It's barely been one year and I'm back on my bullshit with yet another toy #Forth nobody needs, but it was fun to make and taught me a few things: https://felix.plesoianu.ro/languages/forth/flower/

It's barely been one year and I'm back on my bullshit with yet another toy #Forth nobody needs, but it was fun to make and taught me a few things: https://felix.plesoianu.ro/languages/forth/flower/
#forth ehe? Haven't heard about that in a very long time. Is there anyone doing FORTH these days? The problem with this guy's assumption is that the artictecture documentation will still be around. FORTH is more universal because its bytecode-ish but nothing's better than #assmbler and many have tried and failed. I enjoy doing "cross stiich" projects on my tablet in assembler because the language is so compact. #coding #doomsday #programming https://www.wired.com/story/forth-collapse-os-apocalypse-programming-language/
The Best Programming Language for the End of the World
https://www.wired.com/story/forth-collapse-os-apocalypse-programming-language/
#forth
I'm extremely late, but I finally got a video-only capture of me working on the #Forth screen editor.
SIgh.
Now I have to edit it and record a voice-over. More time spent.
I think the idea of a YouTube channel is basically going to be dead on arrival. Sorry folks, it's just not happening. Despite being completely unemployed, I still have way too many demands on my time.
That said, I will continue to produce content as time permits. I definitely want to do some more things in the Forth space, and I have some wild ideas coming up.
I was only trying to learn a new programming language by porting Ripen #Forth over. Came up with a better, simpler architecture: it only takes one kind of word, none of that mess with variables, aliases or sigils.
My history with Forth & stack machines
An exciting journey with Forth. Read this. The author gave up in the end, by the way.
!
> Forsp: A #Forth+#Lisp Hybrid #LambdaCalculus Language
https://xorvoid.com/forsp.html
ual update:
I added two new intros to the "Primers" collection, one is a general intro, the other a specific one for Rust developers.
ual primer collection
https://github.com/ha1tch/ual/tree/main/doc/primer
@neauoire @chrisamaphone Have you ever played around with L-Systems (I bet you did :)? It seems there's a lot of conceptual overlap here, even though they don't offer much in terms of control flow or Turing completeness. I just think they generally still remain somewhat under exposed/explored (beyond the traditional Turtle graphics applications). If you attach different kinds of interpreters, they can be pushed pretty far... In the past I have used them for genetic programming, text & code generation, music composition, and even basic stack machines (where the L-System acts as an iterative macro expansion stage)...
A couple of FizzBuzz examples (incl. a super basic Forth-like VM) using https://thi.ng/lsys...
https://gist.github.com/postspectacular/7d0ae7d90e0eafb69e60fb97e2838221
ual updates
This is the ual way:
ual 1.3 spec
Error Stack Mechanism
Typed Stacks
Ownership Mechanism
Defer Stack Mechanism
Stack Perspectives
Concurrency Model
Stack Slicing and Segment Borrowing
Crosstacks are Orthogonal Stack Views
https://github.com/ha1tch/ual/blob/main/spec/incoming/ual-1.8-PROPOSAL-crosstacks.md
Crosstacks are a new ual kind of element that provides orthogonal views across multiple stacks (think: a row of a spreadsheet that traverses several stack columns).
This extension lets you work with data in both vertical (traditional stack) and horizontal (cross-stack) directions with equal efficiency. With crosstacks, you can elegantly express complex operations on multi-dimensional data without specialized syntax. Tailored for matrix operations, image processing, and tensor calculations while maintaining ual's philosophy of explicit, efficient operations.
HA-HT
https://github.com/ha1tch/ual/blob/main/doc/compiler/crosstack-implementation/haht.md
Under the hood, crosstacks use a Hybrid Adaptive Hash-Tree structure that combines direct addressing with specialized data structures. The first two levels provide O(1) access to positions, while the third level adapts between five different implementations based on actual usage patterns. This approach delivers consistent performance for both vertical and horizontal access while efficiently handling sparse data and diverse workloads. At this time this is our best candidate implementation.
And here I go computer-sciencey again:
The Composition-Oriented ual Way
Part 1: Foundations - Container-Centric Thinking
https://github.com/ha1tch/ual/blob/main/doc/ual-composition/ual-composition-01.md
ual is a programming language that places containers, not values, at the center of its design. Part 1 explores container-centric thinking and how focusing on where values live rather than what they are creates interesting new approaches to code organization and algorithm design.
Part 1 of 6, the rest of the series is here:
https://github.com/ha1tch/ual/tree/main/doc/ual-composition
Who else has #Forth exposure because of #Minecraft?
I don't know any language besides Lisp & smalltalk that has a feature like this—this is cool!
#lesestoff #forth
Das Quartalsheft rund um FORTH gibt's noch gedruckt.
Oder als PDF im Archiv:
https://wiki.forth-ev.de/doku.php/vd-archiv
iual is a tiny interactive interpreter implementing a small subset of the ual language that combines Forth‑like stack manipulation with a container‑centric design.
https://github.com/ha1tch/ual/tree/main/iual/iual
iual is not yet compliant with the ual spec and it only implements a small subset of its features. It's meant as an educative tool and a playground to test new ideas.
Here's more about the main ual project:
https://github.com/ha1tch/ual
#ual #forth #programming #compsci #rustlang #golang #retrodev #retrocomputing
Here are the latest news regading my #TMSnake #game for #rc2014 and #TMS9918a #graphics.
The video below shows the current state of affairs, and I've just added some limited #sfx to the game - however the recording below did not capture the beepy beeps for some reason.
There is one last tweak I need to add in terms of gameplay but the final release is "coming soon"