ludic/docs/language/operators/op-literals.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

845 B

id name category kind sig tip order
op-literals Literals operators operator 42 0x1E90FF 'w' "text" true null Integer, hex, character, string, boolean, and null-pointer literals. 8

Literals are the fixed values you write directly in source. 42 is a decimal int and 0x1E90FF is a hex int — hex is how colors are written, so a raw color is just an integer. A number with a decimal point (1.5) is a fixed. 'w' is a character literal, an int code point handy for comparing against Input.key(). "text" is a string, true / false are bools, and null is the null-pointer literal used to test an unset record, slice, or pointer field.

let sky_color: int = 0x1E90FF
let banner: string = "GAME OVER"
if Input.key() == 'w' { row = row - 1 }
if next_segment == null { is_tail = true }