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Yeah, concurrency in blorp doesn't allow shared mutable references, so deadlocks aren't really a concern. Otherwise it's meant to be simple-ish -- virtual threa
by keithasaurus 4mo ago
Yeah, concurrency in blorp doesn't allow shared mutable references, so deadlocks aren't really a concern. Otherwise it's meant to be simple-ish -- virtual threads, channels, no async/await. Pure functions allow safe parallelism naturally, so that's fairly straightforward, though the API is still incomplete, for example the "Parallel" section here: https://blorp-lang.org/docs/lists/ https://blorp-lang.org/docs/lists/. It's still under heavy development (working on it right now).
What are the over-arching goals of your language?
- onlyrealcuzzo 4mo agoRight on. 1) I want to minimize global complexity, which by definition maximizes local reasoning. 2) I want to make the vast majority of bugs simply unrepresentable - taking it past Rust, and even past Pony - WHILE allowing shared mutable memory, but without requiring a PhD to use. The goal is in EASY mode, it's barely harder to use than Ruby or Python (just the occasional pedant compiler error that has automatic options to fix itself most of the time). You don't even have to supply types or compile. It has a REPL, etc. When you bump to DEFAULT mode and then to STRICT mode, all the annotation is automatic - your code just might look "ugly" if you like having no types anywhere etc. But DEFAULT & STRICT mode give people and LLMs everything they need to know to understand the effects of an individual function.
- keithasaurus 4mo agoI have some similar goals. Have you considered leaning more into inference than gradual typing? One pattern I like is allowing the compiler to develop a more complex mental model, but keeping it straightforward for users -- you can do that with inference, ownership, purity, effect types, etc. What I actually think is really tantalizing is using tooling to fill in some of those gaps -- for instance, the editor could know types, required capabilities etc, without the user ever needing to type anything, but when the user needs it, they can find it, query it, test against it.
- onlyrealcuzzo 4mo agoCool - it sounds pretty similar. It's interesting that it looks so different. I'll have to investigate more. WRT to inference, yes. I infer everything in EASY mode. And the compiler give the user autofix via choice when a type is ambiguous (I don't default to huge union types - I assume no one wants to do that and make them choose a type - may potentially allow AutoUnion to allow that). I couldn't tell if you're using affine ownership, but I assume so if you don't have a GC. If they try to create an alias - they get a use after move error, and the compiler tells them they need to either COPY (auto-fix) or create a RefCount (usually auto-fix) - they pick.
- keithasaurus 4mo agoNo, blorp doesn't use affine types (one or zero uses). In blorp, ownership is not explicitly controlled by users at all, so it's opaque. Under the hood, it's perceus for compile-time ownership and borrowing and automatic reference counting with copy-on-write optimizations for the runtime. This is made reasonably easy for the compiler to reason about in blorp because semantically it doesn't _really_ have in-place mutation -- `var` really means "re-bindable" to a new value; and then under the hood we'll mutate in place where we can.
- onlyrealcuzzo 4mo agoInteresting. How do you prevent data races in concurrent code? Or do you not allow shared mutable memory?
- keithasaurus 4mo agoYeah, no shared mutable memory; coordination is done via channels.
- onlyrealcuzzo 4mo agoAwesome. If you want some feedback, I'd recommend putting some concurrent benchmarks on your home page (and if you have some already - I'd clearly separate them). When I originally scanned it, I just assumed this was another predominately sequential language with no good concurrency story. If you're actually competitive with Rust/Tokio/Crossbeam and Go on the most common concurrent patterns, then you've got a really compelling project! I suspect if you don't cherry-pick benchmarks, you're going to run into some performance problems with not allowing shared mutable memory - though maybe you can avoid most of that if you have some type of built-in actor pattern. But if you're actually competitive across the board with Go & Rust/Tokio/Crossbeam - I'd love to take a deeper look, because that is NOT easy to accomplish. I didn't see any of that from a cursory look at the language, though.