I think lobster does this. "Compile time reference counting / lifetime analysis / borrow checker."[1] "Reference Counting with cycle detection at exit, 95% of reference count ops removed at compile time thanks to lifetime analysis."[1] [1] https://strlen.com/lobster/. - Source: Hacker News / 4 months ago
I think the ability to open a window and do graphical stuff is actually pretty underrated in core language functionality. There's a few game-oriented programming languages like Lobster that put windowing and graphics in the core language functionality, and I think it's pretty neat. The biggest downside is that it's a lot to bite off, because you'll probably want to have standardized API functionality for a whole... Source: 12 months ago
There is another language, Lobster, that uses lifetime analysis like Rust, but IIUC infers lifetimes completely automatically. It looks like the idea is still experimental - I'm interested to see how it goes. Source: 12 months ago
I'm keeping an eye on Lobster though. It fixes most of Python's problems. It's way faster, has proper static typing, the import system is sane, etc. Source: about 1 year ago
Lobster (https://strlen.com/lobster/) appears to at least do lifetime analysis to reduce refcounting. I'm not sure about automatic interior mutability. I feel like there's a keyword here that can help find other compilers with similar features. Source: about 1 year ago
Also, can I introduce you to https://strlen.com/lobster/, a garbage collected language made for game development by (and primarily for) the one and only Wouter "aardappel" van Oortmerssen? Source: about 1 year ago
I would like to make it work to some degree like Rust with a borrow checker, and have optional static typing (with type inference wherever it can). Other sources of inspiration, lobster lang, and dart. It is going to (eventually...) compile to several places like dart (browser, iOS, android, linux, etc.). After I've created the AST, I've gone straight to code generation, because that's the easy part IME. But now... Source: over 1 year ago
Over the ~12 years of Lobster (https://strlen.com/lobster/) 's existence, features that were removed (in this order): * Lexical scoping. * Icon style backtracking. * Small-talk like syntax. * Dynamic Typing. * Multimethods. * Frame based state (like FRP). * Co-routines. Source: over 1 year ago
A shout out to Lobster. Created with gaming in mind, it has tons of built-ins for a plethora of operations; even graphics via gl. The language aims to merge the simplicity of python with the performance of C. I'm looking forward to playing around with this one. Https://strlen.com/lobster/. Source: over 1 year ago
You might like https://strlen.com/lobster/ if you haven't heard of it. Source: over 1 year ago
Might be worth taking a closer look at? Https://strlen.com/lobster/. Source: over 1 year ago
This is what the lobster programming language does. Source: over 1 year ago
That's where we differ! I view them as a higher level language that gives a lot more flexibility and let's you write the same logic with less code. :D But I totally understand the feeling -- typing is one of the great holy wars. Regardless, there are statically typed scripting languages that should work well in games: Lobster, AngelScript, TypeScript (compiles to JavaScript or Lua), Teal (compiles to lua), and... Source: almost 2 years ago
Https://strlen.com/lobster/ (this is a programming language that has a built in 3d game engine). Source: about 2 years ago
It appears the guards are relatively simple, like you can't do special string or number subclasses for example. I'm basically wondering, are there any languages which can do type guards but make them more advanced? And can they do them at compile time, or must they be checked at runtime? I am thinking of Lobster and their "Flow-Sensitive Type-Inference and Specialization" ideas. Source: about 2 years ago
Have you tried lobster[0]? I think it took a lot of inspiration from Smalltalk in how it handles closures and control structures, in that it tries to make function call syntax work like control structures[1]. Actually, looking at it's design history[2] it took a lot of inspiration from a lot of languages before ending up where it is now (or maybe "where it's taking a break for now" is a better way of putting it).... - Source: Hacker News / about 2 years ago
In theory yes, but it would likely need whole-program analysis. There's a language called Lobster that does this IIRC. The downside of this approach is that compile times will increase as the project size increases, which could result in long (or on case of Rust even longer) compile times. Source: over 2 years ago
I really like the idea of ownership and ownership types / affine types, which it seems like the borrow checker implements (for garbage collection features and the general type theory benefits you get). Though I am no type theory expert, just been browsing around trying to figure out how the ideal compiler would work, finding things like lobster lang and kind lang along the way. Source: over 2 years ago
You don't have a donations link anymore.. I guess since it only added up to like $2000 over many years? And then I am also guessing that sometimes people might donate $100 and then kind of expect you to code a new feature for them? Anyway, it's your business but I just wanted to encourage you to research that stuff again. Patreon, and a bunch of startups and other projects (I think there is something in GitHub and... - Source: Hacker News / almost 3 years ago
If you want a statically typed language with Python-alike syntax but Nim is too "noisy" for you, then Lobster (http://strlen.com/lobster/) is likely spot-on. - Source: Hacker News / almost 3 years ago
You might want to have a look at http://strlen.com/lobster/. Source: about 3 years ago
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