If you have a Perl-related news item you'd like to share, you may post it in the Perl Newssection.
Please try to avoid duplicating news; but pointers (with summaries) to important stories on other sites are acceptable here.
Perl 5.18.1 was released on 12-Aug-2013.
While that's a couple of weeks ago, and possibly many of you may already be aware of this, I couldn't find any mention of it here on PerlMonks.
Here's some relevant links:
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This is a busy summer indeed. I couldn’t resist to implement a new major feature in Csgrouper: the possibility to change the rhythm settings for each set of sequences. Now duration minima, duration factors, duration types (random or serial) and rhythm types (binary, ternary, etc.) can all be attributed on a per-set basis. So different sections, with differing rhythmic properties can take all their signification now, since sections are nothing else than sets of sequences.
In such a good disposition I was, I also made the interface much more intuitive: The problem of that unmanageable Sequence Table has now ended since this table is reduced to a simple summary of the real contents which – with help of Tk::DynaTabFrame – is now accessed through specific sequence tabs on the new ‘Details’ page.
The composition power of Csgrouper seems tremendously increased by these novelties. (Take a look at them on the ‘Screenshots’ page.)
Update, Oct 2014: Concurrency in P6 has developed a long way since I wrote this post. This video briefly runs through the Functional Programming paradigm features that have been implemented, including Promises, before discussing the latest Object Oriented paradigm work, including Monitors, Actors, and Evject.
Evidently the time has come to fully develop concurrency and parallelism features in Perl 6.
The Perl 6 language design team led by Larry Wall has discussed concurrency and parallelism for over a decade. So every element of the P6 language has been considered in the light of concurrency and parallelism, from variable assignment on up. But that's just design.
There's also been implementation work done. However, Rakudo (the leading P6 compiler) has surfaced very little of this work (gather/take is about it) and while Niecza (another compiler) has long exposed continuations, coroutines, and threads, Niecza's author Stefan O'Rear basically stopped working on Niecza a year ago. (Imo this is good news; read on.)
Until recently the Rakudo compiler only worked on one backend, the Parrot VM. While it supports concurrency, Parrot's support has never been considered reliable enough by the Rakudo team for them to develop more of the concurrency features in Rakudo.
Recently the Rakudo team began porting it to work on the JVM. One of the primary motivations claimed was to unblock development of concurrency and parallelism features.
Starting at YAPC::NA 2013, at the start of June, Stefan O'Rear began working on the JVM port. In the last week or so he made JVM concurrency primitives available to NQP, which is what's needed to implement them in Rakudo. And thus, in the last few days, jnthn published an initial prototype. It already looks promising...
Watch in terror as Damian writes a Perl program to extract square roots using nothing but quantum mechanics, general relativity, and the very fabric of the space-time continuum.
Along the way we'll also investigate: Wittgenstein's dark secret; the diminishing returns of physical computation; Roman philosophy; when Super Science Adventures go wrong; the greatest Lego kit of all time; the secret identity of Sith; carbon logic vs silicon logic; the giants of 1930's physics; elementary spin-half quanta under relativistic motion; CAT scans; Will Smith; bongos; drunken bets involving penguins; algorithmic consistency; God's dice and the problem of free will; intrinsic self-inconsistency; the many worlds outside Copenhagen; and the inventor of stage diving.
What happens when Dirac meets Deutsch meets Damian? Mere anarchy is loosed upon the world!
There's some perl games codebases to start writing games in SDL and OpenGL with input and output here :
You can write action, shooter, platform etc. games in perl with it.
We meet the 2nd Tuesday each month. We try to have one "basics" presentation, and one more advanced, to appeal to the broadest possible Perl user-base.
For the 99.9% of you not within driving range of the Salt Lake Perl Mongers, I appreciate your patience with this announcement. Salt Lake Perl Mongers is in its 3rd month. While I don't intend to post every month, Perl News is a good way to get the word out during these first 90 days.
Update, Jan 2, 2014: Rakudo/MoarVM appears to be passing ~18k of ~28k spectests -- ie it's running a whole lot of Perl 6 code.
If you're interested in the guts and gore that involves VMs, or re-implementing Perl, or implementing other languages, or hanging out with or helping those who do, you might be interested in MoarVM which "reboots the whole VM idea for Perl, based on experience with Parrot, without many of the flaws of Parrot".
It looks like most of the current action is on the IRC channel #moarvm on freenode.net (for which logs started earlier today).