refactor(lang): rename the str type (and stringify builtin) to string

Expand the abbreviated string type and its conversion builtin to the full
word everywhere:
  str            ->  string        (the immutable-string type)
  str(x) -> str  ->  string(x) -> string   (the stringify builtin;
                                            what `{…}` interpolation calls)

Types are recognized by identifier, and llty maps both spellings to LLVM
`ptr`, so this is an atomic source rewrite: type annotations, the Ludic
type tags, the builtin name/dispatch, and the interpolation desugar, plus
the grammars, LSP, docs (type-str -> type-string, fn-str -> fn-string), and
inventory. int/bool stay (universally accepted, like Math).

Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-30 01:51:11 +03:00
parent 4c48077d68
commit b7745a4600
70 changed files with 207 additions and 207 deletions

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@ -4,7 +4,7 @@ name: arg
category: builtins
kind: builtin
tokens: arg
sig: arg(i) -> str
sig: arg(i) -> string
tip: The i-th command-line argument as a string.
order: 50
---

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@ -4,7 +4,7 @@ name: getenv
category: builtins
kind: builtin
tokens: getenv
sig: getenv(name) -> str
sig: getenv(name) -> string
tip: Read an environment variable, returning empty when it is unset.
order: 23
---

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@ -1,15 +1,15 @@
---
id: fn-str
name: str
id: fn-string
name: string
category: builtins
kind: builtin
tokens: str
sig: str(x) -> str
tokens: string
sig: string(x) -> string
tip: Convert an int, bool, or fixed value to text; a string passes through unchanged.
order: 1
---
Converts a value to its textual form: an <code>int</code>, <code>bool</code>, or <code>fixed</code> becomes a string, and a value that is already a string is returned unchanged. This is what backtick <code>`{…}`</code> interpolation calls under the hood, so most of the time you can interpolate directly instead of calling <code>str</code> yourself. Reach for the explicit form when you need to store or pass around the text, or build a string in pieces. The result can be printed, drawn with <code>Screen.draw_text</code>, or concatenated.
Converts a value to its textual form: an <code>int</code>, <code>bool</code>, or <code>fixed</code> becomes a string, and a value that is already a string is returned unchanged. This is what backtick <code>`{…}`</code> interpolation calls under the hood, so most of the time you can interpolate directly instead of calling <code>string</code> yourself. Reach for the explicit form when you need to store or pass around the text, or build a string in pieces. The result can be printed, drawn with <code>Screen.draw_text</code>, or concatenated.
Parameters:
- `x` — the value to convert to text
@ -19,7 +19,7 @@ program LabelValue {
var score: int = 250
handler ReportScore phase Start {
let label = str(score)
let label = string(score)
print(label)
}
}

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@ -27,7 +27,7 @@ program ResolveField {
handler Inspect phase Update {
let position_property = world_prop_id("Position")
let column_field = world_field_id(position_property, "column")
Screen.status(str(column_field))
Screen.status(string(column_field))
}
}
```

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@ -30,7 +30,7 @@ program ReadField {
let column_field = world_field_id(position_property, "column")
for (position) in query [Position, {Player}] {
let value = world_get(self(), position_property, column_field)
Screen.status(str(value))
Screen.status(string(value))
}
}
}

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@ -25,7 +25,7 @@ program ResolveModel {
handler Inspect phase Update {
let player_model = world_model_id("Player")
Screen.status(str(player_model))
Screen.status(string(player_model))
}
}
```

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@ -25,7 +25,7 @@ program ResolveProperty {
handler Inspect phase Update {
let position_property = world_prop_id("Position")
Screen.status(str(position_property))
Screen.status(string(position_property))
}
}
```

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@ -23,7 +23,7 @@ program ModComponent {
handler Boot phase Start {
spawn Hero { Position { column: 4, row: 4 } }
let stamina_property = world_register_prop("Stamina", 1)
Screen.status(str(stamina_property))
Screen.status(string(stamina_property))
}
}
```

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@ -27,7 +27,7 @@ program SnapshotOut {
if Input.key() == 's' {
let buffer = bytes(4096)
let written = world_save(buffer)
Screen.status(str(written))
Screen.status(string(written))
}
}
}

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@ -23,7 +23,7 @@ program Reinforcements {
if Input.key() == ' ' {
let enemy_model = world_model_id("Enemy")
let new_enemy = world_spawn(enemy_model)
Screen.status(str(new_enemy))
Screen.status(string(new_enemy))
}
}
}

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@ -13,5 +13,5 @@ The access operators reach into a compound value. `value.field` reads or writes
```ludic
let head_column: int = segments[0].column
segments[0].column = head_column + 1
let extension: str = file_name[len(file_name) - 4 .. len(file_name)]
let extension: string = file_name[len(file_name) - 4 .. len(file_name)]
```

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@ -8,7 +8,7 @@ tip: Compare two values and yield a bool; on strings == compares contents.
order: 1
---
The comparison operators — `==` (equal), `!=` (not equal), `<`, `<=`, `>`, `>=` — take two values and yield a `bool`, the kind of test an `if` or `where` clause wants. On `str` values `==` and `!=` compare <b>by content</b>, so `direction == "left"` checks the characters, not the pointer (a comparison against `null` stays a pointer test). Comparison binds looser than arithmetic and looser than the bitwise operators, so `flags & MASK == 0` reads as `(flags & MASK) == 0` with no parentheses needed. Chain several conditions together with `and` / `or`.
The comparison operators — `==` (equal), `!=` (not equal), `<`, `<=`, `>`, `>=` — take two values and yield a `bool`, the kind of test an `if` or `where` clause wants. On `string` values `==` and `!=` compare <b>by content</b>, so `direction == "left"` checks the characters, not the pointer (a comparison against `null` stays a pointer test). Comparison binds looser than arithmetic and looser than the bitwise operators, so `flags & MASK == 0` reads as `(flags & MASK) == 0` with no parentheses needed. Chain several conditions together with `and` / `or`.
```ludic
if current_health <= 0 { become GameOver }

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@ -8,10 +8,10 @@ tip: A backtick string with {expr} holes, each stringified and concatenated.
order: 7
---
A backtick string `` `…` `` is an interpolated string: any `{expr}` hole inside it is evaluated, converted to text, and concatenated with the surrounding literal parts. Numbers, `bool`s, and `fixed` values are stringified automatically and `str` values pass through, so `` `score: {score}` `` desugars to `"score: " + str(score)`. It is the readable way to build a message from mixed pieces without hand-writing a `+` chain. Write a literal brace with `{{` or `}}`.
A backtick string `` `…` `` is an interpolated string: any `{expr}` hole inside it is evaluated, converted to text, and concatenated with the surrounding literal parts. Numbers, `bool`s, and `fixed` values are stringified automatically and `string` values pass through, so `` `score: {score}` `` desugars to `"score: " + string(score)`. It is the readable way to build a message from mixed pieces without hand-writing a `+` chain. Write a literal brace with `{{` or `}}`.
```ludic
let status_line: str = `score {score} — health {current_health}/{maximum_health}`
let status_line: string = `score {score} — health {current_health}/{maximum_health}`
Screen.status(status_line)
print(`wave {wave_number} incoming`)
```

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@ -8,11 +8,11 @@ tip: Integer, hex, character, string, boolean, and null-pointer literals.
order: 8
---
Literals are the fixed values you write directly in source. `42` is a decimal `int` and `0x1E90FF` is a hex `int` — hex is how colors are written, so a raw color is just an integer. A number with a decimal point (`1.5`) is a `fixed`. `'w'` is a character literal, an `int` code point handy for comparing against `Input.key()`. `"text"` is a `str`, `true` / `false` are `bool`s, and `null` is the null-pointer literal used to test an unset record, slice, or `ptr` field.
Literals are the fixed values you write directly in source. `42` is a decimal `int` and `0x1E90FF` is a hex `int` — hex is how colors are written, so a raw color is just an integer. A number with a decimal point (`1.5`) is a `fixed`. `'w'` is a character literal, an `int` code point handy for comparing against `Input.key()`. `"text"` is a `string`, `true` / `false` are `bool`s, and `null` is the null-pointer literal used to test an unset record, slice, or `ptr` field.
```ludic
let sky_color: int = 0x1E90FF
let banner: str = "GAME OVER"
let banner: string = "GAME OVER"
if Input.key() == 'w' { row = row - 1 }
if next_segment == null { is_tail = true }
```

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@ -24,7 +24,7 @@ program Physics {
handler MeasureSpeed phase Update {
for (velocity) in query [Velocity, {Projectile}] {
let speed = c_hypot(a: fx(velocity.delta_x), b: fx(velocity.delta_y))
Screen.status(str(flr(speed)))
Screen.status(string(flr(speed)))
}
}
}

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@ -4,7 +4,7 @@ name: System.arg
category: system
kind: namespace-method
tokens: System.arg
sig: System.arg(i) -> str
sig: System.arg(i) -> string
tip: A command-line argument by index.
order: 0
ns: System

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@ -4,7 +4,7 @@ name: System.env
category: system
kind: namespace-method
tokens: System.env
sig: System.env(name) -> str
sig: System.env(name) -> string
tip: Read an environment variable.
order: 4
ns: System

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@ -4,4 +4,4 @@ title: Text
order: 6
---
String queries and building over <code>str</code> values — length, character access, substrings, search, prefix/suffix tests, and int conversion. Arguments are positional. Strings are byte sequences, so indices and lengths count bytes.
String queries and building over <code>string</code> values — length, character access, substrings, search, prefix/suffix tests, and int conversion. Arguments are positional. Strings are byte sequences, so indices and lengths count bytes.

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@ -19,7 +19,7 @@ Parameters:
```ludic
program FirstIsDigit {
var entry: str = "7up"
var entry: string = "7up"
handler Check phase Update {
let c = Text.char_at(entry, 0)

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@ -4,7 +4,7 @@ name: Text.concat
category: text
kind: namespace-method
tokens: Text.concat
sig: Text.concat(a, b) -> str
sig: Text.concat(a, b) -> string
tip: Join two strings into a new one.
order: 8
ns: Text
@ -19,7 +19,7 @@ Parameters:
```ludic
program Greeting {
var name: str = "world"
var name: string = "world"
handler Build phase Update {
let line = Text.concat("hello ", name) # "hello world"

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@ -19,7 +19,7 @@ Parameters:
```ludic
program Filter {
var line: str = "error: disk full"
var line: string = "error: disk full"
handler Scan phase Update {
if Text.contains(line, "error") {

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@ -19,7 +19,7 @@ Parameters:
```ludic
program IsImage {
var filename: str = "hero.png"
var filename: string = "hero.png"
handler Classify phase Update {
let png = Text.ends_with(filename, ".png") # true

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@ -19,8 +19,8 @@ Parameters:
```ludic
program Guess {
var answer: str = "swordfish"
var attempt: str = "swordfish"
var answer: string = "swordfish"
var attempt: string = "swordfish"
handler Check phase Update {
if Text.equals(attempt, answer) {

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@ -4,14 +4,14 @@ name: Text.from_int
category: text
kind: namespace-method
tokens: Text.from_int
sig: Text.from_int(n) -> str
sig: Text.from_int(n) -> string
tip: Render an integer as a string.
order: 10
ns: Text
member: from_int
---
Returns the decimal text of the integer <code>n</code> — <code>Text.from_int(1234)</code> is <code>"1234"</code>, and negatives keep their sign. It is the same conversion as the bare <code>str(n)</code> and the inverse of <code>Text.to_int</code>. Use it when you need a number as characters — to measure its width, concatenate it, or store it — though drawing a number to the screen is better done with <code>Screen.draw_number</code>.
Returns the decimal text of the integer <code>n</code> — <code>Text.from_int(1234)</code> is <code>"1234"</code>, and negatives keep their sign. It is the same conversion as the bare <code>string(n)</code> and the inverse of <code>Text.to_int</code>. Use it when you need a number as characters — to measure its width, concatenate it, or store it — though drawing a number to the screen is better done with <code>Screen.draw_number</code>.
Parameters:
- `n` — the integer to render

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@ -19,7 +19,7 @@ Parameters:
```ludic
program KeyValue {
var pair: str = "hp=42"
var pair: string = "hp=42"
handler Parse phase Update {
let eq = Text.index_of(pair, "=") # 2

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@ -4,7 +4,7 @@ name: Text.join
category: text
kind: namespace-method
tokens: Text.join
sig: Text.join(parts, sep) -> str
sig: Text.join(parts, sep) -> string
tip: Join a list of strings with a separator.
order: 18
ns: Text

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@ -18,7 +18,7 @@ Parameters:
```ludic
program NameWidth {
var label: str = "player one"
var label: string = "player one"
handler Draw phase Render {
let width = Text.length(label) * 6 # 6 px per glyph

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@ -4,7 +4,7 @@ name: Text.lower
category: text
kind: namespace-method
tokens: Text.lower
sig: Text.lower(s) -> str
sig: Text.lower(s) -> string
tip: A lowercased copy of a string.
order: 12
ns: Text

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@ -4,7 +4,7 @@ name: Text.pad_left
category: text
kind: namespace-method
tokens: Text.pad_left
sig: Text.pad_left(s, width) -> str
sig: Text.pad_left(s, width) -> string
tip: Pad with spaces on the left to a width.
order: 15
ns: Text

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@ -4,7 +4,7 @@ name: Text.pad_right
category: text
kind: namespace-method
tokens: Text.pad_right
sig: Text.pad_right(s, width) -> str
sig: Text.pad_right(s, width) -> string
tip: Pad with spaces on the right to a width.
order: 16
ns: Text

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@ -4,7 +4,7 @@ name: Text.repeat
category: text
kind: namespace-method
tokens: Text.repeat
sig: Text.repeat(s, n) -> str
sig: Text.repeat(s, n) -> string
tip: A string repeated n times.
order: 14
ns: Text

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@ -4,7 +4,7 @@ name: Text.replace
category: text
kind: namespace-method
tokens: Text.replace
sig: Text.replace(s, from, to) -> str
sig: Text.replace(s, from, to) -> string
tip: Replace every occurrence of a substring.
order: 19
ns: Text

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@ -4,7 +4,7 @@ name: Text.slice
category: text
kind: namespace-method
tokens: Text.slice
sig: Text.slice(s, a, b) -> str
sig: Text.slice(s, a, b) -> string
tip: A substring covering bytes [a, b).
order: 2
ns: Text
@ -20,7 +20,7 @@ Parameters:
```ludic
program FirstWord {
var line: str = "hello world"
var line: string = "hello world"
handler Split phase Update {
let space = Text.index_of(line, " ") # 5

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@ -4,14 +4,14 @@ name: Text.split
category: text
kind: namespace-method
tokens: Text.split
sig: Text.split(s, sep) -> []str
sig: Text.split(s, sep) -> []string
tip: Split a string on a separator into a list.
order: 17
ns: Text
member: split
---
Splits <code>s</code> at every occurrence of the non-empty separator <code>sep</code> and returns the pieces as a <code>[]str</code> — the inverse of <code>Text.join</code>. Adjacent separators yield empty pieces, and a string with no separator returns a one-element list holding the whole string. Use it to parse CSV rows, command arguments, or delimited save data.
Splits <code>s</code> at every occurrence of the non-empty separator <code>sep</code> and returns the pieces as a <code>[]string</code> — the inverse of <code>Text.join</code>. Adjacent separators yield empty pieces, and a string with no separator returns a one-element list holding the whole string. Use it to parse CSV rows, command arguments, or delimited save data.
```ludic
program Demo {

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@ -19,7 +19,7 @@ Parameters:
```ludic
program Command {
var input: str = "/say hello"
var input: string = "/say hello"
handler Parse phase Update {
if Text.starts_with(input, "/say ") {

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@ -18,7 +18,7 @@ Parameters:
```ludic
program ParseAmount {
var typed: str = "250"
var typed: string = "250"
handler Apply phase Update {
let gold = Text.to_int(typed) # 250

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@ -4,7 +4,7 @@ name: Text.trim
category: text
kind: namespace-method
tokens: Text.trim
sig: Text.trim(s) -> str
sig: Text.trim(s) -> string
tip: A copy with surrounding whitespace removed.
order: 13
ns: Text

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@ -4,7 +4,7 @@ name: Text.upper
category: text
kind: namespace-method
tokens: Text.upper
sig: Text.upper(s) -> str
sig: Text.upper(s) -> string
tip: An uppercased copy of a string.
order: 11
ns: Text

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@ -9,7 +9,7 @@ tip: A 64-bit signed integer for values that overflow a 32-bit int.
order: 1
---
`long` is a 64-bit signed integer — reach for it when a value would overflow the 32-bit `int`: a 64-bit hash or content id, an accumulated playtime in milliseconds, a large score or currency total, packed bit flags. Arithmetic (`+ - * / %`), comparison, and the bitwise operators all work on it, and mixing an `int` with a `long` promotes the `int` to 64 bits automatically — so `big * count` where `big` is a `long` computes in 64 bits and does not overflow. `print` and `str` render all its digits.
`long` is a 64-bit signed integer — reach for it when a value would overflow the 32-bit `int`: a 64-bit hash or content id, an accumulated playtime in milliseconds, a large score or currency total, packed bit flags. Arithmetic (`+ - * / %`), comparison, and the bitwise operators all work on it, and mixing an `int` with a `long` promotes the `int` to 64 bits automatically — so `big * count` where `big` is a `long` computes in 64 bits and does not overflow. `print` and `string` render all its digits.
One limit to know: a numeric *literal* is still parsed as a 32-bit `int`, so build large values by widening — assign a smaller literal into a `long` and compute from there (`let m: long = 1000000` then `m * m`) rather than writing a 10-digit literal directly.

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@ -1,18 +0,0 @@
---
id: type-str
name: str
category: types
kind: type
tokens: str
sig: str
tip: An immutable string — compared by content, sliceable, and interpolatable.
order: 3
---
`str` is an immutable string of bytes. Strings are true <b>values</b>: `+` concatenates two of them and `==` / `!=` compare them <b>by content</b>, not by pointer, so `"go" + direction == "goleft"` behaves as written. Index a single byte with `text[index]` (an `int` code point), take a fresh substring with `text[start..end]`, and measure the byte length with `len(text)`. The readable way to build one is backtick interpolation — `` `score: {score}` `` — which stringifies each `{…}` hole and concatenates.
```ludic
let player_name: str = "Ada"
let greeting: str = `hello {player_name}, score {score}`
if player_name == "Ada" { Screen.status(greeting) }
```

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@ -0,0 +1,18 @@
---
id: type-string
name: string
category: types
kind: type
tokens: string
sig: string
tip: An immutable string — compared by content, sliceable, and interpolatable.
order: 3
---
`string` is an immutable string of bytes. Strings are true <b>values</b>: `+` concatenates two of them and `==` / `!=` compare them <b>by content</b>, not by pointer, so `"go" + direction == "goleft"` behaves as written. Index a single byte with `text[index]` (an `int` code point), take a fresh substring with `text[start..end]`, and measure the byte length with `len(text)`. The readable way to build one is backtick interpolation — `` `score: {score}` `` — which stringifies each `{…}` hole and concatenates.
```ludic
let player_name: string = "Ada"
let greeting: string = `hello {player_name}, score {score}`
if player_name == "Ada" { Screen.status(greeting) }
```