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>
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| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| fn-bytes | bytes | builtins | builtin | bytes | bytes(n) -> pointer | Allocate a raw buffer of n bytes and return a pointer to it. | 50 |
Allocates a raw, byte-addressable buffer of n 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 bytes(world_size()) so the buffer is exactly large enough for a full world snapshot. For a buffer of 32-bit words rather than individual bytes, use words instead.
Parameters:
n— the number of bytes to allocate
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)
}
}