urweb
lobster
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urweb | lobster | |
---|---|---|
6 | 37 | |
797 | 2,135 | |
0.3% | - | |
4.7 | 9.4 | |
about 2 months ago | 23 days ago | |
Standard ML | C++ | |
GNU General Public License v3.0 or later | - |
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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.
urweb
- My views on NeoHaskell
- Ask HN: Uncommon Web Languages?
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What modern and mature language does both general purpose and data persistence ?
Examples of these are Links and Ur/web.
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A list of new budding programming languages and their interesting features?
Ur-Web
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Async/await inference in Firefly
I’ve heard of Links and Ur-web.
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Lightweight Modular Staging and Embedded Compilers: Abstraction without Regret for High-Level High-Performance Programming
There is definitely prior art for this in Links and Ur-Web, but I'm not as tied to pure functional or dependently-typed languages. Though, we'll see where it goes. Coming up with the right "interface" for that has been a challenge, to say the least, so that's why I keep reading about what's out there.
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?
Kind - A next-gen functional language [Moved to: https://github.com/Kindelia/Kind2]
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
awesome-programming-languages - The list of an awesome programming languages that you might be interested in
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
sligh - A language for certifying specification
language-ext - C# functional language extensions - a base class library for functional programming
FStar - A Proof-oriented Programming Language
mun - Source code for the Mun language and runtime.
coffeescript - Unfancy JavaScript
swift - The Swift Programming Language
gleam - ⭐️ A friendly language for building type-safe, scalable systems!
cligen - Nim library to infer/generate command-line-interfaces / option / argument parsing; Docs at