“The right memory model for every function.”
A statically-typed systems and game-development language. HIGH, MID, and
LOW memory tiers live in the reference itself — GcRef,
ArenaRef, OwnedRef — so one function
can garbage-collect, another can arena-allocate, and a third can hand-own
with a real borrow checker, all in the same program. Runs today as a
tree-walking interpreter; native code via LLVM is the end goal.
The default. GcRef<T> for everyday code where
correctness and iteration speed matter more than control.
Bulk allocation with an escape-checked boundary. ArenaRef<T>
for hot loops that shouldn't pay per-object GC overhead.
OwnedRef<T> with a real borrow checker —
moves, loans, and liveness enforced — for the code that needs
full control.