<Regenaxer>
aw-, the json.l mentioned in the mailing list is still on the old namespaces syntax, right?
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<aw->
Regenaxer: hi, by default yes
<aw->
oh someone on the mailing list didn't read the README
<Regenaxer>
:)
<Regenaxer>
I think it is not good to keep this old namespace syntax in public though
<Regenaxer>
There is already a lot of confusion about namespaces I think
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<Nistur>
mornin'
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<mtsd>
Good morning everyone
<aw->
Regenaxer: i agree
<Regenaxer>
Hi Nistur, mtsd
<aw->
Regenaxer: it's been in my plans to remove that old namespace functionality
<Regenaxer>
Great
<Regenaxer>
Or change to the new one?
<aw->
well i don't use namespaces anymore
<aw->
it's just a matter of removing the (local …) lines
<Regenaxer>
and (symbols)
<aw->
yes
<Regenaxer>
I use namespaces intensively meanwhile
<Regenaxer>
On PilBox it is a must for co-existing Apps
<aw->
yeah that makes sense
<Nistur>
o/
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<wuehlmaus>
i really love this ] idea very much and all my friends find it to be a very cool idea :-)
<wuehlmaus>
okay, all my programming friends , not ALL of my friends :-)
<Regenaxer>
:)
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<Nistur>
Regenaxer: does pil64 compile with clang?
<Regenaxer>
I think it doesnt
<Regenaxer>
well, it doesnt compile at all
<Regenaxer>
but the assembler is different afaik
<Regenaxer>
I'm not sure. Just yesterday I modified the build for PilBox
<Nistur>
Another one of my silly ideas, but potentially one I could get paid for :P I'm going to push to have Friday Afternoons at work to work on (company owned) personal projects, with the aim to do prototypes, or make tech for us to move forward with... I was wondering if I could start on some engine tech, and base it on pil... buuuuuuuuut most of the consoles use clang :P And the fact that most dev machines
<Nistur>
are Windows means that's even more problems :P
<Regenaxer>
yes
<Regenaxer>
What I wanted to say
<Regenaxer>
Android is clang now
<Regenaxer>
I use aarch64-linux-android28-clang for linking
<Regenaxer>
However aarch64-linux-android-as for assembly
<Regenaxer>
And tools like ssl.c and httpGate.c I built fully with clang
<Regenaxer>
AND of course emu for 32 bit devices
<Nistur>
aarch64-nintendo-nx-elf-as exists in the Switch SDK, so I guess it could use that
<Regenaxer>
all built just fine with clang
<Regenaxer>
yes, sounds right
<Nistur>
I haven't got the PS4 SDK installed right now, but I presume it'll be similar, as I know that's based on clang
<Nistur>
problem would likely be XBOne
<Regenaxer>
Not POSIX?
<Nistur>
well... it's a Microsoft machine so
<Regenaxer>
ok
<Nistur>
I need to install XBOne SDK. There's a chance it's Clang based :P But I think it's almost certainly going to be basically a Win10 machine with a different GUI
<Regenaxer>
So pil won't run anyway
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<Nistur>
yeah :'[(
<Nistur>
... *:'(
<Nistur>
but it should run on PS4 and Switch, so I might just see if I can do something with that for fun
<Regenaxer>
cool
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<wuehlmaus>
pil -'(for (i 1 (< i 1000000) (inc i)) (println i)) (bye)'
<wuehlmaus>
this line segfaults
<wuehlmaus>
pil <(echo '(for (i 1 (< i 1000000) (inc i)) (println i)) (bye)'
<wuehlmaus>
this one doesn't
<wuehlmaus>
it misses one ) :-) , the last line
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<Regenaxer>
It is one level of parens too much
<Regenaxer>
so the result is executed as a function
<Regenaxer>
and a number called as a function is taken as a function pointer and surely crashes :)
<Regenaxer>
So correct is pil -'for (I 1 (< I ...
<Regenaxer>
Note the upper case 'I'
<Regenaxer>
A shorter form is pil -'for I 1000000 (println I)' -bye