ludic/examples/actions/rows.ludic
Orkuncakilkaya ab0b84b87e feat(lang): 27.3 - a reducer on a table's row: reducer T in S.table on A, @Target, Row<T>, @RowVerb, @Column
An action names one row of a ludic.base Table<T> by its handle, in a field marked @Target, and
`reducer Deer in Herd.deer on Spook(r: mut Row<Deer>, n: Noise, a: Spook)` runs once, for that row
alone (the table may sit down a path, S.w.tab). The drain resolves the handle (tb_row) and hands the
reducer a Row<T> - new in ludic.base: tb, row, h, rec - that the queue keeps, one per row reducer,
filled in place, so a targeted action allocates nothing; a stale handle runs nothing, and
LUDIC_ACTIONS_LOG=1 prints a line for it (@alloc_ok). Row reducers order among an action's by their
state's name, then the table's path.

Checked at compile time (actions_rows.ludic): the row reaches r.rec and r.h only - r.tb / r.row
refused, the view never assigned, stored, copied or handed on except to a @RowVerb (a function of
the record's own module taking Row<T> first; any other function taking a row is refused); a field
marked @Column (a table column mirrors it) is not written through r.rec; only the module owning the
state declares a row reducer; one @Target, an int, per action; the states between the row and the
action are read. `mut` is allowed on a Row<T> parameter.

ludic schema's code section gains row_reducers (record, table, state, action, target, predicted,
net, module, at) and row_verbs (name, record, module, at), and every action its target; row
reducers are left out of `reducers`. ludic deps and ludic-lsp name a row reducer
`reducer Deer in Herd.deer on Spook`. vocab: @Target, @Column, @RowVerb; docs/language pages;
LANGUAGE.md "A reducer on a row"; examples actions/rows and ten rejects; test.ludic feat, reject and
schema cases (not run); changes/row-reducers.md. Reseeded; bootstrap-cfree fixpoint holds (307497
lines); Maroon Lake's `ludic build --check` is clean against this tree.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 16:14:59 +03:00

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# rows.ludic - 27.3: a reducer on a row. An action that names one row of a Table by its handle
# (@Target) is reduced for that row alone: the drain resolves the handle and hands the reducer a
# Row it keeps, so nothing is allocated. A field a column mirrors (@Column) is written only by the
# record's @RowVerbs, which keep the column with it; a handle whose row is gone runs nothing.
import "ludic.base"
program RowActions {
numbers float
property Deer {
@Column x: float = 0.0 # mirrored by column 0 of the herd's table
fear: int = 0
}
state Herd { deer: Table<Deer> = null }
state Noise { loud: int = 2 }
action Spook { @Target who: int = -1, by: int = 1 }
action Bolt { @Target who: int = -1, dx: float = 0.0 }
reducer Deer in Herd.deer on Spook(r: mut Row<Deer>, n: Noise, a: Spook) {
r.rec.fear += a.by * n.loud
if r.rec.fear > 3 { dispatch Bolt { who: r.h, dx: 5.0 } } # a follow-on, for the same row
}
reducer Deer in Herd.deer on Bolt(r: mut Row<Deer>, a: Bolt) { deer_move(r, r.rec.x + a.dx) }
reducer Noise on Spook(n: mut Noise, a: Spook) { n.loud += 1 } # a state's reducer on the same action
@RowVerb function deer_move(r: mut Row<Deer>, x: float) -> void {
r.rec.x = x
tb_set_f(r.tb, 0, r.row, x)
}
entry (h: mut Herd) {
let tb: Table<Deer> = table_new(1, 0)
h.deer = tb
let a = tb_add(tb, new Deer)
let b = tb_add(tb, new Deer { x: 10.0 })
let c = tb_add(tb, new Deer)
tb_remove(tb, c)
dispatch Spook { who: a, by: 1 } # Noise's reducer runs after Deer's: 2, then 3 for b
dispatch Spook { who: b, by: 2 } # 6 > 3: b bolts
dispatch Spook { who: c, by: 9 } # c is gone: its row reducers run nothing
drain_actions()
let ra = tb_row(tb, a)
let rb = tb_row(tb, b)
print(`{tb_rec(tb, ra).fear} {tb_rec(tb, rb).fear} {int(tb_rec(tb, rb).x)} {int(tb_f(tb, 0, rb))}`)
}
}