jhass changed the topic of #crystal-lang to: The Crystal programming language | http://crystal-lang.org | Crystal 0.15.0 | Fund Crystals development: http://is.gd/X7PRtI | Paste > 3 lines of text to https://gist.github.com | GH: https://github.com/crystal-lang/crystal | Docs: http://crystal-lang.org/docs/ | API: http://crystal-lang.org/api/ | Logs: http://irclog.whitequark.org/crystal-lang
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<jokke> oh
<jokke> lol
<jokke> i already did that and forgot
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<crystal-gh> [crystal] jhass pushed 2 new commits to master: https://git.io/vwT1U
<crystal-gh> crystal/master ab1a715 Evan Hahn: IniFile: add documentation for #load
<crystal-gh> crystal/master fb54808 Jonne Haß: Merge pull request #2449 from EvanHahn/inifile-load-documentation...
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<Bish> when using spawn, i can only get one cpu-core at 100% is that normal? not fully supported yet bc of alpha?
<travis-ci> crystal-lang/crystal#fb54808 (master - Merge pull request #2449 from EvanHahn/inifile-load-documentation): The build passed. https://travis-ci.org/crystal-lang/crystal/builds/123275335
<BlaXpirit> Bish, yes, concurrency is done within 1 thread
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<Bish> BlaXpirit: well, and that won't be changed?
<BlaXpirit> Bish, it probably will be changed. the idea is fibers will run in a thread pool
<Bish> so no "normal" threading?
<BlaXpirit> Bish, no normal threading
<BlaXpirit> Bish, you can do threads with workarounds even now but standard library is oblivious to that, so crashes are inevitable
<Bish> whats the problem with having threads just like in ruby for example
<BlaXpirit> it's not cool enough
<Bish> lol, i figured
<BlaXpirit> no i'm joking, there are problems with shared-memory threading
<Bish> why are these problems special to crystal?
<BlaXpirit> they are not special to crystal
<Bish> so even normal threads will come to crystal?
<Bish> while fibers are cool, i guess
<BlaXpirit> normal threads will not be supported by standard library
<BlaXpirit> fibers should work as fast if not faster
<Bish> but fibers also won't work on multiple cores right?
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<Bish> then how would i write a one thread per connection thingie?
<tilpner> Probably by using an async IO library that doesn't block OS threads, but green/fiber threads.
<tilpner> Something like libuv.
<BlaXpirit> Bish, thread pool means they will work on multiple cores
<BlaXpirit> you don't need one thread per connection, it's not any faster than one thread per CPU
<Bish> yeah i meant one thread/fiber per connection, doesn't matter which
<Bish> so the threadpool has n threads for n cores, each running (practicially) infinite fibers, and shuffles them around the cores?
<Bish> that would sound promising
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<dsounded> hi, when next version should be released ?
<Bish> BlaXpirit: wouldn't that be a fiberpool?
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<BlaXpirit> Bish, no it wouldn't, but otherwise you're correct
<BlaXpirit> thing-pool means we're reusing some constant number of thing
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<ssvb> Bish: the last crystal Compiler release with native threads support was 0.6.1, but native threads support got broken since then
<ssvb> a replacement is being developed, but it is still not ready yet
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<Bish> i'd be fine with hip fibers
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<crystal-gh> [crystal] ysbaddaden pushed 2 new commits to master: https://git.io/vwkzT
<crystal-gh> crystal/master 68c21b9 Peter Suschlik: Re-set port zero after listening in HTTP::Server...
<crystal-gh> crystal/master 95ff718 Julien Portalier: Merge pull request #2410 from splattael/http-server/re-set-port-zero...
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<tubbo> hi folks
<tubbo> does crystal's C library binding syntax also extend to C++?
<BlaXpirit> tubbo, no
<tubbo> aww ;)
<tubbo> guess i gotta find another excuse to work with this awesome lang
<BlaXpirit> tubbo, what lib are you looking at?
<tubbo> i was trying to build a shard that would allow you to use the VST SDK within Crystal, but if that's all C++ then i'm not sure that'll be possible.
<BlaXpirit> tubbo, C++ -> C -> Crystal is a thing
<BlaXpirit> (that's a lot of Cs)
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<BlaXpirit> well that's scary
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<tubbo> haha
<tubbo> cool
<tubbo> the plot thickens
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<shawn42> BlaXpirit: are you still supporting crsfml?
<BlaXpirit> shawn42, yeah
<BlaXpirit> i've recently had a few attempts at rewriting it but that's not happening any time soon
<BlaXpirit> but it's good as is
<shawn42> I'm new to Crystal but the compiled-ness has be excited about using it for games.. gosu can be painful and slow in MRI
<shawn42> what does it look like to target mac/windows/linux with crsfml games? (packaging has always been a pain in gosu-land)
<BlaXpirit> shawn42, that's the big downfall of crystal
<BlaXpirit> first of all it depends on all kinds of libs, which is pretty bad on linux and i can only imagine mac (actually i can't). aaand doesn't support windows
<shawn42> what platform do you dev on? (your examples are running on my mac atm)
<BlaXpirit> arch linux
<BlaXpirit> though if crystal supported windows, deployment would be nice, I imagine
<BlaXpirit> just drop the compiled CSFML libs in the folder and you're done
<shawn42>
<shawn42> do you ever do ludum dare?
<BlaXpirit> no
<shawn42> what do you use crsfml for?
<BlaXpirit> for making those examples lol
<shawn42> ha, nice
<BlaXpirit> i also recently prototyped a game but switched to c++ early in development
<shawn42> do you know of any SDL2 bindings for Crystal?
<BlaXpirit> making a game without windows support is pretty pointless
<BlaXpirit> shawn42, there are many beginnings, none good
<shawn42> that's what I figured
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<shawn42> Is there a roadmap entry for windows support for Crystal?
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<Rinkanazu> !roadmap
<BlaXpirit> shawn42, there were multiple abandoned attempts. others wait for LLVM 3.8 support
<BlaXpirit> main devs seem uninterested, i dunno
<shawn42> thanks Rinkanazu
<Rinkanazu> But BlaXpirit is right tho
<shawn42> how does LLVM 3.8 support help? <--- is an LLVM noob
<BlaXpirit> shawn42, llvm 3.8 supports exceptions on Windows
<shawn42> ah
<BlaXpirit> crystal currently relies on llvm 3.5/3.6
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<Rinkanazu> BlaXpirit, what is your opinion on the following: Lets say i have a JSON file with hundreds of objects. Those objects can be accessed many times and often need need some checking. Is it better to cache them all or should i keep reading the json and let the GC do the rest (to preserve memory)
<BlaXpirit> no idea.....
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<BlaXpirit> i would read it all in memory. maybe it can even be done without allocating garbage collected object
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<willl> @asterite I started in on a big rational this morning https://gist.github.com/will/3b5e2d8e33d90436a2174a5c3b1e9dd9
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<crystal-gh> [crystal] asterite pushed 5 new commits to master: https://git.io/vwINd
<crystal-gh> crystal/master d9d37fb Ary Borenszweig: Compiler: removed dead code
<crystal-gh> crystal/master 6be97fa Ary Borenszweig: Compiler: fixed crash in instance vars guess
<crystal-gh> crystal/master 29382ae Ary Borenszweig: Compiler: removed more dead code, and did a few refactors
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<travis-ci> crystal-lang/crystal#7891ed9 (master - Compiler: fix small issue with class vars): The build passed. https://travis-ci.org/crystal-lang/crystal/builds/123464319
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<crystal-gh> [crystal] asterite pushed 1 new commit to master: https://git.io/vwLfP
<crystal-gh> crystal/master a9952f4 Ary Borenszweig: Compiler: added `@[Primitive(symbol)]` attribute....
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<travis-ci> crystal-lang/crystal#a9952f4 (master - Compiler: added `@[Primitive(symbol)]` attribute.): The build passed. https://travis-ci.org/crystal-lang/crystal/builds/123478205
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