Vortex
lobster
Vortex | lobster | |
---|---|---|
18 | 37 | |
80 | 2,147 | |
- | - | |
9.6 | 9.3 | |
about 1 month ago | 4 days ago | |
C | C++ | |
GNU General Public License v3.0 only | - |
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Vortex
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Reintroducing Vortex (after a major rewrite)
Hey everyone, I'd like to reintroduce my language Vortex after refactoring it from a tree walking interpreter to a Bytecode VM.
- A bit of fun with Vortex and SDL
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Vortex 2.0: A static type system inspired by Typescript (And some utility types I'm pretty proud of)
Vortex 2.0 repo can be found here: https://github.com/dibsonthis/Vortex/tree/v2
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Vortex: Static Type Checking
The static type checking changes are in a new branch until they're tested out some more. If you're interested in taking a look, here's the github repo: https://github.com/dibsonthis/Vortex
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Is there a programming language that has this functionality?
My language Vortex was built with side effects like this in mind via hooks: https://github.com/dibsonthis/Vortex
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A simple web app framework written in Vortex
So this is a pretty decent milestone for Vortex. It now has enough features (mostly via libraries I've been creating for it) to be used on a somewhat complex project. I wanted a project to put the language to the test and decided it would be fun to try and create a simple web framework.
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Spinning up a server in Vortex
Vortex Repo: Repo
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Vortex Update: More libraries, features etc.
Vortex docs (with Getting Started guide, if you want to try it out): Vortex Documentation Vortex Repo: Vortex on Github
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Vortex Update: Multiple Dispatch + Refinement Types
Repo: Vortex source code
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Type extension
Docs: Type extension in Vortex Repo: Vortex repo on github
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?
Stealth-mixin - Common Lisp library for creating stealth mixin classes
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
Forscape - Scientific computing language
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
language-ext - C# functional language extensions - a base class library for functional programming
mun - Source code for the Mun language and runtime.
swift - The Swift Programming Language
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at
zim-desktop-wiki - Main repository of the zim desktop wiki project
Vale - Compiler for the Vale programming language - http://vale.dev/
awesome-programming-languages - The list of an awesome programming languages that you might be interested in
Kind - A next-gen functional language [Moved to: https://github.com/Kindelia/Kind2]