- runtime: HEADLESS_FRAME_PATH, STICK_DEADZONE / STICK_LEFT_X/Y, key and byte codes as char literals throughout (`k == 'w'`, `fill(rt_map, ' ', …)`) - ludic.gameplay/stats: drop the duplicate `stat_field` (it answered "atk" for every build stat); Stats.base uses stats_field_name - ludic.shooter: compare aim modes and fire patterns with AimMode.* and WeaponPattern.* instead of raw ints; STICK_RIGHT_X/Y - ludic.npcai: DecisionMade / brain_set_state use AiState.* - examples/games/menu.ludic uses Font.load / Ui.* with FONT_PATH and BACKDROP named; strings.ludic header says what it prints - whole tree: `x = x + 1` → `x += 1` (single-term right-hand sides only), `0 - x` → `-x`, ASCII codes → char literals; every .ludic and every ```ludic fence reformatted with the fixed formatter (whitespace only) Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
21 lines
728 B
Text
21 lines
728 B
Text
# recurse.ludic — EV6: re-entrant emit is bounded. Ping's listener emits Pong,
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# Pong's listener emits Ping — an event cycle that would hang the frame forever.
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# The depth bound (EV_DEPTH_CAP) makes the nesting trap as an early return, so the
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# program terminates with a bounded count instead of spinning. This is the "no
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# runaway event cycle" guarantee.
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#
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# Running it prints: 16 (the cycle bottoms out at the depth cap, deterministically)
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program Recurse {
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var n: int = 0
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event Ping { }
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event Pong { }
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@On(Ping) handler A { n += 1; emit Pong() } # each Ping deepens by one Pong
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@On(Pong) handler B { emit Ping() } # ...and each Pong by one Ping
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entry {
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emit Ping()
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print(n)
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}
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}
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