flan-dev's start command proposed the last program it had started, so invoking it from a fresh project's buffer offered the previous project's file. It now proposes the buffer it was called from; restarting the previous program is what flan-dev-restart-program is for. Zeroing a fixed array wrote one typed store per element. Above 64 bytes that becomes a memset, which LLVM can lower as a bulk clear; below it the inline stores are still cheaper than a call. Outline's minor-mode map owned TAB in the lowering buffer, so the folding keys that buffer defines never ran. A buffer-local overriding map gives them back without touching Outline anywhere else. FIX.org collects the rough edges found while using the dev loop.
27 lines
2.1 KiB
Org Mode
27 lines
2.1 KiB
Org Mode
* Stuff I've found
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** Why do I need to call flan-dev to open another window?
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let: flan: the program exited; restart flan dev
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** I can't eval a toplevel defvar, need to eval-defun (C-c C-c)
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For Flan’s intended live-program workflow, C-x C-e on any complete top-level form should do the natural thing:
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- expression → compile/run temporary thunk; print its value
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- defn, defvar, defmacro, etc. → compile/install it; report what changed
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The compiler already has both paths. The current split is an editor/UI artifact: C-x C-e is wired directly to eval-expr, while C-c C-c is wired to declaration reload. It is not a fundamental limitation.
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A good fix would make C-x C-e context-aware: if the enclosing form is top-level, send it through the declaration evaluator; otherwise use expression evaluation. Then C-c C-c can remain a convenient explicit “reload this definition” alias, but not the only way defvar works.
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** I can't eval a top level Vec
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slurp returns (Vec u8), an owning, move-only buffer. Flan currently forbids every move-only global because it has no global ownership/lifetime model: any function could read and free it, while ownership tracking only exists within one function.
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For data that is fixed at build time, use an embedded immutable array instead:
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(defconst the-data (embed "game-data.edn"))
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That produces a fixed [u8], not a heap-owning Vec, so it can live globally. It also resolves relative to sand.flan.
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If game-data.edn genuinely must be loaded at runtime, then today it has to be owned by a local—typically load it in main and pass it through the functions that need it. For a game-wide runtime-owned data asset, that is a missing language/runtime feature, not a bad use case on your part.
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** The edn module seems to need a struct declaration, it should do both; go into a struct but also return a Map with Vecs and Sets when we don't provide a type
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** defenum needs optional autoincrementing discriminants
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** We need a javascript backend so we can reach the world
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** We need to have C-style unions, maybe those are called defunion, and then sum types are defdata or deftype
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