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Ohhh, using linear types to limit the space usage, that's a neat trick! Come to think of it, that feels a lot like Rust (with `T -> T` functions or `&mut T` in-place mutation). Then again, we also sometimes build linked lists on the stack by recursion "for fun" (and profit) :P.
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*a lot like Rust without dynamic allocation - which is somewhat easier to avoid because you have to go through certain types to get it in the first place. I really wish sometimes I had something in-between, where I'd get dynamic allocations for recursive ADTs automatically.
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(great, now I'm just spamming this thread with my half-baked rants about somewhat magical PLs :P. in truth, one tool for all the jobs would be quite the feat to even conceive, let alone implement)
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Ie. I want to be able to specify a GC or arena or whatever. And also be able to do something about OOM. All of this kind of needs some interaction between coeffects and effects though, which is well beyond me. And then you get tons of coeffect/effect annotations eeverywhere.
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Semantic results really should inform the compiler more. I'm not sure what Idris (Blodwen?) does, but I imagine resource information gets erased.
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