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The Lola Programming Language

25 pointsby komuWalmost 4 years ago

6 comments

brundolfalmost 4 years ago
&gt; The LoLa runtime is designed to be saved to disk at any point not executing any code. This means that you can let your script execute for 1000 instructions, save the runtime state to disk and resume execution a week later on another computer, not having any problems with script resumption. This is especially useful for games which often want to embed the state of their scripts into the save files.<p>This seems pretty cool. Don&#x27;t know if this is more common in game scripting languages, but I&#x27;ve never seen it before
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Rochusalmost 4 years ago
Name collision with <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Lola_(computing)" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Lola_(computing)</a>.
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b3moralesalmost 4 years ago
The focus on the IR and encodability is quite interesting. If I&#x27;m understanding this FAQ item correctly<p>&gt; Why does the language not allow user-defined objects?<p>it has a Lua-ish arrangement where &quot;modules&quot; and &quot;objects&quot; overlap.<p>Seems neat. Added to my weekend reading to look more closely at the implementation.
weatherlightalmost 4 years ago
1) the language looks cool, seems very easy to learn. 2) <i>Shudders in Nobakov.</i>
camgunzalmost 4 years ago
Love the simplicity of this language, and written in Zig!
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7373737373almost 4 years ago
These serialization and protection features are _awesome_!