Following on from previously. Idea: All power to the user! As regards to their self-determination on an interactive computing device. Let them scribble over memory, explore memory, and execute machine instructions, interactively! CPU and memory are what it all boils down to. To get anything done, need a way to set the instruction pointer, and … Continue reading Self-commentary: MemScribble
(I have gripes that I need to get out of my system. I think that documenting my approach to a coding task could demonstrate some points I want to make, and help me give some ideas solid grounding.) Motivation Existing solutions for drawing graphics suffer from numerous technical, performance and usability flaws. (probably—I didn't bother … Continue reading Introducing drw: a “useful tool” to solve a “practical problem”.
Following on from previously. Here's the story I have in mind. My environment starts, it's blank. I press F3 to enter Fallback mode. An overlaid prompt appears; at the very beginning of this universe, all I can do is enter code text. I type something like view clearColor <- Color red:255 green:0 blue:255, the background … Continue reading Self-commentary: low-level flailing in the dark
Continuing from last time. Argh, the object runtime though: what do do? How do I even want this to work? Objects are computers. Services (computations) can be requested by sending a message. That's all; the object itself can have internal state (addrs of other objects), but outside one cannot touch the state except indirectly, by … Continue reading Self-commentary: objects-as-computers
Following on from the previous entry. I want an environment where playing with things and creating, editing and debugging is easy and painless, where things are treated uniformly. Similar to [Alan] Kay's ideals. But you want the system to be bootstrappable; as much as possible should be done in the system itself. This basically means: … Continue reading Self-commentary: self-hosting sandbox
WARNING: I've had this mainly completed article sitting around in my drafts for a long time. I am so unsatisfied with it, but I haven't been able to figure out how to improve it yet. So I may heavily re-work or just retract this sometime in the future. In the meantime, it's not benefitting anyone … Continue reading What are types? Part 2
During summer last year, I was required to use Java for an ill-fated fan project. One that I had foolishly signed up for, in the hopes it would jolt me out of my programming limbo. Instead, it accompanied me into depression! But on the bright side, the sheer frustration I experienced at vainly trying my … Continue reading Aborted attempt at Greenspunning Java
Following on from previously, thinking about specifying dynamic visual behaviour: I suspect that, if you took all these concepts to their natural conclusion, keeping in mind that the best way to specify visual things is to view—and edit—visually, then you would end up with something much like Adobe Flash Studio. With timelines, tweening, ActionScript, etc. … Continue reading Self-commentary: DM, edit, obj/meta
In this series, I'll be reviewing some notes I wrote at the beginning of the year. They should provide useful background for a project I'm tentatively calling BootstrapLab, an introspective software system that will finally liberate me from my programming-vegetative-state. Begin: VPRI wisely identified basic vector graphics as a fundamental base from which to build … Continue reading Self-commentary: notes on graphics
Following from the previous entry. Microcosm, macrocosm Many games have a broad structure linking 'rooms' or 'stages' at one level, and the individual rooms / stages at another level. This often takes on a geographical meaning, where you select, say, a region on the map and then you complete the challenges associated with that area. … Continue reading Ideas for Nightfall: Gameplay and misc.