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README.org
Undâr Programming Language
[ᚢ ᛫ ᛫ ᛫
᛫ ᚾ ᛫ ᛫
᛫ ᛫ ᛞ ᛫
᛫ ᛫ ᛫ ᚱ]
Undâr
Undâr is a programming language for the purpose of creating 3D games and graphical user interfaces that work on constrained systems, microcontrollers, retro consoles, and the web using emscripten. The language emphasizes hardware longevity, energy efficiency, and the preservation of digital art and games for future generations.
It has an internal REPL that allows for quick development as well as the ability to dump the program to a binary rom for preserving that program/game/etc.
It runs on the Reality Engine, a VM written in freestanding C89, has a CISC like instruction format of one byte opcode and a variable byte operand. 32 general purpose registers.
Philosophy
Undâr conforms to permacomputing principles.
"permacomputing encourages the maximization of hardware lifespan, minimization of energy usage and focuses on the use of already available computational resources. it values maintenance and refactoring of systems to keep them efficient, instead of planned obsolescence, permacomputing practices planned longevity. it is about using computation only when it has a strengthening effect on ecosystems." source
Undâr is designed to ensure that programs created today will remain executable for a very long time, even through technological collapse.
This is achieved through:
- A standardized bytecode format that maps 1:1 to human-readable assembly
- A VM specification that can be implemented easily
- Hardware abstractions for the VM implementation
- ROM files that contain all necessary information for execution
- A friendly syntax which focuses on maintaining code without obscuring functionality.
Getting Started
Build the Reality Engine
git clone https://git.alfrescocavern.com/zongor/undar-lang.git
cd undar-lang && make
Sċieppan is a intermediate representation.
You can view some examples in the .ul.ir files in /test
Sample Program: hello.ul.ir
function main ()
str hello is $0
load_heap_immediate "nuqneH 'u'?" -> hello
call pln hello
exit 0
function pln (str message is $0)
str ts is $1
int msg_length is $2
str nl is $3
int nl_length is $4
int mode is $5
load_heap_immediate "/dev/term/0" -> ts # get terminal device
load_immediate 0 -> mode
syscall OPEN ts mode -> ts
strlen message -> msg_length
syscall WRITE ts message msg_length
load_heap_immediate "\n" -> nl
strlen nl -> nl_length
syscall WRITE ts nl nl_length
return
./build/linux/undar-linux-debug ./test/hello.asm.lisp
Running the compiler without arguments will put it in "REPL" mode. It will function similar to a LISP repl.
Memory Management
memory is managed via frame based arenas. function scopes defines a memory frame.
heap allocations using the internal malloc opcode push pointers within this frame. when a frame exits, the pointer is reset like stack based gc.
function main ()
int mode is $11
str term is $10
load_heap_immediate "/dev/term/0" -> term
load_immediate 0 -> mode
syscall OPEN term mode -> term # Terminal term = open("/dev/term/0", 0);
load_heap_immediate "Enter a string:" -> $7
string_length $7 -> $8
syscall WRITE term $7 $8 # print prompt
str user_string is $9
load_immediate 32 -> $8
malloc $8 -> user_string
syscall READ term user_string $8 # read in max 32 byte string
call pln user_string
exit 0
function pln (str message is $0)
str ts is $1
int mode is $5
int msg_length is $2
str nl is $3
int nl_length is $4
load_heap_immediate "/dev/term/0" -> ts
load_immediate 0 -> mode
syscall OPEN ts mode -> ts # get terminal device
strlen message -> msg_length
syscall WRITE ts message msg_length
load_heap_immediate "\n" -> nl
strlen nl -> nl_length
syscall WRITE ts nl nl_length
values passed to functions must be explicitly returned to propagate. heap values are copy on write, so if a value is modified in a child function it will change the parents value, unless the size of the structure changes then it will copy the parents value and append it to its own frame with the modification. this allows for the low resource usage of a C but the convenience of a Java/Go without the garbage collection.
Core Types
| Type | Description |
|---|---|
int |
32-bit signed integer |
nat |
32-bit natural number |
real |
Q16.16 fixed-point real number |
str |
fat pointer [length + data] string |
bool |
true/false |
byte |
Character/8 bit unsigned int |
A ref type allows pass by reference similar to a pointer in c. most types will be pass by value with some types being explicitly pass by reference.
primitive types like int, nat, real, etc. will always be safe to change in child frames.
License
MIT-0
Inspirations
- Uxn - The ideal system for permacomputing
- Plan 9 / 9P - Unified I/O, Tunnels
- Forth - Shadowing
- Lisp - Live coding, REPL, introspection
- Fortran - Array semantics, scientific clarity
- C / Zig - Control, minimalism
- Lua - Languages can be portable and expressive without being complicated.
- Lox - The start of my programming language creation journey
- Permacomputing wiki - Core ideology
- Dusk OS - A much better system for doing permacomputing
- Dis VM - CISC VM structure
- Retro Systems - N64, PS1, Mac Classic, Windows 95 - UI esthetics