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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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* 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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* Linux MIPS support (little and big endian, mips and mipsel targets)
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* Gradle plugin DSL fully reworked
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* Support for unit testing annotations and automatic test runner generation
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* Final executable size reduced
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* Various interop improvements (forward declaration, better handling of unsupported types)
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* Workers object subgraph transfer checks implemented
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* Optimized low level memory management using more efficient cycle tracing algorithm
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## v0.3.4 (Oct 2017) ##
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* Intermediate release
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+3
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@@ -226,8 +226,9 @@ Process 80496 launched: './program.kexe' (x86_64)
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### Known issues
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- stepping in imported inline functions
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- inspection is not implemented for (val) variables.
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- stepping in imported inline functions does not work
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- sometimes single stepping works incorrectly in other scenarious
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- variable inspections may not work properly
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_Note:_ Support DWARF 2 specification means that debugger tool recognize Kotlin as C89, because till DWARF 5 specification, there is no
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identifier for Kotlin language type in specification.
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+5
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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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* `csvparser` - simple CSV file parser and analyzer
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* `gitchurn` - program interoperating with `libgit2` for GIT repository analysis
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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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* `opengl` - OpenGL/GLUT teapot example
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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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* `androidNativeActivity` - Android Native Activity rendering 3D graphics using GLES2
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See `README.md` in each sample directory for more information and build instructions.
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+13
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@@ -20,11 +20,15 @@ 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
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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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* Ubuntu Linux x86-64 (14.04, 16.04 and later), other Linux flavours may work as well, host and target
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* Microsoft Windows x86-64 (tested on Windows 7 and Windows 10), host and target
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* Apple iOS (arm64), cross-compiled on MacOS X host (`-target iphone`), target, hosted on OS X
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* Raspberry Pi, cross-compiled on Linux host (`-target raspberrypi`), target, hosted on Linux
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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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* 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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Adding support for other target platforms shouldn't be too hard, if LLVM support is available.
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@@ -34,15 +38,15 @@ the following platforms:
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To run _Kotlin/Native_ JDK8 for the host platform has to be installed.
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Note that Java 9 not yet supported.
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The language and library version supported by this EAP release mostly match Kotlin 1.1.4.
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The language and library version supported by this EAP release mostly match Kotlin 1.2.
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However, there are certain limitations, see section [Known Limitations](#limitations).
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Currently _Kotlin/Native_ uses reference counting based memory management scheme with a cycle
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collection algorithm. Multiple threads could be used, but objects must be explicitly transferred
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between threads, and same object couldn't be accessed by two threads concurrently.
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_Kotlin/Native_ provides efficient interoperability with libraries written in C, and supports
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automatic generation of Kotlin bindings from a C header file.
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_Kotlin/Native_ provides efficient interoperability with libraries written in C or Objective-C, and supports
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automatic generation of Kotlin bindings from a C/Objective-C header file.
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See the samples coming with the distribution.
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## Getting Started ##
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@@ -75,7 +79,7 @@ call similar APIs from the POSIX library, see this [`sample`](https://github.com
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### Reflection ###
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Full reflection and class object references are not implemented.
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Full reflection is not implemented, but class can be referenced and its name could be retrieved.
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Notice that property delegation (including lazy properties) *does* work.
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### Microsoft Windows support ###
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@@ -100,5 +104,5 @@ Notice that property delegation (including lazy properties) *does* work.
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b kfun:main(kotlin.Array<kotlin.String>)
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to set breakpoint in main function of your application. Single stepping and step into shall work,
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variable inspection partially works (not on val's, var's only).
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variable inspection may have issues.
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See [`DEBUGGING.md`](https://github.com/JetBrains/kotlin-native/blob/master/DEBUGGING.md)
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