neat
lobster
neat | lobster | |
---|---|---|
3 | 37 | |
110 | 2,142 | |
0.9% | - | |
9.4 | 9.3 | |
12 days ago | 10 days ago | |
D | C++ | |
BSD 3-clause "New" or "Revised" License | - |
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neat
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The Neat Programming Language
It runs on plain C ABI, so you can just define C functions as `extern(C)`, just as you would in D. But you can also use `std.macro.cimport` to import C headers directly. Check out the Dragon demo, https://github.com/Neat-Lang/neat/blob/master/demos/dragon.n... :
macro import std.macro.cimport;
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Running the "Reflections on Trusting Trust" Compiler
Funny sidestory: The way my compiler ( https://github.com/neat-lang/neat ) used to build is, two years ago there was an initial compiler that was written in D. And every time you checked it out on a new system, there was a file with a list of breaking commits, and it would:
- git clone itself in a subfolder
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Show HN: C3 – a C alternative that looks like C
Sure, but keep in mind it's pre-pre-alpha and the current released version is kind of outdated (ping me if you actually want to try it):
https://github.com/neat-lang/neat
This is more a D-like than a C-like, but it only breaks C syntax in areas where IMO C straight up made the wrong call, like the inside-out type syntax.
The thing I'm most proud of is the full-powered macro system, which is really more of a compile-time compiler plugin system.
A good example of a macro would be listcomprehensions: https://github.com/Neat-Lang/neat/blob/master/src/neat/macro...
You can tell it's just compiler code that happens to be loaded at project compiletime.
`compiler.$expr xxx` is itself a macro, that parses an expression `xxx` and returns an expression that creates a syntax tree that, when compiled, is equivalent to having written `xxx`. It's effectively the opposite of `eval`. In that expression, `$identifier` is expanded to a variable reference to "identifier".
So `ASTSymbol test = compiler.$expr $where && $test;` is equivalent to `ASTSymbol test = new ASTBinary("&&", where, test)`. (This shows its worth as expressions become more expansive.)
All in all, this lets you write `bool b = [all a == 5 for a in array]`, and it's exactly equivalent to a plain for loop. You can see the exact for loop at line 103 in that file. `({ })` is stolen from gcc; google "statement expression".
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.