refactor(lang): rename the ptr/ptrs types to pointer/pointers

Expand the abbreviated pointer types to full words on the language surface:
  ptr   ->  pointer     (a raw address / FFI handle)
  ptrs  ->  pointers    (a buffer of pointers)

The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps
`pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only
the Ludic-level surface changes. Rewrites type annotations across all
sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing
in emit_addr, the grammars/LSP/JetBrains tokens, and the docs
(type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their
conventional short spelling (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 01:58:54 +03:00
parent b7745a4600
commit effb3f637f
76 changed files with 516 additions and 516 deletions

View file

@ -9,7 +9,7 @@ tip: Mark fields as replicated and models as owned so the compiler generates net
order: 4
---
These are the two declarative switches at the top of Ludic's networking: <code>@Sync</code> says <b>what</b> replicates and <code>@Owned</code> says <b>who</b> owns an instance. Replication is opt-in at the field level and decided per model use-site — a field crosses the wire only when it is both replicable (marked <code>@Sync</code>, either on the field or via <code>@Sync property P</code> which marks every field of <code>P</code>) <b>and</b> participating (the model marks the component <code>@Sync</code>). So the same property can replicate in one model and not another, and there is no <code>@NoSync</code> because the surface is purely additive. From these marks the compiler generates the per-model <code>serialize</code>/<code>apply</code> codecs; <code>@Sync</code> on a non-POD-scalar field (like a <code>ptr</code>) is a compile error, since a machine-local pointer cannot cross the wire. <code>@Owned</code> adds the owner slot the ownership builtins and <code>@Predicted</code> read. See the dedicated <code>@Owned</code> page for ownership details.
These are the two declarative switches at the top of Ludic's networking: <code>@Sync</code> says <b>what</b> replicates and <code>@Owned</code> says <b>who</b> owns an instance. Replication is opt-in at the field level and decided per model use-site — a field crosses the wire only when it is both replicable (marked <code>@Sync</code>, either on the field or via <code>@Sync property P</code> which marks every field of <code>P</code>) <b>and</b> participating (the model marks the component <code>@Sync</code>). So the same property can replicate in one model and not another, and there is no <code>@NoSync</code> because the surface is purely additive. From these marks the compiler generates the per-model <code>serialize</code>/<code>apply</code> codecs; <code>@Sync</code> on a non-POD-scalar field (like a <code>pointer</code>) is a compile error, since a machine-local pointer cannot cross the wire. <code>@Owned</code> adds the owner slot the ownership builtins and <code>@Predicted</code> read. See the dedicated <code>@Owned</code> page for ownership details.
```ludic
program SyncedWorld {