00:12:45 [[Bitch, Ienai!]] M https://esolangs.org/w/index.php?diff=197103&oldid=197102 * MarkFan8901 * (-1) 00:13:37 [[Bitch, Ienai!]] M https://esolangs.org/w/index.php?diff=197104&oldid=197103 * MarkFan8901 * (-15) 00:15:19 [[Bitch, Ienai!]] M https://esolangs.org/w/index.php?diff=197105&oldid=197104 * MarkFan8901 * (-1) 00:20:03 `olist 1350 00:20:08 olist : shachaf oerjan Sgeo boily nortti b_jonas Noisytoot 00:20:21 [[User:MarkFan8901/Sandbox]] N https://esolangs.org/w/index.php?oldid=197106 * MarkFan8901 * (+3301) Created page with "fuller rewrite of [[Bitch, Ienai!]]: '''Bitch, Ienai!''' is a constraint language created by [[User:Yayimhere]] with assistance from [[User:MarkFan8901]]. Unlike a typical esolang, Bitch, Ienai! works like a constraint puzzle for esolangs; it's def 00:20:27 b_jonas: ah, I was going to do that one but couldn't connect to Libera 00:20:39 -!- Lord_of_Life has quit (Ping timeout: 243 seconds). 00:20:48 I think they've hard-banned at least one address inside the dynamic IP range my connection uses, so if I happen to be given that one randomly I can't connect 00:21:37 (I have OOTS connected to a feed reader inside my email client, so when a new OOTS comic is posted, I get notified as though I had received an email) 00:21:49 -!- Lord_of_Life has joined. 00:28:06 -!- MarkFan8901 has joined. 00:28:35 we just noticed on the [[Bitch, Ienai!]] page yayimhere uses a `{{cd}}` template instead of `` 00:29:57 it's just a shorthand for the same tag 00:30:20 right, but it seems kind of excessive 00:30:50 to make a whole template just so its shorter in the wikitext 00:34:31 ais523: it's fine, there are two other people here who sometimes send that notification. And if we wanted to make it reliable we'd have automted it anyway. 00:38:23 ais523: the 99 bottles of beer page is nearing the need to be split 00:39:12 maybe code challenge pages should be automatically split between the problem itself and their implementations 00:40:58 I'm in line with that idea, would allow more room to explain the problem a little deeper I think 00:41:33 yesyes 00:42:10 there's a comparison to be made with [[Hello, world!]], [[99 bottles of beer]] and [[FizzBuzz]] since they're all "Kolmogorov complexity" problems, but the means to which the problem is solved is different 00:42:45 the first is just a constant, the second requires iteration and a unique final step, the third requires iteration and some sort of check for periodicity 00:43:31 you putting all of those in such abstract terms gave us a whiff of an esolang idea 00:43:48 to try to get close to the limit of kolmogorov complexity 00:44:13 aadenboy: 99bb wouldn't be interesting if it were only the numbers 99 to 0; the fun is the additional concatenations and having to handle the plural form alongside the unique final verse 00:45:00 fizzbuzz leads to modulo of course, but it can also use different methods of repeating a la counting up or string rewriting 00:45:25 00:45:25 `lua -e i=0 print(("n n Fizz n Buzz Fizz n n Fizz Buzz n Fizz n n FizzBuzz "):rep(7):gsub("%S+",load'i=i+1 return ...=="n"and i or ...')) 00:45:28 1 2 Fizz 4 Buzz Fizz 7 8 Fizz Buzz 11 Fizz 13 14 FizzBuzz 16 17 Fizz 19 Buzz Fizz 22 23 Fizz Buzz 26 Fizz 28 29 FizzBuzz 31 32 Fizz 34 Buzz Fizz 37 38 Fizz Buzz 41 Fizz 43 44 FizzBuzz 46 47 Fizz 49 Buzz Fizz 52 53 Fizz Buzz 56 Fizz 58 59 FizzBuzz 61 62 Fizz 64 Buzz Fizz 67 68 Fizz Buzz 71 Fizz 73 74 FizzBuzz 76 77 Fizz 79 Buzz Fizz 82 83 Fizz Buzz 86 Fizz 88 89 FizzBuzz 91 92 Fizz 94 Buzz Fizz 97 98 Fizz Buzz 101 Fizz 103 104 FizzBuzz 105 00:46:41 it can also be written in the objectively correct way, which is an if/else chain for each constant 00:50:02 `lua -e t=0 f=0 w=io.write for i=1, 100 do t=t+1 f=f+1 if t<3 and f<5 then w(i.."")end if t==3 then t=0 w"Fizz"end if f==5 then f=0 w"Buzz"end w"\n"end 00:50:05 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 00:50:56 what if you generate a table that maps numbers to their fizzbuzz string, then iterate over that 00:51:01 already writing that 00:51:27 actually hold on perhaps haskell set constructors could do that pretty fluently too 00:51:29 `lua -e f="Fizz"b="Buzz"n={[3]=f,[5]=b,[6]=f,[9]=f,[10]=b,[12]=f,[15]=f..b}for i=1,100 do print(f[i]or i)end 00:51:32 1 \ 2 \ 3 \ 4 \ 5 \ 6 \ 7 \ 8 \ 9 \ 10 \ 11 \ 12 \ 13 \ 14 \ 15 \ 16 \ 17 \ 18 \ 19 \ 20 \ 21 \ 22 \ 23 \ 24 \ 25 \ 26 \ 27 \ 28 \ 29 \ 30 \ 31 \ 32 \ 33 \ 34 \ 35 \ 36 \ 37 \ 38 \ 39 \ 40 \ 41 \ 42 \ 43 \ 44 \ 45 \ 46 \ 47 \ 48 \ 49 \ 50 \ 51 \ 52 \ 53 \ 54 \ 55 \ 56 \ 57 \ 58 \ 59 \ 60 \ 61 \ 62 \ 63 \ 64 \ 65 \ 66 \ 67 \ 68 \ 69 \ 70 \ 71 \ 72 \ 73 \ 74 \ 75 \ 76 \ 77 \ 78 \ 79 \ 80 \ 81 \ 82 \ 83 \ 84 \ 85 \ 86 \ 87 \ 88 \ 89 \ 90 \ 91 \ 92 \ 93 \ 94 \ 00:51:32 er 00:52:05 `lua -e f="Fizz"b="Buzz"n={[3]=f,[5]=b,[6]=f,[9]=f,[10]=b,[12]=f,[15]=f..b}t=0 for i=1,100 do t=t+1 print(n[t]or i) if t==15 then t=0 end end 00:52:09 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 00:52:51 `lua -e f="Fizz"b="Buzz"n={[3]=f,[5]=b,[6]=f,[9]=f,[10]=b,[12]=f,[15]=f..b}t=0 for i=1,100 do t=i%15 print(n[t]or i) end 00:52:54 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ 15 \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ 30 \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ 45 \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ 60 \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ 75 \ 76 \ 77 \ Fizz \ 79 \ Buzz \ F 00:53:27 `lua -e f="Fizz"b="Buzz"n={[3]=f,[5]=b,[6]=f,[9]=f,[10]=b,[12]=f,[15]=f..b}t=0 for i=1,100 do print(n[i%15]or i)end -- would've done this but I barred modulo for the original one 00:53:30 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ 15 \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ 30 \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ 45 \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ 60 \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ 75 \ 76 \ 77 \ Fizz \ 79 \ Buzz \ F 00:53:36 ... 00:53:46 so theres a legit bug with modulo 00:53:50 nono it's 0 indexed 00:54:19 `lua -e f="Fizz"b="Buzz"n={[3]=f,[5]=b,[6]=f,[9]=f,[10]=b,[12]=f,[15]=f..b}for i=1,99 do print(n[(i-1)%15+1]or i)end -- would've done this but I barred modulo for the original one 00:54:22 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 00:54:51 actually I can just shift the indices 00:55:31 `lua -e f="Fizz"b="Buzz"n={[2]=f,[4]=b,[5]=f,[8]=f,[9]=b,[11]=f,[14]=f..b}for i=1,99 do print(n[(i-1)%15]or i)end -- would've done this but I barred modulo for the original one 00:55:34 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 00:55:47 -!- somefan has quit (Remote host closed the connection). 00:55:47 fofrgot to remove the comment each time lmao 00:56:03 ye cuz u would have done it 00:56:09 but you barred modulo for the original one 00:56:31 -!- somefan has joined. 01:00:52 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197107&oldid=197097 * MarkFan8901 * (+454) /* what is a value, actually */ new section 01:03:17 `lua -e "aadenboy: have you considered this?"; s=0;k=0;for c=1,100 do p="";s=s+1;k=k+1;if 3 lua: (command line):1: unexpected symbol near '"aadenboy: have you considered this?"' 01:03:24 argh 01:03:27 f'king lua 01:03:31 `lua -ev="aadenboy: have you considered this?"; s=0;k=0;for c=1,100 do p="";s=s+1;k=k+1;if 3 1 \ 2 \ 3 \ fizz \ 5 \ buzz \ 7 \ fizz \ 9 \ 10 \ 11 \ fizzbuzz \ 13 \ 14 \ 15 \ fizz \ 17 \ buzz \ 19 \ fizz \ 21 \ 22 \ 23 \ fizzbuzz \ 25 \ 26 \ 27 \ fizz \ 29 \ buzz \ 31 \ fizz \ 33 \ 34 \ 35 \ fizzbuzz \ 37 \ 38 \ 39 \ fizz \ 41 \ buzz \ 43 \ fizz \ 45 \ 46 \ 47 \ fizzbuzz \ 49 \ 50 \ 51 \ fizz \ 53 \ buzz \ 55 \ fizz \ 57 \ 58 \ 59 \ fizzbuzz \ 61 \ 62 \ 63 \ fizz \ 65 \ buzz \ 67 \ fizz \ 69 \ 70 \ 71 \ fizzbuzz \ 73 \ 74 \ 75 \ fizz \ 77 \ buzz \ 01:05:44 [[Bitch, Ienai!]] M https://esolangs.org/w/index.php?diff=197108&oldid=197105 * MarkFan8901 * (-7) 01:06:51 that doesn't look quite right 01:07:29 `lua -ev="aadenboy: have you considered this?"; s=0;k=0;for c=1,100 do p="";s=s+1;k=k+1;if 3<=s then s=0;p="fizz"end;if 5<=k then k=0;p=p.."buzz"end;if""==p then p=c end;print(p)end 01:07:31 1 \ 2 \ fizz \ 4 \ buzz \ fizz \ 7 \ 8 \ fizz \ buzz \ 11 \ fizz \ 13 \ 14 \ fizzbuzz \ 16 \ 17 \ fizz \ 19 \ buzz \ fizz \ 22 \ 23 \ fizz \ buzz \ 26 \ fizz \ 28 \ 29 \ fizzbuzz \ 31 \ 32 \ fizz \ 34 \ buzz \ fizz \ 37 \ 38 \ fizz \ buzz \ 41 \ fizz \ 43 \ 44 \ fizzbuzz \ 46 \ 47 \ fizz \ 49 \ buzz \ fizz \ 52 \ 53 \ fizz \ buzz \ 56 \ fizz \ 58 \ 59 \ fizzbuzz \ 61 \ 62 \ fizz \ 64 \ buzz \ fizz \ 67 \ 68 \ fizz \ buzz \ 71 \ fizz \ 73 \ 74 \ fizzbuzz \ 01:07:34 ais523: the 99 bottles of beer page is nearing the need to be split ← it is a wiki, this sort of edit usually doesn't need an admin (unless it runs into issues relating to the amount of content you can add in a single edit) 01:07:56 `lua -e s=0;k=0;for c=1,100 do p="";s=s+1;k=k+1;if 2 oki oki 01:07:58 1 \ 2 \ fizz \ 4 \ buzz \ fizz \ 7 \ 8 \ fizz \ buzz \ 11 \ fizz \ 13 \ 14 \ fizzbuzz \ 16 \ 17 \ fizz \ 19 \ buzz \ fizz \ 22 \ 23 \ fizz \ buzz \ 26 \ fizz \ 28 \ 29 \ fizzbuzz \ 31 \ 32 \ fizz \ 34 \ buzz \ fizz \ 37 \ 38 \ fizz \ buzz \ 41 \ fizz \ 43 \ 44 \ fizzbuzz \ 46 \ 47 \ fizz \ 49 \ buzz \ fizz \ 52 \ 53 \ fizz \ buzz \ 56 \ fizz \ 58 \ 59 \ fizzbuzz \ 61 \ 62 \ fizz \ 64 \ buzz \ fizz \ 67 \ 68 \ fizz \ buzz \ 71 \ fizz \ 73 \ 74 \ fizzbuzz \ 01:08:01 `lua -es=0;k=0;for c=1,100 do p="";s=s+1;k=k+1;if 2 1 \ 2 \ fizz \ 4 \ buzz \ fizz \ 7 \ 8 \ fizz \ buzz \ 11 \ fizz \ 13 \ 14 \ fizzbuzz \ 16 \ 17 \ fizz \ 19 \ buzz \ fizz \ 22 \ 23 \ fizz \ buzz \ 26 \ fizz \ 28 \ 29 \ fizzbuzz \ 31 \ 32 \ fizz \ 34 \ buzz \ fizz \ 37 \ 38 \ fizz \ buzz \ 41 \ fizz \ 43 \ 44 \ fizzbuzz \ 46 \ 47 \ fizz \ 49 \ buzz \ fizz \ 52 \ 53 \ fizz \ buzz \ 56 \ fizz \ 58 \ 59 \ fizzbuzz \ 61 \ 62 \ fizz \ 64 \ buzz \ fizz \ 67 \ 68 \ fizz \ buzz \ 71 \ fizz \ 73 \ 74 \ fizzbuzz \ 01:15:29 `lua -efor i=1,100 do print((("Fizz"):sub(i%3*4)..("Buzz"):sub(i%5*4)):gsub("^$",i))end 01:15:32 zz0 \ 21 \ Fizz0 \ z0 \ Buzz0 \ Fizzz0 \ z0 \ 81 \ Fizz0 \ zBuzz0 \ z0 \ Fizz0 \ z0 \ 141 \ FizzBuzz0 \ zz0 \ 171 \ Fizz0 \ z0 \ Buzz0 \ Fizzz0 \ z0 \ 231 \ Fizz0 \ zBuzz0 \ z0 \ Fizz0 \ z0 \ 291 \ FizzBuzz0 \ zz0 \ 321 \ Fizz0 \ z0 \ Buzz0 \ Fizzz0 \ z0 \ 381 \ Fizz0 \ zBuzz0 \ z0 \ Fizz0 \ z0 \ 441 \ FizzBuzz0 \ zz0 \ 471 \ Fizz0 \ z0 \ Buzz0 \ Fizzz0 \ z0 \ 531 \ Fizz0 \ zBuzz0 \ z0 \ Fizz0 \ z0 01:15:42 oh 01:16:09 `lua -efor i=1,100 do print((("Fizz"):sub(i%3*5)..("Buzz"):sub(i%5*5)):gsub("^$",i).."")end 01:16:13 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 01:16:41 `lua -efor i=1,100 do print(((("Fizz"):sub(i%3*5)..("Buzz"):sub(i%5*5)):gsub("^$",i)))end 01:16:44 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 01:18:30 `lua -ep=1;for c=1,100 do q={c,c,"fizz",c,"buzz","fizz",c,c,"fizz","buzz",c,"fizz",c,c,"fizzbuzz"};print(q[p]);if p<15 then p=p+1 else p=1 end;end 01:18:33 1 \ 2 \ fizz \ 4 \ buzz \ fizz \ 7 \ 8 \ fizz \ buzz \ 11 \ fizz \ 13 \ 14 \ fizzbuzz \ 16 \ 17 \ fizz \ 19 \ buzz \ fizz \ 22 \ 23 \ fizz \ buzz \ 26 \ fizz \ 28 \ 29 \ fizzbuzz \ 31 \ 32 \ fizz \ 34 \ buzz \ fizz \ 37 \ 38 \ fizz \ buzz \ 41 \ fizz \ 43 \ 44 \ fizzbuzz \ 46 \ 47 \ fizz \ 49 \ buzz \ fizz \ 52 \ 53 \ fizz \ buzz \ 56 \ fizz \ 58 \ 59 \ fizzbuzz \ 61 \ 62 \ fizz \ 64 \ buzz \ fizz \ 67 \ 68 \ fizz \ buzz \ 71 \ fizz \ 73 \ 74 \ fizzbuzz \ 01:18:50 aadenboy: ^ if you want a modulo 15 thing without the modulo operator 01:19:55 -!- amby has quit (Remote host closed the connection). 01:20:16 `lua -ef="Fizz"b="Buzz"t=0 for i=1,100 do t=t+1 print(({i,i,f,i,b,f,i,i,f,b,i,f,i,i,f..b})[t])if t==15 then t=0 end end 01:20:19 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 01:20:46 `lua -ef="Fizz"b="Buzz"t=0 for i=1,100 do t=t+1 print(({i,i,f,i,b,f,i,i,f,b,i,f,i,i,f..b})[t])if 14 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 01:21:04 hmmm 01:21:50 `lua -ef="Fizz"b="Buzz"t=0 for i=1,100 do t=14 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ nil \ 17 \ 18 \ Fizz \ 20 \ Buzz \ Fizz \ 23 \ 24 \ Fizz \ Buzz \ 27 \ Fizz \ 29 \ 30 \ FizzBuzz \ nil \ 33 \ 34 \ Fizz \ 36 \ Buzz \ Fizz \ 39 \ 40 \ Fizz \ Buzz \ 43 \ Fizz \ 45 \ 46 \ FizzBuzz \ nil \ 49 \ 50 \ Fizz \ 52 \ Buzz \ Fizz \ 55 \ 56 \ Fizz \ Buzz \ 59 \ Fizz \ 61 \ 62 \ FizzBuzz \ nil \ 65 \ 66 \ Fizz \ 68 \ Buzz \ Fizz \ 71 \ 72 \ Fizz \ Buzz \ 75 \ Fizz 01:22:47 whoops 01:22:54 `lua -ef="Fizz"b="Buzz"t=0 for i=1,100 do t=14 1 \ 2 \ Fizz \ 4 \ Buzz \ Fizz \ 7 \ 8 \ Fizz \ Buzz \ 11 \ Fizz \ 13 \ 14 \ FizzBuzz \ 16 \ 17 \ Fizz \ 19 \ Buzz \ Fizz \ 22 \ 23 \ Fizz \ Buzz \ 26 \ Fizz \ 28 \ 29 \ FizzBuzz \ 31 \ 32 \ Fizz \ 34 \ Buzz \ Fizz \ 37 \ 38 \ Fizz \ Buzz \ 41 \ Fizz \ 43 \ 44 \ FizzBuzz \ 46 \ 47 \ Fizz \ 49 \ Buzz \ Fizz \ 52 \ 53 \ Fizz \ Buzz \ 56 \ Fizz \ 58 \ 59 \ FizzBuzz \ 61 \ 62 \ Fizz \ 64 \ Buzz \ Fizz \ 67 \ 68 \ Fizz \ Buzz \ 71 \ Fizz \ 73 \ 74 \ FizzBuzz \ 01:29:05 [[FizzBuzz]] https://esolangs.org/w/index.php?diff=197109&oldid=197008 * Aadenboy * (+781) /* Lua */ add some solutions in [[Lua]] 01:51:30 [[Toki pi ilo nanpa]] https://esolangs.org/w/index.php?diff=197110&oldid=124015 * Aartaka * (+0) Fix a typo in "reference" 01:52:00 ah 01:52:01 toki pona 01:52:02 scary 01:53:07 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197111&oldid=197106 * MarkFan8901 * (-819) 01:54:38 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197112&oldid=197111 * MarkFan8901 * (+40) 01:58:11 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197113&oldid=197112 * MarkFan8901 * (+24) 01:59:31 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197114&oldid=197113 * MarkFan8901 * (-12) 02:03:35 [[User:MarkFan8901/Sandbox]] M https://esolangs.org/w/index.php?diff=197115&oldid=197114 * MarkFan8901 * (+9) 02:04:32 [[User:Aadenboy/Blog draft]] N https://esolangs.org/w/index.php?oldid=197116 * Aadenboy * (+7586) this was written in the middle of the night. I might rewrite this entirely tbh but Hey. May be fine as is 02:04:53 [[User:MarkFan8901/Sandbox]] M https://esolangs.org/w/index.php?diff=197117&oldid=197115 * MarkFan8901 * (+2) 02:05:15 MarkFan8901: ^ the draft was based on our chat on computation 02:05:27 oh hm 02:06:17 having a subpage with "Blog" in the name is kind of on the nose for using the wiki like a blog though 02:06:22 we'll still read it tho 02:06:36 it will be moved to my personal wiki when it's finalized 02:06:48 probably could've just shared the google doc directly tbh 02:07:15 this might actually be better in the moment cuz we dont trust google docs 02:07:46 if you wanna share a text doc with us (or here in general) we would suggest catbox.moe 02:08:23 I'd've made it a github pages site if not esolangs, already what the /miscellaneous/ subdir is being used for 02:08:34 * on my site 02:08:41 It is often considered that the symbols in logic will have values, which are usually TRUE and FALSE; however, the rules can be used even if they do not have any values, or you could have different values. For example, the values might be integers, and a modal operator could have a value of -1 if the operand is -1 or 0 otherwise. 02:09:31 (You might then also make up a "shift operator" and then the rules of that too) 02:09:35 yea logic is actually just an algreba over two symbols true and false 02:10:14 you could probably deliberately make a system that looks nothing like logic values-wise but has the structure of logic in its meta-structure 02:13:40 Yes, or have no values at all (in my opinion, the rules of logic does not have values by itself, even though they often say that they do). 02:14:25 hm wait hold on 02:14:33 a system like that might actually have some incredibly useful properties 02:14:53 since you can apply the entirety of work that's been put into logic so far to the meta-structure of it 02:14:57 For example, they often say law of excluded middle "X OR NOT X" must mean that either "X" must be true or "NOT X" must be true, but I think, not necessarily. If you do not use values like TRUE and FALSE then it won't mean that. 02:15:01 to get certain properties of the language 02:15:09 Even though, law of excluded middle can still be valid, despite that. 02:26:07 -!- PkmnQ has joined. 02:31:39 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197118&oldid=196940 * None1 * (+363) /* BF Joust strategies */ 02:36:09 [[User talk:Aadenboy/Blog draft]] N https://esolangs.org/w/index.php?oldid=197119 * MarkFan8901 * (+2434) /* thoughts on this */ new section 02:36:33 aadeboy: Our response. (Not clickbait) 02:36:35 aadenboy: 02:37:03 [[User talk:Aadenboy/Blog draft]] https://esolangs.org/w/index.php?diff=197120&oldid=197119 * MarkFan8901 * (+0) 02:39:27 [[User talk:Aadenboy/Blog draft]] https://esolangs.org/w/index.php?diff=197121&oldid=197120 * Aadenboy * (+460) 02:40:23 [[User talk:Aadenboy/Blog draft]] https://esolangs.org/w/index.php?diff=197122&oldid=197121 * MarkFan8901 * (+244) 02:40:56 enlightened felt like the right word :P 02:41:07 properly it would be "revealing" instead 02:41:11 er, "revealed" 02:41:38 yea the emotions behind figuring stuff like that out are very weird 02:42:00 its one we love though so we chase after it ceaselessly 02:42:31 also something about the difficulty/challenge split, we originally came up with it in a completely different context 02:42:47 yet it somehow managed to directly bust through into here too 02:42:56 it makes sense 02:43:00 yknow that language that got added earlier called [[Brainfuck NEVER CLEAR]]? 02:43:06 mhm 02:43:27 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197123&oldid=197118 * Ais523 * (+1102) /* BF Joust strategies */ some feedback 02:43:55 "part of a series of other esoteric programming languages turned into awfully disgusting tools to use" aka derivative slop machine........ 02:44:43 the name is a reference to the "[blank] never clear" trope for really difficult levels/challenges/games made in video games with incredibly active builder communities 02:44:50 like geometry dash and roblox, for example 02:45:13 oh I think that sounds familiar 02:45:31 the trope originated in geometry dash where [blank] would be popular people in the gd community, and the level would be made for them 02:45:41 and the premise is that the level is Too Hard For Them To Beat 02:45:59 noclip: 02:46:02 /j 02:46:03 true.... 02:46:32 but its spread basically everywhere that communities centered around ultra-hard difficulty has, which spring up naturally from communities around building gameplay 02:47:23 we were actually in one of those communities, one built around ultra-hard towers and whatever 02:47:34 towers :] 02:47:39 ye 02:47:41 well we're Still in it, but not as active 02:48:09 recently we've noticed a MUCH more massive and popular surge in them in the general tower community 02:48:27 to the point we could feel the splash back of it from the little corners of the tower community we still pay attention to now 02:48:53 and we noticed that a lot of the ultra-hard gameplay being pumped out in them were. uh 02:48:56 very low quality 02:49:02 but it was hard to put *why* 02:49:31 arbitrary theoretical hardness, I presume 02:49:48 nah thats a completely different ballpark 02:50:07 however thats funny cuz that is an actual issue anyways, its just not related to this one 02:50:21 MarkFan8901: cuz otherwise a lot of them have TONS of production value, with gorgeous decoration and very meaty lengthy gameplay 02:50:33 which is also a common theme in other games like geometry dash 02:50:44 but their gameplay just,, kinda sucks 02:51:00 and we managed to pin it down to that difficulty/challenge distinction 02:51:17 a lot of the gameplay being made is *difficult*, yes, but its not very challenging 02:51:25 you just figure out how to do the jump then you do it 02:52:05 all of the difficulty is concentrated purely into executing the inputs to do the gameplay and nothing else 02:52:57 any challenge that would come from having to think about how the jumps really work or how different mechanics interact with each other are considered incidental 02:53:01 and not like a 'real' source of difficulty 02:53:17 this makes more sense now, I've made level(s) exactly like that 02:53:19 the problem, of course, being that thats where *most* of the intrigue of towers come from 02:53:24 geometry dash levels* 02:53:42 we're glad this is all ringing a bell for you 02:53:53 we're doing important work here /kindatongueincheek 02:54:30 MarkFan8901: since towers are just platformers; to make a good hard platformer you still need to make a good platformer 02:54:37 [[Hexafunge]] https://esolangs.org/w/index.php?diff=197124&oldid=197005 * Cordership * (+0) /* FizzBuzz */ 02:54:54 ok but to bring this back to esolangs 02:55:43 [[Brainfuck NEVER CLEAR]] is a perfect demonstration of this attitude about difficulty 02:56:18 because its an attempt to apply it to esolangs, but the problem is that esolanging is literally composed 100% of that exploration 02:56:26 an exploration of challenge 02:57:18 that is how the original context of our idea got roped directly into esolanging 02:57:21 and uh ya 02:59:04 it was an insightful distinction, where it came from too it's clearer 02:59:23 yayay thank u 02:59:27 maybe esolanging is like puzzle designing...... 02:59:51 oh maybe thats why designing that constraint language felt so much like typical esolanging 03:00:24 a funny idea is that all of this is just game design 03:00:29 no yeah esolanging *is* puzzle designing in a way 03:00:33 yee 03:00:37 turing tumble would be the clearest example of that 03:00:57 [[Final Word Of The Day]] and [[Bitch, Ienai!]] also 03:00:57 you give the "player" a set of primitives to use and ask them to make programs from it 03:01:06 actually wait hold on 03:01:10 we're gonna check out turing tumble 03:02:14 hm 03:02:17 >Turing Tumble has been proven to be Turing-complete, given an infinitely long board and unlimited pieces. 03:02:32 (we havent read it fully yet) 03:02:43 hm the page doesn't link to the website for iit 03:02:45 it* 03:02:47 -!- perlbot has quit (Ping timeout: 257 seconds). 03:03:02 [[Turing Tumble]] https://esolangs.org/w/index.php?diff=197125&oldid=193486 * Aadenboy * (+41) /* External links */ 03:03:06 https://upperstory.com/en/turingtumble/ 03:03:07 [[Special:Log/upload]] upload * None1 * uploaded "[[File:Turtlefuck.png]]": Logo for the [[Turtlefuck]] esolang. 03:03:16 -!- simcop2387 has quit (Ping timeout: 255 seconds). 03:03:17 if you cant add new pieces to the board, that requirement would seem to paint turing tumble as an fsa 03:03:44 since the unlimited pieces would presumably act as the memory, aswell as the core computational bit 03:04:06 like a neural network, which are fsa's 03:04:38 it makes us think though, the concept of an infinite state automaton is kind of interesting 03:04:45 as in an fsa extended to be infinite 03:05:13 wonder if there could be any unique observations made about them being weirdly in between fsas and turing machines 03:06:38 felt like mentioning: "all of the difficulty is concentrated purely into executing the inputs to do the gameplay and nothing else" this reminds me of the hardest level in cellua, which is a very large kaizo level requiring 700+ ticks of precise inputs (and has only been completed by a TAS) 03:07:00 but "precise inputs" is a misnomer since each tick is discrete and immediate, so I don't know how well the concept holds 03:07:07 (*a tick is 0.2 seconds) 03:07:14 we think it still holds 03:07:32 the platformer meta in cellua has not advanced at all so I don't have any of a reference point to compare it to 03:07:48 actually we need to look up what cellua is again 03:07:50 [[Oceanfunge]] https://esolangs.org/w/index.php?diff=197127&oldid=197057 * Cordership * (+56) 03:07:53 https://www.youtube.com/watch?v=nFpfsU8RAAw <- this is the tas if you're curious 03:08:36 watching 03:08:57 -!- perlbot has joined. 03:08:57 -!- ChanServ has set channel mode: +v perlbot. 03:09:27 [[Hexafunge]] https://esolangs.org/w/index.php?diff=197128&oldid=197124 * Cordership * (+0) /* FizzBuzz */ 03:09:28 yes great example of what we're talking about 03:10:52 "so I don't have any of a reference point to compare it to" <- well, there is https://cellua.miraheze.org/wiki/File:FrostbiteHallCompletion.mp4 03:10:56 MarkFan8901: same thing for high level cut the rope, which people have depressingly reduced to just spamming the gravity button through tight spaces 03:11:36 oh yeah I've seen that 03:11:40 aadenboy: damn thats actually kinda cool 03:11:59 its like shell kaizo in smw 03:12:04 oh speaking of which 03:12:12 that cellua level was fun to beat :] 03:12:21 -!- simcop2387 has joined. 03:12:23 glad to hear 03:12:27 hi simcop2387 03:12:49 also the icicle from that level accidentally ended up being the only cell in cellua to be able to achieve true diagonal movement faster than c 03:13:01 er, first cell 03:13:11 funny 03:13:55 MarkFan8901: a GREAT counterpoint to typical conceptions of difficulty is the current high-level tas-oriented romhacking community in smw 03:14:16 aadenboy: based on my experience with speedrunners, the number of inputs a human could learn to input accurately at a rate of 5Hz is, with enough practice, likely to be extremely high 03:14:18 as in, the community around making romhacks that are designed to be tased 03:14:34 here lets pull up a really good example 03:15:40 a realtime puzzle game I used to play ran at 10Hz and many of the later puzzles needed accurate inputs on most of the ticks, I couldn't do it reliably but could get close, and that was without that much practice 03:16:11 https://youtu.be/aOzg7Bjtiv4 03:16:16 warning: 6 hour long video 03:17:13 that is a LOT of cape 03:17:18 ye 03:17:23 this is a rom hack where the premise is (we think) you have 10 keys you need to juggle in a HUGE map 03:17:55 and align them all at the very end so that you can clip through them perfectly through a (if we remember correctly) 2 block wide floor to the orb 03:18:43 one wide, checking the end 03:18:56 we chose that video specifically cuz the way they did it looks REALLY satisfying at the end, but this is this author completion vid https://youtu.be/3xjzI8YEqOo 03:19:36 the gameplay of this hack is almost completely removed from actually playing mario 03:20:05 the main challenge is actually in writing the script that generates the inputs to complete it 03:20:42 thats basically pure Challenge, completely divorced from any standard difficulty mario would provide 03:21:21 we think this hack is actually what inspired us to work on our current tower, which we've talked about a bit before 03:21:59 which is about programming bots to beat certain sections of gameplay 03:22:02 it's all a puzzle in the end! 03:22:24 ye 03:22:47 we think this might actually just be a consequence of how gameplay is conceived of 03:23:35 if youre thinking about gameplay in terms of difficulty, you just think about what 'hard' things come to mind first 03:23:45 and then focus on how to make them more difficult 03:24:30 you kind of lock yourself out of creativity as you try to pursue it harder and mentally push more things out of the way 03:24:55 if youre thinking about gameplay in terms of creativity, however, you think about how you can create unique sources of difficulty and challenge 03:25:29 which are much more mental tasks than simply buffing gameplay to the hardest limit you can 03:25:52 them being mental tasks means your frame of reference is in thought 03:26:00 which naturally lends itself to puzzling 03:26:24 in short, when you think about challenge you think about puzzles because youre thinking about thinking and puzzles are about thinking 03:26:57 ^ rhetoric final boss 03:27:29 hopefully this all makes sense ;w; 03:27:35 it very much does 03:27:37 oki good 03:27:50 we check cuz we know we're still prone to just babbling about things 03:28:10 that's how it feels like when I write wiki pages haha 03:28:36 perhaps we are very highly skilled at babbling 03:28:47 to the point that we figured out how to make it useful 03:29:13 actually no we think babbling is inherently useful 03:29:28 when we said our original message we just mean like, we're prone to saying shit 03:29:49 and not really paying attention to what overarching idea we're actually communicating 03:30:15 -!- lisbeths has joined. 03:30:26 hi lisbeths 03:30:31 quote of mine in a dm: "the only problem with enjoying writing in a wiki-like fashion and having Enough knowledge on a topic is that I sometimes feel like I'm kind of. spewing crap? in a way? like it's sensible in my mind but there's probably already existing, better definitions and language or what I'm saying just Isn't Right At All" 03:30:48 MarkFan8901 hi can I be of assistance to you? 03:30:55 wha 03:30:58 are you a bot 03:31:08 no. could a bot do this? 01010101001100101010100101 03:31:13 okay okay 03:31:23 sorry for being so stark thats just a very unnatural way to introduce yourself 03:31:23 are (((you))) a bot? 03:31:29 uhhhhhhhhhhhhhh 03:31:34 you do know what those ((())) mean right 03:31:49 ? 03:32:09 its a way to emphasize a word popularized by japanese imageboards. some people associate it with the political far right but it isnt politically charged 03:32:36 yea we recognize it from the fact neonazis use it to flag something as jewish 03:32:53 well I am jewish and I voted for hillary clinton 03:33:13 it is false that everyone who uses sites like 4chan are right wing. they are just the loudest voices tehre 03:33:33 yeah we know our shit about 4chan and whatnot 03:33:38 and also neo nazis 03:34:02 17 years ago when I started using the site most 4chan users were communist. and this changed over the years 03:34:09 some boards are still very communist like /wg/ 03:34:33 actually okay we kinda lied we dont know like, the specifics of 4chan 03:34:41 like we've only looked there a few times 03:34:54 Such thing like ((( ))) look to me like stuff like how in MediaWiki you can write [[ ]] to make a link, but something else instead 03:34:56 its just a place to share pictures and to say outlandish things and watch people argue with each other 03:35:01 Getchan has good music on YT but I've never looked at the boards 03:35:11 zzo38: like ''' ''' for bolding? 03:35:38 the reason people started using ((())) to emphasize a word is that when someone responds to you on 4chan it says (you) and so people started emphasizing words with (this) and it evolved to (((this))) 03:35:52 hm 03:36:08 the reason I like using (((this))) is that it isnt a notation used in any coding language 03:36:19 oh thats a fair point 03:36:24 aadenboy: Yes I suppose similar to stuff like that 03:36:33 but just know we've only ever seen that used by nazis before 03:36:35 for nazi stuff 03:36:40 so its kind of a culture shock for us 03:37:40 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197129&oldid=197108 * Yayimhere2(school) * (+16) /* Definitions */ 03:37:56 hey yayimhere is back 03:38:05 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197130&oldid=197107 * Yayimhere2(school) * (+160) /* what is a value, actually */ 03:38:39 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197131&oldid=197130 * Yayimhere2(school) * (+198) /* Bitch, Ienai!/Solution */ 03:39:42 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197132&oldid=197131 * MarkFan8901 * (+403) 03:39:44 understand that alot of these so called "nazis" are just young teenagers who are trying to be edgy, and many of then grow out of it when they get older 03:40:05 and another large portion of them are literally just trying to be upsetting and dont fundamentally understand the politics they are speaking to 03:40:14 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197133&oldid=197129 * Yayimhere2(school) * (-10) /* Definitions */ 03:40:43 lisbeths: ye we understand that to an extent 03:41:06 The future of Nazism is a bunch of teens yelling slurs and not even bothering to read Mein Kampf. Even Hitler would be rolling in his flaming grave. But yea, there are some legitimate Nazis out there and it is sad. 03:41:22 you can imagine a young disgruntled male playing video games and they look at all of these nazi uniforms and nazi guns and they think "wow I like these uniforms and guns this seems cool" 03:41:29 but they often grow out of it to some degree 03:42:16 theres a phrase on 4chan where people say "you wont do shit" and the joke is that alot of people larp like they are gonna go revolt but they never do. they just go to work and come home and watch youtube 03:42:19 yeah we've heard being a nerd for ww2 artillery is one of the biggest ways ppl get exposed to nazi ideas 03:42:37 lisbeths: yea that is very true 03:43:07 but theres still lots of people who are in the pits of the internet that they go to, and that still hurts the people in them 03:43:30 like even if we're talking about a random twitter thread argument, there's still real people behind those arguments 03:43:54 and a lot of ppl stay trapped talking to them 03:44:15 -!- ChimeraAnova has joined. 03:44:17 we say this with experience of having been trapped like that too 03:44:51 hey ChimeraAnova 03:45:15 we do think stepping back and realizing a lot of this isnt irl like that is useful, especially for healing, but they still do harm 03:45:18 and its harm we've been thourhg 03:45:23 hi ChimeraAnova 03:45:47 that snippet of text must look fucking crazy just cutting into the chat 03:46:41 also lisbeths apologies our rhetoric isnt up to spec atm 03:46:59 we just got done with having a HUGE conversation about the fundamentals of esolanging 03:47:12 sure could you give me some key highlights 03:47:15 and also talking about such a serious thing in a place like this is big whiplash for us 03:47:16 maybe feed the logs into ai and summerize it 03:47:38 Sure thing — I'll gladly do that for you! 03:47:57 the m-dash... 03:48:07 esolangs: Summarize the last few messages that came from this channel. 03:48:15 MarkFan8901: Okay, here's a summary of the last few messages from the channel, based on the provided text: The channel has been discussing the Log esolang, particularly its syntax and various logical operations (NOT, AND, OR, XOR, NAND, XNOR). A lot of the conversation revolves around different ways to express these operations using the `(...)` command. The... 03:48:15 discussion then shifted to Log++, with similar operations described, and finally, a discussion about Deletion log, its commands, and an example program for "Hello, world!". 03:48:22 fungot: summarize the last few messages that came from this channel 03:48:22 aadenboy: that nick is taken. it will only check the left element of a list coud be if lambda or other symbol...) 03:48:34 fungot stays winning as always 03:48:34 MarkFan8901: i don't have enough time... you know ( or you fnord it 03:53:49 I mean here is some of my input: 03:53:59 alot of people think of eso langs as very small languages that are turing tarpits 03:54:10 but I think that that implies that esolangs arent useful which is false 03:54:31 yea that conception bullies out practical esolangs 03:54:48 fun fact: we actually have a primitive assembler for the esolang we're working on written in thue 03:55:07 -!- ChimeraAnova has quit (Ping timeout: 247 seconds). 03:55:23 lisbeths: don't forget the idea of esolangs being Weird Syntax Languages 03:55:25 its actually a great language for writing basic assemblers in cuz all basic assemblers do is rewrite stuff 03:56:19 oh it also bullies out the idea that exploring computational power for the hell of it also isnt useful 03:56:38 -!- ChimeraAnova has joined. 03:56:44 like the idea that turing tarpits are "just" tarpits 03:57:13 I am very interested in languages that have infinitely flexible syntax so that you can change the notation of the language while its running 03:57:27 thats literally what we're making our language around 03:57:30 ralsei 03:57:45 I have made a couple languages like that I will show them to you 03:57:49 ooooo 03:57:50 yes please do 03:57:55 first: sh|sh # this is a shell language that does this in posix 03:58:48 https://www.irccloud.com/pastebin/AQydZAiB/ 03:59:11 this is my c interpreter that is loosely based on gnu dc and it is meant to be a version of gnu dc with flexible syntax at runtime 03:59:27 could you send the english version /j 03:59:37 Pull request: rewrite to rust 03:59:48 and this is just subleq: and this allows flexible syntax at runtime: *m=(m[m[*m+1]]-=m[m[*m]])<1?m[*m+2]:t+3;//©'26gpl2 john m beck 03:59:58 so you can just take that code and paste it into an ai and ask it to reformat it for readability 04:00:13 if you ask me for an english version I am literally just gonna do that on your behalf 04:00:28 we could probably just put it through a beautifier and read it from there 04:02:11 whats ur second 04:02:42 huh I posted all 3 04:02:46 o 04:02:53 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197134&oldid=197132 * Yayimhere2(school) * (+129) /* what is a value, actually */ 04:03:17 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197135&oldid=197134 * Yayimhere2(school) * (+177) /* Bitch, Ienai!/Solution */ 04:05:30 [[Bitch, Ienai!/History and Spoilers]] N https://esolangs.org/w/index.php?oldid=197136 * Yayimhere2(school) * (+7) just needed this page to exist I'll write it later. 04:06:05 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197137&oldid=197135 * MarkFan8901 * (+452) 04:08:06 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197138&oldid=197117 * MarkFan8901 * (+8) 04:08:45 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197139&oldid=197133 * Yayimhere2(school) * (+205) 04:08:54 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197140&oldid=197139 * Yayimhere2(school) * (+1) 04:09:30 [[Talk:Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197141&oldid=197137 * Yayimhere2(school) * (+198) /* Bitch, Ienai!/Solution */ 04:10:09 -!- yayimheretoo has joined. 04:11:22 -!- yayimheretoo has quit (Client Quit). 04:12:11 -!- yayimheretoo has joined. 04:12:18 markfan8901 im here now! 04:12:25 Hi. 04:12:34 hi:] 04:12:56 we actually weren't expecting you to get into irc so soon 04:13:09 we were thinking itd be tomorrow 04:13:17 hello yayimheretoo 04:13:19 i have so much time. and I woke up like half an hour aago 04:13:24 aadenboy: hi! 04:13:25 oh damn 04:13:40 I tried to sleep again, so thats how I spent that half hour 04:13:48 fair 04:13:52 can't have too much time, school work n stuff 04:14:00 markfan8901: lmao 04:14:12 my philosophy is that I dont just want a coding language that can change its syntax at runtime: i want it to be as fast as c. and I want each component of it to be able to fit into a single tweet. and ive used some interesting strategies to achieve this in my current language fastspungus 04:14:28 yeah those are very interesting constraints 04:14:36 mine? 04:14:42 what lisbeths said 04:14:50 ah ok 04:15:19 lisbeths what if you aimed to be faster than c 04:15:24 go checkout style 04:15:29 go [[Checkout]] style* 04:15:31 im not ready to go that fast lol 04:15:38 also I want extreme portability 04:15:47 fair 04:15:58 this is my current lang: https://github.com/memesmith67/fastspungus 04:16:01 is this a constraint language were talkin' 'bout? 04:16:12 constraint based langs are important 04:16:31 lisbeths by constraint language she means languages which are defined in terms of constraints 04:16:38 which you then solve for by creating esolangs that fit them 04:16:48 thats what [[Bitch, Ienai!]] is 04:17:01 self-ad? maybe? lol 04:17:16 kinda 04:17:25 but it is a genuine distinction to make 04:17:34 also brb we're gonna p** 04:17:47 MarkFan8901: yea 04:17:53 also cya in a minute 04:19:49 also, a problem with your sandbox article, is its much more specific than my page. yesterday I made like an address based imperative language which to my knowledge solved Bitch, Ienai! 04:20:05 so making it specifically thhe category of functions is kinda restrictive 04:20:17 hm 04:20:35 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197142&oldid=197140 * MarkFan8901 * (+14) 04:20:38 haven't read it super closely yet though 04:20:58 yea we would heavily appreciate feedback on it 04:21:10 i will do! 04:21:11 cuz the current state of the rules are still really hard to keep track of 04:21:37 oh you also saw the changes we made to the main page right 04:21:44 ur fine with them righ 04:21:48 yes yes 04:21:53 oki oki 04:22:08 for the main page we tried editing only the parts we were 100% confident we understood 04:22:26 ok 04:22:31 feel free to ask as well 04:22:35 okik 04:23:09 o wait yea where did you get the idea we reduced transforms down to functions in our sandbox page 04:23:21 that lang I sent fastspungus.awk fits into a tweet. and it is a filter that restricts you to a narrow subset of c89 that is very portable and that is almost completely abstract so it doesnt care so much what machine its running on or what the surrounding c program is 04:23:24 your definition of property is much better than mine lmao, might as well move that to the main already! 04:23:28 and it is a polyglot for c++ afaik 04:23:31 ah yay 04:23:48 lisbeths: thats fucking cool 04:23:59 its meant to be like a very very small easy to memorize alternative to llvm ir 04:24:02 and it runs in clang afaik 04:24:08 markfana8901: notation like M(x) is function notation. But like with brainfuck + you would write +(tape[index])! 04:24:14 theres a really satisfying art in making the worlds tiniest programs 04:24:18 bbraainfuck or smth else imperative 04:24:29 yayimheretoo: true 04:24:34 but the main page also uses function notation 04:24:56 thats only to derive the type value stuff not any of thhe actual transforms do that 04:25:02 ahhhhh 04:25:04 okay okay 04:25:21 Pf(X) and Pc(X) would exist *implicitly* in the solver lang 04:25:53 hence why those are notation and not in the language 04:26:04 yes! 04:26:30 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197143&oldid=197138 * MarkFan8901 * (-9) 04:26:34 wait aa second 04:26:36 wtf 04:26:45 wha 04:26:50 gimme a sec 04:27:08 l l 04:27:11 "wait aa second" (one of) my sona reference /j 04:27:14 no yea ok thats the same, not an issue 04:27:29 aadenboy: lmao 04:27:31 oki oki 04:27:39 oh also do you like our notation 04:29:10 actually hm maybe the superscript ! and ? should be subscript instead 04:29:21 I think its nice it doesn't force it into being function notation , but like looks like isn't my personal favorite lmmao 04:29:26 MarkFan8901: yes! 04:30:33 oh that looks sooo much better 04:30:39 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197144&oldid=197143 * MarkFan8901 * (+0) 04:30:46 check it now 04:30:49 HOLY hell! 04:31:04 theres some inconsistency in italics btw 04:31:22 like on the x with ? or ! is sometimes italic sometimes not 04:31:25 yea the italics are for when a term is defined 04:31:33 ah ok 04:31:53 its the same for the initial defintions and the definitions for what ets, pts, and etts are 04:32:06 cool 04:32:12 ye 04:32:15 oh speaking of which 04:32:43 we swapped out the original terms for ets and whatnot cuz we couldnt tell how you derived them 04:32:52 where do Pc and Pf come from 04:32:59 and also DI, IN, and CR 04:34:12 we think Pc comes from *P*roperty *c*orresponding? 04:34:21 but we have no clue for the rest 04:34:25 -!- yayimheretoo has quit (Quit: Client closed). 04:34:31 ack 04:34:57 I think that the ultimate syntax is the lisp syntax, which is rather boring of an answer 04:35:19 oh funny story about lisp 04:35:31 a misunderstanding of its macro system is what inspired us to make ralsei 04:35:51 yeah I used to think lisp allows infinite syntax 04:35:53 and it comes close 04:35:58 -!- yayimheretoo has joined. 04:36:01 haiai 04:36:06 my computer shit its pants so hard 04:36:13 damn 04:36:16 lol 04:36:51 lisbeths: yea when we first heard that lisp could redefine its own syntax at runtime we thought "wait does that mean you could slowly redefine lisp into c syntax and then just write code in c" 04:37:09 well ill explain the names of everything for ya 04:37:15 thank u 04:37:19 though idk if that includes spoilers actually 04:37:25 MarkFan8901: and trying to figure out how a system like that would even work to begin wtih is how we got ralsei 04:37:27 well you could redefine lisp into c but you would have to actually train it to emit some c and then compile that c 04:37:33 or you would have to have it emit machine code 04:37:42 but theres no reason why a compiler cant be a repl that is a full language 04:37:52 like you could write a c++ compiler in a python repl 04:38:01 lisbeths: we thought you could do that from like, within the text file itself 04:38:27 Markfan8901: DI - DI(rect input), IN(direct input) 04:38:34 actually wait yayimheretoo 04:38:47 if its spoilers to describe them you should probably hold off on them 04:38:52 and also probably rename them 04:38:55 well 04:39:07 it doesn't spoiler I can just say "named after original language" 04:39:11 its not heavy spoilers 04:39:22 we wanna be completely spoiler free tho 04:39:33 its like so much not a spoiler 04:39:38 it will not give a single clue 04:39:41 okay okay 04:39:45 CR stands for creator 04:39:46 why? 04:39:51 blame the og language 04:39:52 lool 04:39:53 so if you want to do it from within the text file itself it makes a difference if you interpret one line at a time or if you interpret some other way 04:40:05 yes 04:40:26 we wanted some shit like `(turn-into-c-language) int main() { /* lalala */ }` 04:40:27 hopefully that doesn't spoiler everything too much 04:41:18 we feel like it would influence how we would solve the lang if we knew it before we had such a strong grip on our current idea 04:41:35 which is the bad part of being spoiled 04:41:45 yea that makes sense 04:41:46 but yea it doesnt technically give away the whole language 04:41:56 we do think it should still be renamed though 04:42:04 are our terms good 04:42:07 lemme change it to ME(ta transformm) 04:42:23 MarkFan8901: lemme check again I forgot again lmao 04:42:27 okik 04:42:36 so I think you might want to study how sh|sh works 04:42:38 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197145&oldid=197142 * Yayimhere2(school) * (+0) /* Rules */ 04:42:47 $ mcr(){ sh|sh;}; 04:42:56 it might get you alot closer to your goal 04:43:17 basically the righthand sh is the reciever and it receives your output code and interprets it 04:43:23 also MarkFan8901 whats your guess on the names meaning? like waddaya think Bitch, Ienai! means? 04:43:28 and the lefthand sh is meant for writing your macros and printing the transformed macros 04:43:49 yayimheretoo: oh we just assumed that was some shitpost name honestly 04:44:01 MarkFan8901: kinda yea 04:44:02 lol 04:44:23 since it was my first article on the esolanging wiki I got their bot esomark to name it 04:44:25 lisbeths: we already have a great solution we're building the language around rn, but yea that might be worthwhile 04:44:34 then I attached bitch because of a stream I was watching lol 04:44:57 hm 04:45:17 MarkFan8901: specifically what we're doing is building the language around gap buffers 04:45:33 basically the data format you use for text editors 04:45:58 and making it so that literally everything works with it, code and data alike 04:46:16 I wonder if its rude to ping somebody to compliment a blog post they made 04:46:24 lol 04:46:43 tc execution at its very core is self modification, and we imagine programs being based around translating one form of 'text' into another 04:46:50 yayimheretoo: no not at all 04:47:02 well then 04:47:03 aalso, ais523, I read your pirate based logic of rust yesterday(ish) it was a great read!! For not being a rust programmer made a lot of sense to me. 04:47:48 MarkFan8901: the interesting part being that code is also just text, which turns interpretation into compilation 04:48:08 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197146&oldid=197145 * Cordership * (+0) 04:48:09 where what you're compiling to is just the raw computations the code represents 04:48:13 *compilifies your interpreter* 04:48:39 wha 04:48:45 cordership just immediately undid ur change 04:48:50 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197147&oldid=197146 * Yayimhere2(school) * (+0) Undo revision [[Special:Diff/197146|197146]] by [[Special:Contributions/Cordership|Cordership]] ([[User talk:Cordership|talk]]) and adjust som stuff too. 04:48:59 I get why 04:49:06 how come 04:49:06 i forgot to change all the other CR's lol 04:49:09 o 04:49:12 come how 04:49:19 lol 04:49:25 oh yea speaking of which 04:49:31 what do you think of the terms we made 04:49:41 i FORGOT AGAIN! AAA 04:49:43 lol 04:49:44 its oki 04:49:50 it is *7* in the morning lul 04:50:02 it is 9 pm for us 04:50:40 yayimheretoo: I think it's a generally observation about affine/linear-typed programming languages, but Rust is the only such language that's at all popular 04:50:55 MarkFan8901: hey, same time zone! 04:51:01 :tada: 04:51:08 ais523: yes. Just saying its nice it was understandable even though the premise was rust based 04:52:20 it taught me things too, it forced me to finally figure out what upside-down-ampersand actually does 04:52:50 I did not even see it before. though I have encountered ? a few times. 04:53:14 I believe in a two piece compiler: one piece is purely meant for macros and for transforming syntax, and then the outputs of that piece is sent into the second piece which is a very fast intermediate representation 04:53:17 also its fun that all the operators have a "rotated" version 04:53:29 I think that backend compiler design should be severed from connection to the syntax 04:53:41 lisbeths: we believe in a one piece compiler 04:53:57 being able to modify everything from within the language itself 04:54:02 so you can shape it into whatever 04:54:23 by not decoupling/modularizing the syntax away from the engine you potentially add alot of complexity 04:54:27 MarkFan8901: The names are fine, I have no strong preference 04:54:29 part of ralseis design is our disdain for how matrioshka languages look and feel to work with 04:54:39 though having smth named ET and smth named ETT might be confusing 04:54:54 lisbeths: true 04:54:59 yayimheretoo: I noticed the pattern with opposites but didn't notice that they were literally rotations 04:55:06 I guess ! isn't a rotation of ?, maybe ? should be called ¡ 04:55:13 though we imagine we would need such complexity if you wanted to implement a programming language with turing complete syntax 04:55:29 yayimheretoo: also true 04:55:31 ais523: probably should actually. 04:55:36 would it be better if ETT was TT instead 04:55:45 I didn't invent this notation, so it isn't up to me to decide 04:55:50 Transform Transform lol 04:55:58 so I like to use the term flexible syntax 04:56:06 ais523: yea, was about to say "probably ain't easy to change" 04:56:16 in Perl, you can write BEGIN {…} blocks which run during parsing; the content is just regular Perl but it can affect how the rest of the code is parse 04:56:18 * parsed 04:56:19 I wonder how the ? ! disconnect happened thoughh 04:56:22 and I am positive that you can have a language with flexible syntax that is not optimized for performance, and have it emit code into a much faster language like llvm ir 04:56:31 this makes parsing Perl Turing-complete but in a somewhat cheaty way 04:56:46 yayimheretoo: it might have been as simple as thinking "what's the opposite of !" 04:56:59 ais523: thats true 04:57:19 I wonder why there isn't an & style symbol for or. in normal language. 04:57:24 oya wait ais523 you've seen our discussion about how you would make a language with tc syntax before right 04:57:26 not that its that important 04:57:31 yayimheretoo: well & was originally a ligature 04:57:38 of e and t ("et" is "and" in Latin) 04:57:49 "or" in Latin would be "vel" which doens't ligaturise as neatly 04:57:51 oh yea! I forgot! 04:57:56 ais523: and Rust wants to avoid the hard parsing so much that rustc insists that you must tell the compiler the syntax edition of the language in the compiler command line, not inside the source file eg. in an attribute early 04:57:58 ais523: fun 04:58:09 also & was considered a letter once, rather than a punctuation mark 04:58:10 also on the topic of TC syntax 04:58:14 within the last couple of hundred years 04:58:25 there are versions of the alphabet song that have an ampersand at the end 04:58:37 Thats very cursed 04:58:39 lmao 04:58:57 this is probably because letter-ligatures that have their own symbol are often themselves considered ligaturse 04:59:11 yes letter ligatures are considered ligatures 04:59:13 I was reading about the history of English, there are quite a few character-pairs that used to have their own symbol 04:59:26 isn't ∨ the punctuation version that comes from abbreviatiing "vel"? 04:59:33 : Constraint languages = Syntax = Set generators = Declarative paradigm 04:59:43 thats what it was right markfan8901? 04:59:47 OH right 04:59:47 e.g. gh used to be a single letter (and didn't have a consistent pronunciation, which is why "gh" nowadays is pronounced so many different ways) 04:59:51 smth about syntax yeah 05:00:16 ais523: Æ would be one of those right? 05:00:19 and there was a single letter that made a "w" sound, that got changed to a digraph "uu", and then back to a single letter "w", but the original letter was different and looked a bit like a lowercase p 05:00:26 lol 05:00:30 yayimheretoo: yes, although it isn't used much nowadays 05:00:30 thats wyrn right 05:00:38 wynn 05:00:42 almost 05:00:42 ais523: yea. outside of *denmark* 05:00:51 and prolly most of the nordics 05:01:01 scratch that 05:01:03 vacwm, continwm 05:01:04 most of the scand 05:01:23 swp 05:01:27 wut? 05:01:27 not quite it but funny 05:01:36 soup -> suup -> swp 05:01:36 th used to be a single letter, but both þ and ð were used for the purpose (and merged with each other before they both became th), and for some reason are both typable on my keyboard 05:01:40 I think they might be used in Icelandic? 05:01:59 aaaaa 05:02:19 (and it's weird that the digraph chosen for that was "th" – in many languages, "th" is pronounced as a t sound followed by an h sound rather than being a variant of s as it is in English) 05:02:30 ais523: "I think they might be used in Icelandic?" yes! 05:02:37 well atleast ð 05:02:58 👽 05:03:02 is th a variant of *s*... I guess so lol 05:03:08 much earlier there was an incident where z was removed from the alphabet and later added back again 05:03:17 which is how it ended up at the end rather than near the start 05:03:30 it *was* near the start? 05:03:36 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197148&oldid=197144 * MarkFan8901 * (+18) 05:03:41 still is in Greek 05:03:50 greaat 05:04:10 ais523: stack relocation 05:04:36 I like how discussing linear logic ended us up here 05:04:40 C and G used to be the same letter, when Z was removed they were split into separate C and G, with G taking the location that was previously used by Z 05:04:40 thats always fun 05:04:53 ais523: wasnt there like a debate about G aswell 05:04:54 (which may be why C and G look similar to each other, they were the same letter with an extra stroke added to distinguish them) 05:05:46 still, what confuses me is why they didn't just use K, perhaps C, G, K and S were all pronounced differently at the time 05:06:12 nowadays C is usually either pronounced the same way as K or as S, but maybe it hasn't always been that way 05:06:26 (and "kh", "ch" and "sh" are all different sounds, so C isn't totally redundant) 05:06:35 palatal plosive english theory 05:06:39 was aboutta say 05:08:05 yayimheretoo would you be comfy with us changing the current article to the one in our sandbox, but with pt/et/tt changed to di/in/me 05:08:40 ill move some of the stuff on your page to mine. some of it:) 05:08:46 oki 05:08:49 oh actually hold on 05:09:05 di and in being direct and indirect implies bias towards entities 05:09:07 how is the esolanging wiki getting on? I haven't looked at it for a while 05:09:19 it seems to be kinda stagnant atm 05:09:29 which is fair cuz its a very ambitious project 05:09:35 ais523: seems about fine 05:09:38 nothing crazy 05:09:53 I still haven't worked out exactly what the intended use of it is yet 05:10:14 we think its intended use is for learning how to esolang 05:10:17 I think it covers both esolangs, and the wider culture around it, like history WIP's ect. 05:10:18 (but I'm hesitant to join in case someone ends up putting me in charge of that one too, leaving me with two wikis to try to look after) 05:10:32 yea thats fair 05:10:46 : that might be an issue for spoilers 05:10:49 ais523 enters a wiki and just immediately becomes an admin 05:10:59 yayimheretoo what do you think 05:11:12 that hasn't happened on a wiki yet, but it has happened in other contexts 05:11:21 like, I can be in an IRC channel for a while and suddenly realise that I'm an op there 05:11:27 Markfan8901: idk if it does. its just "the input is coming directly in" vs with a level of abstraction(i.e indirect) 05:11:33 ais523: thats wild lmao 05:11:50 yayimheretoo: yea that implies that entities have more importance than properties 05:12:26 actually hm we might just be splitting hairs here 05:12:32 MarkFan8901: how? its true that they come in a level abstracted from the actual entity put into te function. its what happens. 05:12:49 so like I guess there would just naturally a different important level:) which im blind too 05:12:50 lol 05:13:21 yayimheretoo: not necessarily 05:13:38 what if we made a solution for it that was ardently focused on the properties 05:13:50 yes you could 05:13:55 theres not limit on doing either 05:14:06 but in what functionally happens with those kinds of functions 05:14:16 it abstracts away from the real input given 05:14:22 yea thats the dynamics 05:14:29 we think we were just splitting hairs there for a sec 05:14:38 lmao its fine 05:14:44 thank u 05:17:15 actually can we give some more petty feedback rq 05:17:32 on what the constraint language? 05:17:37 on the page itself 05:17:44 sure 05:17:46 lol 05:18:09 we dont like how each use of the terms on the page are bolded 05:18:21 it doesnt look very good and is unwieldy in the editor 05:18:34 I shall use another peice of formatting then! 05:18:47 we think doing what we did would be the best thing to do 05:18:55 bold them on their first use, then dont 05:19:17 they are only bolded to make clear when we are using this pages specific definition of a word 05:19:28 in mathematical papers it's common to italicise a term when you're defining it and then write it normally from then on 05:19:35 thats true 05:19:49 yea and we think the terms are unambiguous enough 05:20:03 to not risk confusion with their normal meanings when they arent highlighted 05:20:15 sure then 05:20:25 lemme dod this edit and then do further eiting 05:20:29 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197149&oldid=197147 * Yayimhere2(school) * (-83) /* Rules */ 05:20:43 also, ive never been more unsure on what to categorize a language lmao 05:20:57 [[Category:2026]] 05:21:03 true 05:22:05 [[User:Zzo38/Untitled 6]] N https://esolangs.org/w/index.php?oldid=197150 * Zzo38 * (+6349) Created page with "(Note: It is a draft and suggestions to change if there is something wrong with the below description, might be considered. Also, the name is not known yet; if it is known then it can be moved to the main namespace.) === Program === The format of the progr 05:24:03 zzo38: what language is that written in 05:24:36 I think it's related to ASN.1 but ASN.1 itself refers to the encoded data formats rather than the schema 05:24:48 I'm not sure what the name of the ASN.1 schema language is 05:25:03 what is asn.1 05:25:12 Yes, it is the ASN.1 schema format. (I don't know if it has a name other than "ASN.1 schema language" or "X.680") 05:25:28 [[Krypton]] https://esolangs.org/w/index.php?diff=197151&oldid=185558 * X-540 * (+9) fixed \a (instead of \ab) being used and the value after the \ being in decimal 05:25:33 ah no, Wikipedia says the schema language itself is called ASN.1 05:25:37 https://en.wikipedia.org/wiki/Special:Search?go=Go&search=ASN.1 05:26:02 Anyways, the encoded data formats have different names, such as BER and DER (I only use DER; in my opinion it is good and the other formats aren't good) 05:26:38 or, hmm, from this article, I gather that officially ASN.1 refers to only the schema language but that's not how people use the name "ASN.1" in practice 05:27:37 Yes, although it is not the only thing where the names of things are used in different ways in practice 05:28:29 [[The kids choice awards]] https://esolangs.org/w/index.php?diff=197152&oldid=196816 * Cordership * (+3) /* Simpl */ 05:29:03 -!- MarkFan8901 has quit (Quit: Client closed). 05:29:16 -!- MarkFan8901 has joined. 05:29:17 Hey guys 05:29:18 we're back 05:29:20 whatd we miss 05:29:30 idk prolly not much 05:29:39 also I like PT and ET 05:29:40 it sniice 05:29:46 o thank u 05:29:55 MarkFan8901: there were no messages between your disconnect and reconnect, that happened at almos the same time 05:30:11 ye the joke is that we just refreshed our client 05:30:15 I think though, TP makes sense in the case of the transforms making transforms. "transform producer" 05:30:30 [[Krypton]] M https://esolangs.org/w/index.php?diff=197153&oldid=197151 * X-540 * (-7) actually, V can be used in variable names 05:30:33 what about TM 05:30:37 for transformer maker 05:30:39 sure 05:30:42 [[The kids choice awards]] M https://esolangs.org/w/index.php?diff=197154&oldid=197152 * Raiseafloppafan7741 * (-1) /* Cyclic Clockwise Rotating Contraption */ bruh 05:30:45 thats less confusing too! 05:30:46 since TP is a bit too similar to PT 05:30:47 (maybe what I have should be simplified because a few of the fields might be unnecessary) 05:30:47 yee 05:31:18 [[BizzFuzz]] https://esolangs.org/w/index.php?diff=197155&oldid=135588 * Cordership * (+195) 05:31:28 [[BizzFuzz]] https://esolangs.org/w/index.php?diff=197156&oldid=197155 * Cordership * (-3) /* Python 3 */ 05:32:06 THEY'RE TURING MACHINES AAAAA 05:32:09 lmao 05:32:22 get it TM, turing machine, but also transfer maker 05:32:25 ye 05:32:28 *transform maker 05:32:29 but also wait thats a cool idea 05:32:37 fuckin dammit 05:32:37 interpreting transform makers as turing machines 05:32:43 yea thats quite cool 05:32:50 oh btw yayimheretoo 05:32:52 are you okay 05:32:56 ii mean lambda calculus functions are TM's so... 05:32:58 you seem a little angrier than normal rn 05:33:03 ooh do i? 05:33:06 sorry bout that 05:33:11 its oki we just wanted to make sure 05:33:13 I might just e tired as heel or smth 05:33:14 [[Fixed Repeating Output]] https://esolangs.org/w/index.php?diff=197157&oldid=160568 * Cordership * (+82) 05:33:18 im sorry lol 05:33:21 its oki its oki 05:33:25 [[Fixed Repeating Output]] https://esolangs.org/w/index.php?diff=197158&oldid=197157 * Cordership * (+1) /* =Python */ 05:33:39 we also had that little bout earlier about entities seeming like they were more important than properties 05:33:39 also if its the all caps, that usually doesn't mean anger, in my case 05:33:46 true 05:33:46 nono its not that 05:33:54 yea ok 05:33:59 hmm, maybe I should make an esolang where the important concepts have extremely similar names to each other 05:34:09 making it hard to follow discussions about them 05:34:15 that would be great 05:34:19 oh and they also have extremely similar functionalities 05:34:20 perhaps some of them have the same pronunciation but different spelling 05:34:27 oooo yea 05:34:28 at least in the higher level view 05:34:34 ais523: that would be hilarious 05:34:43 * vs the ring around *? 05:34:47 MarkFan8901: and theyre only substantially different when in use 05:35:00 different when ur actually using them* 05:35:01 -!- zzo38 has quit (Ping timeout: 240 seconds). 05:35:38 I *think* zzo38's client responds to pings automatically, so that probably wasn't just a case of zzo38 forgetting to reply to one 05:35:54 (but it is used more manually than most IRC clients are) 05:36:21 its never occurred to us some irc clients would make you ping manually 05:36:31 you used to be able to do IRC by hand pretty easily, but I'm not sure how easy it is to do SASL by hand and you need that nowadays in order to not look like a spambot 05:36:52 whats sasl 05:37:09 it's an extra thing on top of IRC for doing username/password type confirmation 05:37:12 holy hell im hungry 05:37:19 yayimheretoo: pancakes 05:37:26 people used to just use NickServ for that but that was done after they connected 05:37:35 Markfan8901: not *this again* lmao 05:37:41 hehe 05:37:54 MarkFan8901: hmm, you may be the second person this month to which I have to explain that October is not a traditional month for pancakes 05:38:08 and I've never had to do that before 05:38:12 (before this month, that is) 05:38:17 pfft who cares 05:38:24 we'll bring valentine candy into this 05:38:32 traditional my ass 05:38:38 or smth idk 05:39:57 (it's more that I'm just surprised this has happened twice) 05:40:05 ye 05:40:15 what in all hell 05:40:18 oh well anyways 05:40:23 wha 05:40:24 what was it 05:40:25 ais523: lmao 05:40:53 Markfan8901: i listened to sum pretty chill music and got jumpscared by my insane electronic music sounds 05:41:03 average nu breakcore song 05:41:07 that was HORRORFYING 05:41:12 its not even breakcore lmao 05:41:32 its me who made the sound anyway I know why it was there but shit 05:41:50 yaya 05:42:43 also Markfan8901 we need to figure out how to actually translate between alll these things we've connected. After all Syntax = Constraint language = Set construction = Declarative programming isn't a very formal statement 05:42:51 could be cool with a general way to do it 05:43:02 perhaps ais523 could help us out here 05:43:07 like being able to make ANY set construction into a constraint language, and such 05:43:11 this feels like a generalization over algebraic structures 05:43:16 yep 05:43:24 actually wait yayimheretoo thats like right up our alley 05:43:32 MarkFan8901: do you have an easy place I can look at to see what the problem is? 05:43:36 Markfan8901: thats epiq 05:43:58 ais523: we could probably describe it rn but there was some relevant discussion yesterday 05:44:00 ais523: we'd have to dig through the logs for the conversation where we developed it 05:44:09 but we can sum it up rn 05:44:12 OK, I'm still not caught up on logs yet 05:44:17 cool 05:44:34 if you see me reference FWOTD thats were to start basically 05:44:40 the first time that happens 05:44:42 I keep closing the logs tab absent-mindedly 05:44:48 I have been ill recently and got very behind on logreading 05:44:52 mmh 05:44:52 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197159&oldid=197123 * None1 * (+389) /* BF Joust strategies */ It should work now 05:44:54 :hug: 05:44:56 because it's making me lose concentration 05:45:24 ah damn. hhope you cna catch up. and also that the illness didn't get you too much 05:45:33 [[User:Aadenboy/Blog draft]] https://esolangs.org/w/index.php?diff=197160&oldid=197116 * Aadenboy * (+678) some wording 05:45:39 [[Krypton]] https://esolangs.org/w/index.php?diff=197161&oldid=197153 * X-540 * (+122) Changed string literal rules and fixed truth machine example (again) 05:45:41 MarkFan8901: basically our definition of declarative programming is paradigms from which youre able to derive programs directly from your intent 05:45:42 I'll work on this more in beds 05:45:51 semigoodnight! 05:45:56 gn!! 05:46:04 our example was a short and sweet paper which derived a combinator J just from the rules that JJ -> K and J(JJ) -> S 05:46:05 man constraint languages seems like the perfect topic to blog about 05:46:41 thats a pretty direct example of deriving programs from intent 05:46:50 its also a direct example of solving a constraint puzzle 05:47:26 we were also talking about how constraint languages are weird cuz they capture a whole set of esolangs 05:47:46 and its cool to think about the concept of a tangible set of esolangs 05:48:14 then we realized that the constraints in a constraint language are basically just set generators for said sets 05:48:25 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197162&oldid=197159 * Ais523 * (+319) /* BF Joust strategies */ although the bug I reported was fixed, it still isn't working 05:48:44 smth about syntax was also thrown in there too but we cant quite remember what that was about 05:48:56 yea that connection was quite seperate I think 05:48:58 but yeah those are (most of) the core things about that statement 05:49:37 oh hm what would turning a constraint language into declarative programming look like? 05:49:42 well like regex is a way tod define syntax(TMK), but its also a non deterministic language, but making it deterministic you all of a sudden get. set of all the strings which the syntax allows(probably after infinite time) 05:49:54 would it be like quantifying the mental process of programming declaratively into the constraints 05:50:21 yayimheretoo: oh right it was string recognition 05:50:39 yeah rules for grammar are also just set generators for the set of all strings that are valid under it 05:50:52 maybe the fact that that has the capacity to be tc gives us a hint 05:50:55 WAIT 05:51:04 MarkFan8901: that would depend on the specific language, HOWEVER you'd need to be able to represent all the parts of thhe language in such a way the *resulting* thing the declarative program produces can be *translated* BACK into a language 05:51:06 dude imagine a constraint lang where solving for the lang makes you execute a program 05:51:15 heck yea! 05:51:19 wait.... 05:51:22 fuck 05:51:28 wha 05:51:36 this is related to the whole type = logic thing! 05:51:41 YEA!!!!!!! 05:51:54 because there te type system is the either theorems or axioms I cant remember, and the program is a proof... I think? 05:52:08 so like if the constraint language then also executes the program in being solved...? 05:52:17 idk man im rambling but theres a chance 05:52:25 nono it was that type programming in haskell is a prime example of declarative programming 05:52:38 OH and something about logic solvers 05:52:43 theres BOTH things 05:52:51 lemme find out precisely 05:52:55 yeah cuz logic solvers are also just constraint programming 05:53:00 but like traditional constraint programming 05:53:15 secondly, functions which work off a certain property must return the same result for two values which share said property thirdly, functions which dont work off a certain property must have different results for different values ← couldn't you cheat by choosing the property a function works on to be "two values share the property if they return the same result from the function"? 05:53:42 [[Fixed Repeating Output]] https://esolangs.org/w/index.php?diff=197163&oldid=197158 * Aadenboy * (+48) /* Lua */ golf in [[Lua]] 05:53:48 fwiw I am interested in declarative programming but don't really like how Prolog does it 05:53:49 https://en.wikipedia.org/wiki/Curry–Howard_correspondence this is what I was talking about 05:53:59 ais523: thats under the interpretation that 'property' means semantic property 05:54:01 [[Fixed Repeating Output]] M https://esolangs.org/w/index.php?diff=197164&oldid=197163 * Aadenboy * (+0) 05:54:06 ais523: I agree it is somehow a little unsatisfying 05:54:22 which is a really cool one but yea you can poke holes in the rules with it 05:54:28 yayimheretoo: ah 05:54:40 ye that is a cool theorem 05:54:44 correspondence* sry 05:54:49 I have considered the concept of a sort of "breadth-first Prolog", especially for Prolog-based golfing languages 05:55:23 OH wait hold on 05:55:27 declarative languages that work via backtracking often have the problem that they get stuck in a very slow or possibly even infinite branch of the search tree rather than looking elsewhere which might produce a result quicker 05:55:31 we remember how we fit logic solvers into all of this 05:55:39 [[Fixed Repeating Output]] https://esolangs.org/w/index.php?diff=197165&oldid=197164 * Raiseafloppafan7741 * (+58) /* Python */ surprised it hasn't been golfed yet 05:55:46 oooo 05:56:02 MarkFan8901: its cuz of the connection that they were considered ai when they were first made 05:56:16 and declarative programming relies on ai to take care of control flow at some fundamental level 05:56:28 one redeeming feature of Prolog's evaluation order is that you can do weird control-flow-ish things with it (which are fun in much the same way as esolangs) but I don't think that's a good fit for a serious language 05:56:54 yeah prolog feels like an esolang chris pressey would come up with 05:57:23 I don't think you need actual AI to run declarative programs though, worst case a brute-force breadth-first search would work 05:57:51 we mean ai in the sense of extracting human intelligence and automating it 05:58:07 in the purest sense, anything which derives the intent from a set of rules is ai 05:58:15 even a brute force search 05:58:17 also, on the Curry–Howard correspondence's importance here, if you can make finding a constraint language's solution into a simulation of a program, then thats literally using the Curry–Howard correspondence to make a program into a logic system(the set of constraints) and the theorem(finding the solution and proving its correct) 05:58:23 this reminds me of a concept that I probably didn't come up with but have thought a lot about: if you are unsure which of two algorithms for computing the same thing is faster, you can just run them in parallel and get a worst-case slowdown of ×2 over the time of the faster algorithm, which is often much better than running one of them because it might be n times slower 05:58:30 MarkFan8901: its still ai even if its not good ai 05:58:50 I do consider search algorithms to be a sub-field of Ai 05:59:02 we think search algorithms *are* ai 05:59:07 beam searches seem very AI 05:59:14 (I used to work on a NetHack bot which treated the game pretty much as a search problem, so the bot was just a search algorithm) 05:59:17 like we think theres a direct correspondence between efficient searching and ai 05:59:24 like how there is between compression and ai 05:59:33 [[User:Cordership/Sandbox]] https://esolangs.org/w/index.php?diff=197166&oldid=195616 * Cordership * (+4) /* Random Sorting Hat Ceremony in Python */ 05:59:41 I think there's a direct correspondence between searching *efficiently* and AI 05:59:46 : what do you think of this markfan8901? 06:00:01 I think I understand the Curry–Howard correspondence correctly btw, but maybe im stupid 06:00:10 wait whats the [...] 06:00:14 I don't think "try all the possibilities in sequence until one of them works" is AI unless you do something nontrivial to try to decide on a good sequence, though 06:00:25 we would call that a really dumb ai 06:00:57 yesterday I was thinking about American Fuzzy Lop as basically being an agentic random number generator 06:00:59 actually yeah no it might be more practical to just say thats not ai 06:01:06 ais523: hold on we're looking that up 06:01:18 it is much faster at finding inputs that reach desired program states than a regular fuzzer is 06:01:33 MarkFan8901: it is both a computer program and a type of rabbit, one is named after the other 06:01:38 markfan8901: I did it to abbreviate my message is longer upwards in chat 06:01:44 o 06:01:59 ais523: i do remember hearing something about an algorithm which is just the running-two-programs-in-parallel thing except running every algorithm in parallel 06:02:18 yea wait ur right 06:02:23 PkmnQ: the problem there is what to do if there are infinitely many algorithms 06:02:34 MarkFan8901: referring to yayimheretoo 06:03:05 we were also thinking merely the process of working through the language could also somehow be translated into its own program 06:03:24 I think both work 06:03:26 PkmnQ: thats called global search 06:03:28 it *is* possible to run all programs in a given language in parallel (looking for one that, e.g., halts with a particular value), even if there are infinitely many, but it's very slow due to the way in which you have to interleave them 06:03:40 also that means Bitch, Ienai!... is aa type system???? 06:03:45 I think- 06:03:56 goddamn it its all types 06:04:03 everyone go home 06:04:05 esolanging is solved 06:04:09 its just type programming 06:04:17 lmao 06:04:23 nono its just types is everything 06:04:23 in particular the runtime of any given program gets multiplied by a constant (depending on where it is in the sequence of programs) and squared (you can avoid the squaring of the runtime but then you need to exponentiate the constant) 06:04:26 lol 06:04:39 found it, "levin's universal search" is what i was thinking of 06:04:48 so it's not very good if trying to find an optimal-time algorithm 06:04:56 ais523: yeah, that's what i recall hearing about it 06:05:14 (that said, the exponentiate-the-constant version does give you an optimal algorithm up to constant factors, just the factors are too large to be practical) 06:05:39 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197167&oldid=197149 * Yayimhere2(school) * (-169) 06:06:00 I think I fixed everything you said MarkFan8901 06:06:08 reading 06:06:15 holy shit I didn't know \@ did that! 06:06:27 or just @ was using \ to escape 06:06:58 oh would it be ok if the snippets of syntax weren't in code blocks 06:07:05 thats also a little clunky in our opinion 06:07:28 ais523: There's that really inefficient SAT solver construction that interleaves simulations of all turing machines on its input, collects the outputs as they halt and checks them against the input, which runs in polynomial time iff NP = P. 06:07:44 if you find another clean way too make it distinct whats Meta-Notation VS UnMeta-Notation 06:08:22 what are the examples of non meta notation in the page 06:08:24 im confused on whats going on, there are multiple ongoing conversations in one channel ← you get used to it, typically what happens is you learn by participating in multiple conversations at the same time in *different* channels, then eventually you can do it in the same channel too 06:08:42 there have been cases where I and someone else have had two different conversations with each other simultaneously in the same channel 06:08:55 Markfan8901: M, l, N, v 06:09:08 ais523: which I assume is ancient (relative to the history of computer science), but I don't know how old it really is. 06:09:14 they are properties, and entities 06:09:46 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197168&oldid=197167 * Yayimhere2(school) * (+45) /* Rules */ 06:09:51 yayimheretoo: those seem small enough to be understandable as parts of the language without being marked as meta syntax 06:10:21 int-e: hmm, this isn't just P vs. NP but x vs. Nx for all x, right? 06:10:27 err, all computable x 06:10:42 markfan8901: also, on another note, I dont think code blocks are very clunky? they are very widely used on this wiki 06:10:57 true, but we think here specifically they are 06:10:57 actually no, x has to be a computational class that's simulatable on Turing machines with only constant-time slowdown 06:11:00 or maybe thats just our dark mode 06:11:14 * constant-factor slowdown 06:11:17 I wouldn't know about dark mode lmao 06:11:19 ais523: hmm I think you need x >= P because of simulation overheads 06:11:21 but yes 06:11:24 which P is, but specific polynomials aren't 06:11:27 oya did you see that we made a dark mode for the vector 2010 theme 06:11:38 oh I guess you also need complete problems for x 06:11:44 yes I did but I dont use it lol 06:11:51 fair 06:12:21 we also think its cuz of how frequently its used 06:12:32 for Nx, rather 06:12:42 typically we only see like two or three inline code snippets used in a paragraph 06:13:00 plus theyre normally longer we think 06:13:05 notation exists to be used! 06:13:12 [[User:Yayimhere2(school)/common.css]] https://esolangs.org/w/index.php?diff=197169&oldid=167047 * Yayimhere2(school) * (+4142) 06:13:16 true... 06:13:31 hehe 06:13:33 our power spreads 06:13:36 quite like this actually 06:13:43 thank u 06:13:43 but like I dont see whats wrong with cde 06:13:51 it might just be a personal thing 06:14:09 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197170&oldid=197168 * Yayimhere2(school) * (-4) /* Rules */ 06:14:22 mm 06:14:42 perhaps we can reword how the system is described 06:14:55 rn it has quite a bit of redundancy 06:15:14 like? 06:15:28 I guess PT is never used as notation 06:15:43 "and notation that isn't are actual entities" + "These aren't notation as the others, thats their actual names as if they were manually defined" 06:15:52 you basically say the same thing twice 06:16:00 like youre desperate to get it across to the reader 06:16:09 oh I didn't se that was still there 06:16:15 ye 06:16:25 also we're fine with PT 06:16:35 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197171&oldid=197170 * Yayimhere2(school) * (-176) /* Rules */ 06:16:39 fjixed 06:17:18 re: featured languages, one problem is that in addition to the language being worth featuring, the article about it has to be good enough to be worth featuring too 06:17:21 oh yea the fact that ME transforms are ET is redundant by their definition 06:17:24 cuz they take in entities 06:17:48 ais523: another good reason for befunge to be a featured lang 06:18:21 yea ais consistently makes high quality langs ← this is actually not true but most of the low quality ones either don't get posted, or (if I post them) don't get linked from my userpage 06:18:31 MarkFan8901: that would be untrue, PT also take in entities, just abstract them *after* 06:18:46 ahh 06:18:58 ais523: true 06:19:05 recently I was thinking about BF derivatives and came up with the name "kcufniarb" but now I am trying to find a good set of semantics that fits the name 06:19:12 you have very good quality control 06:19:24 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197172&oldid=197171 * Yayimhere2(school) * (+13) /* Rules */ 06:19:40 ais523: lmao 06:19:55 [[User:Aadenboy/Blog draft]] https://esolangs.org/w/index.php?diff=197173&oldid=197160 * Aadenboy * (+24) this should be its own section 06:20:17 I was thinking about a nondeterministic sort of language which exploits the fact that when exiting a BF loop, the value in the cell is always 0 but there are two places that control flow could have come from (likewise at the start of a BF loop body, the value in the cell is always non-0 but there are two places that control flow could have come from) 06:20:25 and somehow time-reversing this to do a deterministic choice 06:20:34 oh `or abstracts it into Pf(X) through a "layer of abstraction".` should probably just be shortened to `or abstracts it into Pf(X).` 06:20:38 ais523: thats a cool idea 06:20:44 …but that's as far as I've got, I'm not sure which specific set of details (if any) would make this interesting 06:21:00 mark8901: oops forgot to delete that! 06:21:08 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197174&oldid=197172 * Yayimhere2(school) * (-33) /* Rules */ 06:21:37 I guess the difference between me and most of the wiki is that I don't just pick an arbitrary choice and post it, and only later find out whether the choice was good or not 06:21:50 ais523: that sounds cool 06:21:51 err, that sentence is hard to parse, I'll add parentheses 06:21:55 I guess the difference between me and most of the wiki is that I don't just (pick an arbitrary choice and post it, and only later find out whether the choice was good or not) 06:22:06 ais523: yea more people should be doing that 06:22:26 we think we do that naturally just cuz its already so hard for us to wanna work on an esolang 06:22:31 and not just come up with ideas 06:22:44 so it takes an exceptional idea to get us working 06:22:55 which is what ralsei and that language for the platformer bots are 06:23:15 i do that before making the language, I always try to make sure the idea is good and at then make sure the language follows the idea correctly 06:23:16 and somehow time-reversing this to do a deterministic choice ← s/deterministic/non-deterministic/ 06:23:36 yayimheretoo: thats kinda impossible 06:24:04 you dont know how good an idea is unless you explore it and take it seriously 06:24:09 MarkFan8901: how? like if its a bad idea, or I think its a bad idea I just wont... make something with that idea 06:24:24 we actually saw his name in a video about smb3 arbitrary code execution ← that's actually the second time where I've deduced the likely existence of a video game bug purely by reading documentation, and concluding "this is very hard to program correctly so maybe it got programmed incorrectly" 06:24:28 and if I explore it and don't find a language which does smth cool *with* the idea at every attempt I just dont 06:24:38 we mean its impossible to say that an idea is Bad before going through with it 06:24:44 yayimheretoo: ah 06:24:58 i have many half finished language docs in my notes app 06:25:08 ye ok we thought you were like, trying to figure out if ideas are bad before making anything about them 06:25:24 nah nahh 06:25:24  ais523: thats really really funny 06:25:29 i have so much time 06:25:40 so i do always explore atleast a bbit 06:25:49 ye thats good 06:25:50 (although correctly reading a NES controller isn't so hard in the abstract, doing it correctly would be more code to handle a case that isn't realistically going to happen, so who'd bother writing it? especially as most/(all?) NES games were handwritten in 6502 asm) 06:26:07 yea 06:26:21 oh whats the first time you did that btw 06:27:03 it was in Neverwinter Nights, it has a place in which you can recover lost plot items 06:27:32 it was intended for situations where in multiplayer, someone disconnected while holding a critical item, to prevent the game becoming unwinnable for everyone else 06:28:12 but the manual also mentioned that a) it also worked on accidentally dropped items and b) it was added last minute (it was in a separate section of the manual for documenting last-minute changes as they were made after most of the manual had already been printed) 06:28:47 and I was thinking, if there's a way to get hold of a copy of a plot item that got dropped, what happens to the original? in that game you can pick up items again after dropping them, even much later 06:28:53 sounds like prime time for item dupe 06:28:56 exactly 06:29:24 if only we had minds like this in the roblox community 06:29:28 actually we kinda do 06:29:35 also MarkFan8901 anymore flaws in the Bitch, Ienai! article 06:29:39 ? 06:29:47 give us a sec 06:29:58 cool 06:30:12 MarkFan8901: theres this guy who rebuilt like 3 different versions of roblox physics from stratch *in* roblox 06:30:23 holy hell 06:30:25 specifically 2016, 2021, and (mid) 2026 physics 06:30:28 the fun thing is that some chapters are coded as requiring you to complete (or partially complete) a set of plot items in order to be able to continue, but they just count the number of the relevant type of plot items you collected, so if you duplciate plot items you can just get one of them and duplicate enough of them to complete the chapter 06:30:45 funy 06:31:08 but the amazing thing is, I subsequently discovered that there's code trying to prevent you using duplicates of a given plot item for the chapter completion check, it's just broken (being tied to some parts of a dialog tree but not to other parts that are supposed to be equivalent) 06:31:24 huh 06:32:12 that is literally amazing 06:32:17 MarkFan8901: the fact it was reimplemented from the ground up lets you do stuff like a real tas system (something we've been heavily missing for years) and bringing back old glitches from the grave 06:32:46 its called eternal obbying btw you can like. play this right now 06:32:49 its actually crazy 06:33:05 okay anyways 06:33:19 yeah the pattern-based thing is pretty novel on its own, but even beyond that it's interesting to me even only considering the semantics without the syntax ← the syntax came first, and strongly suggested the semantics as there's only so much you can do when the language has only three commands (first incidence, second incidence, third incidence) and they're all connected to each other as a set 06:33:21 yayimheretoo: only other flaws are just wording stuff in our opinion 06:33:38 actually hold on lets be more specific 06:33:42 it's one of those languages where I remember where I was when I came up with it 06:33:52 its a little too wordy right now in our opinion 06:34:05 that was another thing we tried fixing up in our sandbox version 06:34:55 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197175&oldid=197174 * Yayimhere2(school) * (+6) /* Rules */ 06:35:10 that said, the most confusing such memory to me is The Program Is Mostly Ignored because I remember it as having been come up with while waiting on a platform of a train station, which is reasonable enough except that the platform in question is one that I would only normally use after my train had already arrived at its destination, so why would I be waiting at it? 06:35:34 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197176&oldid=197175 * Yayimhere2(school) * (-35) /* Rules */ 06:35:39 I am guessing that I just misremembered the specific platform, but am not sure, maybe I was doing something weird that day 06:35:59 enjoying the scenery 06:36:14 mmmaybe you were waiting bcuz you were thinking 06:36:15 lol 06:38:18 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197177&oldid=197176 * MarkFan8901 * (-31) 06:38:51 yayimheretoo: I've been wondering about that 06:39:07 ais523: about what? the waiting? 06:39:10 yes 06:39:15 ahok 06:39:21 ais523: that just confirms it /tease 06:40:55 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197178&oldid=197177 * MarkFan8901 * (-134) 06:41:17 actually no, that wasn't TPIMI, that was Echo Tag 06:41:20 hey markfan8901  its edit conflicting right now? theres some stuff that was kinda redefined, is it fine if I push through with my edit? 06:41:34 ye thats oki 06:41:36 I was probably thinking about trying to prove Echo Tag TC, and the TCness proof became TPIMI 06:41:40 our edit was pretty basic 06:41:49 but TPIMI, I created in the middle of the night while my computer was broken 06:41:54 cool. feel free to copy your edit to adjust after I push 06:42:02 so I actually wrote it down on paper so that I wouldn't forget it 06:42:05 we have it copied 06:42:08 nice 06:43:55 it's been a while since I created a program somewhere interesting, the most recent was Genera Tag 06:44:12 (it was created close to a beach, I was walking towards the beach at the time and hadn't quite reached it) 06:44:19 go to a river and let it inspire you /j 06:44:33 the waterfall model: 06:44:39 that seems like the perfect activity for MY brain 06:45:00 for TWM I think I was just in bed at home, not as interesting 06:45:24 markfan8901: waterfall = river 06:45:24 when ur at the river u'll think of an esolang inspired by being in bed 06:45:35 yayimheretoo: yea a waterfall is just a vertical river 06:45:43 true 06:45:52 ais523: login to IRC via SASL isn't hard. in theory SASL supports multiple authentication methods, but the one you will probably use just transmits your account name and password encoded with something like base64. the main difference from nickserv is that you can do it before you get a usable IRC client connection. 06:46:08 I don't have the base64 of my password memorized 06:46:20 get to work then dummy 06:46:26 skill issue 06:46:26 …I guess I could just change my password to something with a memorable base64? 06:46:29 as the young say 06:46:33 ais523: sure 06:46:41 'the young' is crazy 06:46:57 im allowed to say that I am one! lol 06:47:01 oya yayimheretoo did you get that edit through yet 06:47:06 yes!! 06:47:13 o we didnt notice 06:47:18 a while ago I was working on a language which used inverse-base64 as its syntax (the interpreter would base64 *encode* the input and then treat the resulting characters as commands), in order to be able to fit four commands into every three bytes of program 06:47:42 that feels cursed 06:47:53 ais523: it's basically just "AUTHENTICATE PLAIN\nAUTHENTICATE :" . encode_base64("$account\x00$account\x00$password") . "\n" 06:47:55 hold on this is related to something we were talking about with compression and whatnot 06:48:13 having more than 1 command per character 06:48:37 I wonder how compression connects to constraint languages /j 06:48:44 ai 06:48:59 dammit 06:49:02 lol 06:49:14 cuz declarative programming to an extent relies on quantifying human intelligence 06:49:18 and compression is intelligence 06:49:19 it wouldn't even really be better over NickServ if it weren't for that libera servers half-ban certain IP address ranges such that they only accept connections if they authenticate via SASL. (also NickServ has confusingly different syntax between IRC networks where where the IDENTIFY command takes the account and password parameters in different order.) 06:49:20 yayimheretoo: recently I was thinking about converting a diff-compression algorithm into a regular compression algorithm by taking the least fixed point of the encoded diff 06:49:33 that might be seen as a constraint-compression connection 06:49:40 hmmmmm 06:49:47 dammit 06:49:53 wtf 06:49:54 everyone go home 06:49:57 its all just declarative programming 06:49:59 interesting 06:50:04 the hell 06:50:08 ¨ 06:50:14 wha 06:50:14 ok... 06:50:18 weird , anyways 06:50:34 ais523: I mean, deflate already has a least fixed point thing because it can copy a long string where the source partly overlaps the destination in order to repeat a string many times 06:50:49 well, it's more like the only fixed point, but still 06:51:16 only is still least 06:51:24 oya yayimheretoo can we shorten `Every property can also act as/has a corresponding entity` to `Every property can be used as an entity` 06:51:42 we're nervous about just turning your page into our page 06:51:52 oh yes great, but remember to include the fact its reversible 06:51:57 ye 06:52:48 "October is not a traditional month for pancakes" => I think this might be a difference between Europe vs America. 06:53:09 damn........ 06:53:28 b_jonas: in which direction? 06:53:50 oya implicit in the second rule is that the transformations youre talking about are ones which work on entities 06:54:17 wut? 06:54:21 could you say that again 06:55:16 `Every transformation applies either to the actual entity given X, or abstracts it into Pf(X) first.` seems to only apply for transformations which work on entities 06:55:18 Every? No such file or directory 06:55:35 ok hackeso 06:55:45 which leaves transformations which work on values in the dust 06:55:58 ??? entities have both values and transforms 06:56:15 right, but the definition of transforms also lets them work on values directly 06:56:22 instead of entities 06:57:16 yes...? when you're working with an entity you could choose to work on the transform or the value. the reason its worded that way is because transforms apply to entities but to describe entities you already need transforms 06:58:13 wait okay so 06:58:28 transforms either work on the values or the properties of the entity they take in 06:58:44 yes 06:58:47 hmm, I logread up to me joining and talking about 0-bit integers, and now I'm wondering what "0's complement" would mean 06:58:51 thats a very elegant way to put it 06:59:17 elegant way to put what? whats being put? which message is in this reference to? 06:59:18 llol 06:59:19 I guess the logical expansion of that would be to use 0 and -1 as bit values rather than 0 and 1, which I guess just means all the numbers are negative (like sign-magnitude but without the sign) 06:59:40 or maybe it's balanced ternary 06:59:49 yayimheretoo: the second rule 07:00:32 hold on we'll make an edit but we're not sure if its accurate 07:00:33 tell us if its not 07:00:49 ok will tell 07:01:35 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197179&oldid=197178 * MarkFan8901 * (-242) 07:01:46 thats actually very elegant yea. you could even implement the vase where an entity is used as a transform 07:02:05 yee 07:02:11 ais523: Neverwinter Nights recover item by abusing behavior for when someone disconnected while holding a critical item => that sounds like the item duplication bugs that older versions of Minecraft had, which came from that the game saves your inventory more frequently than it saves most of the rest of the world, so if you crash the game shortly after you pick up an item then you can have it in your 07:02:17 inventory while the game forgot that it's no longer elsewhere 07:02:28 that works in some versions of Pokémon too 07:02:47 (cutting the power at the right time relative to a save) 07:03:16 I think in Emerald, if you trigger the save in the right way, you don't even need to do it midsave, just turn off the power after saving 07:03:31 this implies entities are 3-tuples: (λ,X,{P1,P2,P3,...}) 07:04:24 which is always nice 07:06:00 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197180&oldid=197179 * MarkFan8901 * (+39) 07:06:24 markfan8901: i dicovered the above, should that be on the page? 07:06:55 ais523: there is some sweet food like pancakes or waffles that Americans think is valid breakfast food but (continental) Europeans think is inappropriate for breakfast. but this isn't *all* sweet food, Europeans can still eat bread with jam and/or honey for breakfast, and drink sweetened tea or cocoa, so it's possible that it's the Europeans who have weird customs for this. 07:06:57 wait wha 07:06:59 hm 07:07:21 wait hold on entities can also work as transformations? 07:07:28 "waffle" at least has very different meanings between British and American english 07:08:01 `(λ,X,{P1,P2,P3,...})`: `λ` is the transform, `X` is the value, and `{P1,P2,P3,...}` is the property set. 07:08:05 ​(λ,X,{P1,P2,P3,...})`:? No such file or directory 07:08:06 yeah, a lot of food names are confusing, no surprise since you can rarely ship most food across the ocean 07:08:45 yayimheretoo: sry for being dumb but how do entities also have transforms 07:08:55 oh also should we replace the word 'transformation' with just 'transform' on the page 07:08:59 cuz its more natural 07:09:05 MarkFan8901: yes. the only things which you can actually access is the entity, its jsut that entities represent multiple things. this is mentioned in: "Entities must be defined with either a value or a transformation. The other side must be derived from what was given." 07:09:23 oh we're like actually dumb 07:09:25 okay we get it 07:09:39 its like lambda calculus, in principle. Entities are just ALWAYS defined by the function route 07:09:45 Markfan8901: lmao its fine 07:10:01 maybe defining it as a 3-tuple would be a bit restrictive 07:10:06 also network multiplayer on a network that can have delays for a real-time game is hard to implement, and the weird bugs that Spelunky 2 network multiplayer has illustrates these. there's a way to duplicate back items, and some occasional complete desyncs. 07:10:22 MarkFan8901: yea. idk thats up to you 07:10:26 but its a fun discovery 07:10:27 since you could theoretically make a solution where those are all taken care of in a single data field 07:10:29 ye 07:10:42 players sometimes deliberately use the back item dupe to gain advantage 07:10:47 what do you think of our transformations -> transforms idea 07:11:09 but multiplayer is almost never played in a competitive way so this doesn't matter much 07:11:22 competitive spelunky sounds really funny 07:11:30 markfan8901: sure!! 07:11:33 oki oki 07:11:45 b_jonas: isn't the standard solution to that "rollback networking", in which there's one authoratitive game state stored on the server, clients send their commands to it and get back updates about the game state, but show to the player what they predict the current gamestate is most likely to be even though they're not aware of recent commands by other players? 07:12:42 this sometimes means that you get sudden unexpected changes to what's onscreen if another player does something unpredictable and there's a lot of lag, but that sort of thing is rare in practice 07:12:56 ais523: I think the game does something like that, at least there's certainly a difference between players and the back item dupe depends on which player has the earlier slot, but apparently there are or were some unsound optimizations 07:13:49 (and some realtime games design the rules of the game in such a way that any command must be given some length of time before it has any visible effects for anyone else, allowing the fact the that the command has been sent to network-propagate, although that would make it possible to cheat by sniffing the network to discover actions by other players slightly before you were supposed to be aware of them) 07:14:09 s/authoratitive/authoritative/ 07:14:24 markfan8901: seems like the page is pretty much fine by now 07:14:34 I don't think we need to modify anything 07:15:52 oh maybe N can be defined with l 07:16:01 since they just do the same thing but N applies l to the result again 07:16:11 N(x) -> l(l(x)) 07:16:21 a minimum delay could make sense for something like a real-time strategy, or even a first-person shooter, but I think it would be harder to make it work for something like Spelunky 2 07:16:40 I mean, N is already defined in terms of l: 07:16:41 N(x) = M -> l(x) 07:16:56 ye 07:17:10 its explicitly stated 07:17:12 but the descriptions for N and l are the exact same up until the last part 07:17:30 they both have `a {{cd|ME}} transform which takes an entity {{cd|X}} and makes a transform which takes in an entity of {{cd|Pc(X)}} and produces {{cd|X}}` in common 07:17:51 no? its an entity oc Pc(M) 07:18:02 wait 07:18:14 ohhhh okay 07:18:15 "N, a ME transform which takes an entity X and makes a transform which takes in an entity in Pc(M) and produces X transformed by l." 07:18:35 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197181&oldid=197180 * Yayimhere2(school) * (+0) /* Rules */ 07:18:36 ok straight up we thought the fact that one said of and the other said in was a typo 07:19:00 it was! its just different properties 07:19:04 and different results 07:19:12 I keep forgetting that's a lowercase l and I keep reading it as a capital I instead 07:19:21 yea its weird 07:19:54 also yayimheretoo we unrealized why N cant just be defined as l(l(x)) 07:19:59 idk why thats the symbol I chose to use but it remains true to the original Type 07:20:07 ye 07:20:12 markfan8901: wtf does that mean lol 07:20:47 cuz now they both do the same thing except N applies l again 07:21:05 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197182&oldid=197162 * None1 * (+402) /* BF Joust strategies */ 07:21:11 they dont do the same thing cuz the INPUT property is different 07:21:20 like N(x)(M) = l(x) 07:21:53 and l(x)(M) = x, right 07:21:58 or are we missing something 07:22:08 no its equal to l(x) 07:22:20 l(x)(y) = x if y is in Pc(x) 07:22:34 ohhhh okay 07:22:56 so its N(x)(y)(z) 07:22:56 Wait okay we just realized it 07:23:19 okay phew 07:23:32 this is one hell of a project to work on lol 07:23:40 yea 07:23:56 this is like the second time in a row similar wording caught us in a misunderstanding 07:24:08 yea 07:24:11 our brain kind of just glossed over the different input 07:24:19 yea its annoying when that happens 07:24:23 maybe we should work on making it a little more terse 07:24:26 so its easier to see the difference 07:24:40 ive done that quite a few time with ais languages where im like "thats the same!"... "no!" 07:24:43 loll 07:24:49 yea:sob: 07:25:03 Markfan8901: idk how that would be done:sob: but if you have a way go ahead! 07:25:30 OH wait hold on 07:25:32 not related to that but 07:25:47 since the Pf(X) isnt there anymore that means Pc(X) doesnt need the subscript 07:25:48 to distinguish it 07:25:52 it could just be P(X) 07:25:58 true!! 07:26:00 yay! 07:26:56 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197183&oldid=197181 * MarkFan8901 * (-98) 07:27:07 page golfing 07:27:12 wait hold on this is compression 07:27:16 nice 07:27:18 yes... 07:27:18 and compression is intelligence... 07:27:22 GOD FUCKING DAMMIT 07:27:22 which is ....... 07:27:31 SO THE PAGE IS A CONSTRAINT LANGUAGE NOW? 07:27:38 and a set generator 07:27:41 and declarative programming 07:27:49 so code golfing is a constraint language and set generation AND SYNTAX 07:27:57 GOLF IS SYNTAX? 07:27:58 GOD NO! 07:28:20 this is the shit lovecraft was talking about when he said science would lead us to knowledge the human mind couldnt comprehend 07:28:33 truly 07:28:46 ok I cant wait to find out how you translate between all these thats rlly interesting 07:28:54 IMAGINE THE GOLFING LANGUAGES THHAT CAN BE MADE! 07:28:58 witn this new understanding 07:29:21 yeah golfing with the compression = intelligence in mind actually seems really helpful 07:29:37 not just cuz its related to ais' quip about a language which fits 4 commands in 3 characters 07:29:58 but like imagine how weirdly abstract you can get if you take like... linear logic, and use that to golf, for example...??? 07:30:30 we're still thinking about taking just a line of thought and turning it into the execution of a program in a declarative paradigm 07:30:45 literally extracting human intelligence and automating it 07:30:49 that *is* very cool 07:31:03 but I rlly just like in general how many different connections this makes 07:31:07 yee same 07:31:16 ok but wait 07:31:23 imagine making a symbolic regression ai where the symbols in question are the symbols in that language 07:31:51 imagine a machine which compresses some arbitrary compressor, applied to itself, applies to itself, applied to itself, forever 07:31:58 ... idk what that does but sounds cool 07:32:01 yayimheretoo: wait a minute, M is defined as being PT, but it returns a transform (namely M itself), so shouldn't it be ME and thus VT 07:32:27 oh is that cuz of the typo 07:32:30 ""it takes makes" 07:32:30 PkmnQ: so heres the *thing* 07:32:53 wait 07:32:55 wait wtf 07:32:55 yayimheretoo: we actually openly thought of that idea for an ai in this channel 07:32:58 hmm lemme think 07:33:26 where the ai works by taking functions and optimizing them for their goal 07:33:37 where 'optimizing' is either compressing or making more correct 07:33:52 ok but then this AI applies to itself. 07:33:55 yes 07:33:57 thats the point 07:34:03 free rsi (real) (not clickbait) 07:34:05 nice 07:34:33 more specifically, it does this by the fact that its written in the same language its working wit 07:34:34 with* 07:34:35 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197184&oldid=197183 * Yayimhere2(school) * (+4) /* Rules */ 07:34:52 ok the thing with ME is it was originally defined more complex 07:36:09 sppecificelly ME takes in a value, and places it inside a "template" program. M isn't doing that it's just taking some general property and making everything of that property into M. M is PT, so it cant be ME 07:36:56 pkmnq ^ 07:37:19 M takes an entity and works with one of its values, which makes it PT 07:37:54 no, M is based off of if its in the v property it becomes M 07:38:27 wait shit we meant "works with one of its properties" 07:38:38 ah ok 07:38:39 that property just so happening to be v 07:38:43 yes 07:39:07 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197185&oldid=197182 * Ais523 * (+1926) /* BF Joust strategies */ thoughts 07:39:49 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197186&oldid=197184 * MarkFan8901 * (+18) 07:40:35 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197187&oldid=197186 * MarkFan8901 * (-26) 07:40:41 like the thing is it gets put INSIDE of a transform instead of being modified itself 07:41:03 thats a weird thing, MT is fully injective 07:41:31 hm we're starting to think 07:41:40 could you make a constraint language based around actually have a correct answer? 07:41:45 or some correct central concept 07:41:54 that could tie all the constraints together in one fell swoop 07:41:58 idk doesn't seem interesting then 07:42:07 it could be if you designed around it 07:42:22 but then other solutions dont exist! 07:42:34 ok we dont mean like 07:42:36 a strict answer 07:43:14 we mean like some idea which can solve all of the constraints at the same time 07:43:36 with the language being designed around puzzling for what that idea is 07:43:49 -!- x-540 has joined. 07:43:57 it would probably take stricture rules but we could imagine how itd be fun 07:44:14 oh another idea we had is describing some other popular language but then adding one rule which fucks literally everything up 07:44:30 yeeee 07:44:31 like brainfuck but theres a rule that somehow supersedes the idea of a tape and numbers 07:44:36 i wanna do that with LC 07:45:18 oya wait hold on 07:45:26 -!- x-540 has quit (Client Quit). 07:45:42 by `makes a transform which takes in {{cd|P(X)}} and produces {{cd|X}}` do you mean `makes a transform which produces {{cd|X}} when given {{cd|P(X)}}` 07:45:49 man MT bothers me so much. I dont know what but smth makes it different 07:46:00 apologies 07:46:05 and yes markfan8901 07:46:14 apologies? 07:46:19 MT as in the actual category 07:46:25 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197188&oldid=197187 * MarkFan8901 * (+0) 07:47:03 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197189&oldid=197188 * Yayimhere2(school) * (+0) /* Rules */ 07:47:22 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197190&oldid=197189 * Yayimhere2(school) * (+0) /* Rules */ 07:48:12 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197191&oldid=197190 * Yayimhere2(school) * (+67) 07:48:46 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197192&oldid=197185 * None1 * (+467) /* BF Joust strategies */ Fixed inconsistency 07:49:05 'synthetic template' is a very left field thing to put in the explanation 07:49:08 we're not quite sure what it means 07:49:08 ok PkmnQ I think MT is now properly describe 07:49:16 markfan8901: typo 07:49:29 oh Syntactical template 07:49:34 yes! 07:49:47 yayimheretoo: yeah I think I get it now 07:49:52 great!!! 07:49:59 HOLY HELL! IS IT DONE? 07:50:03 I think so!!! 07:50:09 nono hold on 07:50:10 theres one more edit 07:50:15 finally! 07:51:49 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197193&oldid=197191 * MarkFan8901 * (-65) 07:52:18 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197194&oldid=197193 * MarkFan8901 * (+2) 07:52:40 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197195&oldid=197194 * MarkFan8901 * (-2) 07:52:57 hoooohhhhhh we think its done 07:54:28 [[Krypton]] https://esolangs.org/w/index.php?diff=197196&oldid=197161 * X-540 * (+2082) Changed computational class to turing complete and added proof (a brainfuck interpreter) 07:54:45 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197197&oldid=197148 * MarkFan8901 * (-2562) Blanked the page 07:55:57 -!- de67 has joined. 07:56:03 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197198&oldid=197195 * MarkFan8901 * (-6) 07:56:03 hi guys 07:56:05 im back 07:56:17 we and yayimheretoo just finished up [[Bitch, Ienai!]] 07:56:19 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197199&oldid=197192 * Ais523 * (+598) /* BF Joust strategies */ another bug 07:56:20 you should check it out 07:56:41 [[Turtlefuck]] https://esolangs.org/w/index.php?diff=197200&oldid=196657 * None1 * (+376) 08:00:19 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197201&oldid=197198 * MarkFan8901 * (+2) 08:01:27 MarkFan8901: EPIIIIIC 08:01:49 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197202&oldid=197201 * Yayimhere2(school) * (+22) 08:02:30 Markfan8901: you can work on solving it whenever!!! tell me the results 08:03:56 "(a whole damn lot of)" ah yes, adhering to the encyclopedic tone, i see 08:04:58 man we Caan break it every now and then 08:06:39 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197203&oldid=197199 * None1 * (+467) /* BF Joust strategies */ 08:07:13 [[User talk:Ais523]] M https://esolangs.org/w/index.php?diff=197204&oldid=197203 * None1 * (+1) /* BF Joust strategies */ 08:07:32 i just realize 08:07:42 [[Moggler]] was kinda inspired by [[Not]] 08:08:09 as in MY not? 08:08:18 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197205&oldid=197204 * None1 * (+35) /* BF Joust strategies */ 08:08:19 yuh 08:08:25 nice 08:08:28 lol 08:09:54 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197206&oldid=197205 * Ais523 * (+322) /* BF Joust strategies */ a pair that didn't work 08:10:56 it was based on the idea of oracle machines 08:11:40 basically, a turing machine that can call an oracle machine that can compute uncomputable things, is itself equivalent to an uncomputable machine 08:12:00 but it doesnt have to be about turing machines 08:12:14 it can be push down automata calling a turing machine 08:12:30 i dont see how the oracle is uncomputable! lol 08:12:30 which would allow it to do things that pushdown automata normally cant do 08:12:36 ah ok 08:12:49 which is what [[moggler]] demonstrates 08:14:09 btw, neither [[Not]] nor [[Moggler]] are actually push down automatons 08:14:19 s/ons/a 08:14:45 mhm! 08:15:35 hm, the black box system thing reminds me of those guess languages 08:15:43 and burn 08:15:47 and bring to another 08:16:02 and end 08:16:12 [[User talk:Ais523]] https://esolangs.org/w/index.php?diff=197207&oldid=197206 * None1 * (+388) /* BF Joust strategies */ It worked after I expanded the stack size, this should be enough for most other pairs of programs as well. 08:16:17 theyre all quite interesting due to the mystery 08:17:03 black box system? as in the oracle? 08:17:08 [[Turtlefuck]] https://esolangs.org/w/index.php?diff=197208&oldid=197200 * None1 * (+119) /* Examples */ 08:17:29 yea 08:18:36 [[User talk:Ais523]] M https://esolangs.org/w/index.php?diff=197209&oldid=197207 * None1 * (+1) /* BF Joust strategies */ 08:21:22 [[Checkers]] N https://esolangs.org/w/index.php?oldid=197210 * ChuckEsoteric08 * (+3126) Created page with "'''Checkers''' is a very simple pattern-based esolang created by [[User:ChuckEsoteric08]]. ==Description== '''Checkers''' uses a queue of unbounded integers (whether signed or unsinged depends on the implementation) as data, which initially starts with three ze 08:21:36 [[User:None1]] M https://esolangs.org/w/index.php?diff=197211&oldid=196925 * None1 * (+0) 08:23:28 ooh 08:23:35 new esolang! 08:23:39 -!- ChimeraAnovaTest has joined. 08:24:17 btw PkmnQ are ya gonna try to solve today? its all clear and redy 08:24:39 yeah I just had one false start 08:24:48 it's not a guarantee that I get a solution but I will certainly try 08:24:56 cool!! 08:25:00 [[Checkers]] https://esolangs.org/w/index.php?diff=197212&oldid=197210 * ChuckEsoteric08 * (-3) /* Computational class */ 08:25:04 hopefullly its more manageable than last time 08:25:21 and feel free to ask me stuff 08:34:42 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197213&oldid=197202 * Yayimhere2(school) * (+0) 08:37:09 -!- de67 has quit (Remote host closed the connection). 08:37:29 -!- de67 has joined. 08:52:49 -!- ChimeraAnovaTest has quit (Quit: My job here is done). 08:57:22 [[10Brainfuck]] https://esolangs.org/w/index.php?diff=197214&oldid=125454 * JustSomeDude * (+261) Added wikitable for commands, fixed some spelling. 08:58:03 [[User:JustSomeDude]] M https://esolangs.org/w/index.php?diff=197215&oldid=197055 * JustSomeDude * (+16) 08:59:34 -!- ais523 has quit (Quit: quit). 09:03:35 btw Markfan8901 when do you think you'll have time to try and solve? 09:09:09 -!- yayimheretoo has quit (Quit: Client closed). 09:09:19 -!- yayimheretoo has joined. 09:10:46 [[Interpret Esolangs Online]] https://esolangs.org/w/index.php?diff=197216&oldid=192813 * None1 * (+11) /* Introduction */ Add [[Thue]], even though it's boring 09:12:49 [[Thue]] https://esolangs.org/w/index.php?diff=197217&oldid=191701 * None1 * (+162) /* External resources */ 09:13:12 [[User:None1]] https://esolangs.org/w/index.php?diff=197218&oldid=197211 * None1 * (+24) /* My Implementations */ 09:21:35 -!- Sgeo has quit (Read error: Connection reset by peer). 09:30:36 -!- de67 has quit (Quit: nyaa~). 09:31:46 -!- de67 has joined. 09:38:10 [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=197219&oldid=197080 * Ayaandh * (+106) Added introduction 09:44:55 [[Gridify]] https://esolangs.org/w/index.php?diff=197220&oldid=196708 * Cordership * (-2) /* Hello, World! 2 */ 09:47:05 [[Tekst]] N https://esolangs.org/w/index.php?oldid=197221 * Ayaandh * (+9663) Created page for the Tekst programming language 09:47:28 [[Tekst]] https://esolangs.org/w/index.php?diff=197222&oldid=197221 * Ayaandh * (-9663) Blanked the page 09:49:03 whar 09:49:23 [[MinskyX]] N https://esolangs.org/w/index.php?oldid=197223 * Cordership * (+1577) Created page with "MinskyX is an esolang by [[User:Cordership]], derived from [[Portable Minsky Machine Notation]]. ==Syntax== Same as PMMN, with changes: * Counters are now referred to as c0, c1, ... * Direct assignment (A counter can be an integer only) counter = value 09:49:34 [[MinskyX]] https://esolangs.org/w/index.php?diff=197224&oldid=197223 * Cordership * (+0) /* Cat program */ 09:49:47 [[MinskyX]] https://esolangs.org/w/index.php?diff=197225&oldid=197224 * Cordership * (+0) /* Cat program */ 09:50:04 [[User:Cordership]] https://esolangs.org/w/index.php?diff=197226&oldid=196953 * Cordership * (+14) /* Esolangs */ 09:50:09 yayimheretoo: we have like all the free time on our hands 09:50:15 its really a question of if/when we feel up to it 09:50:27 but we do wanna try our hand at solving this honestly 09:50:29 [[Tekst]] https://esolangs.org/w/index.php?diff=197227&oldid=197222 * Ayaandh * (+4721) Added all content 09:51:39 [[Tekst]] https://esolangs.org/w/index.php?diff=197228&oldid=197227 * Ayaandh * (+2) Fixed syntax error 09:52:20 [[Tekst]] M https://esolangs.org/w/index.php?diff=197229&oldid=197228 * Ayaandh * (+4) Fixed error 09:52:37 Markfan8901: heck yea!!! 09:53:09 [[MinskyX]] https://esolangs.org/w/index.php?diff=197230&oldid=197225 * Cordership * (+56) /* Syntax */ 09:54:44 [[Tekst]] M https://esolangs.org/w/index.php?diff=197231&oldid=197229 * Dragoneater67 * (-107) 09:56:32 [[Tekst]] M https://esolangs.org/w/index.php?diff=197232&oldid=197231 * Ayaandh * (-15) Fixed module syntax 09:58:00 hm 09:58:12 the website for [[Tekst]] seems to be ai generated 09:58:31 to be more specific, it smells like gpt output 09:58:32 yea it also seems to be another not very esoteric language 09:58:44 oh theres also borked wiki text 09:58:58 or at least there Was broken wiki test 09:59:19 That was probably markdown 09:59:23 [[Talk:Tekst]] N https://esolangs.org/w/index.php?oldid=197233 * Dragoneater67 * (+192) Created page with "this does not quite look esoteric --~~~~" 09:59:50 Second time a clearly non-esoteric language made it onto the wiki 10:00:15 and unfortunately the zillionth time an ai generated language made it on the wiki 10:00:54 im not sure if i should tag the page as slop 10:01:07 [[Xaxa]] https://esolangs.org/w/index.php?diff=197234&oldid=170879 * ChuckEsoteric08 * (+798) Corrected the examples and added TC proof by translating Yurt's building blocks into it, so it isn't the most efficent 10:01:08 probably should 10:01:09 [[Inthon]] I think is the first example of a very non-esoteric language mainly off the wiki making its prescence on the wiki 10:01:13 Yaeh I second that 10:01:25 alr 10:01:36 ChimeraAnova: jesus christ 10:01:41 [[Tekst]] https://esolangs.org/w/index.php?diff=197235&oldid=197232 * Dragoneater67 * (+29) /* External resources */ also tag slop 10:01:51 just got blasted with coprorate design 10:01:53 ? 10:01:55 corporate* 10:01:59 that logo they have on there 10:02:01 [[Inthon]] website or [[Tekst]]? 10:02:14 inthon wiki page 10:02:19 Oh yeah that lmao 10:02:38 yea what in the goddamn shit 10:02:42 that like needs to be deleted 10:02:42 [[Yurt]] https://esolangs.org/w/index.php?diff=197236&oldid=194724 * ChuckEsoteric08 * (-295) Moved -c part to the end of translated instructions 10:02:45 the reason i dont mark ai slop tagging as a minor edit is to hopefully catch the attention of page author that it was marked as slop, and action may be required 10:02:54 yeah 10:02:57 I guess these people want more free advertising for their shit languages 10:03:02 also we feel like there's probably much earlier examples of non-esoteric languages being on this wiki 10:03:15 MarkFan8901: Processor/1, W32 Titanium, and BellBase 10:03:16 ChimeraAnova: we feel like for inthon specifically that is the case 10:03:24 wait actually we need to re-check teksts page 10:03:27 holy shit [[Inthon]] is so obnoxious 10:03:36 MarkFan8901: Yeah the page literally reads like a promotion 10:03:37 theres no fixing it 10:03:40 (for Inthon) 10:03:43 the only remedy is deletion 10:03:45 RIGHT!?!?!?!?! 10:03:59 its so obnoxiously gpt-3 10:04:02 [[Xaxa]] https://esolangs.org/w/index.php?diff=197237&oldid=197234 * ChuckEsoteric08 * (+40) /* Computational class */ 10:04:02 oh god. im writing the Bitch, Ienai! story page... time to pull up sum fuckin' LOGS 10:04:12 de67: You *can* fix it, however the language is not esoteric and has been proven to not be good at its job so it should not be here 10:04:15 (Inthon) 10:04:25 EUGH 10:04:26 the website 10:04:27 for tekst 10:04:31 MarkFan8901: i think the history page would fit esolanging.wiki very well 10:04:46 for which lang 10:04:56 Bitch, Ienai! 10:05:02 oh yea it would 10:05:04 de67: hat should have been *me* 10:05:07 lol 10:05:09 ^ 10:05:15 ill add it there too. 10:05:34 when you add it there make sure to note that its spoilers for a constraint language 10:05:51 its on a subpage called "History and spoilers"... 10:05:59 we mean on esolanging.wiki 10:06:08 ahh yes I will 10:06:28 MarkFan8901: [[Inthon]] was made quite recently, so i doubt it was actually made by gpt-3, perhaps it was made by a much newer model 10:06:29 gpt-3 afaik was made in 2022-2023 10:06:34 tbh... I might just make a full "constraint language" history page on esolanging and link it from the Bitch, Ienai! page 10:06:49 ye that sounds like a good idea 10:06:52 [[Bitch, Ienai!/History and Spoilers]] https://esolangs.org/w/index.php?diff=197238&oldid=197136 * Yayimhere2(school) * (+19) delete this page. 10:06:55 de67: thats fair 10:07:11 it fucking reeks of gpt though 10:07:19 ikik 10:07:29 its like the guy who wrote it changed the output to be even more like older gpt models 10:08:10 [[Bitch, Ienai!/History and Spoilers]] https://esolangs.org/w/index.php?diff=197239&oldid=197238 * Raiseafloppafan7741 * (+38) use template 10:08:38 ah yes I forgot 10:09:07 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197240&oldid=197213 * Yayimhere2(school) * (-153) 10:09:40 [[Xaxa]] https://esolangs.org/w/index.php?diff=197241&oldid=197237 * ChuckEsoteric08 * (-1) /* Computational class */ 10:10:40 [[User:PkmnQ/Golf]] M https://esolangs.org/w/index.php?diff=197242&oldid=197065 * PkmnQ * (+92) should probably clarify this 10:12:25 [[Xaxa]] https://esolangs.org/w/index.php?diff=197243&oldid=197241 * ChuckEsoteric08 * (-825) Oh, I forgot it was "if not zero" 10:14:25 [[Bitch, Ienai!]] M https://esolangs.org/w/index.php?diff=197244&oldid=197240 * MarkFan8901 * (+0) 10:14:31 [[Xaxa]] M https://esolangs.org/w/index.php?diff=197245&oldid=197243 * Dragoneater67 * (+0) /* Computational class */ grmamar 10:14:37 "grmamar" 10:14:44 lul 10:21:45 [[Unstoppable]] https://esolangs.org/w/index.php?diff=197246&oldid=163697 * ChuckEsoteric08 * (+69) Language on the talk page is enough to prove it TC 10:24:57 [[Xaxa]] https://esolangs.org/w/index.php?diff=197247&oldid=197245 * ChuckEsoteric08 * (+0) "as" is correct here I think 10:25:35 -!- yayimheretoo has quit (Quit: Client closed). 10:25:43 damn 10:26:19 [[Xaxa]] M https://esolangs.org/w/index.php?diff=197248&oldid=197247 * Dragoneater67 * (-47) /* Truth-machine */ 10:27:27 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197249&oldid=197244 * MarkFan8901 * (+12) 10:27:33 This changes everything. 10:28:06 [[ChooseNumber]] https://esolangs.org/w/index.php?diff=197250&oldid=193242 * ChuckEsoteric08 * (+58) It is equivalent to Miny 10:29:56 [[User:Eekee]] https://esolangs.org/w/index.php?diff=197251&oldid=196751 * Eekee * (+265) revise, focus on the interpreters in forth project, less negative 10:45:57 [[User:Eekee]] M https://esolangs.org/w/index.php?diff=197252&oldid=197251 * Eekee * (-111) forgot a word 10:57:59 [[Special:Log/newusers]] create * Benjaminfberger * New user account 11:01:34 [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=197253&oldid=197219 * Benjaminfberger * (+30) 11:01:54 [[Nandcode]] N https://esolangs.org/w/index.php?oldid=197254 * Benjaminfberger * (+632) Created page with "'''nandcode (v1.0.0)''' This language explores the absolute limits of computational minimalism by using NAND as its sole logical operation. Every logical gate, variable mutation, and hardware component is built entirely by chaining and reusing variables with th 11:02:23 doesnt that like, already exist 11:04:19 [[Language list]] https://esolangs.org/w/index.php?diff=197255&oldid=197083 * Benjaminfberger * (+15) /* N */ 11:05:01 [[Talk:Nandcode]] N https://esolangs.org/w/index.php?oldid=197256 * MarkFan8901 * (+320) /* this premise has already been done several times */ new section 11:06:20 -!- yayimheretoo has joined. 11:07:42 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197257&oldid=197249 * Yayimhere2(school) * (+4) /* Definitions */ 11:08:18 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197258&oldid=197257 * Yayimhere2(school) * (+63) /* Definitions */ 11:08:21 [[Talk:Nandcode]] https://esolangs.org/w/index.php?diff=197259&oldid=197256 * Dragoneater67 * (+310) 11:09:07 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197260&oldid=197258 * MarkFan8901 * (-13) 11:09:16 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197261&oldid=197260 * Yayimhere2(school) * (+4) /* Rules */ 11:12:10 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197262&oldid=197261 * Yayimhere2(school) * (+168) /* Rules */ idk I think this is important to note 11:13:46 hmmm 11:13:54 i wanna solve this 11:14:31 we are neck deep in solving this 11:15:07 also do you mean that entities have to be equivalent to some semi-entity 11:16:02 I mean like, when defining na entity theres no more information added than the name. so semi entities are always also either written as a function or as a value 11:16:04 uknow 11:16:26 okay okay 11:16:33 [[Nandcode]] https://esolangs.org/w/index.php?diff=197263&oldid=197254 * Benjaminfberger * (+3768) 11:16:44 I cant WAIT to see your solution(but no pressure) 11:17:14 If only that number were 1000 lower 11:17:21 *1005 11:17:29 [[Nandcode]] https://esolangs.org/w/index.php?diff=197264&oldid=197263 * Benjaminfberger * (-7) 11:17:35 [[Nandcode]] https://esolangs.org/w/index.php?diff=197265&oldid=197264 * Dragoneater67 * (+29) /* External Resources */ tag slop 11:17:57 [[Nandcode]] https://esolangs.org/w/index.php?diff=197266&oldid=197265 * Raiseafloppafan7741 * (-32) No need to specify esoteric languages, this wiki's full of them! 11:19:03 dude our solution is so goofy 11:19:14 its not done yet tho 11:19:28 lmmmao 11:19:32 Hi 11:19:34 wtf does goofy mean lol 11:19:40 Hi APic!! 11:19:48 hi APic 11:19:56 Heya MarkFan8901, yayimheretoo 😌 11:20:07 APic: we have Made sum pretty wild discoveries the last day 11:20:12 👍 11:20:13 yayimheretoo: you couldnt have possibly accounted for the poopage we are unleashing on the constraints rn 11:20:46 markfan8901: lmao 11:20:47 hi APic 11:21:01 hi de67 11:21:04 remember to include a proof that It follows the constraints 11:21:07 hi de67 11:21:15 hi yayimheretoo 11:21:24 ok wow 11:21:28 ive always been here.. 11:21:31 hi MarkFan8901 11:21:47 Hi de67 11:21:48 ☺ 11:22:36 de67: sure sure 11:23:54 why so many NAND languages but no NOR languages :( 11:24:08 PkmnQ NAND is more popular than nor 11:24:25 because people have skill issue 11:24:28 n 11:24:30 lmao 11:24:39 i think i remember wanting to make an oisc called NORZ 11:24:42 why no and languages:( 11:24:51 who nows maybe a NOR solution exists for Bitch, Ienai! 11:24:53 but it ended up becomming a command in a user edited language 11:25:04 Markfan8901: because its USELESS /j 11:25:08 XAND better 11:25:17 xnot* 11:25:31 what about xrelay 11:30:18 gosh so we have a strong base 11:30:23 but now we need to make it actually interesting 11:32:22 i love xnor so much 11:32:37 its like bitwise check for equality 11:32:49 true 11:32:52 returns 1 if 2 bits are equal, returns 0 otherwise 11:43:18 [[Nandcode]] M https://esolangs.org/w/index.php?diff=197267&oldid=197266 * Benjaminfberger * (-29) 11:43:47 HA 11:43:54 ChimeraAnova: they got rid of your ai generated tag 11:44:50 MarkFan8901: I didn't place one 11:45:00 That was de67 11:45:08 wait ya we got you two mixed up 11:45:26 I don't categorize pages as AI slop unless I'm absolutely positively sure and that's very rare (only happened once) 11:45:37 Wait no 11:45:41 Actually 11:45:44 50/50 11:45:51 idk 11:46:03 [[Nandcode]] M https://esolangs.org/w/index.php?diff=197268&oldid=197267 * Dragoneater67 * (+29) Undo revision [[Special:Diff/197267|197267]] by [[Special:Contributions/Benjaminfberger|Benjaminfberger]] ([[User talk:Benjaminfberger|talk]]) the page was obviously written by an llm 11:46:16 Rapid response times 11:46:56 [[Bitch, Ienai!]] M https://esolangs.org/w/index.php?diff=197269&oldid=197262 * Dragoneater67 * (+0) /* Rules */ use ** isntead of :* 11:48:02 `? locale 11:48:06 Locales are just frames, which are just complete Heyting algebras. Taneb accidentally invented them by asking about lattices. The one true locale in #esolangs is en_NZ.UTF-8. 11:48:14 yoooo 11:48:35 YOU CANT QUIT ME IRC. so yea just needed to do that so I dont time out 11:50:15 -!- yayimheretoo has quit (Quit: Client closed). 11:50:24 that aged poorly 11:51:05 -!- yayimheretoo has joined. 11:51:06 irc got them 11:51:07 nvm 11:51:26 yayimheretoo: have you considered installing an irc client? 11:51:40 itll have a much more stable connection than any web irc client 11:51:45 ChimeraAnova: *her 11:51:59 de67: my computer wont have no space 11:52:31 wait what do you use then? 11:52:31 how small your hard drive has to be to not have any space at all??? 11:52:38 ChimeraAnova: web client 11:52:39 oh right 11:52:44 I somehow skipped a line 11:52:45 i think she uses gamja specifically 11:52:57 I use libera 11:53:01 kiwi irc? 11:53:05 (the web one) 11:53:14 yayimheretoo: libera is an irc network, not a web client 11:53:16 de67: I mean idk how large an irc client is 11:53:28 yayimheretoo: it should be pretty small 11:53:29 de67: well then idfk 11:53:42 de67: idk maybe I will then 11:53:43 yayimhere: are you using the kiwi one or the grey one? 11:53:57 errrrm. kiwi? prolly? 11:54:15 yayimheretoo: what do you see when its loading? 11:54:25 is there a kiwi? 11:54:32 we want kiwis now 11:54:37 theres a kiwi as the icon next to thhefan 11:54:39 also i just realized that kiwi is an annagram for wiki 11:54:49 [[User:Eekee]] M https://esolangs.org/w/index.php?diff=197270&oldid=197252 * Eekee * (+118) fix floopy minor edit 11:55:00 yayimheretoo: then youre using kiwi irc 11:55:05 which is a web client 11:55:05 Markfan8901: ok, KiwiFan8901, AKA PancakeFan8901 /j 11:55:10 de67: great 11:55:12 lol 11:55:31 yayimheretoo: WAAAAAAAAAAAAAAAAA 11:55:32 WAAAAAAAA 11:55:41  /playful 11:56:45 [[Nandcode]] https://esolangs.org/w/index.php?diff=197271&oldid=197268 * Benjaminfberger * (+117) Add disclaimer 11:56:51 hey markfan, could you join the esolanging wiki please? it would make me happy. and then also you can edit the constraint language history page 11:57:17 it would make me happy too! 11:57:59 olay 11:58:16 also, i just realized that none of what im doing matters since eventually fungot will set everything on fire anyway 11:58:16 de67: that has uber fnord? args) ( for-each display ' ( 1 2 3) using bfbasic, 4) 11:58:30 fungot 11:58:30 ChimeraAnova: we want superb html support 11:58:36 yes! 11:58:36 we already have that 11:58:38 but 11:58:47 only thing we dont have is html recognition as program language 12:05:46 -!- yayimheretoo has quit (Quit: Client closed). 12:06:48 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197272&oldid=197197 * MarkFan8901 * (+1038) 12:07:19 -!- Lord_of_Life has quit (Quit: Laa shay'a waqi'un moutlaq bale kouloun moumkine). 12:07:42 -!- Lord_of_Life has joined. 12:07:44 -!- MarkFan8901 has quit (Quit: Client closed). 12:41:15 -!- amby has joined. 12:49:11 [[Ceremonial]] M https://esolangs.org/w/index.php?diff=197273&oldid=197076 * BlueHaunter * (+17) 13:08:32 -!- yayimheretoo has joined. 13:08:40 hi:) 13:09:00 btw Markfan8901 im near discovering a solution. how is u doing? 13:09:12 als I like the fact you brought back u(I saw your sandbox) 13:12:23 [[Bitch, Ienai!]] https://esolangs.org/w/index.php?diff=197274&oldid=197269 * Yayimhere2(school) * (+87) /* Rules */ 13:25:19 [[Esolang:Introduce yourself]] https://esolangs.org/w/index.php?diff=197275&oldid=197253 * IMakeTerribleEsolangDecisions * (+275) /* Introductions */ 13:25:43 [[User:IMakeTerribleEsolangDecisions]] N https://esolangs.org/w/index.php?oldid=197276 * IMakeTerribleEsolangDecisions * (+410) Created page with "= IMakeTerribleEsolangDecisions = As the name suggests, I make ridiculously terrible Esolangs, terrible only for the programmer. == New to me? == You can find my worst one here: [https://www.google.com/searchq?=Not+here+ye 13:26:49 [[User:IMakeTerribleEsolangDecisions]] https://esolangs.org/w/index.php?diff=197277&oldid=197276 * IMakeTerribleEsolangDecisions * (+0) 13:27:34 [[User:IMakeTerribleEsolangDecisions]] M https://esolangs.org/w/index.php?diff=197278&oldid=197277 * IMakeTerribleEsolangDecisions * (+10) 13:33:19 [[Ceremonial]] https://esolangs.org/w/index.php?diff=197279&oldid=197273 * BlueHaunter * (+15083) 13:37:46 [[Ceremonial]] https://esolangs.org/w/index.php?diff=197280&oldid=197279 * BlueHaunter * (+680) 13:48:05 [[Checkers]] https://esolangs.org/w/index.php?diff=197281&oldid=197212 * ChuckEsoteric08 * (+41) 13:48:13 [[Ceremonial]] https://esolangs.org/w/index.php?diff=197282&oldid=197280 * Dragoneater67 * (+29) /* Drawing a Shape in Ceremonial (graphics test + drawing a window) */ tag slop 13:49:07 [[Checkers]] https://esolangs.org/w/index.php?diff=197283&oldid=197281 * ChuckEsoteric08 * (-65) 13:56:48 -!- yayimheretoo has quit (Quit: Client closed). 13:56:50 [[Special:Log/upload]] upload * BlueHaunter * uploaded "[[File:Cmnl5.png]]" 14:00:01 [[Ceremonial]] https://esolangs.org/w/index.php?diff=197285&oldid=197282 * BlueHaunter * (-804) 14:01:56 [[Special:Log/upload]] upload * IMakeTerribleEsolangDecisions * uploaded "[[File:This is 1 way to be asked questions.png]]" 14:02:20 [[User:ChuckEsoteric08]] https://esolangs.org/w/index.php?diff=197287&oldid=196977 * ChuckEsoteric08 * (+13) 14:02:23 [[Talk:Tekst]] https://esolangs.org/w/index.php?diff=197288&oldid=197233 * None1 * (+311) 14:10:31 -!- ChimeraAnova has quit (Ping timeout: 276 seconds). 14:18:37 [[X strike]] https://esolangs.org/w/index.php?diff=197289&oldid=164833 * ChuckEsoteric08 * (+13) I am sure if arguments could be only positive then it would be TC only if it allowed negative integers as data 14:23:15 [[Nandcode]] https://esolangs.org/w/index.php?diff=197290&oldid=197271 * Benjaminfberger * (+66) Clarify that the language is not turing complete. 14:25:31 [[User:ChuckEsoteric08]] https://esolangs.org/w/index.php?diff=197291&oldid=197287 * ChuckEsoteric08 * (-44) Actually 5++ is basically Dranoer but with "if not zero" removed 14:41:15 [[Book of Truth]] https://esolangs.org/w/index.php?diff=197292&oldid=175257 * * (+76) Categorization. 14:54:47 [[ASCII]] M https://esolangs.org/w/index.php?diff=197293&oldid=189457 * Qazwsxplm * (+204) 14:59:41 [[ASCII]] M https://esolangs.org/w/index.php?diff=197294&oldid=197293 * Qazwsxplm * (+40) 15:02:39 [[ASCII]] M https://esolangs.org/w/index.php?diff=197295&oldid=197294 * Qazwsxplm * (+0) 15:10:45 [[5++]] https://esolangs.org/w/index.php?diff=197296&oldid=173989 * ChuckEsoteric08 * (+1646) It is Turing-complete 15:11:28 [[User:ChuckEsoteric08]] https://esolangs.org/w/index.php?diff=197297&oldid=197291 * ChuckEsoteric08 * (+9) /* Turing-completness Proofs */ 15:12:41 [[User:Blashyrkh/Golf/Code]] https://esolangs.org/w/index.php?diff=197298&oldid=197070 * Blashyrkh * (+1957) /* Lazy K - Quine */ Much smaller with right fold lists (2523 > 1875) 15:13:59 [[User:Blashyrkh/Golf]] https://esolangs.org/w/index.php?diff=197299&oldid=197042 * Blashyrkh * (+22) Shorter [[Quine]] @ [[Lazy K]] (2523 > 1875) 15:16:42 [[5++]] https://esolangs.org/w/index.php?diff=197300&oldid=197296 * ChuckEsoteric08 * (+5) /* Computational class */ 15:51:07 [[User:Blashyrkh/Golf/Code]] https://esolangs.org/w/index.php?diff=197301&oldid=197298 * Blashyrkh * (+0) /* 1875 bytes */ Now exit code=0, same size 16:16:35 -!- de67 has quit (Quit: zzz). 16:29:53 [[User:Blashyrkh/Golf/Code]] https://esolangs.org/w/index.php?diff=197302&oldid=197301 * Blashyrkh * (+1894) /* Lazy K - Quine */ 1875 > 1755 16:32:02 [[User:Blashyrkh/Golf]] https://esolangs.org/w/index.php?diff=197303&oldid=197299 * Blashyrkh * (+22) Shorter [[Quine]] @ [[Lazy K]] (1875 > 1755) 16:36:32 -!- chloetax has quit (Quit: Ping timeout (120 seconds)). 16:39:19 [[Unrandom]] https://esolangs.org/w/index.php?diff=197304&oldid=192558 * ChuckEsoteric08 * (+37) 16:39:29 [[User:Yayimhere/Solve1]] N https://esolangs.org/w/index.php?oldid=197305 * Yayimhere2(school) * (+376) Created page with "entities are 4-tuples: {{cd|(S,,,{(),(),(),(),(),(),(),...},{,,,,,,,,...})}}
is value, is transform. An entity is {{cd|MT}} until its {{cd|}} or {{cd|}} is put inside another entity, in which it becomes {{cd|VT}}. If the function that made 16:39:52 [[Non-Random]] https://esolangs.org/w/index.php?diff=197306&oldid=190890 * ChuckEsoteric08 * (+35) 16:40:55 -!- yayimheretoo has joined. 16:41:19 hi again!!! 16:46:23 [[5++]] https://esolangs.org/w/index.php?diff=197307&oldid=197300 * ChuckEsoteric08 * (+0) /* Computational class */ 17:03:14 -!- impomatic has joined. 17:04:03 -!- Sgeo has joined. 17:10:04 -!- APic has quit (Ping timeout: 267 seconds). 17:15:01 -!- yayimheretoo has quit (Quit: Client closed). 17:46:19 [[User:Zzo38/Untitled 6]] https://esolangs.org/w/index.php?diff=197308&oldid=197150 * Zzo38 * (+71) 17:48:40 -!- zzo38 has joined. 17:50:57 -!- PkmnQ has quit (Quit: Leaving). 17:56:43 [[Checkers]] https://esolangs.org/w/index.php?diff=197309&oldid=197283 * ChuckEsoteric08 * (-274) /* Computational class */ don't think that is needed 18:06:15 good morning 18:08:39 [[Monky]] https://esolangs.org/w/index.php?diff=197310&oldid=185253 * Menguinponky * (-28) 18:12:00 [[Monky]] https://esolangs.org/w/index.php?diff=197311&oldid=197310 * Menguinponky * (-28) 18:26:38 -!- APic has joined. 18:40:30 [[Nandcode]] https://esolangs.org/w/index.php?diff=197312&oldid=197290 * Aadenboy * (+103) re-tag slop w/ comment 18:51:33 [[Monky]] https://esolangs.org/w/index.php?diff=197313&oldid=197311 * Menguinponky * (-4) 18:55:42 [[Monky]] https://esolangs.org/w/index.php?diff=197314&oldid=197313 * Menguinponky * (-26) 18:57:11 [[Monky]] https://esolangs.org/w/index.php?diff=197315&oldid=197314 * Menguinponky * (+3) 18:58:45 [[Monky]] https://esolangs.org/w/index.php?diff=197316&oldid=197315 * Menguinponky * (-97) 18:59:48 [[Monky]] https://esolangs.org/w/index.php?diff=197317&oldid=197316 * Menguinponky * (-85) 19:01:07 [[Monky]] https://esolangs.org/w/index.php?diff=197318&oldid=197317 * Menguinponky * (+29) 19:03:39 [[Monky]] https://esolangs.org/w/index.php?diff=197319&oldid=197318 * Menguinponky * (-15) 19:04:25 [[Monky]] https://esolangs.org/w/index.php?diff=197320&oldid=197319 * Menguinponky * (-50) 19:15:44 -!- impomatic has quit (Quit: Client closed). 19:27:03 -!- ais523 has joined. 19:31:59 I'm not totally sure Inthon isn't an esolang, some of the language features are bizarre (such as explicit syntax to spawn subagents) 19:32:29 (as opposed to Tekst which appears to be a practice language with no esoteric features) 19:33:02 [[Angelfrick]] https://esolangs.org/w/index.php?diff=197321&oldid=188924 * Acidbytes.h * (-29) 19:33:10 but, the Inthon page is written in an especially commercialized/advertisey sort of way 19:33:45 [[Angelfrick--]] https://esolangs.org/w/index.php?diff=197322&oldid=188926 * Acidbytes.h * (-29) 20:15:34 -!- b_jonas has quit (Read error: Connection reset by peer). 20:34:04 cu 20:40:41 -!- ajal has joined. 21:15:31 [[Special:Log/newusers]] create * Rock Pie * New user account 21:16:46 -!- b_jonas has joined. 21:19:25 -!- lisbeths has quit (Quit: Connection closed for inactivity). 21:26:33 [[Esolang:Introduce yourself]] M https://esolangs.org/w/index.php?diff=197323&oldid=197275 * Rock Pie * (+358) Hello, world! 21:32:52 [[User:Rock Pie]] N https://esolangs.org/w/index.php?oldid=197324 * Rock Pie * (+62) Created page with "hi i programming https://github.com/rock3tsprocket/stacklan/" 21:39:46 -!- somefan has quit (Ping timeout: 266 seconds). 21:40:20 -!- msv has quit (Read error: Connection reset by peer). 21:40:44 -!- msv has joined. 22:14:43 -!- somefan has joined. 22:22:34 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197325&oldid=197272 * MarkFan8901 * (+1182) 22:42:34 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197326&oldid=197325 * MarkFan8901 * (-10) 22:50:39 -!- sftp_ has joined. 22:51:55 -!- sftp has quit (Ping timeout: 253 seconds). 22:51:55 -!- sftp_ has changed nick to sftp. 22:51:56 -!- sftp has changed hostmask to ~sftp@user/sftp. 22:52:09 -!- ChimeraAnova has joined. 22:54:50 -!- MarkFan8901 has joined. 22:55:52 ChimeraAnova: could you proofread our current description of our solution for [[Bitch, Ienai!]] 22:56:02 its @ [[User:MarkFan8901/Sandbox]] 22:56:22 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197327&oldid=197326 * MarkFan8901 * (+181) 22:57:03 Wdym proofread 22:57:10 What kind of proofreading 22:57:13 like read it to make sure it makes sense 22:58:15 pls ask questions about stuff that needs clarification 22:58:21 (if you wanna ofc) 23:08:41 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197328&oldid=197327 * MarkFan8901 * (-11) 23:10:05 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197329&oldid=197328 * MarkFan8901 * (-21) 23:10:16 -!- ChimeraAnova has quit (Ping timeout: 277 seconds). 23:11:43 -!- ChimeraAnova has joined. 23:19:34 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197330&oldid=197329 * MarkFan8901 * (+229) 23:22:50 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197331&oldid=197330 * MarkFan8901 * (-5) 23:36:44 -!- ais523 has quit (Quit: quit). 23:55:32 [[User:MarkFan8901/Sandbox]] https://esolangs.org/w/index.php?diff=197332&oldid=197331 * MarkFan8901 * (+35)