ludic/docs/language/builtins/fn-bytes.md
Orkuncakilkaya effb3f637f 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>
2026-08-30 01:58:54 +03:00

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Markdown

---
id: fn-bytes
name: bytes
category: builtins
kind: builtin
tokens: bytes
sig: bytes(n) -> pointer
tip: Allocate a raw buffer of n bytes and return a pointer to it.
order: 50
---
Allocates a raw, byte-addressable buffer of <code>n</code> bytes and returns a pointer to its start. It is a low-level primitive used for I/O and networking scratch space — for example a buffer to serialize the world into, or to receive bytes from a socket. Size it to what you need; a common pattern is <code>bytes(world_size())</code> so the buffer is exactly large enough for a full world snapshot. For a buffer of 32-bit words rather than individual bytes, use <code>words</code> instead.
Parameters:
- `n` — the number of bytes to allocate
```ludic
program SnapshotBuffer {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
handler Snapshot phase Start {
spawn Player { Position { column: 3, row: 4 } }
let buffer = bytes(world_size())
let written = world_save(buffer)
print(written)
}
}
```