v0.5 preparations. (#1135)
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## v0.5 (Dec 2017)
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* Reverse interop allowing to call Kotlin/Native code compiled as framework from Objective-C/Swift programs
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* Reverse interop allowing to call Kotlin/Native code compiled as shared object from C/C++ programs
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* Support generation of shared objects and DLLs by the compiler
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* Migration to LLVM 5.0
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* Support WebAssembly target on Linux and Windows hosts
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* Make string conversions more robust
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* Support kotlin.math package
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* Refine workers and string conversion APIs
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## v0.4 (Nov 2017) ##
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* Objective-C frameworks interop for iOS and OSX targets
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* Platform API libraries for Linux, iOS, OSX and Windows
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* Objective-C frameworks interop for iOS and macOS targets
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* Platform API libraries for Linux, iOS, macOS and Windows
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* Kotlin 1.2 supported
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* `val` and function parameters can be inspected in debugger
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* Experimental support for WebAssembly (wasm32 target)
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@@ -11,17 +11,23 @@ without need to ship an additional execution runtime.
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To get started with _Kotlin/Native_ take a look at the attached samples.
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* `androidNativeActivity` - Android Native Activity rendering 3D graphics using OpenGLES
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* `calculator` - iOS Swift application, using Kotlin/Native code compiled into the framework
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* `csvparser` - simple CSV file parser and analyzer
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* `gitchurn` - program interoperating with `libgit2` for GIT repository analysis
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* `gtk` - GTK2 interoperability example
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* `html5Canvas` - WebAssembly example
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* `libcurl` - using of FTP/HTTP/HTTPS client library `libcurl`
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* `nonBlockingEchoServer` - multi-client TCP/IP echo server using co-routines
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* `gitchurn` - program interoperating with `libgit2` for GIT repository analysis
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* `objc` - AppKit Objective-C interoperability example for OSX
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* `objc` - AppKit Objective-C interoperability example for macOS
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* `opengl` - OpenGL/GLUT teapot example
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* `python_extension` - Python extension written in Kotlin/Native
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* `socket` - TCP/IP echo server
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* `tensorflow` - simple client for TensorFlow Machine Intelligence library
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* `tetris` - Tetris game implementation (using SDL2 for rendering)
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* `uikit` - UIKit Objective-C interoperability example for iOS
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* `win32` - trivial Win32 application
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* `videoplayer` - SDL and FFMPEG-based video and audio player
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* `win32` - trivial Win32 GUI application
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* `workers` - example of using workers API
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See `README.md` in each sample directory for more information and build instructions.
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@@ -4,9 +4,18 @@ A: Define top level function `fun main(args: Array<String>)`, please ensure it's
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in a package. Also compiler switch `-entry` could be use to make any function taking
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`Array<String>` and returning `Unit` be an entry point.
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Q: What is Kotlin/Native memory management model?
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A: Kotlin/Native provides automated memory management scheme, similar to what Java or Swift provides.
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Current implementation includes automated reference counter with cycle collector to collect cyclical
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garbage.
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Q: How do I create shared library?
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A: It is not possible at the moment. Currently Kotlin/Native could be used to produce either
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_Kotlin/Native_ own library format, which can be statically linked with application
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or an executable for target. For example, for Android targets compiler produces shared libraries
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by default (as required for _Native Activity_).
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A: Use `-produce dynamic` compiler switch, or `konanArtifacts { dynamic {} }` in Gradle.
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It will produce platform-specific shared object (.so on Linux, .dylib on macOS and .dll on Windows targets) and
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C language header, allowing to use all public APIs available in your Kotlin/Native program from C code.
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See `samples/python_extension` as an example of using such shared object to provide a bridge between Python and
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Kotlin/Native.
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+2
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@@ -16,7 +16,7 @@ You may use the Gradle plugin to build _Kotlin/Native_ projects. To use it you n
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}
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dependencies {
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classpath "org.jetbrains.kotlin:kotlin-native-gradle-plugin:0.3.4"
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classpath "org.jetbrains.kotlin:kotlin-native-gradle-plugin:*"
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}
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}
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@@ -30,7 +30,7 @@ project property:
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If you already downloaded the compiler manually you may specify the path to its root directory using `konan.home`
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project property (e.g. in `gradle.properties`). Note: the plugin ignores the `konan.version` property in this case.
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konan.home=/home/user/kotlin-native-0.3
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konan.home=/home/user/kotlin-native-0.5
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In this case the compiler will not be downloaded by the plugin.
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+1
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@@ -102,7 +102,7 @@ path elements, e.g. `time.h` or `curl/curl.h`. So if the library is usually
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included with `#include <SomeLbrary/Header.h>`, then it would probably be
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correct to filter headers with
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```
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headerFilter = SomeLbrary/**
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headerFilter = SomeLibrary/**
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```
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If `headerFilter` is not specified, then all headers are included.
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+4
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@@ -20,16 +20,17 @@ basic runtime shipped along with the translator, we only support a subset of all
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target platforms. Currently _Kotlin/Native_ is being shipped and tested with support for
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the following platforms:
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* Mac OS X 10.11 and later (x86-64), host and target (`-target macbook`, default on OSX hosts)
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* Mac OS X 10.11 and later (x86-64), host and target (`-target macbook`, default on macOS hosts)
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* Ubuntu Linux x86-64 (14.04, 16.04 and later), other Linux flavours may work as well, host and target
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(`-target linux`, default on Linux hosts)
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* Microsoft Windows x86-64 (tested on Windows 7 and Windows 10), host and target (`-target mingw`,
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default on Windows hosts)
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* Apple iOS (arm64), cross-compiled target (`-target iphone`), hosted on OS X
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* Apple iOS (arm64), cross-compiled target (`-target iphone`), hosted on macOS
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* Linux arm32 hardfp, Raspberry Pi, cross-compiled target (`-target raspberrypi`), hosted on Linux
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* Linux mips big endian, cross-compiled target (`-target mips`), hosted on Linux
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* Linux mips little endian, cross-compiled target (`-target mipsel`), hosted on Linux
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* Android arm32 and arm64 (`-target android_arm32` and `-target android_arm64`), target, hosted on Linux or OS X
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* Android arm32 and arm64 (`-target android_arm32` and `-target android_arm64`) target, hosted on Linux or macOS
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* WebAssembly (`-target wasm32`) target, hosted on Linux, Windows or macOS
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Adding support for other target platforms shouldn't be too hard, if LLVM support is available.
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+3
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@@ -14,7 +14,7 @@
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### Build for all supported platforms ###
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Repeat those steps for Mac OS X, Linux x86-64 and Windows x64 machines/VMs:
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Repeat those steps for macOS, Linux x86-64 and Windows x64 machines/VMs:
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git pull
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git checkout -b v0.X-fixes origin/v0.X-fixes
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@@ -42,9 +42,9 @@ in few minutes after upload.
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### Blog post ###
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Notify #kotlin-native channel on public slack.
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Notify #kotlin-native channel on public Slack.
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Write a meaningfully sized blog post describing new release at https://blog.jetbrains.com.
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Login at https://blog.jetbrains.com/kotlin/wp-login.php. Synchronize with @abreslav and @yole.
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Publish and enjoy!
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+1
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@@ -27,7 +27,7 @@ kotlinCompilerVersion=1.2.20-dev-773
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kotlinScriptRuntimeVersion=1.2.20-dev-773
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kotlinStdLibVersion=1.2.20-dev-773
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kotlinReflectVersion=1.2.20-dev-773
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konanVersion=0.4
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konanVersion=0.5
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org.gradle.jvmargs='-Dfile.encoding=UTF-8'
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##
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