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> |
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Ludic documentation generator
Generates the public documentation site (the pages branch) from a single
source of truth, so the site can never drift from the language.
Source of truth
docs/
language/<category>/<id>.md one file per symbol — keyword, type, phase,
builtin, namespace method, operator, annotation
language/<category>/_section.md section title + blurb + order
language/colors/palette.json the 221 named colors (generated by `ludic-dev docs-palette`)
site/site.json landing-page messaging (hero, features, …)
site/snippets/*.ludic the code shown on the landing page (real programs)
tools/docgen/inventory.json the authoritative symbol set the coverage guard checks
A symbol file
---
id: screen-fill_rectangle # anchor + page name (screen-fill_rectangle.html)
name: Screen.fill_rectangle
category: screen
kind: namespace-method # keyword|type|phase|namespace-method|builtin|annotation|operator
tokens: Screen.fill_rectangle # literal token(s) the highlighter matches & links
sig: Screen.fill_rectangle(x, y, width, height, color)
tip: Draw a solid, filled rectangle. # one sentence — the hover-card summary
order: 1
ns: Screen # namespace-method only
member: fill_rectangle # namespace-method only
related: screen-clear screen-draw_rectangle
---
Rich description — inline `<code>`/`backticks`, "model instance" language.
Parameters: # for anything that takes arguments
- `x` — the left edge, in pixels
- `color` — the fill color, e.g. a `Color.*` name
```ludic
program Example { … descriptive-named, compilable … }
```
What it produces
One page per symbol (<id>.html), a namespace overview page per namespace
(ns-screen.html … ns-color.html), a searchable index (api.html, fuzzy
search over every symbol), the landing page (index.html), the
ludic-highlight.js highlighter (all its symbol tables, tips, per-item link
targets, per-parameter anchors and hover-card data generated from the sources
above), symbols.json, and .nojekyll.
In any code sample: keywords/types/builtins/annotations link to their page;
Screen.fill_rectangle links Screen → the namespace page and fill_rectangle
→ the method page separately; a named argument like width: links to that
parameter's anchor; Color.Charcoal links Color and Charcoal separately;
hovering any token shows a summary card from the real API data.
Build & check
The generator and its guards are written in Ludic and run through x — there is
no Python in the pipeline. assets/ (the CSS/HTML/JS templates) and
inventory.json are the only inputs the tools here still read directly.
bin/ludic-dev docs-gen --out build/pages # generate the whole site
bin/ludic-dev docs-check build/pages # coverage + duplicate-token + link guard
bin/ludic-dev check-docs # parse every ```ludic doc fence
docs-check fails CI if any symbol in inventory.json lacks a page, if a token
is documented on two pages, or if a highlighter link points at a missing page —
so "every symbol is documented, autogenerated each time" is enforced. It needs a
built bin/ludic (bootstrapped from the IR seed with clang alone).
Publish
.forgejo/workflows/docs.yml bootstraps the toolchain from the IR seed and runs
ludic-dev docs-gen + ludic-dev docs-check on every push to main that touches docs/**,
tools/docgen/** or tools/ludic-cli/**, and publishes the result to the pages branch
root. index.html + .nojekyll always stay at the root.
Colors
palette.json and selfhost/backend/stdlib/emit_color.ludic are both generated
by bin/ludic-dev docs-palette from a single palette table — the pal_add(...) rows in
tools/ludic-cli/docgen.ludic. Edit the table there and regenerate; do not hand-edit the
generated files.