fix(lang): the action drain is the program's; --check runs every check a build makes; a registry key named count is refused; name lookups are tables
- the function that calls every reducer (and the action queue) is written in the program's own file: in the first action's file it belonged to that module, depended on every module with a reducer, and joined a game's modules into one 69-module cycle (examples/actions/modules and a ludic deps case hold it); the state instances, the queue and the reducers make no deps edges - ludicc --check / ludic build --check lower the program too and write nothing, so the code writer's refusals are in it: a bind to a function that is gone, an unknown name (and the checker now refuses fn <missing> itself); rejects bind_missing_fn, unknown_name, registry_count_key - def R count is refused: its constant would be PREFIX_COUNT, the registry's size - a file's module, package, trust and numbers-float are tables, and from the check on the lookups of functions, enums, records, globals and externs are too (tagged enums kept as a list): Maroon Lake's check-only build went from about 20 s to 7 s including lowering, its IR from about 2 minutes to under 10 s; duplicate declarations are found by table, not a pair of loops - threads.ludic's pool check gives each call a little work, so a busy machine cannot run them all on the caller before a worker wakes (it failed one run in three under load) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -23,8 +23,13 @@ program Threads {
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Sync.unlock(threads_st.lock)
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}
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# remember which calls ran on a pool thread
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function placed(i: int, out: words) -> void { if Job.is_worker() { out[i] = 1 } else { out[i] = 0 } }
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# remember which calls ran on a pool thread - each with a little work in it, so on a busy machine
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# the calling thread cannot claim every index before a worker wakes
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function placed(i: int, out: words) -> void {
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var spin = 0
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for k in 0 .. 2000 { spin = spin + k % 7 }
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if Job.is_worker() { out[i] = 1 + spin * 0 } else { out[i] = spin * 0 }
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}
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entry (threads_st: mut ThreadsState) {
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if Sync.cpu_count() >= 1 { print(1) }
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