treesheets
lobster
treesheets | lobster | |
---|---|---|
10 | 37 | |
2,455 | 2,142 | |
- | - | |
9.0 | 9.3 | |
about 19 hours ago | 10 days ago | |
C++ | C++ | |
zlib License | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
treesheets
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TreeSheets: Open-Source Free Form Data Organizer (Hierarchical Spreadsheet)
there are many here: https://github.com/aardappel/treesheets/tree/master/TS/examp...
- Do you have about 5 different places you are keeping notes?
- Treesheets 3025803779
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Treesheets app: cross-platform, free-form data organizer d
Does the CI build Windows binaries? I could not find them at https://github.com/aardappel/treesheets/actions
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?
zim-desktop-wiki - Main repository of the zim desktop wiki project
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
leo-editor - Leo is an Outliner, Editor, IDE and PIM written in 100% Python.
language-ext - C# functional language extensions - a base class library for functional programming
client - Gingko Writer. Tree-based writing software, written in Elm.
mun - Source code for the Mun language and runtime.
obsidian-releases - Community plugins list, theme list, and releases of Obsidian.
swift - The Swift Programming Language
BookStack - A platform to create documentation/wiki content built with PHP & Laravel
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at
zotero - Zotero is a free, easy-to-use tool to help you collect, organize, annotate, cite, and share your research sources.