Phase 6d: merge struct into property; storage follows use

`struct` and `property` had identical syntax and differed only in semantics, so
they are now one keyword: `property`. How a property is stored follows from how
it is used —

  - listed in a `model` or attached by `spawn`  -> an ECS component, kept in the
    engine's per-entity @S_/@H_ arrays and bound in queries (as before);
  - constructed with `new`                       -> a heap record with reference
    semantics (what `struct` used to be).

A program that declares only `property` records and functions — no `model`, no
`handler` — is not an ECS program: it gets record layouts and `new`, but no
entity storage, allocator, snapshot, or runtime splice. This is exactly the
shape of the Ludic compiler itself, whose Node/Tok/Buf/Val are now `property`.

Mechanics:
  - record layout (%Cmp_) now always emitted in the header (emit_head), so `new`
    works with or without the ECS; the per-entity arrays stay in
    emit_ecs_storage. %Str_ is gone — one layout prefix.
  - has_ecs() is now `has_systems() or has_models()`, not "any component"; a
    property alone no longer drags in the ECS runtime. Added has_models().
  - emit_new / member access / layout_ty / layout_node collapse onto find_comp.
    Dropped struct keyword, parse_struct, find_struct, is_struct_ty, N_STRUCT
    emission (the const stays at kind 0, the default node kind).

Migration done as two reseeds (the old compiler treats any component as ECS, so
it cannot see `property` records in the compiler source until has_ecs is fixed):
  A) teach the compiler property-as-record + fix has_ecs, keeping `struct`;
  B) migrate the compiler's own records to `property` and remove `struct`.

selfhost/tests/structs.ludic migrated (still prints 7 9 109 2 42). Vocabulary
drops `struct` from DECL (ludic_syntax.h, grammar, LudicTokens.kt). LANGUAGE.md
"Records" section rewritten. Reseeded (21613 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 23:32:05 +03:00
parent 3fd599ce47
commit dc475b17c2
15 changed files with 4054 additions and 4378 deletions

View file

@ -22,8 +22,8 @@ A program is one `program` block containing declarations:
# doc-check: skip — illustrative: elided import list
program Name {
import ... # pull declarations in from another file
property ... # data (per entity)
struct ... # a plain record, not tied to an entity
property ... # a record of typed fields — a per-entity component, or a
# plain `new`-allocated record; its use decides which
model ... # a named entity KIND (bundle of properties)
const ... # compile-time constants
fn ... # functions
@ -366,13 +366,24 @@ whole timeline), plus [`examples/toggle.ludic`](examples/toggle.ludic)
(enable/disable). Still to come: **scene** hooks (`@OnEnter`/`@OnExit`), which
wait on `scene` support landing in the compiler.
## Structs, arrays and slices
## Records (`property`), arrays and slices
`struct` is the aggregate that is *not* tied to an entity — a plain record, for
the data a program keeps outside the ECS.
There is one record keyword, `property` — a named set of typed fields with
defaults. How a property is *stored* follows from how it is *used*, so the same
declaration covers both ECS components and the plain records a program keeps
outside the ECS:
- listed in a `model` (or attached by `spawn`) → a **component**, stored in the
engine's per-entity arrays and bound in queries;
- constructed with **`new`** → a **heap record**, addressed by a pointer.
A program that only declares `property` records and functions — never a `model`
or `handler` — is not an ECS program at all: it gets no entity storage or
runtime, just the record layouts and `new`. (This is exactly how the Ludic
compiler is written in itself.)
```ludic
struct Tok { kind: int = 0, line: int = 0, next: Tok }
property Tok { kind: int = 0, line: int = 0, next: Tok }
handler Lex phase Update {
let t = new Tok # allocates; every field seeded from its default
@ -380,11 +391,11 @@ handler Lex phase Update {
}
```
Struct values have **reference semantics**: a struct value is a pointer to the
A `new` record has **reference semantics**: the value is a pointer to the
object, so assigning or passing one shares it rather than copying.
```ludic
struct Tok { kind: int = 0, line: int = 0, next: Tok }
property Tok { kind: int = 0, line: int = 0, next: Tok }
fn bump(t: Tok) -> void { t.kind = t.kind + 1 }
@ -398,7 +409,7 @@ handler Share phase Update {
}
```
Fields chain, so a struct can refer to its own type and be walked without
Fields chain, so a record can refer to its own type and be walked without
temporaries — which is what an AST or a linked list needs:
```ludic
@ -648,8 +659,9 @@ are future work.
formatting lives in `build/ludic-fmt` instead). Output-path and IR flags are in
flux as the CLI front-end is rebuilt — check `ludicc` usage for the current set.
`struct` and array types, `break`/`continue`, and argv/stderr — once listed here
as near-term — are now implemented and self-hosting; their lowerings are in
Records (`property` used with `new`) and array types, `break`/`continue`, and
argv/stderr — once listed here as near-term — are now implemented and
self-hosting; their lowerings are in
[BOOTSTRAP.md](BOOTSTRAP.md) §4.
## Scenes & layers