Ok, if you tried running a script with the interpreter, it might not have run properly. The part of the code that handles what part of the code is executed next is buggy. It is in the process of being fixed. Also, if python gives you a syntax error, it is probably because you are using a different version of python. Change raw_input to input And change print stuff to print(stuff) I will post an introduction to the syntax soon.
Today is the 10 year anniversary of the destruction of the universe frog. Such an occasion is traditionally celebrated by destroying the universe.
~ATH is a programming language. A programming language is a language that can be used to write programs in, that can afterwards be run. ~ATH appears in Homestuck, and drocta ~ATH is my attempt at making it a real thing.
drocta ~ATH is limited to what is physically possible of course, because it actually exists. It is also limited to fit well with the comic, and how much of it I have created so far.
As such, so far all the programs that can be written in drocta ~ATH are text only, do not yet accept input (input in progress), and tend to be stupidly long.
It is however capable of computing anything a computer can given enough time and memory.
~ATH is based on objects, and the lives thereof.
For example, in homestuck, there are programs that relate things to the lifespan of a universe, or a person, etc.
Of course, in order to make an interpreter possible, we have to limit ourselves to virtual objects. Ones that do not actually exist.
References to these objects are stored in things called variables. You probably know what these are already, but if you don't, think of a variable as a box that can have a thing in it. Each box has a name. You can say "do something with whatever is in the box called "apple".
In ~ATH, every object is either "alive" or "dead". Note that it is the object that is alive or dead, not the variable that refers to the object.
Now onto the actual syntax!:
Currently(as of build 7), drocta ~ATH has 5 different commands: import, ~ATH(){}, .DIE();, print, and BIFURCATE.
First we will go over the import statement. The import statement has the purpose of creating a new variable and a new object. Unlike other operations that can create a new object, the object created by import is initially unrelated to all of the other objects.
The syntax of the import command is:
import anything other than semicolons here VARIABLENAME;
The things between import and the last space before the semicolon are ignored.
In future versions, the import statement might also do additional things, such as using things from other files. But for now it just initializes variables.
EXAMPLES:
If you wanted to make a new variable called BANANA, and you wanted the reader to know that BANANA is a fruit, you would say:
import FRUIT BANANA;
or you could say
import YELLOW FRUIT BANANA;
The things that go before the variable name don't actually matter, you can say
import ghsdgh hgsdkhg hgksdhg hgskdjg BANANA;
if you wanted.
Now for the next command: The eponymous ~ATH loop!
The syntax of it is as follows:
~ATH(VARNAME){ Some other code goes here }
What this does, is each time the code execution gets to the ~, it checks what the variable in the parentheses is, and then checks the object the variable points to. If the object is alive, it continues. If the object is dead, it skips to after the }. When the Code execution reaches the }, (that is, if it did not skip to after it), it will jump back to the corresponding ~. Code execution will keep going around in this loop until the object pointed to by the variable is not alive. In later versions, there may be an additional requirement that the } be followed by EXECUTE(code here); Where code here can be replaced with ~ATH code, NULL, or possibly a file name. But currently, this is not the case. Now onto the command BIFURCATE!: Bufurcate actually has 2 forms, the standard bifurcate, And the reverse bifurcate. The first of the two has syntax as follows:
BIFURCATE VARNAME1[VARNAME2,VARNAME3];
What this does, is it takes the object pointed to by the first variable, and determines two objects, which are stored in the other two variables. The two objects determined will always be the same for a particular object. If you for example say:
BIFURCATE V1[V2,V3]; V2.DIE(); BIFURCATE V1[V4,V5];
then V4 and V2 will point to the same object, which will be dead.
The other form of the BIFURCATE command has syntax as follows:
BIFURCATE [VAR1,VAR2]VAR3;
This is pretty much the inverse operation. That is, it undoes the other one. If you say for example:
BIFURCATE A[B,C]; BIFURCATE [B,C]D;
then A and D will point to the same object. To be clear, undoing the other is not the only time you can use it. It will take any two objects, and determine an object from those two. If there is already an object for the combination of those two, then that object is the resultant object. If none has been created yet (and the two arent split from something in that order), it will create a new object, which it will put in VAR3.
To be clear, if you say:
BIFURCATE A[B,C]; BIFURCATE [C,B]D;
A and D will NOT point to the same object, unless you create A such that B and C are the same. That is, if you say:
BIFURCATE [Y,Y]A; BIFURCATE A[B,C]; BIFURCATE [C,B]D;
A and D WILL point to the same object, and B and C will both point to the same object as Y (and as each other).
The Final command is print.
print is pretty simple, but its syntax might change somewhat.
Currently the syntax is:
print the text you want to output;
Note the semicolon. the semicolon is important.
So hello world would be
print Hello, World.;
SYNTAX EXPLANATION COMPLETE! PLEASE SUGGEST CLARIFICATIONS IF NECESSARY.
MESSAGE END.
@ karkathateseveryonesposts
Anon in that ask was me, not rping as you say but what I meant from computer-exploding code is I was unsure if ~ATH was supposed to crash once running a code like Sollux's. Also, there couldn't be a syntax error as the program crashes if I press enter with no code on it yet.
Ah! My apologies for my misunderstanding, I interpreted the reference to computer exploding scripts combined with your handle to [ justification for why I misinterpreted snipped for brevity].
You don’t type the script in when you run the program. You need to first save the script as a seperate file, and then when you run the interpreter, type in the filename.
The last bit of the interpreter says like
filename=raw_input() filelink=open(filename,'r') script=filelink.read(-1) result_obj=evalScript(script,NULL_obj) raw_input("press enter to close")
I probably should have made it more clearly ask for a file name instead of just having a prompt with no explanation.
(also, wow, this reminds me that this code was written in python 2.7 and not python 3. Maybe I should update it to use python 3? There’s also many other things about it that ought to be improved but it isn’t high on my priorities..)
My ~ATH keeps crashing whenever I run a non-computer exploding code, or if I press enter. Why is this?
Based on the username which recently followed this blog at the same time as I received this ask (which I won't say what it was because you asked this on anon, and haven't received permission), I'd guess that you may be running a different version of ~ATH than the one I document here :P
Unfortunately, I don't have a specification for the version you have.
If you have such a specification, or the executable for it, I'd be happy to take a look if you could send it to me, haha.
If on the off chance you are using the version I document here, then presumably you have a syntax error or something in your code?
Do you know of any ~ATH implementations or dialects besides yours and mine?
Actually, yes kinda. Sorta anyway. There is a compiler of sorts that is intended to be ~ATH based, though I don't think it matched canon all that well.
It did have one feature which I found interesting though. It had a command which would create a variable thing which was truthy iff there was a process currently running with a given name, so you could have in a ~ATH loop something that loops until another program is closed. It was a pretty cool feature, but the syntax for it was odd. The author misinterpreted the panel where Sollux deletes the different virus folders he had, so the command was called rm -rf or something like that.
It also had a command to run an executable (by file name) iirc.(which allowed for easy implementation of the robin hood and friar tuck programs)
It also was an editor of sorts, but it had a small window that I don't think was resizeable. It worked (iirc) by doing some string replacement to turn the program into a c(++?) program, which it then compiled.
I'll try to find it so I can link it. I don't think it represents ~ATH all that accurately, but the using another program as one of the objects seemed like a neat and probably accurate feature (given the mobius double reacharound)
tl;dr yes
This post will cover how to actually determine WHAT the user has typed, instead of just how long it is. It will also include how to interpret what the user enters as a binary number, so that its easier to type.
An Essential part of making it interpret binary numbers is making it double numbers repeatedly.
This actually has a few ways that can be done, so this is one of the first situations where coding style for this problem might differ from person to person. Because of this, I will say more than one way to do it.
The first way to do this it to copy the number twice, and then start from zero and add both of the copies. This is relatively inefficient, and would take
a copy thing, consisting of two bifurcates (which would take a little time)
where the size of the initial number is N, 2N normal bifurcates, 2N reverse bifurcates, and 4N lines relating to the actual loop
assuming each command takes the same amount of time (which is an oversimplification) this would take 9N+C line times. (C is a constant) This might be acceptable, but there is a more efficient and nicer looking way.
The second way is nicer looking, but still not the most effecient. However, when multiplying by a larger number(such as 3, or 4, or even large numbers), this method is part of what would be used.
The second method is essentially copying the number (using a reverse bifurcate and a normal bifurcate), and then adding the number to zero, except instead of each loop increasing the new number by one, it increases it by two. This is shorter, and it looks nicer. It also only takes half as many normal bifurcates. As a result, the number of steps it would take (again assuming each step is the same length) is 8N+C, instead of 9N+C
this one I will write out, but it is still not the best way:
//N is the number initially BIFURCATE [NULL,NULL]2NULL; BIFURCATE [N,N]G; BIFURCATE G[NCOPY,JUNK]; BIFURCATE 2NULL[RESULT,JUNK]; ~ATH(NCOPY){ BIFURCATE NCOPY[JUNK,NCOPY]; BIFURCATE [BLAH,RESULT]RESULT; BIFURCATE [BLAH,RESULT]RESULT; }
ok, so yeah. that takes N, and puts twice N into RESULT, but it is still inefficient.
A more efficient version is to copy the initial number, and add the number to itself. This way you only have to do half the number of reverse BIFURCATE statements. This is much more efficient, taking instead the steps:
a copy thing, consisting of two bifurcates (which would take a little time)
where the size of the initial number is N, N normal bifurcates, N reverse bifurcates, and 2N lines relating to the actual loop
This has 7N+C steps, which is a significant improvement. I think it is the fastest way to double a number in drocta ~ATH.
It is as follows (N is the number)
BIFURCATE [N,N]G; BIFURCATE G[NCOPY,RESULT]; ~ATH(NCOPY){ BIFURCATE NCOPY[JUNK,NCOPY]; BIFURCATE [BLAH,RESULT]RESULT; }
This is shortest and fastest solution I have found. If you find a shorter or faster method, please tell me.
Ok. Now we can double numbers. That is good. That is an important step. But we still haven't gotten user input to be read in any reasonable way.
Hang on, I'm GETTING TO THAT. GEEZ. (I'm kidding, no one has been complaining about my taking so long, other than myself)
Ok, so here goes:
To interpret the binary number input and convert it to a "number", we can follow the following algorithm:
start with zero.(this is before the loop)
If there are any characters left, double the number that is being created.
remove the first character from the remaining characters. If it is "1" or whatever symbol (or alternatively if it is not "0"), add one to the number that is being created. Otherwise, continue onto step 4 without doing anything first.
go back to the start of the loop (step 2)
Ok. thats the algorithm we are going to use. But I STILL haven't explained how to recognize what the next character is. Seriously what is up with that?
What you do is you bifurcate the rest of the input into [the next character,the rest of the input].
Now you have the next character. Then what you do is you reverse bifurcate it with some other object, and then you check whether that object is already dead or not.
But how do you make it so the combination is already dead? How do you get the object for the character before the user has even inputed it?
Answer: You don't. Not in the current version of drocta ~ATH anyway. You will have to tell the user to enter all the characters they will be using ahead of time. Yes this is horrible and stupid. No its not exactly like that in the comic. Its ~ATH what do you expect? :P
that might change in future versions, but I will try to stay backwards compatible with that.
but anyway, back to comparing it:
so you say something along the lines of:
import comparingobject CMP1; othercodehere makeNEQ1besomethingalive BIFURCATE [CMP1,CHAR]EQ1; BIFURCATE [NULL,NULL]2NULL; ~ATH(EQ1){ print yep, they are equal; BIFURCATE 2NULL[EQ1,NEQ1]; } ~ATH(NEQ1){ print nope, they are not equal; BIFURCATE 2NULL[NEQ1,JUNK]; }
in the othercodehere you get the character a head of time, and say BIFURCATE[CMP1,THECHARTHATMATCHESWITHCMP1]D; D.DIE();
That makes it so that it will go through the one section of code if the character is the right one, but something else if it is something else.
Which is what we want.
So to put it all together, and make the thing that interprets the input as a binary number(hold on tight(ok, what, why did I say that), this will be a long one(why am I talking like this?)):
import blah BLAH; print please enter whatever character you will be using for binary zero.; INPUT ZEROCHAR; BIFURCATE ZEROCHAR[ZEROCHAR,JUNK]; import chrcmp CMP0; BIFURCATE [CMP0,ZEROCHAR]D; D.DIE(); print please enter whatever character you will be using for binary one.; INPUT ONECHAR; BIFURCATE ONECHAR[ONECHAR,JUNK]; import chrcmp CMP1; BIFURCATE [CMP1,ONECHAR]D; D.DIE(); BIFURCATE [NULL,NULL]2NULL; BIFURCATE 2NULL[OUTNUM,JUNK]; print please input the binary number you want.(it will be converted to unary); INPUT BINNUM; ~ATH(BINNUM){ BIFURCATE [OUTNUM,OUTNUM]G; BIFURCATE G[NCOPY,OUTNUM]; ~ATH(NCOPY){ BIFURCATE NCOPY[JUNK,NCOPY]; BIFURCATE [BLAH,OUTNUM]OUTNUM; } BIFURCATE BINNUM[CHAR,BINNUM]; BIFURCATE [CMP0,CHAR]NEQ0; ~ATH(NEQ0){ BIFURCATE [BLAH,OUTNUM]OUTNUM; BIFURCATE 2NULL[NEQ0,JUNK]; } } print ok, going to print it out in unary, with each digit on one line. If the number you entered was large you might want to close the program instead of hitting enter.; INPUT JUNK; BIFURCATE [OUTNUM,OUTNUM]GOUTNUM; BIFURCATE GOUTNUM[OUTNUMCOPY,JUNK]; ~ATH(OUTNUMCOPY){ BIFURCATE OUTNUMCOPY[JUNK,OUTNUMCOPY]; print 1; } print Am I a terrible person for writing this?;
Oh gosh. I wish I could indent in tumblr. that is terrible to read. tumblr is a terrible source code editor.
One time someone called me a masochaist for writing this type of stuff.
And then we just have to put that together with the adding thing, and then maybe add a better way of outputting the number. maybe in binary.
HAHAHAHAH
ok, yeah, I'm going to put it together in the next post, not this one, because I have to homework now.(using the noun homework as a verb was intentional)
yeah. putting it together in the next post.
As always, if something was confusing, please ask for clarification.
Is drocta ~ATH case- and whitespace-sensitive? For instance, would "BIFURCATE 2NULL[JUNK,BLAH];" do the same thing as "bifurcate 2NULL [JUNK, BLAH];"? Also, is there a difference between calling .DIE() on an object and setting it to NULL? Your tutorials seem to be written as if there were a difference. And finally, I'm still unsure about what "BIFURCATE [CMP0,ZEROCHAR]D;" and "D.DIE();" are supposed to do in regards to interpreting the user-inputted character.
drocta ~ATH is case sensitive in most cases, and white space sensitive in some cases. line breaks/new lines are not neccessary for example.
if I said "bifurcate 2NUL[JUNK,BLAH]; that would by a typo on my part. It should be BIFURCATE.
if people want I could make it not case sensitive, but currently it is.
there is a VERY IMPORTANT (if subtle) difference between setting a variable to null and calling .DIE on an object.
in drocta ~ATH, there are variables and objects. Every variable "points to" or "references" an object. The object that a variable points to does not necessarily stay the same. if you have some variable "C", and then you say BIFURCATE SOMETHING[C,JUNK];
instead of pointing to what it was pointing to before, it points to the left half of whatever SOMETHING is pointing to.
This doesn't make the object no longer exist however. It might be that no variables point to it anymore, but it still is stored in memory.
More than one variable can point to a given object.
If variable A and B both initially point to the same object, and then you change A so that it points to a different object, B will still point to the object that they were pointing to at first.
so if A and B both point to some object (which is initially alive), and then A is made to point to the object initially pointed to by NULL (which is initially dead), then A will point to an object that is dead, but B will still point to an object that is alive.
In contrast, if D and F are pointing to the same object, which is initially alive, and one says "D.DIE();", the object that D points to will die (become dead). D and F still point to the same object, but this object is now dead. So both D and F point to a dead object.
about the user input part:
BIFURCATE [CMP0,ZEROCHAR]D;D.DIE();
determines some object, temporarily pointed to by D, which has the object pointed to by CMP0 as its left half, and the object pointed to by ZEROCHAR as its right half. It then kills this object.
the purpose of this, is so that if one has some character object (from the input statement), and wants to know if it is '0', then one can determine the object that has the object pointed to by CMP0 as the left half, and the object that you want to test as the right half. If the object you are testing IS '0', then the object that you get should be the same one that you killed, so it should be dead. If it is not '0' but rather, say, 'z' or just some object that doesn't have a corresponding character, it will result in some other object, which has not been killed, so it is still alive.
I hope I cleared up some of your questions.
I've realized that recently, my tutorial posts have been too much code and not enough explanation. That was a mistake on my part, so I am going to go back now and give better explanations.
Also, I have started to make a table of contents page.
I figured that if someone wanted to read the tutorial after a significant part of it were finished, that they might have trouble, because it would kind of be in reverse order.
So TABLE OF CONTENTS AHOY!
Yeah.
So uh, any suggested changes to the format of the TOC page?
Why cant I mark this as a post that can be answered? I can let people photo reply, but once it goes in drafts I can't let people answer this question? Or is it too long?
What is with this interface?
okay, this might be a liiittle specific, and more HS oriented, but still. can you power a First Guardian using ~ATH? and if so, what are some ways?
This is a slightly off of the usual topic of this blog, which is more about a language which I made up and is based on and named after the language in the comic, and attempts to be as close to the comic while still being possible to implement and use, (the language in the comic is not particularly well documented), but I’ll answer it to the best of my abilities.
I’m not sure what you mean by “power”.
“Can I write a first guardian character that has some of their behavior be based on ~ATH in some ways?” : I don’t see any reason why not. If you can do ectobiology with a puppet and a cueball, why not with a computer running a program?
“Can I make a first guardian character who is a first guardian because of the continual execution of a ~ATH script?” : While you can of course write whatever you want, I’m not sure that this is consistent with what is said in acts 1-7 (I have chosen to disregard everything after act 7) about first guardians. It seems like an entity either is or is not a first guardian, and that this fact is established at the time of that entity’s creation. It seems to me like what happens with first guardians is: using ectobiology, the genetic code from some players’ subconscious-or-whatever is combined with some other source(s), and the result is a first guardian.
Oh, I suppose if you just mean “an entity has the powers of a first guardian as a result of a ~ATH script”, then, uh, I guess that doesn’t contradict anything. How would I depict such a script? Well, I don’t know that anything that we’ve seen of the language gives any particularly clear direction for what such a script would look like. If you want it to just have the keywords we’ve seen, possibly re-interpreted to mean something different, I guess one idea could be to like, say bifurcate an existing first guardian into parts with names that seem relevant, and also whatever entity is to have the abilities of a first guardian, and then like, un-bifurcate (unbifurcation is not something shown in the comic, but is something I’ve added to my language, in order to make it usable) the other entity, but with some component of the first guardian mixed in somehow? Though if you did that, you would probably want to justify why, if ~ATH can do that that easily, why it doesn’t happen all the time.
There is very little in terms of rules that the story gives for how ~ATH behaves. If you want to have a ~ATH script “power” a first guardian, just make up some stuff. If you want to depict the actual script, then look at all the pages of the comic that depict code from it, see what it says they do, and just make something up that seems to aesthetically fit.
The language that I have defined (”drocta ~ath”) does not provide any means of doing this, because the language I designed was designed to technically be usable, while also resembling the language in the comic.
I suppose that, as all first guardians get their power from the green sun, and the green sun was created by the circumstantially simultaneous destruction of, uh, either universes A and B, or specifically of A2 and B1, not sure which, and this was in some ways tied to the Möbius Double Reacharoud virus, you could argue that all first guardians get their powers from, something somewhat connected to a ~ATH script.
Why can’t I add tags to an answer to an ask?
"computationalalchemist answered: You could use Prolog-style lists for split."
I'm not totally sure what you mean, but my best guess as to what you meant is probably pretty similar to how I making it.
I implemented it and I think it works, I need to double check though.
With what I have now when I use
split [THIS,THIS,THIS,THIS,THIS,THIS,NULL]COUNTER; ~ATH(COUNTER){ print "bananas"; BIFURCATE COUNTER[JUNK,COUNTER]; }EXECUTE(print "ok";); print "whee!";
it yields
bananas bananas bananas bananas bananas bananas ok whee!
Which seems to make sense to me, and also, fits with how lisp lists work, and apparently also prolog lists.
also where it says split it will also accept bifurcate. they are actually treated as the same command.
import statements aren't fully implemented yet though.
I think I will put this version on github pretty soon.
Thank you for the advice.
Hey, I haven't posted in a while because I have been doing other stuff. Meanwhile some people followed me. Thank you.
OK, so news: I got calling functions working. it works and stuff.
huh, apparently tumblr changed the interface since I last posted? I think I preferred the previous version? w/e.
But what I haven't added yet is the syntax to define and create a new function. Right now I just have some functions hard-coded in as elements of a dictionary. If you want to try it out just modify the funCodes dictionary. (yes, I am terrible at naming variables.)
Yeah so, I an not totally sure what I am going to have for the syntax for defining a function, but the syntax for calling a function is
FUNCTION_NAME [IN1,IN2]OUT;
(which takes the object consisting of IN1 and IN2 and puts it through the function, where it would be stored as the variable ARGS, and when it finishes the last thing .DIE() was called with is what gets put into OUT)
and then theres
FUNCTION_NAME IN[OUT1,OUT2];
which kinda does the opposite.
takes in IN, and splits the out into OUT1 and OUT2
(this version (the FUNCTION IN[OUT,OUT]; one, as opposed to the FUNCTION[IN,IN]OUT; one) isn't actually implemented yet, but mostly I will just have to copy paste it from the other one and change a few numbers, but I have to homework now so I'll do that later.)
to clarify, the same functions can be used either way. You can say LIME [LIME,LIME]LIME; or you can say LIME LIME[LIME,LIME]; and they would both call the function LIME, but they would do slightly different things.
hooray for stuff.
anyway I am going to go uh, push that new version.
How should the syntax for defining a function be? Should it just be each file can be imported as a function?
News and tutorials on drocta ~ATH by drocta. interpreter here A brief summary of how to write code in the language (but also see the table of contents)
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