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<pyon>
Are covariant method arguments the only reason why inheritance does not always imply subtyping?
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<adrien>
yyyyygreeeeekkkkkkk
<adrien>
='(
<adrien>
(bug report for ahrefs :P )
<adrien>
pippijn: hey, I've been wondering: do you know if MSVC or GCC is being used more in China?
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<BitPuffin>
how come ocaml is used so much to implement programming languages?
<mrvn>
because it is fun to use
<BitPuffin>
well there's gotta be more of a reason than that right?
<BitPuffin>
since so many languages bootstrap with ocaml specifically
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<whitequark>
that's more than enough
<mrvn>
the type system makes it easy to work with grammars and asts
<flux>
well ML has its grounds in making theorem proovers, so perhaps writing compilers is highly related to symbol manipulation
<ousado>
and it's fast
<flux>
though OCaml adds its own benefits to that, namely polymorphic variants which are a lot like lisp symbols, but type safe
<flux>
though2 I don't know if they are actually that much used in compilers ;-) but it's nice at least in the prototyping stage
<BitPuffin>
hmm
<BitPuffin>
:)
<whitequark>
flux: I just discovered that polymorphic variants are *really convenient* when working with a distributed system
<mrvn>
and with GADTs it's even better
<whitequark>
to describe all the ways components can fail, without too much needless ceremony
<BitPuffin>
btw are there any ocaml compilers that compile to C or an ml style language that is active that has strong metaprogramming capabilities
<whitequark>
there is only one OCaml compiler
<BitPuffin>
there can only be one o_o
<flux>
well, there are many, many forks from it for various purposes
<flux>
I don't think there are such compilers, and frankly, I don't know if there even should be.. I don't think C is such a great a language to target.
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<whitequark>
BitPuffin: Rust is a C-style language in some ways, and it has strong ML roots
<BitPuffin>
flux: well the main reason to compile to it is portability
<BitPuffin>
whitequark: yeah but like you said, it's C-style
<BitPuffin>
which = death
<flux>
bitpuffin, so not only generate C but portable C.. and have GC there etc? could be quite a task!
<BitPuffin>
but yeah rust is pretty neat
<BitPuffin>
flux: yeah I know, but what else can one do to integrate with proprietary toolchains :P
<flux>
OCaml probably has the best meta-programming capabilities, historically in the form of camlp4 and in the future in the form of extension points
<BitPuffin>
for example say you are making a game for the Wii U
<flux>
bitpuffin, well, ocamlrun is C and portable ;)
<BitPuffin>
but that's an interpreter
<Hannibal_Smith>
BitPuffin, are you going to make a game for the Wii using OCaml?
<flux>
ocaml apparently compiles to powerpc
<flux>
of course, it would probably still need some adjustements..
<BitPuffin>
Hannibal_Smith: probably not, but I want a language that is portable for my games :p
<BitPuffin>
camlp4 looks interesting..
<whitequark>
camlp4 is essentially dead at this point
<BitPuffin>
Well I'm toying with the idea of making my own language
<flux>
sadly extension points isn't really a superset of camlp4, rather a side-step
<mrvn>
the lack of multicore support in ocaml becomes a problem for games
<BitPuffin>
mrvn: I know
<BitPuffin>
:P
<BitPuffin>
:/*
<whitequark>
flux: camlp4 is bad enough, how horrible would a superset be, I can hardly imagine
<flux>
(but on the other hand they should be much easier to deal with)
<Hannibal_Smith>
mrvn, and you don't have control on memory layout of your data...or am I wrong?
<flux>
whitequark, well what I meant to say that they are strictly a subset ;)
<mrvn>
Hannibal_Smith: you get the layout you specify.
<flux>
or are they actually?
<flux>
do extension points get type information?
<whitequark>
flux: camlp4 doesn't?
<flux>
or are they purely syntactic as camlp4
<whitequark>
purely syntactic
<mrvn>
Hannibal_Smith: you just don't have much choice other than the order. Everything is a value.
<whitequark>
camlp4 is before Parsetree, ppx is at Parsetre
<Hannibal_Smith>
mrvn, interesting, thank you
<BitPuffin>
well what I'm looking to make is probably a lisp with ML style type system. And barely any features, most of the features should be implemented as macros
<flux>
I think people would be super-excited with an extension mechanism that would be able to make use of the types
<whitequark>
you probably won't make any game at all in the next few years
<BitPuffin>
I don't care about GC
<BitPuffin>
whitequark: :P
<whitequark>
assuming you'll be successful
<Hannibal_Smith>
I'm viewing OCalm from a very "distant" point of view for now, I studied a little of SML for university and got my attentions
<flux>
but, a language with such a powerful extension mechanism might not be OCaml anymore..
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<Hannibal_Smith>
But SML seems impracticable for any "real" software because lacks of libs
<BitPuffin>
whitequark: well one idea was to write the basic language, and then use it to make a game and ignore all the standard library stuff fore a while
<whitequark>
flux: I don't think combining such extensions with inference would make a language which is easy to reason about
<Hannibal_Smith>
So OCaml seems an oblivious choose
<whitequark>
BitPuffin: I think that's an extremely bad idea
<BitPuffin>
whitequark: why?
<flux>
whitequark, depends of course how it would be used.
<whitequark>
BitPuffin: because it requires a completely disparate skillset than game-making, because it reduces the amount of people who can contribute to 1, because it distracts you from your primary goal, because your language will probably be a failure
<BitPuffin>
whitequark: well the goal is not to take over the world with the language, it's to have a language I would want to use for games :P
<BitPuffin>
and I can't find one
<flux>
well, failing isn't all that bad, at least now you _know_ what not to do ;)
<whitequark>
BitPuffin: so you never wrote any games in the past?
<flux>
it's called learning!
<mrvn>
easy, just type /quit
<mrvn>
ups
<BitPuffin>
whitequark: I have written games here and there, and tech for it etc, I enjoy the work itself but most of the languages are annoying for the purpose :P
<mrvn>
games usualy have mutable state and cyclic data. Not the best for a functional language.
<flux>
bitpuffin, might not be a bad idea try to use for example lua first as that embedded language. to pick some ideas on how it's done. but don't use 1-based indices :P
<BitPuffin>
well I didn't say I need a functional language
<BitPuffin>
flux: I've used lua
<BitPuffin>
and yeah the 1 based indices is a little strange
<BitPuffin>
lua is quite cool though
<BitPuffin>
tables are pretty flexible
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<BitPuffin>
however I want strong ass typing :P
<whitequark>
it's really a simple question, what's the cost of biting the bullet and using existing (bad) tools, compared to working on your own (chances are, even worse) tools?
<BitPuffin>
well I dunno
<whitequark>
of course, if writing a game is not actually your goal but just a motivation for implementing a language, none of that applies
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* whitequark
shrugs
<BitPuffin>
I think the end result is usually better when I skip using for example a premade game engine
<BitPuffin>
and write something around the game itself
<BitPuffin>
it's kind of like the difference between writing a native iOS app in objective C and an html5 application
<BitPuffin>
you can feel it
<whitequark>
have you seen the new Basecamp app?
<BitPuffin>
nope
<whitequark>
take a look. chances are, you can't feel it
<BitPuffin>
well think of it lilke this then
<BitPuffin>
if they can make it feel good with html5
<whitequark>
(and with waaaay less work than using ObjC)
<BitPuffin>
imagine how much better it would feel if they used their skills to make the damn coolest native app ever :P
<whitequark>
it wouldn't exist at all, because they don't have the resources to implement the same functionality in native
<Hannibal_Smith>
html5 and games on mobile...don't sounds good from a framerate prospective
<whitequark>
which was the entire motivation for using html5
<BitPuffin>
Hannibal_Smith: yeah haha
<BitPuffin>
well I'm not saying that you can't use html5
<BitPuffin>
I'm just saying that I obsess over how games feel etc and every little detail
<BitPuffin>
because it is important to me
<BitPuffin>
so while I could go and use Unity or Unreal to make a game that would be totally acceptable that is not interesting to me
<whitequark>
so you don't actually want to make a game, you want something else. :)
<BitPuffin>
so I write from scratch, and when I write from scratch (because I spend a lot of time doing it) I want to do it in a language I like :P
<whitequark>
(that's just fine though)
<BitPuffin>
whitequark: well I want to push the boundraries of games
<BitPuffin>
And I don't think working within the sandbox of an engine let's me do that as far as I want
<Hannibal_Smith>
I'm reading that OCaml uses pointer tagging for storing values...don't really like that
<BitPuffin>
it's kind of abstract but you know with say web frameworks, you work within the constraints of that framework, whereas what you can do is pick base libraries (say cohttp or spiffy) and build on top of that
<BitPuffin>
set me freee \o/ lol
<Hannibal_Smith>
So are you going to write your custom game engine in your custom language?
<BitPuffin>
so yeah I might use ocaml to bootstrap my own tiny language (I don't need a lot so it's less work than you think, but still more work than I think)
<BitPuffin>
Hannibal_Smith: well not really engine, the engine comes from the game itself
<BitPuffin>
but first I need to write my website :P
<BitPuffin>
And I can't decide whether to use scheme or ocaml
<mrvn>
BitPuffin: use mirage
<BitPuffin>
?
<mrvn>
BitPuffin: openmirage.org
<flux>
that's like saying "use apache" :)
<flux>
(or, maybe, "use linux")
<flux>
not to say openmirage isn't cool!
<flux>
but I wish they supported more targets, ie. virtualbox :)
<BitPuffin>
errr I already know which operating system I'm gonna run :P
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<BitPuffin>
one that I've written myself
<BitPuffin>
no I'm just kidding hahaha
<Hannibal_Smith>
In your custom language!
<flux>
..custom fpga-made cpu?
<Hannibal_Smith>
Ahahaha
<BitPuffin>
pfff fpga
<BitPuffin>
too restricted
<BitPuffin>
I invented my own
<BitPuffin>
puffga
<flux>
based on custom view of the physics of the world?-)
<whitequark>
flux: nah, just etch the CPU yourself, it's not too hard
<BitPuffin>
well I didn't like physics so I invented my own thing
<BitPuffin>
I'm from my own planet btw
<BitPuffin>
it's not in the same universe as you are in
<BitPuffin>
I made my own
<whitequark>
flux: it's actually pretty damn hard, but homebrew transistors is something I've been going to do for a long time...
<whitequark>
seems conceivable that I could reproduce early 60s tech
<flux>
whitequark, you into electronics?
<whitequark>
flux: quite
<BitPuffin>
whitequark: haha, and you are telling me not to make my own language :P
<whitequark>
I've recently spent a lot of time doing photolitography, albeit just for PCBs
<whitequark>
BitPuffin: but I never said my work was practical in any way, it's just self-education
<BitPuffin>
fair enoguh :)
<flux>
I just two days ago got my shapeoko into a working order for making pcbs without the hassle of development/acids. one down, infinite ideas to go!
<whitequark>
ugh, yet another dremel-based shitty CNC mill
<flux>
well, it's got the popular chinese 1.5 kW spindle
<flux>
so I think slightly better than dremel
<whitequark>
just looking at that frame makes me cringe. negligible rigidity
<flux>
what frames?-)
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<whitequark>
frames? no, the frame. the metal support construct that moves the spindle.
<whitequark>
it's called "frame"
<whitequark>
oh, and to top it all, it uses belts instead of ballscrews
<flux>
yep, it's a bit flimsy
<whitequark>
congrats on purchasing an useless toy :p
<flux>
precision-wise I'll doubtfully able to do better than 0.2 mm precision
<flux>
it's been quite fun so far!
<BitPuffin>
so is there syntax extensions to ocaml that provides macros and so on?
<mpmilano>
is this possible? If it's not, what the equivalent design pattern for OCaml?
<Drup>
design pattern, hoow
<Drup>
haven't seen those since my bachelor
<mpmilano>
...that's good for you Drup. Do the cool kids say "technique" these day or something?
<Drup>
mpmilano: the code is not clear : what are you trying to do ?
<mpmilano>
Sure, let me explain. I've got some AST module (here called tree), and I'd like to be able to use it in a bunch of places where the tree nodes need extra information associated with them
<mpmilano>
sometimes it's an ID, sometimes it's the cached value of a computation
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<Drup>
why don't you just make your tree polymorphic ?
<mpmilano>
so I'd basically like each node in the tree to have an "extra slot" where I can put arbitrary other data
<gasche>
type 'a tree = ...
<Drup>
as gasche said.
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<mpmilano>
hm
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<mpmilano>
that might be fine for what I need, actually. thanks guys
<Drup>
mpmilano: don't try to use functor in the beginning
<Drup>
most of the time, for a beginner, they are not the solution you are looking for.
<mpmilano>
I'm moving in from the land of C++, where templates were my best buddy - functors seemed equivalent, which is probably why I keep running to them.
<def`>
more than functor, it is recursion at the module level which should be avoided
<Drup>
yes, I figured that part out =)
<Drup>
mpmilano: most of what is done with templates can be done with polymorphism in OCaml.
<companion_cube>
not the compile time evaluation though
<mpmilano>
yeah, I do miss compile-time evaluation
<Drup>
I'm not convinced this is a feature.
<mpmilano>
I've got lots of big datastructures which are constants. It'd be nice to not have to compute them at startup every time
<NoNNaN>
mpmilano: please also define "big"
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<mpmilano>
trees with north of ~40,000 nodes, each of which is assigned a unique-ID based on the sha256 of its in-memory structure.
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<whitequark>
you say "in-memory structure", is that even same for 32/64-bit?
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<Drup>
whitequark: "One important aspect of LLVM is that there is no distinction between an SSA variable and the operation that produces it. Because of this, any reference to the value produced by an instruction (or the value available as an incoming argument, for example) is represented as a direct pointer to the instance of the class that represents this value." <- this should be written in far bigger letter in the llvm documentation x)
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<whitequark>
did that cause problems for you?
<Drup>
cause problems ? well no
<Drup>
except that I didn't have any fucking idea how this ast was constructed before reading this. :D
<whitequark>
ah
<Drup>
now it makes much more sense
<Drup>
whitequark: in my head, when confronted to an API describing an AST, I try to construct the associated sum type
<Drup>
and I couldn't figure it out with llvm's api before that
<whitequark>
I see
<whitequark>
it's not an AST though, it has cycles (via phis)
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<Drup>
that doesn't change much
<Drup>
(from the mental model point of view)
<whitequark>
right
<Drup>
whitequark: btw, how do you want patches ?
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<whitequark>
Drup: um... fork llvm-mirror/llvm on github?
<Drup>
whitequark: ok
<Drup>
(you said you could push directly, so I assumed you wanted the patch directly, or something)
<whitequark>
well, I'd still need it to review it somehow
<whitequark>
and anyway, I push via git-svn
<Drup>
ok
<Drup>
outch
<whitequark>
outch?
<Drup>
the .gitignore is ... not complete
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<whitequark>
oh, yes
<Drup>
magit doesn't like it
<whitequark>
you could suggest a patch for it too
<whitequark>
(although, I'm really surprised: quite a few devs use git-svn)
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<Drup>
maybe they don't have a slow computer, so they don't notice it
<whitequark>
no, I mean, the git status after a build is like 500 pages long
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<BitPuffin>
what do you guys think about the funky syntax I came up with
<companion_cube>
I suppose miranda was a lazy evolution of ML
<BitPuffin>
well dayum if ML was designed to reason about what is true etc then it's the perfect language to use as a base for a language where I want to be able to define the semantics of something
<ggole>
Miranda came out of Landin's ISWIM, didn't it?
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<ggole>
(With plenty of crosstalk, no doubt.)
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<ggole>
ISWIM -> SASL -> Miranda -> Haskell, roughly
<ggole>
Blargh
<ggole>
Add one conditional that I thought I didn't need, code starts working
* ggole
kills self
<whitequark>
harsh
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<whitequark>
I wonder if I could add something like a "turbocharged" mode to sublime-ocp-index
<whitequark>
right now I use it approximately like: le<Enter>co<Enter>= P<Enter>.D<Enter>.db<Enter> cfp<Enter> cb<Enter> i<Enter>
<whitequark>
resulting in: let content = Protobuf.Decoder.decode_bytes content_from_protobuf clear_bytes in
<whitequark>
would be cool if I could just do "l co p.d.db cfp cb i<Ctrl+Enter>" and it magically expanded that to the code
<whitequark>
or even "yolo<Ctrl+Shift+Alt+Super+Enter>" → "<implementation>;; <unit tests>;; <build system configuration>"
<whitequark>
ah, dreams.
<companion_cube>
after all this time, a friend in yolo
<whitequark>
I find it inexplicably hilarious
<_obad_>
stupid question of the week: how do I enable lwt backtrace? I'm using oasis and ocamlbuild.
<companion_cube>
whitequark: :D
<whitequark>
_obad_: flag ["ocaml"; "compile"; "debug"] (S[A"-ppopt"; A"-lwt-debug"]); in myocamlbuild.ml
<whitequark>
Drup: *this* is what I've told you about
<_obad_>
whitequark: thanks... I should be ashamed
<whitequark>
_obad_: no, you shouldn't. breaking backtraces by default is a stupid idea that somehow got into pa_lwt
<whitequark>
I'm going to get rid of that in ppx_lwt.
<_obad_>
whitequark: I meant I should be ashamed of having to ask a basic question about ocamlbuild
<whitequark>
well, you shouldn't be ashamed either way :p
<_obad_>
I guess I'm suppoed to add a debug in _tags
<_obad_>
I don't see an option in _oasis
<whitequark>
./configure --enable-debug
<_obad_>
:) yess
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<_obad_>
so it still ays "Called from ...lwt_main.ml" and then "Called from an unknown location"
<_obad_>
I checked in the _build/_log that -ppopt -lwt-debug is passed
<_obad_>
well I guess it doesn't get much more precise. I got the toplevel definition where the exception occurred.
<whitequark>
hmm, do you compile it to native code?
<_obad_>
so I was trying to read on an fd opened with WRONLY
<_obad_>
but then the location reported isn't very precise
<whitequark>
oh
<whitequark>
you see, all the calls are tail calls in your program
<whitequark>
I mean, in load and main. so naturally you don't get backtrace entries for those
<_obad_>
fine but how will I get the location of my error?
<whitequark>
you won't.
<_obad_>
I mean shouldn't Lwt be able to tell that the task that failed was created in the binding to blah?
<whitequark>
nope
<_obad_>
using preprocessor info?
<whitequark>
preprocessor doesn't record task creation (and I don't think it is able to)
<whitequark>
it only records the location on try_lwt and lwt..in
<_obad_>
so wait... the error was triggered from blah, right?
<_obad_>
blah is bound with lwt ... in
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<whitequark>
hrm
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<whitequark>
that's odd
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<whitequark>
well yeah, it should've included that
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<_obad_>
I guess I'll send an e-mail to the ml
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<Drup>
whitequark: and the stacktraces were helpful indeed :D
<Drup>
(just kidding, don't yell :D)
<whitequark>
Drup: you have no idea what it took me to not write the previous message in all caps
<Drup>
:]
<Drup>
_obad_: you shouldn't be ashamed to ask basic ocamlbuild questions
<Drup>
the only people I know that don't ask basic ocamlbuild question anymore are people that hacked into it.
<whitequark>
I didn't hack into it!
<_obad_>
that's why I'm ashamed
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<adrien>
hmmm
<adrien>
right!
<adrien>
my memory works even after beer \o/
<adrien>
and search engines never forget :D
<Drup>
_obad_: ahah, ok, yeah, you should x)
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<adrien>
considering it's possible to forget your lobotomy^Wclasses prépas in a few weeks only, I think that forgetting about ocamlbuild details after years is nothing :P
<_obad_>
adrien: heh, I never really learned them. nicolas just came up with some magical solution.
<_obad_>
unfortunately his code was a bit write-only.
<_obad_>
I see jpdeplaix wants to clean the mess up
<adrien>
the fact that he wrote sed scripts probably helped that :P