fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through
a local, a global, a record field, a slice element, a parameter or a result of a function type
is an indirect call; two function types mix only when equal, a call checks its argument count,
and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker
check.
render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and
r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined
scene_draw_casters with no parameter while the renderer passed one, which nothing checked.
render3d declares numbers float itself; smooth.ludic is converted to floats and returns when
r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call
one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a
declared float as evidence. Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
L1. Two vars, consts, enums, properties or events of one name in a program are an error naming
both places (functions already were); the first used to win silently. A let / var of a name its
own block already declared is an error (it used to shadow). A function with a result type whose
body can reach its end without a return is an error, asked structurally of the body - a return,
an if/else or a match with a default arm whose every branch ends - rather than handing back
whatever the result slot held. The game, the lab and every package example pass all three;
the lab had one harmless shadow, and the game's split screens had two real bugs of the kind.
examples/rejected/ holds the four refusals, checked by the test runner's new reject_case.
Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Text.to_float reads a leading decimal number (strtod), the twin of Text.to_int, for data files.
A return with a value in a function that returns nothing now says so where it is, instead of
reaching clang as 'store void'. Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Listeners are compiled into one @ev_<E> function and return branched to its exit, so every
listener declared after one that returned early - and every foreign listener - never heard
the event. The per-kind listener shape (return unless it is my kind) answered only the
first-declared kind. examples/events/answer.ludic holds it; seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to
promote a computed int to a float implicitly: there it is almost always float bits. Explicit
float(x) is always allowed.
render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program
inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers,
nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals,
with float_bits / float_from_bits left only where bits really cross (runtime scratch
buffers, mixed buffers). Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`reseed` writes both, and the committed Windows seed carried none of the bounds
check (0 sites against 859 in the regenerated one), so a bootstrap there would
have built a compiler without it - the same half-a-change as the host seed, on
the other platform.
Not verified by running: a Windows bootstrap cannot be done from this Mac. What
is checked is that it is generated by the same `reseed` from the same source as
the host seed, and that it carries the emission the host seed does. The host's
own bootstrap is a proven fixpoint and selfhost-test's C-free bootstrap passes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The platform gave these keys no code at all, so a game's rebinding screen could not take
one and nothing said why. Windows asked the active layout what they type and got nothing
(w_vk_char answers 0 for a key with no character); macOS let them fall through to
charactersIgnoringModifiers, which reports NSF1FunctionKey and its neighbours at 0xF704
and up - outside the 256-bit held set either way.
w_keyval and ev_keyval now name them, with the same codes on both: 132-143 F1-F12,
144-149 Home / End / PageUp / PageDown / Insert / Delete, 150 Caps Lock, 152-161 the
numpad digits, 162-166 its * + - . and /. The numpad's Enter is Enter.
Key.F1, Key.Home, Key.Numpad0 and the rest fold at compile time, and Input.key_label
names them without asking the layout - a key that types nothing is called the same thing
on every layout.
examples/library/input_typeless_keys.ludic covers the codes, the names, the held set and
the press edge; 150 passed in ludic-dev test, 33 in selfhost-test.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Crypto.random_* and Uuid.* read /dev/urandom, which Windows lacks, so every
byte was zero; the Windows target now calls RtlGenRandom (advapi32).
ludicc takes --title, which ludic build/run/bundle pass from package.ludic's
app name, so rt_init opens the window under that name instead of the
program name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Process.spawn/poll/kill/free - non-blocking child processes with no shell: posix_spawn on
macOS (process.ll), CreateProcessW with MSVC-quoted arguments and no console window on
Windows (process_win.ll), linked only when a program uses Process.*.
Http.save_to streams a response body into a file (NSURLSession with a run-time delegate
class on macOS, the WinHTTP read loop on Windows); Http.received / Http.expected report
progress while it is pending. Freeing a pending request cancels it and parks the slot
until the worker has finished.
App.window_hide / App.window_show take the game's window off the screen and back without
closing it; the run goes on while hidden. Docs, examples, tests and a changeset.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Udp.open/port/send/recv/from_ip/from_port/close/resolve/local_ip/ip/ip_text, native
BSD sockets (udp.ll) and Winsock (udp_win.ll, -lws2_32), linked only when a program
uses Udp.*; example, docs and tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
emit_bin_vals lowered every pointer-typed ==/!= to @lp_str_eq, so two
distinct records compared their bytes up to the first zero byte. Content
compare now needs both sides to be text (string, or the untyped
pointer/ptr runtime code carries text in); other references use
icmp eq ptr, and string vs a non-text reference is a compile error.
Adds selfhost/tests/identity.ludic; both seeds regenerated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`float` (32-bit) and `double` (64-bit) with + - * / %, comparisons and unary minus.
Decimal literals take their type from context and stay `fixed` elsewhere; int and long
promote implicitly (LUDIC_WARN_FLOAT_PROMOTE=1 lists every promotion). float(), double(),
int(), long() and fixed() convert; floats(n)/doubles(n) buffers; float fields, globals,
constants and parameters; Math.* computes in float for float arguments; string/print
write the shortest round-tripping decimal; float_bits/float_from_bits expose the bits.
@deterministic code may not use floats. The f_* runtime helpers stay as they are.
Editors know the new type words; the JetBrains plugin is 1.5.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- JetBrains plugin 1.4.0: semantic colours (builtin / vendor / own), template strings,
brace handling, run configurations and a test console, package.ludic and
package.lock.ludic editing (completion, docs, app preview, colour previews, asset
navigation), External Libraries for the runtime and packages, doc pages for built-ins
- ludic-lsp: go to definition for imports, document links, hover with inferred types,
type definition, signature help with parameters, docs from docs/language
- `import "dir"` resolves a barrel `dir/index.ludic`
- package.ludic `entry`, `script` and `hook before|after <command>`; `ludic <script>`,
`ludic script`, `ludic scripts`
- `ludic test --verbose` and `--test NAME`; the test runner filters by name
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Windows runtime keyed the held set by the character MapVirtualKeyA gave a
virtual key, so a game's WASD belonged to whatever the active layout put there,
and with an input method on every letter arrived as VK_PROCESSKEY. The typing
block is now read from the scancode (the arrows, numpad and F-keys still by
virtual key); macOS reads keyCode the same way. Input.key_label(key) names a key
in the player's own layout (Windows) or as its US character elsewhere.
Verified on Windows with SendInput into a live window: VK_Z carrying W's scancode
holds 'w', VK_PROCESSKEY carrying A's holds 'a', Caps Lock changes nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`fn name` read `while p < fn and ...` as a reference to a function called `and`, which broke
tools/ludic-cli/glgen.ludic and so the dev tool's own build. A reference now needs the name on
the same line and not one of and / or / not / in / is. The threads example checks `fn` as a
local before `and`. Reseeded; bootstrap-cfree reproduces the seed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- `fn name` names a top-level function as a value (E_FNREF, lowers to @fn_<name>); the worker
entry point for Job.parallel_for, which checks it takes (int, pointer-like) and returns void.
- runtime/native/threads.ll (pthreads) and threads_win.ll (Win32 SRWLOCK/CONDITION_VARIABLE): a
pool of one worker per core but one, parked between batches; every thread claims chunks by
compare-and-swap. Linked only into programs that use Job/Promise/Sync, by `ludicc -o`,
`ludic build` and the test suite's build helper.
- Sync.* is real: native mutexes, atomics as cmpxchg retry loops (neither clang takes atomicrw,
the PC's rejects seq_consistent), mutex-guarded channels, Sync.cpu_count from the OS.
- spawn/despawn on a pool thread stop the program with a located panic.
- examples/library/threads.ludic and its test; docs for fn, Job.parallel_for, Job.is_worker.
- Reseeded (bootstrap-cfree: out.ll == seed.ll). 141/141 on macOS; jobs, threads and the guard
pass on Windows from the reseeded Windows seed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ludic-dev vkgen reads vk.xml into runtime/native/vk_api.ludic (constants, every struct's
<Struct>_sizeof and <Struct>_<field> offsets, one extern per command) and vk_thunks.ll.
Every size and offset was compiled against the SDK's C headers; `ludic-dev test` checks the
tracked files against the registry wherever the Vulkan SDK is installed.
vk_win.ll (vulkan-1.dll) and vk_mac.ll (libvulkan.1.dylib, MoltenVK) open the loader at run
time, so a program built with Vk.* starts on a machine without Vulkan. ludicc and ludic
build link both for any program that uses Vk.*. The seeds are regenerated for the new
compiler.
vk_probe reports what a machine's Vulkan can do; vk_compute dispatches a Slang compute
shader and reads the picture back, clean under the validation layer on an RTX 3070 Ti and
on an M4 Pro through MoltenVK.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The CLI's shell commands go through shell(), which is run() on POSIX and a
scratch script handed to Git for Windows' bash on Windows (exit codes read
directly there). compile_app links through `ludicc -o` on Windows, ludic run
starts the .exe, and ludic-dev build and ensure_ludicc assemble
selfhost/ludicc.win.seed.ll, which ludic-dev reseed now writes beside the
macOS seed. ludic bundle makes build/<name>/ with a GUI-subsystem exe carrying
the .ico beside `app icon` as an llvm-rc resource, game.lpak and packs.index;
ludicc gains --gui and --link, and quotes its whole link line for cmd.exe.
Verified: ludic-dev test 135/135, selfhost-test 32/32; on the PC a checkout
bootstraps from the Windows seed, ludic-dev build makes the toolchain, and
`ludic bundle` makes build/Maroon Lake/, which runs from its own folder.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>