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

@ -3,7 +3,7 @@
# fixpoint). Replaces selfhost/test.sh.
# compile selfhost/tests/<name>.ludic with bin/ludicc, assemble, run, compare
function sh_case(name: ptr, exp: ptr) -> void {
function sh_case(name: pointer, exp: pointer) -> void {
let ll = `/tmp/x_sh_{name}.ll`
let er = `/tmp/x_sh_{name}.err`
let bn = `/tmp/x_sh_{name}`
@ -16,7 +16,7 @@ function sh_case(name: ptr, exp: ptr) -> void {
}
# compile examples/<name>.ludic as a game and diff its render against the golden
function game_case(name: ptr, keys: ptr) -> void {
function game_case(name: pointer, keys: pointer) -> void {
if not game_build_ok("bin/ludicc", `examples/{name}.ludic`, `/tmp/x_g_{name}`) { bad(`{name}: build`); return }
run(`printf '%s' '{keys}' | /tmp/x_g_{name} >/dev/null 2>&1`)
if shq(`cmp -s selfhost/golden/{name}.ppm out.ppm`) { ok(`{name} matches the golden render`) }