the following would be valid type parameter declarations

T: copy
T: copy + drop
T: copy + drop + store + key

Verifying Constraints

Constraints are checked at call sites so the following code won't compile.

struct Foo<T: key> { x: T }

struct Bar { x: Foo<u8> }
//                  ^ error! u8 does not have 'key'

struct Baz<T> { x: Foo<T> }
//                     ^ error! T does not have 'key'
struct R {}

fun unsafe_consume<T>(x: T) {
    // error! x does not have 'drop'
}

fun consume<T: drop>(x: T) {
    // valid!
    // x will be dropped automatically
}

fun foo() {
    let r = R {};
    consume<R>(r);
    //      ^ error! R does not have 'drop'
}
struct R {}

fun unsafe_double<T>(x: T) {
    (copy x, x)
    // error! x does not have 'copy'
}

fun double<T: copy>(x: T) {
    (copy x, x) // valid!
}

fun foo(): (R, R) {
    let r = R {};
    double<R>(r)
    //     ^ error! R does not have copy
}

For more information, see the abilities section on conditional abilities and generic types

Limitations on Recursions

Recursive Structs

Generic structs can not contain fields of the same type, either directly or indirectly, even with different type arguments. All of the following struct definitions are invalid:

struct Foo<T> {
    x: Foo<u64> // error! 'Foo' containing 'Foo'
}

struct Bar<T> {
    x: Bar<T> // error! 'Bar' containing 'Bar'
}

// error! 'A' and 'B' forming a cycle, which is not allowed either.
struct A<T> {
    x: B<T, u64>
}

struct B<T1, T2> {
    x: A<T1>
    y: A<T2>
}

Advanced Topic: Type-level Recursions

Move allows generic functions to be called recursively. However, when used in combination with generic structs, this could create an infinite number of types in certain cases, and allowing this means adding unnecessary complexity to the compiler, vm and other language components. Therefore, such recursions are forbidden.

Allowed:

address 0x2 {
module M {
    struct A<T> {}

    // Finitely many types -- allowed.
    // foo<T> -> foo<T> -> foo<T> -> ... is valid
    fun foo<T>() {
        foo<T>();
    }

    // Finitely many types -- allowed.
    // foo<T> -> foo<A<u64>> -> foo<A<u64>> -> ... is valid
    fun foo<T>() {
        foo<A<u64>>();
    }
}
}

Not allowed:

address 0x2 {
module M {
    struct A<T> {}

    // Infinitely many types -- NOT allowed.
    // error!
    // foo<T> -> foo<A<T>> -> foo<A<A<T>>> -> ...
    fun foo<T>() {
        foo<Foo<T>>();
    }
}
}
address 0x2 {
module N {
    struct A<T> {}

    // Infinitely many types -- NOT allowed.
    // error!
    // foo<T1, T2> -> bar<T2, T1> -> foo<T2, A<T1>>
    //   -> bar<A<T1>, T2> -> foo<A<T1>, A<T2>>
    //   -> bar<A<T2>, A<T1>> -> foo<A<T2>, A<A<T1>>>
    //   -> ...
    fun foo<T1, T2>() {
        bar<T2, T1>();
    }

    fun bar<T1, T2> {
        foo<T1, A<T2>>();
    }
}
}

Note, the check for type level recursions is based on a conservative analysis on the call sites and does NOT take control flow or runtime values into account.

address 0x2 {
module M {
    struct A<T> {}

    fun foo<T>(n: u64) {
        if (n > 0) {
            foo<A<T>>(n - 1);
        };
    }
}
}

The function in the example above will technically terminate for any given input and therefore only creating finitely many types, but it is still considered invalid by Move's type system.

Abilities

Abilities are a typing feature in Move that control what actions are permissible for values of a given type. This system grants fine grained control over the "linear" typing behavior of values, as well as if and how values are used in global storage. This is implemented by gating access to certain bytecode instructions so that for a value to be used with the bytecode instruction, it must have the ability required (if one is required at all—not every instruction is gated by an ability).

The Four Abilities

The four abilities are:

  • copy
    • Allows values of types with this ability to be copied.
  • drop
    • Allows values of types with this ability to be popped/dropped.
  • store
    • Allows values of types with this ability to exist inside a struct in global storage.
  • key
    • Allows the type to serve as a key for global storage operations.

copy

The copy ability allows values of types with that ability to be copied. It gates the ability to copy values out of local variables with the copy operator and to copy values via references with dereference *e.

If a value has copy, all values contained inside of that value have copy.

drop

The drop ability allows values of types with that ability to be dropped. By dropped, we mean that value is not transferred and is effectively destroyed as the Move program executes. As such, this ability gates the ability to ignore values in a multitude of locations, including:

If a value has drop, all values contained inside of that value have drop.

store

The store ability allows values of types with this ability to exist inside of a struct (resource) in global storage, but not necessarily as a top-level resource in global storage. This is the only ability that does not directly gate an operation. Instead it gates the existence in global storage when used in tandem with key.

If a value has store, all values contained inside of that value have store

key

The key ability allows the type to serve as a key for global storage operations. It gates all global storage operations, so in order for a type to be used with move_to, borrow_global, move_from, etc., the type must have the key ability. Note that the operations still must be used in the module where the key type is defined (in a sense, the operations are private to the defining module).

If a value has key, all values contained inside of that value have store. This is the only ability with this sort of asymmetry.

Builtin Types

Most primitive, builtin types have copy, drop, and store with the exception of signer, which just has store

  • bool, u8, u64, u128, and address all have copy, drop, and store.
  • signer has drop
    • Cannot be copied and cannot be put into global storage
  • vector<T> may have copy, drop, and store depending on the abilities of T.
  • Immutable references & and mutable references &mut both have copy and drop.
    • This refers to copying and dropping the reference itself, not what they refer to.
    • References cannot appear in global storage, hence they do not have store.

None of the primitive types have key, meaning none of them can be used directly with the global storage operations.

Annotating Structs

To declare that a struct has an ability, it is declared with has <ability> after the struct name but before the fields. For example:

struct Ignorable has drop { f: u64 }
struct Pair has copy, drop, store { x: u64, y: u64 }

In this case: Ignorable has the drop ability. Pair has copy, drop, and store.

All of these abilities have strong guarantees over these gated operations. The operation can be performed on the value only if it has that ability; even if the value is deeply nested inside of some other collection!

As such: when declaring a struct’s abilities, certain requirements are placed on the fields. All fields must satisfy these constraints. These rules are necessary so that structs satisfy the reachability rules for the abilities given above. If a struct is declared with the ability...

  • copy, all fields must have copy.
  • drop, all fields must have drop.
  • store, all fields must have store.
  • key, all fields must have store.
    • key is the only ability currently that doesn’t require itself.

For example:

// A struct without any abilities
struct NoAbilities {}

struct WantsCopy has copy {
    f: NoAbilities, // ERROR 'NoAbilities' does not have 'copy'
}

and similarly:

// A struct without any abilities
struct NoAbilities {}

struct MyResource has key {
    f: NoAbilities, // Error 'NoAbilities' does not have 'store'
}

Conditional Abilities and Generic Types

When abilities are annotated on a generic type, not all instances of that type are guaranteed to have that ability. Consider this struct declaration:

struct Cup<T> has copy, drop, store, key { item: T }

It might be very helpful if Cup could hold any type, regardless of its abilities. The type system can see the type parameter, so it should be able to remove abilities from Cup if it sees a type parameter that would violate the guarantees for that ability.

This behavior might sound a bit confusing at first, but it might be more understandable if we think about collection types. We could consider the builtin type vector to have the following type declaration:

vector<T> has copy, drop, store;

We want vectors to work with any type. We don't want separate vector types for different abilities. So what are the rules we would want? Precisely the same that we would want with the field rules above. So, it would be safe to copy a vector value only if the inner elements can be copied. It would be safe to ignore a vector value only if the inner elements can be ignored/dropped. And, it would be safe to put a vector in global storage only if the inner elements can be in global storage.

To have this extra expressiveness, a type might not have all the abilities it was declared with depending on the instantiation of that type; instead, the abilities a type will have depends on both its declaration and its type arguments. For any type, type parameters are pessimistically assumed to be used inside of the struct, so the abilities are only granted if the type parameters meet the requirements described above for fields. Taking Cup from above as an example:

  • Cup has the ability copy only if T has copy.
  • It has drop only if T has drop.
  • It has store only if T has store.
  • It has key only if T has store.

Here are examples for this conditional system for each ability:

Example: conditional copy

struct NoAbilities {}
struct S has copy, drop { f: bool }
struct Cup<T> has copy, drop, store { item: T }

fun example(c_x: Cup<u64>, c_s: Cup<S>) {
    // Valid, 'Cup<u64>' has 'copy' because 'u64' has 'copy'
    let c_x2 = copy c_x;
    // Valid, 'Cup<S>' has 'drop' because 'S' has 'drop'
    let c_s2 = copy c_s;
}

fun invalid(c_account: Cup<signer>, c_n: Cup<NoAbilities>) {
    // Invalid, 'Cup<signer>' does not have 'copy'.
    // Even though 'Cup' was declared with copy, the instance does not have 'copy'
    // because 'signer' does not have 'copy'
    let c_account2 = copy c_account;
    // Invalid, 'Cup<NoAbilities>' does not have 'drop'
    // because 'NoAbilities' does not have 'drop'
    let c_n2 = copy c_n;
}

Example: conditional drop

struct NoAbilities {}
struct S has copy, drop { f: bool }
struct Cup<T> has copy, drop, store { item: T }

fun unused() {
    Cup<bool> { item: true }; // Valid, 'Cup<bool>' has 'drop'
    Cup<S> { item: S { f: false }}; // Valid, 'Cup<S>' has 'drop'
}

fun left_in_local(c_account: Cup<signer>): u64 {
    let c_b = Cup<bool> { item: true };
    let c_s = Cup<S> { item: S { f: false }};
    // Valid return: 'c_account', 'c_b', and 'c_s' have values
    // but 'Cup<signer>', 'Cup<bool>', and 'Cup<S>' have 'drop'
    0
}

fun invalid_unused() {
    // Invalid, Cannot ignore 'Cup<NoAbilities>' because it does not have 'drop'.
    // Even though 'Cup' was declared with 'drop', the instance does not have 'drop'
    // because 'NoAbilities' does not have 'drop'
    Cup<NoAbilities> { item: NoAbilities {}};
}

fun invalid_left_in_local(): u64 {
    let n = Cup<NoAbilities> { item: NoAbilities {}};
    // Invalid return: 'c_n' has a value
    // and 'Cup<NoAbilities>' does not have 'drop'
    0
}

Example: conditional store

struct Cup<T> has copy, drop, store { item: T }

// 'MyInnerResource' is declared with 'store' so all fields need 'store'
struct MyInnerResource has store {
    yes: Cup<u64>, // Valid, 'Cup<u64>' has 'store'
    // no: Cup<signer>, Invalid, 'Cup<signer>' does not have 'store'
}

// 'MyResource' is declared with 'key' so all fields need 'store'
struct MyResource has key {
    yes: Cup<u64>, // Valid, 'Cup<u64>' has 'store'
    inner: Cup<MyInnerResource>, // Valid, 'Cup<MyInnerResource>' has 'store'
    // no: Cup<signer>, Invalid, 'Cup<signer>' does not have 'store'
}

Example: conditional key

struct NoAbilities {}
struct MyResource<T> has key { f: T }

fun valid(account: &signer) acquires MyResource {
    let addr = Signer::address_of(account);
     // Valid, 'MyResource<u64>' has 'key'
    let has_resource = exists<MyResource<u64>>(addr);
    if (!has_resource) {
         // Valid, 'MyResource<u64>' has 'key'
        move_to(account, MyResource<u64> { f: 0 })
    };
    // Valid, 'MyResource<u64>' has 'key'
    let r = borrow_global_mut<MyResource<u64>>(addr)
    r.f = r.f + 1;
}

fun invalid(account: &signer) {
   // Invalid, 'MyResource<NoAbilities>' does not have 'key'
   let has_it = exists<MyResource<NoAbilities>>(addr);
   // Invalid, 'MyResource<NoAbilities>' does not have 'key'
   let NoAbilities {} = move_from<NoAbilities>(addr);
   // Invalid, 'MyResource<NoAbilities>' does not have 'key'
   move_to(account, NoAbilities {});
   // Invalid, 'MyResource<NoAbilities>' does not have 'key'
   borrow_global<NoAbilities>(addr);
}

Uses and Aliases

The use syntax can be used to create aliases to members in other modules. use can be used to create aliases that last either for the entire module, or for a given expression block scope.

Syntax

There are several different syntax cases for use. Starting with the most simple, we have the following for creating aliases to other modules

use <address>::<module name>;
use <address>::<module name> as <module alias name>;

For example

use Std::Vector;
use Std::Vector as V;

use Std::Vector; introduces an alias Vector for Std::Vector. This means that anywhere you would want to use the module name Std::Vector (assuming this use is in scope), you could use Vector instead. use Std::Vector; is equivalent to use Std::Vector as Vector;

Similarly use Std::Vector as V; would let you use V instead of Std::Vector

use Std::Vector;
use Std::Vector as V;

fun new_vecs(): (vector<u8>, vector<u8>, vector<u8>) {
    let v1 = Std::Vector::empty();
    let v2 = Vector::empty();
    let v3 = V::empty();
    (v1, v2, v3)
}

If you want to import a specific module member (such as a function, struct, or constant). You can use the following syntax.

use <address>::<module name>::<module member>;
use <address>::<module name>::<module member> as <member alias>;

For example

use Std::Vector::empty;
use Std::Vector::empty as empty_vec;

This would let you use the function Std::Vector::empty without full qualification. Instead you could use empty and empty_vec respectively. Again, use Std::Vector::empty; is equivalent to use Std::Vector::empty as empty;

use Std::Vector::empty;
use Std::Vector::empty as empty_vec;

fun new_vecs(): (vector<u8>, vector<u8>, vector<u8>) {
    let v1 = Std::Vector::empty();
    let v2 = empty();
    let v3 = empty_vec();
    (v1, v2, v3)
}

If you want to add aliases for multiple module members at once, you can do so with the following syntax

use <address>::<module name>::{<module member>, <module member> as <member alias> ... };

For example

use Std::Vector::{push_back, length as len, pop_back};

fun swap_last_two<T>(v: &mut vector<T>) {
    assert!(len(v) >= 2, 42);
    let last = pop_back(v);
    let second_to_last = pop_back(v);
    push_back(v, last);
    push_back(v, second_to_last)
}

If you need to add an alias to the Module itself in addition to module members, you can do that in a single use using Self. Self is a member of sorts that refers to the module.

use Std::Vector::{Self, empty};

For clarity, all of the following are equivalent:

use Std::Vector;
use Std::Vector as Vector;
use Std::Vector::Self;
use Std::Vector::Self as Vector;
use Std::Vector::{Self};
use Std::Vector::{Self as Vector};

If needed, you can have as many aliases for any item as you like

use Std::Vector::{
    Self,
    Self as V,
    length,
    length as len,
};

fun pop_twice<T>(v: &mut vector<T>): (T, T) {
    // all options available given the `use` above
    assert!(Vector::length(v) > 1, 42);
    assert!(V::length(v) > 1, 42);
    assert!(length(v) > 1, 42);
    assert!(len(v) > 1, 42);

    (Vector::pop_back(v), Vector::pop_back(v))
}

Inside a module

Inside of a module all use declarations are usable regardless of the order of declaration.

address 0x42 {
module Example {
    use Std::Vector;

    fun example(): vector<u8> {
        let v = empty();
        Vector::push_back(&mut v, 0);
        Vector::push_back(&mut v, 10);
        v
    }

    use Std::Vector::empty;
}
}

The aliases declared by use in the module usable within that module.

Additionally, the aliases introduced cannot conflict with other module members. See Uniqueness for more details

Inside an expression

You can add use declarations to the beginning of any expression block

address 0x42 {
module Example {

    fun example(): vector<u8> {
        use Std::Vector::{empty, push_back};

        let v = empty();
        push_back(&mut v, 0);
        push_back(&mut v, 10);
        v
    }
}
}

As with let, the aliases introduced by use in an expression block are removed at the end of that block.

address 0x42 {
module Example {

    fun example(): vector<u8> {
        let result = {
            use Std::Vector::{empty, push_back};
            let v = empty();
            push_back(&mut v, 0);
            push_back(&mut v, 10);
            v
        };
        result
    }

}
}

Attempting to use the alias after the block ends will result in an error

fun example(): vector<u8> {
    let result = {
        use Std::Vector::{empty, push_back};
        let v = empty();
        push_back(&mut v, 0);
        push_back(&mut v, 10);
        v
    };
    let v2 = empty(); // ERROR!
//           ^^^^^ unbound function 'empty'
    result
}

Any use must be the first item in the block. If the use comes after any expression or let, it will result in a parsing error

{
    let x = 0;
    use Std::Vector; // ERROR!
    let v = Vector::empty();
}

Naming rules

Aliases must follow the same rules as other module members. This means that aliases to structs or constants must start with A to Z

address 0x42 {
module Data {
    struct S {}
    const FLAG: bool = false;
    fun foo() {}
}
module Example {
    use 0x42::Data::{
        S as s, // ERROR!
        FLAG as fLAG, // ERROR!
        foo as FOO,  // valid
        foo as bar, // valid
    };
}
}

Uniqueness

Inside a given scope, all aliases introduced by use declarations must be unique.

For a module, this means aliases introduced by use cannot overla

address 0x42 {
module Example {

    use Std::Vector::{empty as foo, length as foo}; // ERROR!
    //                                        ^^^ duplicate 'foo'

    use Std::Vector::empty as bar;

    use Std::Vector::length as bar; // ERROR!
    //                         ^^^ duplicate 'bar'

}
}

And, they cannot overlap with any of the module's other members

address 0x42 {
module Data {
    struct S {}
}
module Example {
    use 0x42::Data::S;

    struct S { value: u64 } // ERROR!
    //     ^ conflicts with alias 'S' above
}
}

Inside of an expression block, they cannot overlap with each other, but they can shadow other aliases or names from an outer scope

Shadowing

use aliases inside of an expression block can shadow names (module members or aliases) from the outer scope. As with shadowing of locals, the shadowing ends at the end of the expression block;

address 0x42 {
module Example {

    struct WrappedVector { vec: vector<u64> }

    fun empty(): WrappedVector {
        WrappedVector { vec: Std::Vector::empty() }
    }

    fun example1(): (WrappedVector, WrappedVector) {
        let vec = {
            use Std::Vector::{empty, push_back};
            // 'empty' now refers to Std::Vector::empty

            let v = empty();
            push_back(&mut v, 0);
            push_back(&mut v, 1);
            push_back(&mut v, 10);
            v
        };
        // 'empty' now refers to Self::empty

        (empty(), WrappedVector { vec })
    }

    fun example2(): (WrappedVector, WrappedVector) {
        use Std::Vector::{empty, push_back};
        let w: WrappedVector = {
            use 0x42::Example::empty;
            empty()
        };
        push_back(&mut w.vec, 0);
        push_back(&mut w.vec, 1);
        push_back(&mut w.vec, 10);

        let vec = empty();
        push_back(&mut vec, 0);
        push_back(&mut vec, 1);
        push_back(&mut vec, 10);

        (w, WrappedVector { vec })
    }
}
}

Unused Use or Alias

An unused use will result in an error

address 0x42 {
module Example {
    use Std::Vector::{empty, push_back}; // ERROR!
    //                       ^^^^^^^^^ unused alias 'push_back'

    fun example(): vector<u8> {
        empty()
    }
}
}

Friends

The friend syntax is used to declare modules that are trusted by the current module. A trusted module is allowed to call any function defined in the current module that have the public(friend) visibility. For details on function visibilities, please refer to the Visibility section in Functions.

Friend declaration

A module can declare other modules as friends via friend declaration statements, in the format of

  • friend <address::name> — friend declaration using fully qualified module name like the example below, or

    address 0x42 {
    module A {
        friend 0x42::B;
    }
    }
    
  • friend <module-name-alias> — friend declaration using a module name alias, where the module alias is introduced via the use statement.

    address 0x42 {
    module A {
        use 0x42::B;
        friend B;
    }
    }
    

A module may have multiple friend declarations, and the union of all the friend modules forms the friend list. In the example below, both 0x42::B and 0x42::C are considered as friends of 0x42::A.

address 0x42 {
module A {
    friend 0x42::B;
    friend 0x42::C;
}
}

Unlike use statements, friend can only be declared in the module scope and not in the expression block scope. friend declarations may be located anywhere a top-level construct (e.g., use, function, struct, etc.) is allowed. However, for readability, it is advised to place friend declarations near the beginning of the module definition.

Note that the concept of friendship does not apply to Move scripts:

  • A Move script cannot declare friend modules as doing so is considered meaningless: there is no mechanism to call the function defined in a script.
  • A Move module cannot declare friend scripts as well because scripts are ephemeral code snippets that are never published to global storage.

Friend declaration rules

Friend declarations are subject to the following rules:

  • A module cannot declare itself as a friend.

    address 0x42 {
    module M { friend Self; // ERROR! }
    //                ^^^^ Cannot declare the module itself as a friend
    }
    
    address 0x43 {
    module M { friend 0x43::M; // ERROR! }
    //                ^^^^^^^ Cannot declare the module itself as a friend
    }
    
  • Friend modules must be known by the compiler

    address 0x42 {
    module M { friend 0x42::Nonexistent; // ERROR! }
    //                ^^^^^^^^^^^^^^^^^ Unbound module '0x42::Nonexistent'
    }
    
  • Friend modules must be within the same account address. (Note: this is not a technical requirement but rather a policy decision which may be relaxed later.)

    address 0x42 {
    module M {}
    }
    
    address 0x43 {
    module N { friend 0x42::M; // ERROR! }
    //                ^^^^^^^ Cannot declare modules out of the current address as a friend
    }
    
  • Friends relationships cannot create cyclic module dependencies.

    Cycles are not allowed in the friend relationships, e.g., the relation 0x2::A friends 0x2::B friends 0x2::C friends 0x2::A is not allowed. More generally, declaring a friend module adds a dependency upon the current module to the friend module (because the purpose is for the friend to call functions in the current module). If that friend module is already used, either directly or transitively, a cycle of dependencies would be created.

    address 0x2 {
    module A {
        use 0x2::C;
        friend 0x2::B;
    
        public fun a() {
            C::c()
        }
    }
    
    module B {
        friend 0x2::C; // ERROR!
    //         ^^^^^^ This friend relationship creates a dependency cycle: '0x2::B' is a friend of '0x2::A' uses '0x2::C' is a friend of '0x2::B'
    }
    
    module C {
        public fun c() {}
    }
    }
    
  • The friend list for a module cannot contain duplicates.

    address 0x42 {
    module A {}
    
    module M {
        use 0x42::A as AliasedA;
        friend 0x42::A;
        friend AliasedA; // ERROR!
    //         ^^^^^^^^ Duplicate friend declaration '0x42::A'. Friend declarations in a module must be unique
    }
    }
    

Packages

Packages allow Move programmers to more easily re-use code and share it across projects. The Move package system allows programmers to easily:

  • Define a package containing Move code;
  • Parameterize a package by named addresses;
  • Import and use packages in other Move code and instantiate named addresses;
  • Build packages and generate associated compilation artifacts from packages; and
  • Work with a common interface around compiled Move artifacts.

Package Layout and Manifest Syntax

A Move package source directory contains a Move.toml package manifest file along with a set of subdirectories:

a_move_package
├── Move.toml      (required)
├── sources        (required)
├── examples       (optional, test & dev mode)
├── scripts        (optional)
├── doc_templates  (optional)
└── tests          (optional, test mode)

The directories marked required must be present in order for the directory to be considered a Move package and to be compiled. Optional directories can be present, and if so will be included in the compilation process. Depending on the mode that the package is built with (test or dev), the tests and examples directories will be included as well.

The sources directory can contain both Move modules and Move scripts (both transaction scripts and modules containing script functions). The examples directory can hold additional code to be used only for development and/or tutorial purposes that will not be included when compiled outside test or dev mode.

A scripts directory is supported so transaction scripts can be separated from modules if that is desired by the package author. The scripts directory will always be included for compilation if it is present. Documentation will be built using any documentation templates present in the doc_templates directory.

Move.toml

The Move package manifest is defined within the Move.toml file and has the following syntax. Optional fields are marked with *, + denotes one or more elements:

[package]
name = <string>                  # e.g., "MoveStdlib"
version = "<uint>.<uint>.<uint>" # e.g., "0.1.1"
license* = <string>              # e.g., "MIT", "GPL", "Apache 2.0"
authors* = [<string>]            # e.g., ["Joe Smith (joesmith@noemail.com)", "Jane Smith (janesmith@noemail.com)"]

[addresses]  # (Optional section) Declares named addresses in this package and instantiates named addresses in the package graph
# One or more lines declaring named addresses in the following format
<addr_name> = "_" | "<hex_address>" # e.g., Std = "_" or Addr = "0xC0FFEECAFE"

[dependencies] # (Optional section) Paths to dependencies and instantiations or renamings of named addresses from each dependency
# One or more lines declaring dependencies in the following format
<string> = { local = <string>, addr_subst* = { (<string> = (<string> | "<hex_address>"))+ } } # local dependencies
<string> = { git = <URL ending in .git>, subdir=<path to dir containing Move.toml inside git repo>, rev=<git commit hash>, addr_subst* = { (<string> = (<string> | "<hex_address>"))+ } } # git dependencies

[dev-addresses] # (Optional section) Same as [addresses] section, but only included in "dev" and "test" modes
# One or more lines declaring dev named addresses in the following format
<addr_name> = "_" | "<hex_address>" # e.g., Std = "_" or Addr = "0xC0FFEECAFE"

[dev-dependencies] # (Optional section) Same as [dependencies] section, but only included in "dev" and "test" modes
# One or more lines declaring dev dependencies in the following format
<string> = { local = <string>, addr_subst* = { (<string> = (<string> | <address>))+ } }

An example of a minimal package manifest with one local dependency and one git dependency:

[package]
name = "AName"
version = "0.0.0"

An example of a more standard package manifest that also includes the Move standard library and instantiates the named address Std from it with the address value 0x1:

[package]
name = "AName"
version = "0.0.0"
license = "Apache 2.0"

[addresses]
AddressToBeFilledIn = "_"
SpecifiedAddress = "0xB0B"

[dependencies]
# Local dependency
LocalDep = { local = "projects/move-awesomeness", addr_subst = { "Std" = "0x1" } }
# Git dependency
MoveStdlib = { git = "https://github.com/diem/diem.git", subdir="language/move-stdlib", rev = "56ab033cc403b489e891424a629e76f643d4fb6b" }

[dev-addresses] # For use when developing this module
AddressToBeFilledIn = "0x101010101"

Most of the sections in the package manifest are self explanatory, but named addresses can be a bit difficult to understand so it's worth examining them in a bit more detail.

Named Addresses During Compilation

Recall that Move has named addresses and that named addresses cannot be declared in Move. Because of this, until now named addresses and their values needed to be passed to the compiler on the command line. With the Move package system this is no longer needed, and you can declare named addresses in the package, instantiate other named addresses in scope, and rename named addresses from other packages within the Move package system manifest file. Let's go through each of these individually:

Declaration

Let's say we have a Move module in example_pkg/sources/A.move as follows:

module NamedAddr::A {
    public fun x(): address { @NamedAddr }
}

We could in example_pkg/Move.toml declare the named address NamedAddr in two different ways. The first:

[package]
name = "ExamplePkg"
...
[addresses]
NamedAddr = "_"

Declares NamedAddr as a named address in the package ExamplePkg and that this address can be any valid address value. Therefore an importing package can pick the value of the named address NamedAddr to be any address it wishes. Intuitively you can think of this as parameterizing the package ExamplePkg by the named address NamedAddr, and the package can then be instantiated later on by an importing package.

NamedAddr can also be declared as:

[package]
name = "ExamplePkg"
...
[addresses]
NamedAddr = "0xCAFE"

which states that the named address NamedAddr is exactly 0xCAFE and cannot be changed. This is useful so other importing packages can use this named address without needing to worry about the exact value assigned to it.

With these two different declaration methods, there are two ways that information about named addresses can flow in the package graph:

  • The former ("unassigned named addresses") allows named address values to flow from the importation site to the declaration site.
  • The latter ("assigned named addresses") allows named address values to flow from the declaration site upwards in the package graph to usage sites.

With these two methods for flowing named address information throughout the package graph the rules around scoping and renaming become important to understand.

Scoping and Renaming of Named Addresses

A named address N in a package P is in scope if:

  1. It declares a named address N; or
  2. A package in one of P's transitive dependencies declares the named address N and there is a dependency path in the package graph between between P and the declaring package of N with no renaming of N.

Additionally, every named address in a package is exported. Because of this and the above scoping rules each package can be viewed as coming with a set of named addresses that will be brought into scope when the package is imported, e.g., if the ExamplePkg package was imported, that importation would bring into scope the NamedAddr named address. Because of this, if P imports two packages P1 and P2 both of which declare a named address N an issue arises in P: which "N" is meant when N is referred to in P? The one from P1 or P2? To prevent this ambiguity around which package a named address is coming from, we enforce that the sets of scopes introduced by all dependencies in a package are disjoint, and provide a way to rename named addresses when the package that brings them into scope is imported.

Renaming a named address when importing can be done as follows in our P, P1, and P2 example above:

[package]
name = "P"
...
[dependencies]
P1 = { local = "some_path_to_P1", addr_subst = { "P1N" = "N" } }
P2 = { local = "some_path_to_P2"  }

With this renaming N refers to the N from P2 and P1N will refer to N coming from P1:

module N::A {
    public fun x(): address { @P1N }
}

It is important to note that renaming is not local: once a named address N has been renamed to N2 in a package P all packages that import P will not see N but only N2 unless N is reintroduced from outside of P. This is why rule (2) in the scoping rules at the start of this section specifies a "dependency path in the package graph between between P and the declaring package of N with no renaming of N."

Instantiation

Named addresses can be instantiated multiple times across the package graph as long as it is always with the same value. It is an error if the same named address (regardless of renaming) is instantiated with differing values across the package graph.

A Move package can only be compiled if all named addresses resolve to a value. This presents issues if the package wishes to expose an uninstantiated named address. This is what the [dev-addresses] section solves. This section can set values for named addresses, but cannot introduce any named addresses. Additionally, only the [dev-addresses] in the root package are included in dev mode. For example a root package with the following manifest would not compile outside of dev mode since NamedAddr would be uninstantiated:

[package]
name = "ExamplePkg"
...
[addresses]
NamedAddr = "_"

[dev-addresses]
NamedAddr = "0xC0FFEE"

Usage, Artifacts, and Data Structures

The Move package system comes with a command line option as part of the Move CLI move package <package_flags> <command> <command_flags>. Unless a particular path is provided, all package commands will run in the current working directory. The full list of commands and flags for the Move Package CLI can be found by running move package --help.

Usage

A package can be compiled either through the Move CLI commands, or as a library command in Rust with the function compile_package. This will create a CompiledPackage that holds the compiled bytecode along with other compilation artifacts (source maps, documentation, ABIs) in memory. This CompiledPackage can be converted to an OnDiskPackage and vice versa -- the latter being the data of the CompiledPackage laid out in the file system in the following format:

a_move_package
├── Move.toml
...
└── build
    ├── <dep_pkg_name>
    │   ├── BuildInfo.yaml
    │   ├── bytecode_modules
    │   │   └── *.mv
    │   ├── source_maps
    │   │   └── *.mvsm
    │   ├── bytecode_scripts
    │   │   └── *.mv
    │   ├── abis
    │   │   ├── *.abi
    │   │   └── <module_name>/*.abi
    │   └── sources
    │       └── *.move
    ...
    └── <dep_pkg_name>
        ├── BuildInfo.yaml
        ...
        └── sources

See the move-package crate for more information on these data structures and how to use the Move package system as a Rust library.

Unit Tests

Unit testing for Move adds three new annotations to the Move source language:

  • #[test]
  • #[test_only], and
  • #[expected_failure].

They respectively mark a function as a test, mark a module or module member (use, function, or struct) as code to be included for testing only, and mark that a test is expected to fail. These annotations can be placed on a function with any visibility. Whenever a module or module member is annotated as #[test_only] or #[test], it will not be included in the compiled bytecode unless it is compiled for testing.

Testing Annotations: Their Meaning and Usage

Both the #[test] and #[expected_failure] annotations can be used either with or without arguments.

Without arguments, the #[test] annotation can only be placed on a function with no parameters. This annotation simply marks this function as a test to be run by the unit testing harness.

#[test] // OK
fun this_is_a_test() { ... }

#[test] // Will fail to compile since the test takes an argument
fun this_is_not_correct(arg: signer) { ... }

A test can also be annotated as an #[expected_failure]. This annotation marks that the test should is expected to raise an error. You can ensure that a test is aborting with a specific abort code by annotating it with #[expected_failure(abort_code = <code>)], if it then fails with a different abort code or with a non-abort error the test will fail. Only functions that have the #[test] annotation can also be annotated as an #[expected_failure].

#[test]
#[expected_failure]
public fun this_test_will_abort_and_pass() { abort 1 }

#[test]
#[expected_failure]
public fun test_will_error_and_pass() { 1/0; }

#[test]
#[expected_failure(abort_code = 0)]
public fun test_will_error_and_fail() { 1/0; }

#[test, expected_failure] // Can have multiple in one attribute. This test will pass.
public(script) fun this_other_test_will_abort_and_pass() { abort 1 }

With arguments, a test annotation takes the form #[test(<param_name_1> = <address>, ..., <param_name_n> = <address>)]. If a function is annotated in such a manner, the function's parameters must be a permutation of the parameters <param_name_1>, ..., <param_name_n>, i.e., the order of these parameters as they occur in the function and their order in the test annotation do not have to be the same, but they must be able to be matched up with each other by name.

Only parameters with a type of signer are supported as test parameters. If a non-signer parameter is supplied, the test will result in an error when run.

#[test(arg = @0xC0FFEE)] // OK
fun this_is_correct_now(arg: signer) { ... }

#[test(wrong_arg_name = @0xC0FFEE)] // Not correct: arg name doesn't match
fun this_is_incorrect(arg: signer) { ... }

#[test(a = @0xC0FFEE, b = @0xCAFE)] // OK. We support multiple signer arguments, but you must always provide a value for that argument
fun this_works(a: signer, b: signer) { ... }

// somewhere a named address is declared
#[test_only] // test-only named addresses are supported
address TEST_NAMED_ADDR = @0x1;
...
#[test(arg = @TEST_NAMED_ADDR)] // Named addresses are supported!
fun this_is_correct_now(arg: signer) { ... }

An expected failure annotation can also take the form #[expected_failure(abort_code = <u64>)]. If a test function is annotated in such a way, the test must abort with an abort code equal to <u64>. Any other failure or abort code will result in a test failure.

#[test, expected_failure(abort_code = 1)] // This test will fail
fun this_test_should_abort_and_fail() { abort 0 }

#[test]
#[expected_failure(abort_code = 0)] // This test will pass
fun this_test_should_abort_and_pass_too() { abort 0 }

A module and any of its members can be declared as test only. In such a case the item will only be included in the compiled Move bytecode when compiled in test mode. Additionally, when compiled outside of test mode, any non-test uses of a #[test_only] module will raise an error during compilation.

#[test_only] // test only attributes can be attached to modules
module ABC { ... }

#[test_only] // test only attributes can be attached to named addresses
address ADDR = @0x1;

#[test_only] // .. to uses
use 0x1::SomeOtherModule;

#[test_only] // .. to structs
struct SomeStruct { ... }

#[test_only] // .. and functions. Can only be called from test code, but not a test
fun test_only_function(...) { ... }

Running Unit Tests

Unit tests for a Move package can be run with the move package test command.

When running tests, every test will either PASS, FAIL, or TIMEOUT. If a test case fails, the location of the failure along with the function name that caused the failure will be reported if possible. You can see an example of this below.

A test will be marked as timing out if it exceeds the maximum number of instructions that can be executed for any single test. This bound can be changed using the options below, and its default value is set to 5000 instructions. Additionally, while the result of a test is always deterministic, tests are run in parallel by default, so the ordering of test results in a test run is non-deterministic unless running with only one thread (see OPTIONS below).

There are also a number of options that can be passed to the unit testing binary to fine-tune testing and to help debug failing tests. These can be found using the the help flag:

$ move package -h

Example

A simple module using some of the unit testing features is shown in the following example:

First create an empty package and change directory into it:

$ move package new TestExample; cd TestExample

Next add the following to the Move.toml:

[dependencies]
MoveStdlib = { git = "https://github.com/diem/diem.git", subdir="language/move-stdlib", rev = "56ab033cc403b489e891424a629e76f643d4fb6b", addr_subst = { "Std" = "0x1" } }

Next add the following module under the sources directory:

// filename: sources/MyModule.move
module 0x1::MyModule {

    struct MyCoin has key { value: u64 }

    public fun make_sure_non_zero_coin(coin: MyCoin): MyCoin {
        assert!(coin.value > 0, 0);
        coin
    }

    public fun has_coin(addr: address): bool {
        exists<MyCoin>(addr)
    }

    #[test]
    fun make_sure_non_zero_coin_passes() {
        let coin = MyCoin { value: 1 };
        let MyCoin { value: _ } = make_sure_non_zero_coin(coin);
    }

    #[test]
    // Or #[expected_failure] if we don't care about the abort code
    #[expected_failure(abort_code = 0)]
    fun make_sure_zero_coin_fails() {
        let coin = MyCoin { value: 0 };
        let MyCoin { value: _ } = make_sure_non_zero_coin(coin);
    }

    #[test_only] // test only helper function
    fun publish_coin(account: &signer) {
        move_to(account, MyCoin { value: 1 })
    }

    #[test(a = @0x1, b = @0x2)]
    fun test_has_coin(a: signer, b: signer) {
        publish_coin(&a);
        publish_coin(&b);
        assert!(has_coin(@0x1), 0);
        assert!(has_coin(@0x2), 1);
        assert!(!has_coin(@0x3), 1);
    }
}

Running Tests

You can then run these tests with the move package test command:

$ move package test
BUILDING MoveStdlib
BUILDING TestExample
Running Move unit tests
[ PASS    ] 0x1::MyModule::make_sure_non_zero_coin_passes
[ PASS    ] 0x1::MyModule::make_sure_zero_coin_fails
[ PASS    ] 0x1::MyModule::test_has_coin
Test result: OK. Total tests: 3; passed: 3; failed: 0

Using Test Flags

-f <str> or --filter <str>

This will only run tests whose fully qualified name contains <str>. For example if we wanted to only run tests with "zero_coin" in their name:

$ move package test -f zero_coin
CACHED MoveStdlib
BUILDING TestExample
Running Move unit tests
[ PASS    ] 0x1::MyModule::make_sure_non_zero_coin_passes
[ PASS    ] 0x1::MyModule::make_sure_zero_coin_fails
Test result: OK. Total tests: 2; passed: 2; failed: 0

-i <bound> or --instructions <bound>

This bounds the number of instructions that can be executed for any one test to <bound>:

$ move package test -i 0
CACHED MoveStdlib
BUILDING TestExample
Running Move unit tests
[ TIMEOUT ] 0x1::MyModule::make_sure_non_zero_coin_passes
[ TIMEOUT ] 0x1::MyModule::make_sure_zero_coin_fails
[ TIMEOUT ] 0x1::MyModule::test_has_coin

Test failures:

Failures in 0x1::MyModule:

┌── make_sure_non_zero_coin_passes ──────
│ Test timed out
└──────────────────


┌── make_sure_zero_coin_fails ──────
│ Test timed out
└──────────────────


┌── test_has_coin ──────
│ Test timed out
└──────────────────

Test result: FAILED. Total tests: 3; passed: 0; failed: 3

-s or --statistics

With these flags you can gather statistics about the tests run and report the runtime and instructions executed for each test. For example, if we wanted to see the statistics for the tests in the example above:

$ move package test -s
CACHED MoveStdlib
BUILDING TestExample
Running Move unit tests
[ PASS    ] 0x1::MyModule::make_sure_non_zero_coin_passes
[ PASS    ] 0x1::MyModule::make_sure_zero_coin_fails
[ PASS    ] 0x1::MyModule::test_has_coin

Test Statistics:

┌───────────────────────────────────────────────┬────────────┬───────────────────────────┐
│                   Test Name                   │    Time    │   Instructions Executed   │
├───────────────────────────────────────────────┼────────────┼───────────────────────────┤
│ 0x1::MyModule::make_sure_non_zero_coin_passes │   0.009    │             1             │
├───────────────────────────────────────────────┼────────────┼───────────────────────────┤
│ 0x1::MyModule::make_sure_zero_coin_fails      │   0.008    │             1             │
├───────────────────────────────────────────────┼────────────┼───────────────────────────┤
│ 0x1::MyModule::test_has_coin                  │   0.008    │             1             │
└───────────────────────────────────────────────┴────────────┴───────────────────────────┘

Test result: OK. Total tests: 3; passed: 3; failed: 0

-g or --state-on-error

These flags will print the global state for any test failures. e.g., if we added the following (failing) test to the MyModule example:

module 0x1::MyModule {
    ...
    #[test(a = @0x1)]
    fun test_has_coin_bad(a: signer) {
        publish_coin(&a);
        assert!(has_coin(@0x1), 0);
        assert!(has_coin(@0x2), 1);
    }
}

we would get get the following output when running the tests:

$ move package test -g
CACHED MoveStdlib
BUILDING TestExample
Running Move unit tests
[ PASS    ] 0x1::MyModule::make_sure_non_zero_coin_passes
[ PASS    ] 0x1::MyModule::make_sure_zero_coin_fails
[ PASS    ] 0x1::MyModule::test_has_coin
[ FAIL    ] 0x1::MyModule::test_has_coin_bad

Test failures:

Failures in 0x1::MyModule:

┌── test_has_coin_bad ──────
│ error[E11001]: test failure
│    ┌─ /home/tzakian/TestExample/sources/MyModule.move:47:10
│    │
│ 44 │      fun test_has_coin_bad(a: signer) {
│    │          ----------------- In this function in 0x1::MyModule
│    ·
│ 47 │          assert!(has_coin(@0x2), 1);
│    │          ^^^^^^^^^^^^^^^^^^^^^^^^^^ Test was not expected to abort but it aborted with 1 here
│
│
│ ────── Storage state at point of failure ──────
│ 0x1:
│       => key 0x1::MyModule::MyCoin {
│           value: 1
│       }
│
└──────────────────

Test result: FAILED. Total tests: 4; passed: 3; failed: 1

Global Storage - Structure

The purpose of Move programs is to read from and write to tree-shaped persistent global storage. Programs cannot access the filesystem, network, or any other data outside of this tree.

In pseudocode, the global storage looks something like

struct GlobalStorage {
  resources: Map<(address, ResourceType), ResourceValue>
  modules: Map<(address, ModuleName), ModuleBytecode>
}

Structurally, global storage is a forest consisting of trees rooted at an account address. Each address can store both resource data values and module code values. As the pseudocode above indicates, each address can store at most one resource value of a given type and at most one module with a given name.

Global Storage - Operators

Move programs can create, delete, and update resources in global storage using the following five instructions:

OperationDescriptionAborts?
move_to<T>(&signer,T)Publish T under signer.addressIf signer.address already holds a T
move_from<T>(address): TRemove T from address and return itIf address does not hold a T
borrow_global_mut<T>(address): &mut TReturn a mutable reference to the T stored under addressIf address does not hold a T
borrow_global<T>(address): &TReturn an immutable reference to the T stored under addressIf address does not hold a T
exists<T>(address): boolReturn true if a T is stored under addressNever

Each of these instructions is parameterized by a type T with the key ability. However, each type T must be declared in the current module. This ensures that a resource can only be manipulated via the API exposed by its defining module. The instructions also take either an address or &signer representing the account address where the resource of type T is stored.

References to resources

References to global resources returned by borrow_global or borrow_global_mut mostly behave like references to local storage: they can be extended, read, and written using ordinary reference operators and passed as arguments to other function. However, there is one important difference between local and global references: a function cannot return a reference that points into global storage. For example, these two functions will each fail to compile:

struct R has key { f: u64 }
// will not compile
fun ret_direct_resource_ref_bad(a: address): &R {
    borrow_global<R>(a) // error!
}
// also will not compile
fun ret_resource_field_ref_bad(a: address): &u64 {
    &borrow_global<R>(a).f // error!
}

Move must enforce this restriction to guarantee absence of dangling references to global storage. This section contains much more detail for the interested reader.

Global storage operators with generics

Global storage operations can be applied to generic resources with both instantiated and uninstantiated generic type parameters:

struct Container<T> has key { t: T }

// Publish a Container storing a type T of the caller's choosing
fun publish_generic_container<T>(account: &signer, t: T) {
    move_to<Container<T>>(account, Container { t })
}

/// Publish a container storing a u64
fun publish_instantiated_generic_container(account: &signer, t: u64) {
    move_to<Container<u64>>(account, Container { t })
}

The ability to index into global storage via a type parameter chosen at runtime is a powerful Move feature known as storage polymorphism. For more on the design patterns enabled by this feature, see Move generics.

Example: Counter

The simple Counter module below exercises each of the five global storage operators. The API exposed by this module allows:

  • Anyone to publish a Counter resource under their account
  • Anyone to check if a Counter exists under any address
  • Anyone to read or increment the value of a Counter resource under any address
  • An account that stores a Counter resource to reset it to zero
  • An account that stores a Counter resource to remove and delete it
address 0x42 {
module Counter {
    use Std::Signer;

    /// Resource that wraps an integer counter
    struct Counter has key { i: u64 }

    /// Publish a `Counter` resource with value `i` under the given `account`
    public fun publish(account: &signer, i: u64) {
      // "Pack" (create) a Counter resource. This is a privileged operation that
      // can only be done inside the module that declares the `Counter` resource
      move_to(account, Counter { i })
    }

    /// Read the value in the `Counter` resource stored at `addr`
    public fun get_count(addr: address): u64 acquires Counter {
        borrow_global<Counter>(addr).i
    }

    /// Increment the value of `addr`'s `Counter` resource
    public fun increment(addr: address) acquires Counter {
        let c_ref = &mut borrow_global_mut<Counter>(addr).i;
        *c_ref = *c_ref + 1
    }

    /// Reset the value of `account`'s `Counter` to 0
    public fun reset(account: &signer) acquires Counter {
        let c_ref = &mut borrow_global_mut<Counter>(Signer::address_of(account)).i;
        *c_ref = 0
    }

    /// Delete the `Counter` resource under `account` and return its value
    public fun delete(account: &signer): u64 acquires Counter {
        // remove the Counter resource
        let c = move_from<Counter>(Signer::address_of(account));
        // "Unpack" the `Counter` resource into its fields. This is a
        // privileged operation that can only be done inside the module
        // that declares the `Counter` resource
        let Counter { i } = c;
        i
    }

    /// Return `true` if `addr` contains a `Counter` resource
    public fun exists(addr: address): bool {
        exists<Counter>(addr)
    }
}
}

Annotating functions with acquires

In the Counter example, you might have noticed that the get_count, increment, reset, and delete functions are annotated with acquires Counter. A Move function M::f must be annotated with acquires T if and only if:

  • The body of M::f contains a move_from<T>, borrow_global_mut<T>, or borrow_global<T> instruction, or
  • The body of M::f invokes a function M::g declared in the same module that is annotated with acquires

For example, the following function inside Counter would need an acquires annotation:

// Needs `acquires` because `increment` is annotated with `acquires`
fun call_increment(addr: address): u64 acquires Counter {
    Counter::increment(addr)
}

However, the same function outside Counter would not need an annotation:

address 0x43 {
module M {
   use 0x42::Counter;

   // Ok. Only need annotation when resource acquired by callee is declared
   // in the same module
   fun call_increment(addr: address): u64 {
       Counter::increment(addr)
   }
}
}

If a function touches multiple resources, it needs multiple acquires:

address 0x42 {
module TwoResources {
    struct R1 has key { f: u64 }
    struct R2 has key { g: u64 }

    fun double_acquires(a: address): u64 acquires R1, R2 {
        borrow_global<R1>(a).f + borrow_global<R2>.g
    }
}
}

The acquires annotation does not take generic type parameters into account:

address 0x42 {
module M {
    struct R<T> has key { t: T }

    // `acquires R`, not `acquires R<T>`
    fun acquire_generic_resource<T: store>(a: addr) acquires R {
        let _ = borrow_global<R<T>>(a);
    }

    // `acquires R`, not `acquires R<u64>
    fun acquire_instantiated_generic_resource(a: addr) acquires R {
        let _ = borrow_global<R<u64>>(a);
    }
}
}

Finally: redundant acquires are not allowed. Adding this function inside Counter will result in a compilation error:

// This code will not compile because the body of the function does not use a global
// storage instruction or invoke a function with `acquires`
fun redundant_acquires_bad() acquires Counter {}

For more information on acquires, see Move functions.

Reference Safety For Global Resources

Move prohibits returning global references and requires the acquires annotation to prevent dangling references. This allows Move to live up to its promise of static reference safety (i.e., no dangling references, no null or nil dereferences) for all reference types.

This example illustrates how the Move type system uses acquires to prevent a dangling reference:

address 0x42 {
module Dangling {
    struct T has key { f: u64 }

    fun borrow_then_remove_bad(a: address) acquires T {
        let t_ref: &mut T = borrow_global_mut<T>(a);
        let t = remove_t(a); // type system complains here
        // t_ref now dangling!
        let uh_oh = *&t_ref.f
    }

    fun remove_t(a: address): T acquires T {
        move_from<T>(a)
    }

}
}

In this code, line 6 acquires a reference to the T stored at address a in global storage. The callee remove_t then removes the value, which makes t_ref a dangling reference.

Fortunately, this cannot happen because the type system will reject this program. The acquires annotation on remove_t lets the type system know that line 7 is dangerous, without having to recheck or introspect the body of remove_t separately!

The restriction on returning global references prevents a similar, but even more insidious problem:

address 0x42 {
module M1 {
    struct T has key {}

    public fun ret_t_ref(a: address): &T acquires T {
        borrow_global<T>(a) // error! type system complains here
    }

    public fun remove_t(a: address) acquires T {
        let T {} = move_from<T>(a);
    }
}

module M2 {
    fun borrow_then_remove_bad(a: address) {
        let t_ref = M1::ret_t_ref(a);
        let t = M1::remove_t(a); // t_ref now dangling!
    }
}
}

Line 16 acquires a reference to a global resource M1::T, then line 17 removes that same resource, which makes t_ref dangle. In this case, acquires annotations do not help us because the borrow_then_remove_bad function is outside of the M1 module that declares T (recall that acquires annotations can only be used for resources declared in the current module). Instead, the type system avoids this problem by preventing the return of a global reference at line 6.

Fancier type systems that would allow returning global references without sacrificing reference safety are possible, and we may consider them in future iterations of Move. We chose the current design because it strikes a good balance between expressivity, annotation burden, and type system complexity.

Standard Library

The Move standard library exposes interfaces that implement the following functionality:

Vector

The Vector module defines a number of operations over the primitive vector type. The module is published under the named address Std and consists of a number of native functions, as well as functions defined in Move. The API for this module is as follows.

Functions


Create an empty vector. The Element type can be both a resource or copyable type.

    native public fun empty<Element>(): vector<Element>;

Create a vector of length 1 containing the passed in element.

    public fun singleton<Element>(e: Element): vector<Element>;

Destroy (deallocate) the vector v. Will abort if v is non-empty. Note: The emptiness restriction is due to the fact that Element can be a resource type, and destruction of a non-empty vector would violate resource conservation.

    native public fun destroy_empty<Element>(v: vector<Element>);

Acquire an immutable reference to the ith element of the vector v. Will abort if the index i is out of bounds for the vector v.

    native public fun borrow<Element>(v: &vector<Element>, i: u64): &Element;

Acquire a mutable reference to the ith element of the vector v. Will abort if the index i is out of bounds for the vector v.

    native public fun borrow_mut<Element>(v: &mut vector<Element>, i: u64): &mut Element;

Empty and destroy the other vector, and push each of the elements in the other vector onto the lhs vector in the same order as they occurred in other.

    public fun append<Element>(lhs: &mut vector<Element>, other: vector<Element>);

Push an element e of type Element onto the end of the vector v. May trigger a resizing of the underlying vector's memory.

    native public fun push_back<Element>(v: &mut vector<Element>, e: Element);

Pop an element from the end of the vector v in-place and return the owned value. Will abort if v is empty.

    native public fun pop_back<Element>(v: &mut vector<Element>): Element;

Remove the element at index i in the vector v and return the owned value that was previously stored at i in v. All elements occurring at indices greater than i will be shifted down by 1. Will abort if i is out of bounds for v.

    public fun remove<Element>(v: &mut vector<Element>, i: u64): Element;

Swap the ith element of the vector v with the last element and then pop this element off of the back of the vector and return the owned value that was previously stored at index i. This operation is O(1), but does not preserve ordering of elements in the vector. Aborts if the index i is out of bounds for the vector v.

    public fun swap_remove<Element>(v: &mut vector<Element>, i: u64): Element;

Swap the elements at the i'th and j'th indices in the vector v. Will abort if either of i or j are out of bounds for v.

    native public fun swap<Element>(v: &mut vector<Element>, i: u64, j: u64);

Reverse the order of the elements in the vector v in-place.

    public fun reverse<Element>(v: &mut vector<Element>);

Return the index of the first occurrence of an element in v that is equal to e. Returns (true, index) if such an element was found, and (false, 0) otherwise.

    public fun index_of<Element>(v: &vector<Element>, e: &Element): (bool, u64);

Return if an element equal to e exists in the vector v.

    public fun contains<Element>(v: &vector<Element>, e: &Element): bool;

Return the length of a vector.

    native public fun length<Element>(v: &vector<Element>): u64;

Return whether the vector v is empty.

    public fun is_empty<Element>(v: &vector<Element>): bool;

Option

The Option module defines a generic option type Option<T> that represents a value of type T that may, or may not, be present. It is published under the named address Std.

The Move option type is internally represented as a singleton vector, and may contain a value of resource or copyable kind. If you are familiar with option types in other languages, the Move Option behaves similarly to those with a couple notable exceptions since the option can contain a value of kind resource. Particularly, certain operations such as get_with_default and destroy_with_default require that the element type T be of copyable kind.

The API for the Option module is as as follows

Types

Generic type abstraction of a value that may, or may not, be present. Can contain a value of either resource or copyable kind.

    struct Option<T>;

Functions

Create an empty Option of that can contain a value of Element type.

    public fun none<Element>(): Option<Element>;

Create a non-empty Option type containing a value e of type Element.

    public fun some<Element>(e: T): Option<Element>;

Return an immutable reference to the value inside the option opt_elem Will abort if opt_elem does not contain a value.

    public fun borrow<Element>(opt_elem: &Option<Element>): &Element;

Return a reference to the value inside opt_elem if it contains one. If opt_elem does not contain a value the passed in default_ref reference will be returned. Does not abort.

    public fun borrow_with_default<Element>(opt_elem: &Option<Element>, default_ref: &Element): &Element;

Return a mutable reference to the value inside opt_elem. Will abort if opt_elem does not contain a value.

    public fun borrow_mut<Element>(opt_elem: &mut Option<Element>): &mut Element;

Convert an option value that contains a value to one that is empty in-place by removing and returning the value stored inside opt_elem. Will abort if opt_elem does not contain a value.

    public fun extract<Element>(opt_elem: &mut Option<Element>): Element;

Return the value contained inside the option opt_elem if it contains one. Will return the passed in default value if opt_elem does not contain a value. The Element type that the Option type is instantiated with must be of copyable kind in order for this function to be callable.

    public fun get_with_default<Element: copyable>(opt_elem: &Option<Element>, default: Element): Element;

Convert an empty option opt_elem to an option value that contains the value e. Will abort if opt_elem already contains a value.

    public fun fill<Element>(opt_elem: &mut Option<Element>, e: Element);

Swap the value currently contained in opt_elem with new_elem and return the previously contained value. Will abort if opt_elem does not contain a value.

    public fun swap<Element>(opt_elem: &mut Option<Element>, e: Element): Element;

Return true if opt_elem contains a value equal to the value of e_ref. Otherwise, false will be returned.

    public fun contains<Element>(opt_elem: &Option<Element>, e_ref: &Element): bool;

Return true if opt_elem does not contain a value.

    public fun is_none<Element>(opt_elem: &Option<Element>): bool;

Return true if opt_elem contains a value.

    public fun is_some<Element>(opt_elem: &Option<Element>): bool;

Unpack opt_elem and return the value that it contained. Will abort if opt_elem does not contain a value.

    public fun destroy_some<Element>(opt_elem: Option<Element>): Element;

Destroys the opt_elem value passed in. If opt_elem contained a value it will be returned otherwise, the passed in default value will be returned.

    public fun destroy_with_default<Element: copyable>(opt_elem: Option<Element>, default: Element): Element;

Destroys the opt_elem value passed in, opt_elem must be empty and not contain a value. Will abort if opt_elem contains a value.

    public fun destroy_none<Element>(opt_elem: Option<Element>);

Errors

Recall that each abort code in Move is represented as an unsigned 64-bit integer. The Errors module defines a common interface that can be used to "tag" each of these abort codes so that they can represent both the error category along with an error reason.

Error categories are declared as constants in the Errors module and are globally unique with respect to this module. Error reasons on the other hand are module-specific error codes, and can provide greater detail (perhaps, even a particular reason) about the specific error condition. This representation of a category and reason for each error code is done by dividing the abort code into two sections.

The lower 8 bits of the abort code hold the error category. The remaining 56 bits of the abort code hold the error reason. The reason should be a unique number relative to the module which raised the error and can be used to obtain more information about the error at hand. It should mostly be used for diagnostic purposes as error reasons may change over time if the module is updated.

CategoryReason
8 bits56 bits

Since error categories are globally stable, these present the most stable API and should in general be what is used by clients to determine the messages they may present to users (whereas the reason is useful for diagnostic purposes). There are public functions in the Errors module for creating an abort code of each error category with a specific reason number (represented as a u64).

Constants

The system is in a state where the performed operation is not allowed.

    const INVALID_STATE: u8 = 1;

A specific account address was required to perform an operation, but a different address from what was expected was encounterd.

    const REQUIRES_ADDRESS: u8 = 2;

An account did not have the expected role for this operation. Useful for Role Based Access Control (RBAC) error conditions.

    const REQUIRES_ROLE: u8 = 3;

An account did not not have a required capability. Useful for RBAC error conditions.

    const REQUIRES_CAPABILITY: u8 = 4;

A resource was expected, but did not exist under an address.

    const NOT_PUBLISHED: u8 = 5;

Attempted to publish a resource under an address where one was already published.

    const ALREADY_PUBLISHED: u8 = 6;

An argument provided for an operation was invalid.

    const INVALID_ARGUMENT: u8 = 7;

A limit on a value was exceeded.

    const LIMIT_EXCEEDED: u8 = 8;

An internal error (bug) has occurred.

    const INTERNAL: u8 = 10;

A custom error category for extension points.

    const CUSTOM: u8 = 255;

Functions

Should be used in the case where invalid (global) state is encountered. Constructs an abort code with specified reason and category INVALID_STATE. Will abort if reason does not fit in 56 bits.

    public fun invalid_state(reason: u64): u64;

Should be used if an account's address does not match a specific address. Constructs an abort code with specified reason and category REQUIRES_ADDRESS. Will abort if reason does not fit in 56 bits.

    public fun requires_address(reason: u64): u64;

Should be used if a role did not match a required role when using RBAC. Constructs an abort code with specified reason and category REQUIRES_ROLE. Will abort if reason does not fit in 56 bits.

    public fun requires_role(reason: u64): u64;

Should be used if an account did not have a required capability when using RBAC. Constructs an abort code with specified reason and category REQUIRES_CAPABILITY. Should be Will abort if reason does not fit in 56 bits.

    public fun requires_capability(reason: u64): u64;

Should be used if a resource did not exist where one was expected. Constructs an abort code with specified reason and category NOT_PUBLISHED. Will abort if reason does not fit in 56 bits.

    public fun not_published(reason: u64): u64;

Should be used if a resource already existed where one was about to be published. Constructs an abort code with specified reason and category ALREADY_PUBLISHED. Will abort if reason does not fit in 56 bits.

    public fun already_published(reason: u64): u64;

Should be used if an invalid argument was passed to a function/operation. Constructs an abort code with specified reason and category INVALID_ARGUMENT. Will abort if reason does not fit in 56 bits.

    public fun invalid_argument(reason: u64): u64;

Should be used if a limit on a specific value is reached, e.g., subtracting 1 from a value of 0. Constructs an abort code with specified reason and category LIMIT_EXCEEDED. Will abort if reason does not fit in 56 bits.

    public fun limit_exceeded(reason: u64): u64;

Should be used if an internal error or bug was encountered. Constructs an abort code with specified reason and category INTERNAL. Will abort if reason does not fit in 56 bits.

    public fun internal(reason: u64): u64;

Used for extension points, should be not used under most circumstances. Constructs an abort code with specified reason and category CUSTOM. Will abort if reason does not fit in 56 bits.

    public fun custom(reason: u64): u64;

FixedPoint32

The FixedPoint32 module defines a fixed-point numeric type with 32 integer bits and 32 fractional bits. Internally, this is represented as a u64 integer wrapped in a struct to make a unique FixedPoint32 type. Since the numeric representation is a binary one, some decimal values may not be exactly representable, but it provides more than 9 decimal digits of precision both before and after the decimal point (18 digits total). For comparison, double precision floating-point has less than 16 decimal digits of precision, so you should be careful about using floating-point to convert these values to decimal.

Types

Represents a fixed-point numeric number with 32 fractional bits.

    struct FixedPoint32;

Functions

Multiply a u64 integer by a fixed-point number, truncating any fractional part of the product. This will abort if the product overflows.

    public fun multiply_u64(val: u64, multiplier: FixedPoint32): u64;

Divide a u64 integer by a fixed-point number, truncating any fractional part of the quotient. This will abort if the divisor is zero or if the quotient overflows.

    public fun divide_u64(val: u64, divisor: FixedPoint32): u64;

Create a fixed-point value from a rational number specified by its numerator and denominator. Calling this function should be preferred for using FixedPoint32::create_from_raw_value which is also available. This will abort if the denominator is zero. It will also abort if the numerator is nonzero and the ratio is not in the range $2^{-32}\ldots2^{32}-1$. When specifying decimal fractions, be careful about rounding errors: if you round to display $N$ digits after the decimal point, you can use a denominator of $10^N$ to avoid numbers where the very small imprecision in the binary representation could change the rounding, e.g., 0.0125 will round down to 0.012 instead of up to 0.013.

    public fun create_from_rational(numerator: u64, denominator: u64): FixedPoint32;

Create a fixedpoint value from a raw u64 value.

    public fun create_from_raw_value(value: u64): FixedPoint32;

Returns true if the decimal value of num is equal to zero.

    public fun is_zero(num: FixedPoint32): bool;

Accessor for the raw u64 value. Other less common operations, such as adding or subtracting FixedPoint32 values, can be done using the raw values directly.

    public fun get_raw_value(num: FixedPoint32): u64;

Move Coding Conventions

This section lays out some basic coding conventions for Move that the Move team has found helpful. These are only recommendations, and you should feel free to use other formatting guidelines and conventions if you have a preference for them.

Naming

  • Module names: should be camel case, e.g., FixedPoint32, Vector
  • Type names: should be camel case if they are not a native type, e.g., Coin, RoleId
  • Function names: should be lower snake case, e.g., destroy_empty
  • Constant names: should be upper snake case, e.g., REQUIRES_CAPABILITY
  • Generic types should be descriptive, or anti-descriptive where appropriate, e.g., T or Element for the Vector generic type parameter. Most of the time the "main" type in a module should be the same name as the module e.g., Option::Option, FixedPoint32::FixedPoint32.
  • Module file names: should be the same as the module name e.g., Option.move
  • Script file names: should be lower snake case and should match the name of the “main” function in the script.
  • Mixed file names: If the file contains multiple modules and/or scripts, the file name should be lower_snake_case, where the name does not match any particular module/script inside.

Imports

  • All module use statements should be at the top of the module.
  • Functions should be imported and used fully qualified from the module in which they are declared, and not imported at the top level.
  • Types should be imported at the top-level. Where there are name clashes, as should be used to rename the type locally as appropriate.

For example, if there is a module

module 0x1::Foo {
    struct Foo { }
    const CONST_FOO: u64 = 0;
    public fun do_foo(): Foo { Foo{} }
    ...
}

this would be imported and used as:

module 0x1::Bar {
    use 0x1::Foo::{Self, Foo};

    public fun do_bar(x: u64): Foo {
        if (x == 10) {
            Foo::do_foo()
        } else {
            abort 0
        }
    }
    ...
}

And, if there is a local name-clash when importing two modules:

module OtherFoo {
    struct Foo {}
    ...
}

module 0x1::Importer {
    use 0x1::OtherFoo::Foo as OtherFoo;
    use 0x1::Foo::Foo;
....
}

Comments

  • Each module, struct, and public function declaration should be commented
  • Move has both doc comments ///, regular single-line comments //, and block comments /* */

Formatting

The Move team plans to write an autoformatter to enforce formatting conventions. However, in the meantime:

  • Four space indentation should be used except for script and address blocks whose contents should not be indented
  • Lines should be broken if they are longer than 100 characters
  • Structs and constants should be declared before all functions in a module