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beefdev
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1.
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by
beefdev
7y ago
BeefLang will report leaks as they occur, not when the program shuts down. There's a tracing "GC" in debug mode for detecting unreachable memory in realtime. It's also used for reliably detecting use-after-free since mem
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by
beefdev
7y ago
Thanks for the mention, Gene. Thanks for being an early adopter, and keep those bugs and feedback coming in! As far as performance vs C - there's not a lot of features that incur dynamic dispatch: virtual method calls, dynamic casts (a
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by
beefdev
7y ago
Yes- the Windows installer actually does this -- the UI is a BeefLang DLL that is extracted and dynamically loaded. Source code for that part is at https://github.com/beefytech/Beef_website/tree/master/Be
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by
beefdev
7y ago
Also, to be clear- the custom GUI library that the IDE uses is NOT a general-purpose GUI library; it is a support library for the IDE and other BeefLang tools. A true general-purpose GUI would be quite a lot more flexible and also much more
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by
beefdev
7y ago
To me, an "inlined" method already has a specific meaning -- it's a type of optimization that does not infer a semantic difference to a normal method.
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by
beefdev
7y ago
Well, they are not functions and they are not macros. It seemed appropriate to overload the 'mixin' name, but it's not too late to find a better name. Even if Beef supported class mixins, I would say "there's class
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by
beefdev
7y ago
Thanks. Will change to 712.0Mb on next update.
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by
beefdev
7y ago
Hah. Yes, actually I did. I wrote a C#-to-C++ transpiler and a VM wrapper with a concurrent GC. This predated Unity's IL2CPP by about 6 months. Compile times were a big issue, and the little edges of the language and libraries were pro
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by
beefdev
7y ago
1) VSCode was not able to accomplish the development experience I wanted, but I would certainly support a BeefLang language server for VSCode (and other editors/IDEs). 2) Like C, BeefLang idiomatically allows certain types of safe data
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by
beefdev
7y ago
Seems great - I'll copy as many good ideas as I can. The root goals are very similar, but some issues in preference have resulted in very different approaches to meeting those goals.
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by
beefdev
7y ago
Thanks for the checking out the language thoroughly, that's appreciated. With "delete _", you are correct, the "_" refers to "the value in question", which is mRand in that case. When you have a switch sta
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by
beefdev
7y ago
It's as fast as C, since anything you can express in C can be expressed in BeefLang. The real question is how fast an idiomatic expression of an identical complex program is in both language. Well, that might not even be the question-
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by
beefdev
7y ago
Hm- maybe your experiences are different, but for projects I've worked on, the game state is way too complicated to be usefully inspected and manipulated with a REPL. Especially if you are doing any sort of data-oriented design such as
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by
beefdev
7y ago
This is correct - P/Invoke is not required because all interop datatypes can be expressed in BeefLang, whereas C# does not allow certain types of datatypes in structs (IE: pointers to structs, statically sized arrays).
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by
beefdev
7y ago
Ah- for BeefLang that's less of a problem since even unreachable code is typechecked (without code generation). But yeah your problem sounds very hard. I guess I don't fully understand why you would only want reachable functions t
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by
beefdev
7y ago
I was speaking more about when you have to conform to Nintendo's Switch build system (whatever that looks like - NDA) and you can't control much of that. If you do have more control then you're in a much better situation, but
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by
beefdev
7y ago
Hadn't heard of it yet, will check it out.
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by
beefdev
7y ago
Coopetition for sure.
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by
beefdev
7y ago
Hi Andrew- of course I've been following Zig. Thanks for your trailblazing efforts in the "C replacement" space. It's true that symbols in 'false' preprocessor blocks will not be caught. Maybe it's best sa
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by
beefdev
7y ago
A LSP didn't give me enough control over the IDE environment to create the development experience I wanted. I was also very interested in building a very good hot code swapping environment and that's not possible with a generic ID
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by
beefdev
7y ago
I'm a co-founder of PopCap Games. Sold to EA in 2011.
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by
beefdev
7y ago
There are nullables (like C# nullables), same syntax: "int? a = null;". There's also algebraic data types like Swift's enum. Quite a lot like Swift's enum, actually. See bottom example in enum section: https:/
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by
beefdev
7y ago
The most obvious choice would be async/await support - no specific plans yet, though. The concurrency model is, like C++ or even C#: sequential consistency for data-race-free programs (SC-DRF). No green threads or anything crazy, no &#
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by
beefdev
7y ago
That would have been Jason Kapalka - he was a video game reviewer before becoming a game designer.
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by
beefdev
7y ago
The GUI is custom. The IDE is Windows-only at the moment, but there's also a command-line compiler for other platforms. VS is required for linking (even when using the LLVM linker). I'd be interested in more information about the
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by
beefdev
7y ago
Search for "attack retrieve capture". It's a multiplayer game from 1997 that I made with a friend in college. That friend and I co-founded of PopCap Games with another game designer we met during the development of ARC (actua
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by
beefdev
7y ago
Good question. For one, there's also a custom optimized-debug backend that's used by default for Debug builds which is a lot faster than LLVM. Secondly, there's incremental compilation with an object cache so minor changes on
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by
beefdev
7y ago
There's a lot of overlap ideologically. One major difference is that I'm an IDE fan and Jonathan dislikes IDEs. That can really percolate through a language. BeefLang had an IDE on day one, and I think it'll show. One of my g
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by
beefdev
7y ago
Wow. That's amazing- yes, I am BF from ARC. I haven't heard from an ARC player in some time -- maybe ARC inspiring you to get that Purdue CS degree counteracts me and JV dropping out of Purdue. JV just texted me the other day to
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by
beefdev
7y ago
1) I started this project a few years after leaving PopCap. This is the very first public release - only a couple people have seen it before now so there hasn't been a chance for anyone else to build anything with it yet. 2) This is in
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