ChanServ changed the topic of #zig to: zig programming language | ziglang.org | be excellent to each other | channel logs: https://irclog.whitequark.org/zig/
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<isolier>
Is there a way to get the intel syntax assembly from a zig source file?
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<andrewrk>
isolier: I really tried to make Intel syntax the default. I had to revert it. Bottom line is llvm support for Intel syntax isn't good enough
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<relatingdata>
Hi Andrew et al
<relatingdata>
Where are we at with the self hosting compiler and the work on caching files /functions /AST etc and llvm backend?
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<andrewrk>
relatingdata: I just got the breaking changes I wanted to done, I'm planning on starting that effort this week
<andrewrk>
It will be a couple months I think before we are fully self hosting
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<relatingdata>
:-) when you have an initial plan please let me see if I can help in any way :-)
<relatingdata>
I am fascinated by the pony language at the moment and their "objectives" https://www.ponylang.org/discover/#what-is-pony in terms of type, memory, exception safety, and data-race and deadlock free objectives :-)
<relatingdata>
by fully self hosting do you mean that we will not rely on llvm?
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<andrewrk>
relatingdata: no, we will always depend on llvm
<andrewrk>
Fully self hosted means that the self hosted compiler can build the self hosted compiler
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<relatingdata>
:-) so a zig compiler "fully" written in zig, able to compile itself after bootstrapping :-)
<relatingdata>
and obviously the build system follow :-)
<relatingdata>
is there any effort to produce a C -> zig translator/compiler?
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<andrewrk>
relatingdata: yes. Have a look at the translate-c command
<andrewrk>
zig translate-c file.c
<relatingdata>
ok :-) Thanks
<relatingdata>
The C++ used in the compiler at the moment is C++11 or more modern or older? I remember a time when C++ compilers were in most part translators to C and some supporting libraries
<relatingdata>
If the objective is to get a working self hosted compiler has that avenue been explored?
<relatingdata>
a C++ to zig compiler seems a big target to attempt (at the moment)
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<very-mediocre>
since the target is llvm having a c transpilation step would be superfluous
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<andrewrk>
there's no reason to try to auto translate the compiler
<andrewrk>
for one, it's just overcomplicated
<andrewrk>
more importantly, this is an opportunity to rewrite and rework the ugly parts from a clean slate
<andrewrk>
why would I give that opportunity up in exchange for maintaining a messy, awkwardly translated codebase?
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<relatingdata>
indeed you wouldn't! but only if it speeds things up and improves zig along the journey
<relatingdata>
are things like bison/yacc flex/lex in use or are the more modern things that I am not aware of
<andrewrk>
it's recursive descent
<andrewrk>
the only 3rd party dependencies are llvm, libclang, lld
<relatingdata>
Most of my compiler writing has been LISP targeting LISP and fairly simple ones at that :-) It nice when your AST is the source code :-)
<relatingdata>
:-)
<relatingdata>
and code and data are the same
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<andrewrk>
if you show me your test case I can help you come up with a workaround
<andrewrk>
my plan is to use the self hosted compiler to try out a different approach for top level declaration resolution and if it solves this bug then "backport" the solution into the stage1 compiler
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<andrewrk>
kristate, it's definitely a bug. I posted a workaround for y ou
<andrewrk>
I'm headed to bed, good night
<kristate>
andrewrk: thanks, goodnight
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<alexnask>
Is there some kind of priority queue for issues/features in zig?
<alexnask>
I will likely be finishing up basic @reify tomorrow but I don't really know what to tackle next, I would like to work on the self hosting compiler
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<ltr__>
my goal is to do a PoC of a simple game i have a in mind, ill use zig to do it.
<ltr__>
yeah i saw that, thats why i think sdl would be a good choice, it works well with zig
<alexnask>
I've used windows and opengl headers before really easily, vulkan headers must be doing something pretty weird to not work with @cImport
<ltr__>
i can imagine that is the same problems that libuv has, opaque unions that macro dark magic
<ltr__>
and* macro magic
<ltr__>
im always lost with opengl versions , supported hardware and capabilities of each one
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<very-mediocre>
ltr__ for OpenGL there are 2 main "mobile" versions (OpenGL ES 2 and 3) with a big discontinuity of feature sets
<very-mediocre>
and the desktop version is generally equivalent to DX12
<very-mediocre>
The ES versions are very disappointing
<very-mediocre>
3 in particular has very poor hardware support
<very-mediocre>
For targeting mobile many teams stick with OpenGL ES 2
<very-mediocre>
or even use Vulkan
<very-mediocre>
and WebGL is a derivation of OpenGL ES 2
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<LPeter1997>
Hi! I've just found out about this language and it's like the perfect thing I was searching for. Is there any way I can contribute to the project in any way? (I'm a hobbyist compiler writer if that matters any)
<alexnask>
Hi
<alexnask>
Any helps is appreciated, I'm a hobbyist compiler dev too and I've made a couple of PRs
<alexnask>
Just pick any issue on the tracker and give it a shot I guess :)
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<very-mediocre_>
google is awesome for rewriting links like that
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<vegecode>
I'm trying to use @setGlobalSection and I'm getting an error. I can't see any use of it in github other than when the issue was filed that suggested the feature. I think I'm doing the syntax the same, does anyone see my problem?
<vegecode>
I've tried sticking void in there and after the parentheses
<vegecode>
I get invalid token ';'
<vegecode>
If I stick void after the parentheses it expects '{' when I'm trying to declare another function quite a ways down the page
<vegecode>
I can
<vegecode>
I can't seem to declare a void function pointer
<vegecode>
I'm over on my lunch by twenty minutes, but if you could point me to an example of a void function pointer I will check the channel logs after work