BorrowScript
lobster
BorrowScript | lobster | |
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9 | 37 | |
1,432 | 2,142 | |
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5.5 | 9.3 | |
6 months ago | 12 days ago | |
HTML | C++ | |
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BorrowScript
- TypeScript Without Side Effects
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Is it possible to have a superset of the C programming languages standard that is as safe as Rust?
You might be looking for something like https://github.com/alshdavid/BorrowScript
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Why are systems languages always overly complex?
I think AssemblyScript is the best example.
Adding the borrow checker is quite invasive though. This guy is trying https://github.com/alshdavid/BorrowScript.
I think it's a kind of fun constraint that experienced and bored devs like to challenge themselves with - the borrow checker. The latest obsession. You absolutely don't need a borrow checker, just like you didn't need everything to be functional programming, but it's intellectually stimulating.
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TypeScript as Fast as Rust: TypeScript++
Sounds like BorrowScript, which is TypeScript syntax, a Rust borrow checker, and Go-like coroutines. It's designed for wasm and web api targets. (not compatible with TypeScript though)
https://github.com/alshdavid/BorrowScript
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High level overview of the algorithm steps of Rust's borrow checker?
I asked how to implement a "borrow checker" in JavaScript in my initial attempts (I've learned a decent amount since), which led me to randomly finding BorrowScript that seems to have another implementation I think, so going to be taking a deeper look there for inspiration as well. But if one could explain the steps of the algorithm, and how it integrates/relates with the type inference process, that would be of great use. Not for learning how to use Rust, but to learn how this aspect of its compiler works.
- Rust-inspired borrow checker, TypeScript-inspired syntax
- BorrowScript: TypeScript with a Borrow Checker
- BorrowScript (spec) – Combining the Rust borrow checker with TypeScript syntax
- BorrowScript spec – Combining the Rust borrow checker with TypeScript syntax
lobster
- The Lobster Programming Language
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The Neat Programming Language
I think lobster does this.
"Compile time reference counting / lifetime analysis / borrow checker."[1]
"Reference Counting with cycle detection at exit, 95% of reference count ops removed at compile time thanks to lifetime analysis."[1]
[1] https://strlen.com/lobster/
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Why does Rust need humans to tell it how long a variable’s lifetime is?
There is another language, Lobster, that uses lifetime analysis like Rust, but IIUC infers lifetimes completely automatically. It looks like the idea is still experimental - I'm interested to see how it goes.
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What are some must have built-in modules in your opinion/experience?
I think the ability to open a window and do graphical stuff is actually pretty underrated in core language functionality. There's a few game-oriented programming languages like Lobster that put windowing and graphics in the core language functionality, and I think it's pretty neat. The biggest downside is that it's a lot to bite off, because you'll probably want to have standardized API functionality for a whole host of things like font rendering, image loading, etc.
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Minetest: An open source voxel game engine
The actual game itself, yes. Based on this open source project though which provides the language its written in and core engine tech: https://github.com/aardappel/lobster
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Plane - FOSS and self-hosted JIRA replacement. This new project has been useful for many folks, sharing it here too.
I'm keeping an eye on Lobster though. It fixes most of Python's problems. It's way faster, has proper static typing, the import system is sane, etc.
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Using a borrow checker to track mutable refs in a GCed FP language?
Lobster (https://strlen.com/lobster/) appears to at least do lifetime analysis to reduce refcounting. I'm not sure about automatic interior mutability. I feel like there's a keyword here that can help find other compilers with similar features.
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What would make you try a new language?
Also, can I introduce you to https://strlen.com/lobster/, a garbage collected language made for game development by (and primarily for) the one and only Wouter "aardappel" van Oortmerssen?
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In a custom typed imperative programming language, what should the compiler do next, after resolving variable references?
I would like to make it work to some degree like Rust with a borrow checker, and have optional static typing (with type inference wherever it can). Other sources of inspiration, lobster lang, and dart. It is going to (eventually...) compile to several places like dart (browser, iOS, android, linux, etc.). After I've created the AST, I've gone straight to code generation, because that's the easy part IME. But now have to insert the "middle" and do typechecking/borrowchecking/inference/other checking. This is for an imperative-style language.
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Features you've removed from your lang? Why did you put them in, why did you take them out?
Over the ~12 years of Lobster (https://strlen.com/lobster/) 's existence, features that were removed (in this order): * Lexical scoping. * Icon style backtracking. * Small-talk like syntax. * Dynamic Typing. * Multimethods. * Frame based state (like FRP). * Co-routines.
What are some alternatives?
cyclone - Cyclone is a type- and memory-safe dialect of C
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
Mezzano - An operating system written in Common Lisp
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
swc - Rust-based platform for the Web
language-ext - C# functional language extensions - a base class library for functional programming
ValueScript - A dialect of TypeScript with value semantics.
mun - Source code for the Mun language and runtime.
DMDScript - An implementation of the ECMA 262 (Javascript) programming language
swift - The Swift Programming Language
Kind - A next-gen functional language [Moved to: https://github.com/Kindelia/Kind2]
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at