From esoteric@oiva.sange.fi Sat Aug 07 21:37:15 2004
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Date: Sat, 7 Aug 2004 20:33:13 +0200
From: Sascha Wilde <wilde@sha-bang.de>
To: Esoteric Lang ML <lang@esoteric.sange.fi>
Subject: [lang] [Argh!] Version 0.2.3 released
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http://www.sha-bang.de/content/13_eso/argh-0.2.3.tgz

The only change compaired to 0.2.2 is the much enhanced Argh! GNU Emacs
Mode.  It now includes a buildin interpreter/debugger with interactive
and visual execution of Argh! code.

Since the released beta version many bugs were fixed and some
features were added, for example any Emacs buffer can now be used as
input for the running Argh! program.

The Emacs Mode can be downloaded without the rest of the distribution
here:  http://www.sha-bang.de/content/13_eso/argh-mode.el

The old beta is no longer available...

cheers
sascha
--=20
Sascha Wilde
Hauptfunktion einer GUI ist es IMHO, die dadurch verlorene Zeit durch
einen h=F6heren Spa=DF-Faktor zu kompensieren. Essentiell ein
Computerspiel.  --  Rainer Weikusat in d.c.o.u.d

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From esoteric@oiva.sange.fi Tue Aug 10 17:28:48 2004
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Date: Tue, 10 Aug 2004 10:23:44 -0400 (EDT)
Subject: [lang] Re: Some work on my essie
From: bcthomp2@ncsu.edu
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> Milo wrote:
>> Panu A Kalliokoski wrote:
>>
>> >On Sat, Jul 31, 2004 at 10:02:26AM -0700, Brian Thompson wrote:
>> >
>> >
>> >>subroutines) to a befunge-type language. I would like to stick to
>> >>monocharacter sequences, and probably to the lower 128 ascii for the
>> >>sake of portability (windows v. unix v. apple all have different ideas
>> >>of what 128-255 are). This limits the number of possible instructions
>> >>to about 97 or so.
>> >>
>> >>
>> >
>> >Bah, I think it is high time to start to make Unicode-based character
>> >cell languages.  I think the one place where there is some definite
>> need
>> >for Unicode is this.
>> >
>> My problem with Unicode is that I don't have the characters on my
>> keyboard.  I don't want to go hunting for character codes for every
>> instruction in the program.
>
> Who needs that?  One could still calculate the needed character code at
> runtime and execute the instruction after generating it...  ;-)

That is assuming that you actually know what the character code is. If you
have no idea what it is, then you might have to break open your huge
unicode dictionary just to find out.

And sorry to raise an old discussion. I haven't had access to a computer
for a week.

Brian

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From esoteric@oiva.sange.fi Wed Aug 18 06:19:41 2004
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Date: Wed, 18 Aug 2004 06:15:34 +0300
From: Panu Kalliokoski <pkalliok@cs.helsinki.fi>
To: lang@esoteric.sange.fi
Subject: [lang] Malbolge website
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In case you're not aware of this site (I wasn't),
http://www.lscheffer.com/malbolge.html has a lot of discussion about the
(happy?) accidents of Malbolge that make it possible to write some
programs in it.

Panu

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From esoteric@oiva.sange.fi Tue Aug 24 21:48:35 2004
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Subject: [lang] 2D function analogs...
From: bcthomp2@ncsu.edu
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I have been working on creating 2D functional analogs, essentially porting
the classical use of functions (aka procedures and methods) from such
languages as C and perl into a 2D environment akin to Befunge. The biggest
issue currently is that in a 1D language such as C, a function has a
well-defined area - everything between { and }, while a 2D function would
require an entire fence of delimiting characters to clearly identify the
function, and even then we are ignoring the possibility of functions that
might not be simply connected (although because we're dealing with
discrete cells, all functions will be a group of at least 1 closed space).
I've been working on this problem for a while, and I've come up with
several possible solutions to the problem.

The first is the simplest. From a calling perspective, the only portion of
the function that we would care about is where it begins - so that we can
tell the code to jump to that location. To return, a special character is
used that tells the IP to procede back to the position it was in prior to
the function call. The biggest problem with this scenario is that function
names would still be complicated - should the programmer push the string
"foo" and then attempt to execute foo from the string?

The next possibility is using RTF files, which makes writing the code a
little more complex. Using the bold, italic, and strikethrough font
modifiers, we could individually define, call, and undefine various
functions by saying that a bold name would push the the location of the
function onto the stack, an italicized name would call it, and an
strike-through would undefine the name.

The last possibility that I have seriously been considering (I use the
word 'serious' loosely, but even some clowns are dedicated to their work)
involves the use of RTF files as well, but delimits function areas based
on coloring. Depending on the genus of the topology used, anywhere between
4 to infinite colors may be necessary, but luckily, I can get by with the
typical 256 most likely. In order to call a function in this scenario, the
color would be called using a RGB triplet.

If anyone has any other ideas, please let me know, Im definitely
interested in hearing them. Mostly, I want to know what the community
feels about branching away from txt files and moving towards RTF/HTML
files? Thanks!

Brian


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From esoteric@oiva.sange.fi Tue Aug 24 22:06:03 2004
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To: lang@esoteric.sange.fi
Subject: [lang] 2D, RGB, Logo, 
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You mentioned 2D and RGB colors. I'm wondering if it's possible to find 
a meaningfull interpretation of scanned-in images as computer programs, 
something along the lines of a virtual car running across the image and 
interpreting the changes in RGB values as commands


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From esoteric@oiva.sange.fi Wed Aug 25 01:43:43 2004
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Date: Wed, 25 Aug 2004 00:44:57 +0200
From: Rune Berge <rune@krokodille.com>
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To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D function analogs...
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bcthomp2@ncsu.edu wrote:
> I have been working on creating 2D functional analogs, essentially porting
> the classical use of functions (aka procedures and methods) from such
> languages as C and perl into a 2D environment akin to Befunge. The biggest
> issue currently is that in a 1D language such as C, a function has a
> well-defined area - everything between { and }, while a 2D function would
> require an entire fence of delimiting characters to clearly identify the
> function

This is not really my cup of tea, but wouldn't it be easier to include 
delimiting coordinates in the function declaration? It could be as 
simple as two coordinates to reserve a rectangular area, or more complex 
geometric forms.


> If anyone has any other ideas, please let me know, Im definitely
> interested in hearing them. Mostly, I want to know what the community
> feels about branching away from txt files and moving towards RTF/HTML
> files?

I, for one, think that regular text files are pretty boring, and I would 
really like to see some more languages that uses something else. I have 
tried to work out something like that myself, but haven't gotten any 
good ideas. RTF is interesting, though maybe a bit too similar to 
regular text...


Rune



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From esoteric@oiva.sange.fi Wed Aug 25 15:59:16 2004
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Date: Wed, 25 Aug 2004 08:55:36 -0400 (EDT)
Subject: [lang] Re: 2D function analogs...
From: bcthomp2@ncsu.edu
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>> I have been working on creating 2D functional analogs, essentially
>> porting
>> the classical use of functions (aka procedures and methods) from such
>> languages as C and perl into a 2D environment akin to Befunge. The
>> biggest
>> issue currently is that in a 1D language such as C, a function has a
>> well-defined area - everything between { and }, while a 2D function
>> would
>> require an entire fence of delimiting characters to clearly identify the
>> function

>> If anyone has any other ideas, please let me know, Im definitely
>> interested in hearing them. Mostly, I want to know what the community
>> feels about branching away from txt files and moving towards RTF/HTML
>> files?

First I wanted to respond to Carsten's comments:

>You mentioned 2D and RGB colors. I'm wondering if it's possible to find
>a meaningfull interpretation of scanned-in images as computer programs,
>something along the lines of a virtual car running across the image and
>interpreting the changes in RGB values as commands

The language Piet did something similar - except that it used blocks of
colors, but the CHANGE in value between one cell to the next was the
important consideration.

And now Rune's:

> This is not really my cup of tea, but wouldn't it be easier to include
> delimiting coordinates in the function declaration? It could be as
> simple as two coordinates to reserve a rectangular area, or more complex
> geometric forms.

I have thought about using delimiting coordinates - akin to the function
owning a rectangular tract of land (I even thought about having each one
be an independent toroidal space). I had forgot to include that particular
idea. One of the reasons why I didn't like it though is that it did not
allow functions to share code. Now, one can come up with a hundred and two
reasons why functions shouldn't share code, but I think the important
thing is that the language is only as esoteric as the creator, and most
people think I'm pretty out there...

> I, for one, think that regular text files are pretty boring, and I would
> really like to see some more languages that uses something else. I have
> tried to work out something like that myself, but haven't gotten any
> good ideas. RTF is interesting, though maybe a bit too similar to
> regular text...

I think the ability to color text and add font modifiers such as bold,
italics, etc. would give a lot of opportunity to branch away from regular
text programming. Granted, its not as similar as Piet, or even one
language (whose name I cannot recall) which utilized sound. Granted,
something less like Piet might have strong possibilities as well - perhaps
using some sort of image processing on the image (think about JPEG
encoding, where every 8X8 pixel block in the image could store a certain
number of commands in the frequency domain...), there are certainly strong
possibilities for non-text esolangs, but Im very keen on exploring the
options using my text-based esolang.


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From esoteric@oiva.sange.fi Wed Aug 25 16:28:07 2004
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Subject: [lang] Re: 2D function analogs...
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bcthomp2@ncsu.edu wrote:


> I have thought about using delimiting coordinates - akin to the function
> owning a rectangular tract of land (I even thought about having each one
> be an independent toroidal space). I had forgot to include that particular
> idea. One of the reasons why I didn't like it though is that it did not
> allow functions to share code. 

Well, you could allow functions to have overlapping areas...

Rune


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Subject: [lang] Re: 2D function analogs...
From: bcthomp2@ncsu.edu
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>> I have thought about using delimiting coordinates - akin to the function
>> owning a rectangular tract of land (I even thought about having each one
>> be an independent toroidal space). I had forgot to include that
>> particular
>> idea. One of the reasons why I didn't like it though is that it did not
>> allow functions to share code.
>
> Well, you could allow functions to have overlapping areas...

That's another possibility. If that is indeed the case then, what would be
the point of assigning functions a portion of 2D space (in this case, say
a rectangle?) One 2D language that actually does a good job of this is
Spiral (recent addition to the esolang webring), which does not allow the
IP pointer to enter whitespace, which motivates the idea that although
functions might not necessarily share code, they can overlap (the Spiral
website has an example of a wire-crossing), and the functions have clearly
defined paths. All-in-all, I would rather stick with functions that were
defined solely by their initial points, which is essentially what compiled
C-code does, except only in 1 dimension, and typically it doesn't look
like absolutely diabolical line-noise.

To break away from that argument and return to the idea of
non-traditional-text-based programming, another semi-interesting
possibility that is to have a 2D version of emoticon (another recent
addition to the esolang webring) - a sort of ascii-art language where 2D
pictures of size {x,y} processed a certain function.

/-\//~\\ would be a {3,3} instruction followed by a {5,3} instruction
|o| V V
\-/  u

An important part of constructing such a language (and I've had similar
issues thinking about implementing 2D variable names in my language as
well) is
1) How do you insure that instructions line up? You either have to
regulate rows, columns, have fixed-width (or height) instructions, or some
other method.
2)How to delimit names so that a function FooBar is not read as function
Foo followed by function bar, assuming that Foo and Bar exist (or causing
an error if Foo exists but not Bar).

(1) has possible solutions that I think would be workable in a language,
(2) requires some sort of outside intervention - either through the use of
delimiters (requiring all "pictures" to be rectangles and the bottom-right
hand corner ending with a special character, say *) or by specially
marking the text, in the case that I was considering, you would alternate
colors, and thanks to the 7-color theorem (you can color a torus using 7
unique colors), every 2D funge surface would be able to be colored using
just the eight basic colors of the traditional color monitor, and
additional colors - say your monitor supported 8-bit or 24-bit graphics -
could be employed for clarity. Again, there are several possibilities.

Brian


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From esoteric@oiva.sange.fi Fri Aug 27 10:52:56 2004
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From: Panu A Kalliokoski <pkalliok@cs.helsinki.fi>
To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D function analogs...
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On Tue, Aug 24, 2004 at 02:44:09PM -0400, bcthomp2@ncsu.edu wrote:
> I have been working on creating 2D functional analogs, essentially porting
> the classical use of functions (aka procedures and methods) from such
> languages as C and perl into a 2D environment akin to Befunge. The biggest

In my view, there are three "features" of functions you might want to
move into a 2D environment:

 1. returning where the execution began
 2. passing parameters
 3. lexical closures

The "area" of function is _not_ IMO very significant, because the
function "knows" anyway where its borders lie.

Returning is probably well handled by a gosub/return like construct, but
a more elegant solution IMO would be to use 2D dispatch.  It would
probably require Befunge-like elements which guide the IP to a specific
direction but when approached from that direction, guide the IP to the
direction it last came from.  Combining many elements like these would
allow to build paths to a routine which could be walked in the reverse
direction after the routine has completed.

Parameter passing is the thing Befunge always made "too easy" by using a
stack.  You can go with that, or you could use "guns" that let the IP
"shoot" data to the routine before going there.  I haven't worked out
the details.

Lexical closures are the most difficult one.  Maybe you are not
interested in them, but they are nevertheless the feature that gives the
function _life_: the ability to, not just sit there ready to be called,
but to be passed around, built and destroyed...

Panu

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From esoteric@oiva.sange.fi Fri Aug 27 16:06:38 2004
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Subject: [lang] Re: 2D function analogs...
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>> I have been working on creating 2D functional analogs, essentially
>> porting
>> the classical use of functions (aka procedures and methods) from such
>> languages as C and perl into a 2D environment akin to Befunge. The
>> biggest
>
> In my view, there are three "features" of functions you might want to
> move into a 2D environment:
>
>  1. returning where the execution began
>  2. passing parameters
>  3. lexical closures
>
> The "area" of function is _not_ IMO very significant, because the
> function "knows" anyway where its borders lie.

Im not sure that this is really the case. I think that, generally
speaking, a function only knows where it begins, and its the code itself
that determines where the rest of the function exists. Although,
implicitly, this could mean that the function "knows" where it is, it's
like saying that I "know" how to convert energy into ATP inside my cells -
my body DOES do that, but it doesn't mean that I as a whole am aware of
how to go about doing that.

> Returning is probably well handled by a gosub/return like construct, but
> a more elegant solution IMO would be to use 2D dispatch.  It would
> probably require Befunge-like elements which guide the IP to a specific
> direction but when approached from that direction, guide the IP to the
> direction it last came from.  Combining many elements like these would
> allow to build paths to a routine which could be walked in the reverse
> direction after the routine has completed.

Im not entirely sure what you mean by this, but I think I understand.
Basically, you say "go do FOO" and you then design the program in such a
way as that it actually goes and searches for the function FOO in the map.
It's something that I thought about - actually even designing a grid
structure so that the IP could always find a path to the function index.
It has VERY interesting possibilities...

> Parameter passing is the thing Befunge always made "too easy" by using a
> stack.  You can go with that, or you could use "guns" that let the IP
> "shoot" data to the routine before going there.  I haven't worked out
> the details.

Guns? I do not condone violence.

Okay, Im just kidding, but seriously... I dont understand?

> Lexical closures are the most difficult one.  Maybe you are not
> interested in them, but they are nevertheless the feature that gives the
> function _life_: the ability to, not just sit there ready to be called,
> but to be passed around, built and destroyed...

Interested? yes, understanding? No.

Thanks for your comments Panu. I can always depend on you to bring insight
into the topics! You rock!

Brian



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From esoteric@oiva.sange.fi Mon Aug 30 02:27:06 2004
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Subject: [lang] Re: 2D, RGB, Logo,
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Carsten Kuckuk wrote:

> You mentioned 2D and RGB colors. I'm wondering if it's possible to 
> find a meaningfull interpretation of scanned-in images as computer 
> programs, something along the lines of a virtual car running across 
> the image and interpreting the changes in RGB values as commands 

It is possible, in principle, to define a language using pictures as 
source code.  However, it should be remember that in any language, if 
random code is entered (even with the guarantee of linguistic validity), 
it is highly unlikely to do anything interesting.  Furthermore, programs 
designed to really do something might at best look like attractive 
abstract art, with a well-thought-out language, but will probably not 
resemble any recognizable object, other than maybe simple geometric figures.


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From esoteric@oiva.sange.fi Mon Aug 30 02:33:42 2004
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bcthomp2@ncsu.edu wrote:

 >One of the reasons why I didn't like it though is that it did not
 >allow functions to share code. Now, one can come up with a hundred and
 >two
 >reasons why functions shouldn't share code, but I think the important
 >thing is that the language is only as esoteric as the creator, and most
 >people think I'm pretty out there...

Actually, it happens a lot in programs that several functions are 
necessary doing similar but different things.  Classically there are two 
ways to solve this, the first being to copy+paste code into multiple 
functions, and the second being to write a single function having a flag 
argument that differentiates between the various functions when 
necessary.  Being able to partially share code among functions would be 
an innovative and possibly quite useful solution to the problem.

 >perhaps
 >using some sort of image processing on the image (think about JPEG
 >encoding, where every 8X8 pixel block in the image could store a certain
 >number of commands in the frequency domain...)

Storing my programs with lossy compression?  No thanks.


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Panu A Kalliokoski wrote:

 >Returning is probably well handled by a gosub/return like construct, 
 >but a more elegant solution IMO would be to use 2D dispatch.  It would
 >probably require Befunge-like elements which guide the IP to a specific
 >direction but when approached from that direction, guide the IP to the
 >direction it last came from.  Combining many elements like these would
 >allow to build paths to a routine which could be walked in the reverse
 >direction after the routine has completed.

I think a good solution would be self-modifying flow control - 
instructions that move the IP in one of the four possible directions 
coded into them, and at the same time, change their coding to point 
toward the direction that the current IP came from.  Sort of like this:

opposite = -ip_direction;
ip_direction = code[ip].direction;
code[ip].direction = opposite;
ip += ip_direction;

This would allow perfect code backtracking, even for paths that can be 
entered from multiple places.  Some work would still be needed at the 
ends of each path, but I think this can be dealt with neatly using an 
instruction that skips over the next cell and continues execution with 
the one after it.


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From esoteric@oiva.sange.fi Mon Aug 30 18:54:39 2004
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From: Brian Thompson <brianct@u.washington.edu>
To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D function analogs...
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>  >One of the reasons why I didn't like it though is that it did not
>  >allow functions to share code. Now, one can come up with a hundred and
>  >two
>  >reasons why functions shouldn't share code, but I think the important
>  >thing is that the language is only as esoteric as the creator, and most
>  >people think I'm pretty out there...
> 
> Actually, it happens a lot in programs that several functions are 
> necessary doing similar but different things.  Classically there are two 
> ways to solve this, the first being to copy+paste code into multiple 
> functions, and the second being to write a single function having a flag 
> argument that differentiates between the various functions when 
> necessary.  Being able to partially share code among functions would be 
> an innovative and possibly quite useful solution to the problem.

That's one of the reasons why I have been so reluctant to eliminate the idea. I like the possibility of having functions, even for just a small fraction of time (for instance if they have different initialization phases but the end operations are identical, or if they just want to cross paths and share one instruction.. whatever you like!)

>  >perhaps
>  >using some sort of image processing on the image (think about JPEG
>  >encoding, where every 8X8 pixel block in the image could store a certain
>  >number of commands in the frequency domain...)
> 
> Storing my programs with lossy compression?  No thanks.

It wouldn't necessarily be lossy compression (at least not lossy as far as your code is concerned). Using data in the frequency domain doesn't suffer from lossy compression as long as it's values are deliberate - it is the data in the image domain that would end up becoming lossy. I did a small program once using this fact that encoded values into the lower-order bits of an image. It worked fine on Linux, but I don't have the code anymore... hmm, maybe I should re-write it and try something different (viterbi coding perhaps?).


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From esoteric@oiva.sange.fi Mon Aug 30 19:38:22 2004
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Date: Mon, 30 Aug 2004 18:33:15 +0200
From: Bertram Felgenhauer <bf3@mail.inf.tu-dresden.de>
To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D, RGB, Logo,
Message-ID: <20040830163315.GA9865@mail.inf.tu-dresden.de>
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Milo wrote:
> It is possible, in principle, to define a language using pictures as 
> source code.

That has been done,
    http://dangermouse.net/esoteric/piet.html

This will not work very well with arbitrary images though.

> Furthermore, programs 
> designed to really do something might at best look like attractive 
> abstract art, with a well-thought-out language, but will probably not 
> resemble any recognizable object, other than maybe simple geometric figures.

That seems to be true for Piet at least.

Bertram

latest esoteric achievment: Another small Unlambda 2 quine,
  http://www.inf.tu-dresden.de/~bf3/quine/unlambda/quine5a.unl

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From esoteric@oiva.sange.fi Wed Sep 01 09:30:04 2004
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From: Panu A Kalliokoski <pkalliok@cs.helsinki.fi>
To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D, RGB, Logo,
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On Mon, Aug 30, 2004 at 06:33:15PM +0200, Bertram Felgenhauer wrote:
> > It is possible, in principle, to define a language using pictures as 
> > source code.
> That has been done,
>     http://dangermouse.net/esoteric/piet.html
> This will not work very well with arbitrary images though.

I think a "true" picture language should be analog, not digital, in
nature.  If we keep with sharp distinction between language elements, we
are effectively just giving new tags to tokens, in this case, colours.

I would rather like every pixel to have some kind of local, nonlinear
effect on its surroundings.  R, G and B could be mapped to some
"behavioural factors" of the pixel, such as aggressive--defensive,
good--evil, and narrow-mindedness.  The result of one step of evaluation
would be the change in these attributes depending on the interaction of
pixels near each other.

Panu

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From esoteric@oiva.sange.fi Wed Sep 01 09:45:34 2004
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From: Panu A Kalliokoski <pkalliok@cs.helsinki.fi>
To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D function analogs...
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On Mon, Aug 30, 2004 at 01:44:26AM +0200, Milo wrote:
> Actually, it happens a lot in programs that several functions are 
> necessary doing similar but different things.  Classically there are two 
> ways to solve this, the first being to copy+paste code into multiple 
> functions, and the second being to write a single function having a flag 
> argument that differentiates between the various functions when 
> necessary.  Being able to partially share code among functions would be 
> an innovative and possibly quite useful solution to the problem.

A third solution is to parametrise the function behavior by giving
functions as arguments for the changing sections, ie. use higher order
functions.  The ability to do this fluently and cleanly is one of the
big advantages of FP against OOP... enter flamewar...

> Storing my programs with lossy compression?  No thanks.

For analog programs that would be no problem... wink, wink...

Panu

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From: Panu A Kalliokoski <pkalliok@cs.helsinki.fi>
To: Milo <mwq@dds.nl>
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Subject: [lang] Re: 2D function analogs...
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On Mon, Aug 30, 2004 at 01:59:58AM +0200, Milo wrote:
> opposite = -ip_direction;
> ip_direction = code[ip].direction;
> code[ip].direction = opposite;
> ip += ip_direction;

Yes, this is a good idea.  It's even simpler than my proposal (which had
remnants of ideas of how to support multi-thread code).

> This would allow perfect code backtracking, even for paths that can be 
> entered from multiple places.  Some work would still be needed at the 
> ends of each path, but I think this can be dealt with neatly using an 
> instruction that skips over the next cell and continues execution with 
> the one after it.

This one is handled even more nicely with another self-modifying
instruction, the flip-flop mirror.  It's the / or \ instruction that
changes orientation every time an IP passes.

Panu

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From esoteric@oiva.sange.fi Wed Sep 01 16:00:54 2004
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Panu A Kalliokoski wrote:

>I think a "true" picture language should be analog, not digital, in
>nature.  If we keep with sharp distinction between language elements, we
>are effectively just giving new tags to tokens, in this case, colours.
>
>I would rather like every pixel to have some kind of local, nonlinear
>effect on its surroundings.  R, G and B could be mapped to some
>"behavioural factors" of the pixel, such as aggressive--defensive,
>good--evil, and narrow-mindedness.  The result of one step of evaluation
>would be the change in these attributes depending on the interaction of
>pixels near each other.
>
I've thought about the idea of analog and continuous languages myself 
(continuous is if the "instruction pointer", instead of ranging along N 
or NxN, ranges along R or RxR).  One thing to take note of with the 
departure from integers is that any calculation involving real numbers 
on a computer is inherently inaccurate, meaning that any result 
calculated by a program in such a language, will be a mere approximation 
of what it's supposed to output.


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Subject: [lang] Re: 2D function analogs...
References: <2270.152.1.149.157.1093373049.squirrel@152.1.149.157> <20040827074732.GB2884@ling.helsinki.fi> <41326DFE.50408@dds.nl> <20040901090631.GC11196@ling.helsinki.fi>
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Panu A Kalliokoski wrote:

 >On Mon, Aug 30, 2004 at 01:59:58AM +0200, Milo wrote:
 >
 >
 >>opposite = -ip_direction;
 >>ip_direction = code[ip].direction;
 >>code[ip].direction = opposite;
 >>ip += ip_direction;
 >
 >Yes, this is a good idea.  It's even simpler than my proposal (which 
 >had remnants of ideas of how to support multi-thread code).
 >
 >
 >
 >>This would allow perfect code backtracking, even for paths that can be
 >>entered from multiple places.  Some work would still be needed at the
 >>ends of each path, but I think this can be dealt with neatly using an
 >>instruction that skips over the next cell and continues execution with
 >>the one after it.
 >
 >This one is handled even more nicely with another self-modifying
 >instruction, the flip-flop mirror.  It's the / or \ instruction that
 >changes orientation every time an IP passes.

Great idea.

I guess that gives us six new instructions for handling functions. 
Let's see how it would work:

<>^v = permanent flow control
{}~, = backtracking flow control (got better ideas for up and down?)
/\ = flip-flops
CAPITAL LETTERS = replace with actual code

.TWO\TWO
.   }}}}},
.        ,
.        ,    FUNCv
.   }}}}}}}}}}/   T
.ONE/ONE      ^NIO<

After calling FUNCTION from ONE, the code would become:

.TWO\TWO
.   }}}}},
.        ,
.        ,    FUNCv
.   ,{{{{{{{{{\   T
.ONE\ONE      ^NIO<

After calling FUNCTION from TWO, the code would become:

.TWO/TWO
.   ~{{{{{
.        ~
.        ~    FUNCv
.   }}}}}~{{{{\   T
.ONE/ONE      ^NIO<

In both cases, upon finishing FUNCTION the code will return to the place 
it was called and restore all self-modifying instructions to their 
original form.  Bingo!

One problem, however.  This method would not allow a function to be 
called recursively while another instance is still "active".


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From esoteric@oiva.sange.fi Wed Sep 01 16:24:42 2004
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To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D, RGB, Logo,
References: <2270.152.1.149.157.1093373049.squirrel@152.1.149.157> <412B90DC.50504@kuckuk.com> <4132688B.9020801@dds.nl> <20040830163315.GA9865@mail.inf.tu-dresden.de> <20040901062542.GA11196@ling.helsinki.fi> <4135CAFA.5020104@dds.nl>
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All analog makes me think of neural networks. What about a 
Turing-Machine / Neural Network bastard?

Internal state = feedback in the network (with delay line to simulate 
memory)
Input: We have an "eye" that samples a circular region of the picture 
weighted with a Gaussian. The integrated R G B values are used as input 
to the NN  (Alternative: HSB, Lab, or any other system)
Output : One of the NN outputs is interpreted as a velocity-X value, and 
another as a velocity-Y value. (Alternative: relative Mouse coordinates: 
Speed and Direction). Another could mean "Change the color of the area 
we're on top of to something else".

If we used three "eyes", the HSB coordinates, and relative Mouse 
coordinates, use one of the NN outputs to drive a loudspeaker, and use a 
scanned-in image of a vinyl record as the input, we could easily 
implement a record player.

Carsten






Milo wrote:

> Panu A Kalliokoski wrote:
> 
>> I think a "true" picture language should be analog, not digital, in
>> nature.  If we keep with sharp distinction between language elements, we
>> are effectively just giving new tags to tokens, in this case, colours.
>>
>> I would rather like every pixel to have some kind of local, nonlinear
>> effect on its surroundings.  R, G and B could be mapped to some
>> "behavioural factors" of the pixel, such as aggressive--defensive,
>> good--evil, and narrow-mindedness.  The result of one step of evaluation
>> would be the change in these attributes depending on the interaction of
>> pixels near each other.
>>
> I've thought about the idea of analog and continuous languages myself 
> (continuous is if the "instruction pointer", instead of ranging along N 
> or NxN, ranges along R or RxR).  One thing to take note of with the 
> departure from integers is that any calculation involving real numbers 
> on a computer is inherently inaccurate, meaning that any result 
> calculated by a program in such a language, will be a mere approximation 
> of what it's supposed to output.
> 
> 

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Date: Wed, 1 Sep 2004 07:36:30 -0700 (PDT)
From: Brian Thompson <brianct@u.washington.edu>
To: lang@esoteric.sange.fi
Subject: [lang] Re: 2D function analogs...
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Milo wrote:
> Panu wrote:
> 
>  >Milo wrote:
>  >
>  >>opposite = -ip_direction;
>  >>ip_direction = code[ip].direction;
>  >>code[ip].direction = opposite;
>  >>ip += ip_direction;
>  >
>  >Yes, this is a good idea.  It's even simpler than my proposal (which 
>  >had remnants of ideas of how to support multi-thread code).
>  >
>  >>This would allow perfect code backtracking, even for paths that can be
>  >>entered from multiple places.  Some work would still be needed at the
>  >>ends of each path, but I think this can be dealt with neatly using an
>  >>instruction that skips over the next cell and continues execution with
>  >>the one after it.
>  >
>  >This one is handled even more nicely with another self-modifying
>  >instruction, the flip-flop mirror.  It's the / or \ instruction that
>  >changes orientation every time an IP passes.
> 
> I guess that gives us six new instructions for handling functions. 
> Let's see how it would work:
> 
> <>^v = permanent flow control
> {}~, = backtracking flow control (got better ideas for up and down?)
> /\ = flip-flops
> CAPITAL LETTERS = replace with actual code
> 
> .TWO\TWO
> .   }}}}},
> .        ,
> .        ,    FUNCv
> .   }}}}}}}}}}/   T
> .ONE/ONE      ^NIO<
> 
> After calling FUNCTION from ONE, the code would become:
> 
> .TWO\TWO
> .   }}}}},
> .        ,
> .        ,    FUNCv
> .   ,{{{{{{{{{\   T
> .ONE\ONE      ^NIO<
> 
> After calling FUNCTION from TWO, the code would become:
> 
> .TWO/TWO
> .   ~{{{{{
> .        ~
> .        ~    FUNCv
> .   }}}}}~{{{{\   T
> .ONE/ONE      ^NIO<
> 
> In both cases, upon finishing FUNCTION the code will return to the place 
> it was called and restore all self-modifying instructions to their 
> original form.  Bingo!

Now I understand more about what it meant to tell the IP how to go find the function. Originally, when I was beginning to build my language, I had the idea of having a function 'call' block and a function 'return' block. The call block would simply be some sort of command module that pushed the return address and the the name of the function that you wanted to go to. Then, you put the IP on a main program bus which acts like a road network with gas stations set at regular intervals where the IP asks directions. So, if you wanted to go to "Function" the first station would say "well, you wanna take a left and go forward about a hundred steps and ask the guy there" Then, the next station would say "Oh, yeah... you just gotta go another 50 steps and take a right, head down the path and it'll be there on your left" By pushing those directions via a lambda function, you can have IPs going all over the place:

CALL BLOCK
>01"Function1"v                     >FUNCTION1
>            >       >PROGRAM BUS>  >FUNCTION2
^RETURN ADDRESS                     >FUNCTION3

No 'backtracking' is required, and more importantly, if you want the return address to be somewhere else in the program, there's nothing stopping you from doing so. One problem with this situation is that malicious code could do a lot of screw up the way the program finds functions. The other is that it's incredibly inefficient, because you need to maintain a network of stations and the bus itself, and also because every time you call a function, you might spend anywhere from 50~500 instructions just trying to find it (which becomes even larger if you consider disallowing the use of the jump command (which Im keen on doing).


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From esoteric@oiva.sange.fi Thu Sep 02 08:43:41 2004
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Subject: [lang] Re: 2D, RGB, Logo,
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A thought, IF you want a meaningful picture from a program the tokens for=
 the language could be based on the sum of the RGB values. Say you wanted=
 to have a picture encoded BF program, you might use the sum  mod 9 where=
 0-7 map to the 8 instructions and the other to handle comment characters=
.

----- Original Message -----
> Milo wrote:
>=20
> > Panu A Kalliokoski wrote:
> >=20
> >> I think a "true" picture language should be analog, not digital, in
> >> nature.  If we keep with sharp distinction between language elements=
, we
> >> are effectively just giving new tags to tokens, in this case, colour=
s.
> >>
> >> I would rather like every pixel to have some kind of local, nonlinea=
r
> >> effect on its surroundings.  R, G and B could be mapped to some
> >> "behavioural factors" of the pixel, such as aggressive--defensive,
> >> good--evil, and narrow-mindedness.  The result of one step of evalua=
tion
> >> would be the change in these attributes depending on the interaction=
 of
> >> pixels near each other.
> >>

--=20
_______________________________________________
Find what you are looking for with the Lycos Yellow Pages
http://r.lycos.com/r/yp_emailfooter/http://yellowpages.lycos.com/default.=
asp?SRC=3Dlycos10


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From esoteric@oiva.sange.fi Sun Sep 05 15:17:27 2004
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Subject: [lang] Re: 2D, RGB, Logo,
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Kevin Green wrote:

>A thought, IF you want a meaningful picture from a program the tokens for the language could be based on the sum of the RGB values. Say you wanted to have a picture encoded BF program, you might use the sum  mod 9 where 0-7 map to the 8 instructions and the other to handle comment characters.
>
We note, in this suggestion, that the program code is not actually in 
the picture, but in subtle variations in the underlying RGB values.  You 
could take any picture you want and modify it to encode any BF program, 
in such a way that the color difference is hardly noticable by the human 
eye.

While secret codes are an interesting topic, most of us do not have the 
CIA on our heels.  Far more interesting from an esoteric programming 
perspective is a language that actually depends on geometrical shapes, a 
la Wierd.


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From esoteric@oiva.sange.fi Mon Sep 06 18:41:37 2004
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From: Panu A Kalliokoski <pkalliok@cs.helsinki.fi>
To: Milo <mwq@dds.nl>
Cc: lang@esoteric.sange.fi
Subject: [lang] Re: 2D, RGB, Logo,
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On Sun, Sep 05, 2004 at 02:29:09PM +0200, Milo wrote:
> While secret codes are an interesting topic, most of us do not have the 
> CIA on our heels.  Far more interesting from an esoteric programming 
> perspective is a language that actually depends on geometrical shapes, a 
> la Wierd.

Although there _is_ some charm in data that has multiple
interpretations.  "Meaning is in the eye of the beholder".

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--SUOF0GtieIMvvwua
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This is my participation in essie4.

Panu

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work contact: pkalliok@ling.helsinki.fi, +35850 3678003
kotisivu (henkkoht):	http://www.iki.fi/atehwa/
homepage (technical):	http://sange.fi/~atehwa/

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From esoteric@oiva.sange.fi Fri Sep 10 03:48:41 2004
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Date: Thu, 9 Sep 2004 17:44:43 -0700
From: Rozencrantz the Sane <rozencrantz@gmail.com>
To: lang@esoteric.sange.fi
Subject: [lang] Essies
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Here are my Essies, I release both of them to the Public Domain (scary!)

Wingnut is an excersize in redefining the passage of time as a
function, and Antenora is a joke I've been saving for just such an
occasion.

I submit Wingnut to category 1 and Antenora to categories 1, 2, and 5
(see the readme for an explanation.)

-- 
">:#,_$82*1+2*,52*,@ rekcaH egnufeB rehtonA tsuJ
"Quidquid Latinae dictum sit altum sonatur"

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From esoteric@oiva.sange.fi Mon Sep 27 10:46:36 2004
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Subject: [lang] Brainfuck Component Competition #1
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[posted for Keymaker by me, Daniel Cristofani.]

Hi everyone.
If anyone is interested, there's currently a small brainfuck programming
competition running. After some correcting and fixing, the rules should
be now fine.

Here is the official competition site:
http://info1.info.tampere.fi/~lhetuhe/bfcc/
Also, I've used Brainfuck Golf forums a bit, hopefully nobody cares:
http://sourceforge.net/forum/forum.php?forum_id=201037

The purpose of the competition is to have fun, get some new brainfuck code
released and to offer components for fellow brainfuck programmers that can
be used in programs.

Shortly, the task is to make a program that reverses data (that is initially
put in to memory cells). The score a program gets, will be counted from
program length, how many instructions executed and memory used. (Read more
from the page.)

The prizes will be joy of winning/placing. In the best case some small picture.
Use your imagination to get some nice fictional prize. ;)

The more submissions, the better. :)

Good luck.

- Keymaker
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Threres another verse;


Who can take a baby=20
spread apart its thighs=20
fu*k it in the ass until the *hit comes out its eyes The S&M man. . . .=20
Who can take two ice picks=20
stick 'em in her ears=20
ride her like a Harley as you mount her from the rear the S&M man. . . .

_-'-_
  -|-




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Registered addresses:

Powergen Retail Limited, Westwood Way, Westwood Business Park, Coventry, CV=
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<P ALIGN=3DLEFT><SPAN LANG=3D"en-gb"><FONT SIZE=3D2 FACE=3D"Arial">Threres =
another verse;</FONT></SPAN></P>
<BR>

<P ALIGN=3DLEFT><SPAN LANG=3D"en-gb"><FONT FACE=3D"Verdana">Who can take a =
baby<BR>
spread apart its thighs<BR>
fu</FONT></SPAN><SPAN LANG=3D"en-gb"><FONT FACE=3D"Verdana">*</FONT></SPAN>=
<SPAN LANG=3D"en-gb"><FONT FACE=3D"Verdana">k it in the ass until the</FONT=
></SPAN><SPAN LANG=3D"en-gb"> <FONT FACE=3D"Verdana">*</FONT></SPAN><SPAN L=
ANG=3D"en-gb"><FONT FACE=3D"Verdana">hit comes out its eyes The S&amp;M man=
. . . .<BR>
Who can take two ice picks<BR>
stick 'em in her ears<BR>
ride her like a Harley as you mount her from the rear the S&amp;M man. . . =
.</FONT></SPAN><SPAN LANG=3D"en-gb"></SPAN><SPAN LANG=3D"en-gb"></SPAN><SPA=
N LANG=3D"en-gb"></SPAN></P>

<P ALIGN=3DLEFT><SPAN LANG=3D"en"></SPAN><A NAME=3D""><SPAN LANG=3D"en"><FO=
NT SIZE=3D2 FACE=3D"Arial">_-'-_</FONT></SPAN></A></P>

<P ALIGN=3DLEFT><SPAN LANG=3D"en"><FONT SIZE=3D2 FACE=3D"Arial">&nbsp; -|-<=
/FONT></SPAN></P>

<P ALIGN=3DLEFT><SPAN LANG=3D"en-gb"></SPAN></P>

<FONT SIZE=3D3><BR>
<BR>
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<BR>
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I've been working on an esoteric programming language for quite some time,
putting it on and off on numerous occassions - in fact, I was hoping to
include it in this years contest back in September. What I've been
developing has been a two-dimensional language that goes beyond the
traditional false-derivative that ends up looking like Befunge, except
that a couple things have been taken out or removed. Some of the languages
are very respectful in their own right - Pingpong and Befreak are quite
delightful to ponder over, others (out of respect, I wont name them) are
not so imaginative. I feel like I've made some decent progress - I've
implemented strings, and 2D impure lambda calculus loosely based on Wouter
van Oortmerssen's work on false; I think I have variable declaration and
use down, and what I consider to be some savvy string manipulation that
can also be convenient for numerical work (wouldn't Befunge be SO much
nicer if you could somehow turn the befunge code, 24 (which pushes the
numbers 2 and then 4 onto the stack, into the NUMBER 24? Perhaps by
concatenation?) - which I've based on a variant syntax from Smurf and Joy.
The hurdle that I have come across now is not just the inclusion of
functions, but the use of functions in library files as well as in the
main program file. I've developed two alternatives that do not rely on
weird object oriented paradigms like filename.functionname(), etc. The
ideas are not perfected, but the main elements are there. Both versions
use the entire stack for variables, although this could potentially change
if a good method were proposed for regulating functional variable use.

I would definitely love your comments on the two ideas. There are two
less-appealing options (in my view) which include abolishing defined
functions and relying solely on lambda calculus, or treating functions as
variables which point to a specific starting point in the code, but I
don't feel that either idea extrapolates well into the library-file method
of thinking, and all of my undergraduate computer science courses have
hammered the idea of modularity so deep into my brain, that after a
full-frontal lobotomy, I would probably only be capable of thinking of
modular programming.

If you have suggestions as to which version you like best and why, any
improvements or redesigns you could suggest, or if you think that modular
programming is useless and I should go back to the basic alternatives, and
lastly if you feel that none of these ideas are any good - please feel
free to let me know, either by emailing me personally or by replying to
the entire list and starting a lively discussion on the topic.

I apologize for the length of this, I'm not known for being terse.


-----------------
Plaintext Version
-----------------

A functional space is defined as being a single rectangular domain of
specified height/width (more on this later...). Contrary to the typical
mono-symbolic operator structure of the language, the header info for each
functional space has a rigidly defined syntax:

#[x,y]**...* (up to x)
**         *
*  *       .
.    .     .
.      .   .
.        . .
***. . . . * (x,y), beginning with the #-sign
(down to y)

These functional spaces have no predefined names. The variable structure
in the language behave as pointers to other pieces of code. Essentially,
storing the value of 42 in a variable is equivalent to writing 42
somewhere else in the code - and every variable or value used anywhere in
the code except for the stack or input is placed somewhere in the code. By
linking a variable to the location of the # sign, when executed, the #
sign tells the program that it is now executing a function.

The function itself begins with the # sign and proceeds in the [1,0]
direction (right) except in the case where the x value is less than or
equal to the width of the function - in that instance, it proceeds in the
[0,1] or x-direction. The default direction is right, but at the same
time, there's a possibility that the header information is longer than the
width of the function. While executed as a function, the function behaves
as a miniature programming space on a toroid of size [x,y], looping
left-right and up-down just like the main program does. It skips over the
heading info between # and ] which is not technically part of the function
code.

Using functions from libraries does not work the same as it does in other
interpreted languages. The library file will come with an accompanying
directory or table that includes where each functional # sign exists along
with the size of the function. When writing the function, instead of the
header information being:

#[x,y]

the programmer would use:

$[filename, functionname]

A separate "compiling" step exists between writing and executing code -
the "compiler" will hopefully check for errors, but possibly more
importantly, it will fit the library functions into the ready-made holes.
Compiling and compiler are in quotes because it is not compilation in the
strict programming sense of the word, but rather a much more loose
"organizational" step to make the program fit for interpretation.

pros: can use the traditional .txt file format, rectangular domains are
simple, easy to use.
cons: more development is needed for using library files (doesnt address
dependencies, etc), adds overhead in the form of header information -
especially when using library files - in which case the size of the
original $ header might differ from the "compiled" # header.

---------------
Colored Version
---------------

A functional space is defined as a single pathwise-connected domain.
Because the code is self-modifiable and currently being designed to be run
on an interpreter, there isn't any error-checking of this after
initialization. Each functional space behaves as a miniature programming
space, with left-right and up-down wrapping. External of the code itself,
the code is defined by a 4-byte name denoted as FRBG, described by:

F = File location, usually 00
R = Red component, 00-FF
G = Green component, 00-FF
B = Blue component, 00-FF

The RGB values describe the 'color' of the function, which is the defining
part of the function that sets itself apart from its brethen. There can be
a bright red function - FF0000, or a dark blue function - 000020, but
again, these are just names. The reason for including the file location
component is for using library functions. A library file is registered or
loaded into the program and the program assigns it an available number -
the first library file is assigned 01, and the last header file that can
be loaded would be 255 - only 255 library files are allowed for any file,
however library files can, of course, have library files attached to them
as well, but those cannot be accessed directly by the original program. To
call the bright red function from the 2nd header file, you would execute
02FF0000. To make the file specifier easier to work with, the interpreter
maintains a listing of each library file registered or loaded; an operator
exists for looking up the number based on the name of the library to make
issues more simple.

Within the functional space, an operator, for now we'll label it as @
exists for denoting the starting location of the function - as with the
main program, it initially proceeds in the [0,1] direction. If it reaches
a boundary, it immediately crosses to the opposing wall in the same
direction - as if moving on a torus. Additionally, several terminal
operators, for now denoted as #, exist - they act as "return" statements
that tell the functional code to return to where it came from. Outside of
the functional space, when the IP encounters the colored functional space,
it skips over the functional space as if it did not exist.

The language is still self-modifiable, and to account for this, the syntax
for reading and writing code to the program space has been altered.
Additionally, as mentioned above, situations could arise where a
functional space could be separated into two separate functional spaces -
in that case, depending on which side contained the @ starting character.
Additionally, although the IP pretends that the function space does not
exist when not in the function, the read/write commands for
reading/writing to the code space do not - they are still part of the
overall layout.

"Coloring" is merely an abstraction for a fairly short, simple way of
naming functions without wasting instruction space with the names.  There
is no need to actually display the text as colored, and only one of the
planned four file-types to be used actually requires colored code. The
first file type would be html, since it has very easy syntax for
describing font color, and the character values above 127 are identical to
the ones used in the language. The second is composed of 4-byte groupings
with the first byte representing the character with the following 3
representing the color. The third is just a compression algorithm
performed on the second (probably huffman?). The fourth is a combination
of a text file and a bitmap - the text file containing the code, and the
bitmap containing the overlaying color map. Library files that are
included with the release will probably provide redundancy - at least two
of the four file types for each library file.

pros: no header syntax for functions, easy to read and tell where function
boundaries in 2D exist.
cons: no function naming, except through variables (which behave similar
to the "plaintext" version above), coloring increases code size, adds
additional work for the programmer to color various pieces of code,
requires moving away from the standard ascii text format, absolute
coordinate system required for self-modifiability.


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From esoteric@oiva.sange.fi Tue Dec 14 18:26:39 2004
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Date: Tue, 14 Dec 2004 08:21:30 -0800
From: Rozencrantz the Sane <rozencrantz@gmail.com>
To: lang@esoteric.sange.fi
Subject: [lang] Re: Developing functions for my esoteric language
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Not sure I understand you perfectly, but I think I get the basic idea.
I definitely prefer the first option, being a staunch supporter of 7
Bit ASCII.

Modular programming is all well and good for the Real World, but some
of the most interesting esolangs (IMHO) are ones which specifically
make modularity difficult (LazyK, Malbolge, HomeSpring) because they
focus on a method of program writing so fundamentally different from
the standard that it's a damn near psychedelic experience learning to
program them.

This looks like an interesting development, though, and I hope you
have success with your research.

Best of Luck
~Rozencrantz

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