Language-Design
Toward a Unified General Language - Overview
An overview of the motivations and design goals behind a unified general language, covering readable IR, image-capable development, memory control, types, macros, and multi-domain tooling.
Designing a Low Friction Syntax for Humans and Machines
Many languages still act like keyboards never changed and editors never evolved. They waste some of the most comfortable keys on invisible work, hide structure in whitespace, or overuse symbols that need Shift combinations on common layouts.
Designing a Language with a VM Model but without Runtime Bloat
Many developers want the clarity and control that comes from designing a language around a custom virtual machine, but they do not want to ship a heavy runtime, a slow interpreter, or a dependency that resembles Java or the .NET framework. A language can use a virtual machine internally while still producing very small native binaries. The VM becomes the semantic core, not a component that must be delivered to the end user. This article explains how such a system can be designed, how to structure the toolchain, and how to keep native executables small and portable.
A Language With Pluggable Syntax
Introduction Modern programming languages keep repeating a mistake that goes all the way back to the 1950s: they force you to commit to one syntax. The moment you choose a language, you inherit not only its semantics and features, but also its aesthetic, its indentation rules, its punctuation rituals, and all the historical debt that came with its design.