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# Zongor's Universe Machine
The universe machine is a Virtual Machine that is intended to create 3D environments (Universes) for video games and/or generic 3d modeling jobs
It is inspired by [uxn](https://wiki.xxiivv.com/site/uxn.html), [var'aq](https://web.archive.org/web/20210913164515/https://www.oocities.org/connorbd/varaq/index.html), [TIS-100](https://www.zachtronics.com/tis-100/), [the kings crook engine by EMMIR](https://github.com/LMP88959/PL3D-KC) [Dusk os](http://duskos.org/), [Inferno](https://www.inferno-os.org/), and [Plan9](https://plan9.io/plan9/).
The universe machine works as a series of stack based virtual cpu's (node) and ram as a simple hashmap (hram) that each have a single stack which are able to communicate with each other using message passing.
The machine code of this node is a series of stack operations which act on the individual node. each node has the ability to ask the kernel to spawn an additional node or to spawn a child node off of itself which sets up a couple of communication channels automatically.
The authors main implementation of ZUM in written in LUA/C and uses the [SDL2](https://www.libsdl.org/) library to do drawing, sound, and other things.

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* Zongor's Universe Machine
:PROPERTIES:
:CUSTOM_ID: zongors-universe-machine
:END:
The universe machine is a Virtual Machine that is intended to create 3D
environments (Universes) for video games and/or generic 3d modeling jobs
It is inspired by [[https://wiki.xxiivv.com/site/uxn.html][uxn]],
[[https://web.archive.org/web/20210913164515/https://www.oocities.org/connorbd/varaq/index.html][var'aq]],
[[https://www.zachtronics.com/tis-100/][TIS-100]],
[[https://github.com/LMP88959/PL3D-KC][the kings crook engine by EMMIR]]
[[http://duskos.org/][Dusk os]],
[[https://www.inferno-os.org/][Inferno]], and
[[https://plan9.io/plan9/][Plan9]].
The universe machine works as a series of stack based virtual cpu's
(node) and ram as a simple hashmap (hram) that each have a single stack
which are able to communicate with each other using message passing.
The machine code of this node is a series of stack operations which act
on the individual node. each node has the ability to ask the kernel to
spawn an additional node or to spawn a child node off of itself which
sets up a couple of communication channels automatically.
The authors main implementation of ZUM in written in LUA/C and uses the
[[https://www.libsdl.org/][SDL2]] library to do drawing, sound, and
other things.

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# machine
I like uxn's idea of it being 16 bit because its 0 to 65535 or -32768 to 32767 which fits in your head nicely.
## memory
ideas for memory (ram) is going to be a giant hashmap of some kind, or maybe like picolisp?
picolisp has 64 bit machine words, a cell is 2 words
## types
number (fixed point numbers), symbols (string), cons-pairs (lists)
0000 0000 0000 0000 0000 0000 0000 0000
tfff xxxx yyyy zzzz
0rgb xxxx yyyy zzzz
mmrr rrrg ggb0 0000 {xxxx xxxx yyyy yyyy zzzz zzzz} {xxxx xxxx yyyy yyyy zzzz zzzz} vz{xxxx xxxx yyyy yyyy zzzz zzzz}
rrrx gggy bbbz xxxx yyyy zzzz
#### 3-3-2 bit rgb
rrrg ggbb xxxx yyyy
triangles
textures
## devices
### screen
default screen is a single 2 triangle square face with a single dynamic texture that can be drawn on it
### keyboard
ASCII/UTF8 encoded values
### mouse/joystick
Theoretically a modern controller could be mapped into 3 mouse/joystick devices
A nes controller could be mapped onto 1 mouse/joystick device
x axis -> J1 -> J2 -> Dpad left/right
y axis -> J1 -> J2 -> Dpad up/down
button 1 -> A -> t1 -> select
button 2 -> B -> t2 -> start
button 3 -> X -> b2 -> "meta button like controller start"
button 4 -> Y -> b2 -> unused
xxxx yyyy 1234
x (4 bits)
y (4 bits)
1 is button 1 pressed?
2 is button 2 pressed?
3 is button 3 pressed?
4 is button 4 pressed?
### sound/music
This one is going to be the hardest most likely, but its prolly going to be something like the backend dac for ORCA.
### network/filesystem
9p filesystem/network by default.
Have an easy way to network.

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* machine
:PROPERTIES:
:CUSTOM_ID: machine
:END:
I like uxn's idea of it being 16 bit because its 0 to 65535 or -32768 to
32767 which fits in your head nicely.
** memory
:PROPERTIES:
:CUSTOM_ID: memory
:END:
ideas for memory (ram) is going to be a giant hashmap of some kind, or
maybe like picolisp?
picolisp has 64 bit machine words, a cell is 2 words
** types
:PROPERTIES:
:CUSTOM_ID: types
:END:
number (fixed point numbers), symbols (string), cons-pairs (lists)
0000 0000 0000 0000 0000 0000 0000 0000
tfff xxxx yyyy zzzz
0rgb xxxx yyyy zzzz
mmrr rrrg ggb0 0000 {xxxx xxxx yyyy yyyy zzzz zzzz} {xxxx xxxx yyyy yyyy
zzzz zzzz} vz{xxxx xxxx yyyy yyyy zzzz zzzz}
rrrx gggy bbbz xxxx yyyy zzzz
**** 3-3-2 bit rgb
:PROPERTIES:
:CUSTOM_ID: bit-rgb
:END:
rrrg ggbb xxxx yyyy
triangles
textures
** devices
:PROPERTIES:
:CUSTOM_ID: devices
:END:
*** screen
:PROPERTIES:
:CUSTOM_ID: screen
:END:
default screen is a single 2 triangle square face with a single dynamic
texture that can be drawn on it
*** keyboard
:PROPERTIES:
:CUSTOM_ID: keyboard
:END:
ASCII/UTF8 encoded values
*** mouse/joystick
:PROPERTIES:
:CUSTOM_ID: mousejoystick
:END:
Theoretically a modern controller could be mapped into 3 mouse/joystick
devices
A nes controller could be mapped onto 1 mouse/joystick device
x axis -> J1 -> J2 -> Dpad left/right y axis -> J1 -> J2 -> Dpad up/down
button 1 -> A -> t1 -> select button 2 -> B -> t2 -> start button 3 -> X
-> b2 -> "meta button like controller start" button 4 -> Y -> b2 ->
unused
xxxx yyyy 1234
x (4 bits) y (4 bits) 1 is button 1 pressed? 2 is button 2 pressed? 3 is
button 3 pressed? 4 is button 4 pressed?
*** sound/music
:PROPERTIES:
:CUSTOM_ID: soundmusic
:END:
This one is going to be the hardest most likely, but its prolly going to
be something like the backend dac for ORCA.
*** network/filesystem
:PROPERTIES:
:CUSTOM_ID: networkfilesystem
:END:
9p filesystem/network by default.
Have an easy way to network.

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# _ztl_ (zongors transpiler language) Design parameters
## What is _ztl_?
_ztl_ is an language transpiler with C/Lua style syntax. The transpiler bootstrap is written in Lua which should make it easy to port to other systems. _ztl_ also can "run" standalone inside of a lua vm for debugging purposes, it could be used for small scripting tasks or the like.
# _ztl_ Grammar and Specification
## Types
- there are also a list of "substantial types" which come with the language which are the building blocks for more complex types. If you are coming from object oriented languages you can think of self as "primitive types"
```
type «type_token» {
! values
}
```
# Substantial Types
## numeric
### bit (or unsigned units)
- `u8`
- unsigned 8 bit integer (uint8_t)
- `u16`
- unsigned 16 bit integer (uint16_t)
- `u32`
- unsigned 32 bit integer (uint32_t)
- `u64`
- unsigned 64 bit integer (uint64_t)
### integer (signed)
- `i8`
- signed 8 bit integer (int8_t)
- `i16`
- signed 16 bit integer (int16_t)
- `i32`
- signed 32 bit integer (int32_t)
- `i64`
- signed 64 bit integer (int64_t)
### real
- `f32`
- 32 bit floating point (float)
- `f64`
- 64 bit floating point (double)
## string
- `str`
- utf8 / ascii encoded string depending on the language output
normal string
`"«utf8 encoded characters»"`
multiline literal string (also used for string interpolation like in JS)
`` `«utf8 encoded characters» {some_var}` ``
## logical
`bool`
`true` / `false`
Also follows the style boolean 'c' rules of nonzero / zero, but the compiler will make fun of you
## error
error is a type which describes an error that occurred, it is similar to the Go programming language and is returned as a monad like the maybe monad above and is unwrapped in a similar way. You could also think of it as every variable being able to have "the type" and also "error" as a possible value.
```
set error to %"something borked";
set some_var to error ?? 0;
set some_var to error ?? panic(error);
```
## datastructure
Much like Lua, zwl only has tables. Lua's tables are amazing and very unique. Why have five different datastructures to do things when you can just have one that does everything?
Types that can be indexes are numbers and strings (no objects);
### table
syntax (yes I was nice and kept the syntax the same as most C like langs)
```
! array same as a map of int->«type»
set «variable» to [val1, val2, ...] as «type»[];
! or as a map
set «variable» to {key1: val1, key2: val2, ...} as «type»->«type»;
```
### tunnel
described in "tunnel" section
### Basic operators
The following is a list of global operators and their effect:
- `!`
- comment
- `!!`
- block comment (looks for another !! to close)
- `??`
- unwrap or
- `+`
- addition
- `-`
- subtraction
- negation
- `*`
- multiplication
- `/`
- divisor
- `**`
- power
- `==`
- equals
- `<`
- less than
- `>`
- greater than
- `>=`
- greater than or equals
- `<=`
- less than or equals
- `|>`
- curry a function into another function (like haskell shove)
- `.`
- accessor
- `..`
- expander
- (1..10) is the same as writing (1,2,3,4,5,6,7,8,9,10)
- `++`
- inline add 1
- `--`
- inline subtract 1
- `+=`
- inline add n
- `-=`
- inline subtract n
- `*=`
- inline multiply n
- `\=`
- inline divide n
- `**=`
- inline power n
### logical / bitwise operators
- `eq`
- equal to
- `ne`
- not equals to
- `mod`
- modulo
- `not`
- logical not
- `and`
- logical and
- `or`
- logical or
- `xor`
- logical xor
- `band`
- bitwise and
- `bor`
- bitwise or
- `bxor`
- bitwise xor
- `srl`
- bit shift right
- `sll`
- bit shift left
### keywords
`to`
set operator
```
set «token» to 0;
```
`is`
checks if a object is of that type
```
if («token» is i32) {
stdout.print("hello yes self is i32?");
}
```
also used for setting constants
```
const purple is Color(255, 255, 0);
```
`as`
coerces a type as another type if possible
```
set «token» to 0; ! default is i32
some_functon_that_needs_a_i8(«token» as i8);
```
`in`
checks if a object's type, or a type impls another type
```
if («token» in Tunnel) {
stdout.print("im tunnel-able");
}
```
also used inside of the for loops
```
for («token» in «collection») { «body» }
```
## Object
An object is an invoked type.
```
set «variable» to «type»(«fields», …);
```
## Tunnel
Represents a path to a file, url endpoint, other process endpoint (like a socket, etc.)
Tunnels are inspired by translators in gnu/hurd, plan9 9p protocol, and unix sockets
tunnels are invoked like objects, but have scope like control flow end scope closes the tunnel
note the type must always be of a type which is "tunnel-able" i.e. Files, sockets, etc
Tunnels have almost the same interface as 9p since they are closely based on 9p.
### transtypes for tunnels
`tunnel? : attach(tunnel_object)` -> open communication
`success? : tunnel_object.clunk()` -> close communication
`success? : tunnel_object.flush()` -> cancels long operation and dumps whatever is in buffer
`success? : tunnel_object.open(resource, mode)` -> opens a tunnel for doing operations on
`success? : tunnel_object.create(resource)` -> creates the object from the database graph/file from file structure
`data? : tunnel_object.read(resource)` -> reads from a tunnel
`success? : tunnel_object.write(resource, data)` -> writes to a tunnel
`success? : tunnel_object.remove(resource)` -> removes the object from the database graph/file from file structure
`stat_data? : tunnel_object.stat(resource)` -> returns the status of the file/resource
`version? : tunnel_object.version()` -> returns the version code for the connected tunnel
`success? : tunnel_object.walk(path_or_endpoint)` -> moves around the filesystem or through the graph
```
set endpoint to 9p(endpoint_str);
set tunnel to endpoint.attach(user, auth);
set data to tunnel.open("\some\resource").read();
stdout.write(data);
data.flush();
endpoint.clunk();
```
in "terminal mode" the default tunnel is stdout
in "web mode" the default tunnels are log, info, trace, warn, error, but note these are all special tunnels which only accept write commands
## Functions
Functions are all typechecked statically at compile time. Since we always have a "default type" for all constant values or a developer can use the `as` keyword we do not have to define all values like in C, while keeping the same type safety as a more strongly typed language.
```
fn «token» («type» «parameter», ...) «return_type» {
«instructions»
}
```
- Built in transtypes
- sort
- filter
- trig functions
- calc functions
- statistical functions
## Control flow
### loops
```
for («token» in «collection») { «body» }
```
iterates through each object in the collection setting it to token
```
while («boolean expression») { «body» }
```
loops until the expression is false
```
loop { «body» }
```
loops infinitely until break or return
```
loop { «body» } until(«boolean expression»);
```
always loops first and then until the expression is false
### branching
```
match «token» {
'a' -> actionA
'x' -> actionX
'y'..'z' -> {
actionY
actionZ
}
_ -> actionNoMatch
}
```
### exceptions
take a look at error's, but you can panic on an error like self:
```
panic(#"error message");
panic(#3);
panic(«some_error_token»);
```
## Localization
will look up the text of «token» in the linked localization.json file
```
$«token»
```
```json
{
"some_token": [
"localization_1": ""
],
"some_other_token": [
"localization_1": "",
"localization_2": ""
]
}
```
## Libraries and “includes”
In most languages the include or use statements get libraries which link to other files and so on. Self quickly gets confusing and so requires package managers and installers, etc.
The other way to do self would be to just specifically “name” the paths using a tunnel and import it. You can even use localization tokens to create config files.
Since everything is lazily compiled jit anyways it (in theory) doesn't hurt pertypeance much
```
use "https://code.example.com/some_library/some_file.ztl"
```
```
use "./some_local_file.ztl"
```
## Testing
### assertion
```
assert(«expression», «expected output») ! returns «error or none»
```
## Measurements
- types
- time
- unit
- seconds (s)
- subtypes
- date
- Default is ISO 8601
- length
- unit
- metre (m)
- subtypes
- angle
- radian (rad)
- mass
- unit
- kilogram (kg)
- electric current
- unit
- ampere (a)
- temperature
- unit
- kelvin (K)
- amount of substance
- unit
- mol (mol)
- luminous intensity
- unit
- candela (candela)

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* /ztl/ (zongors transpiler language) Design parameters
:PROPERTIES:
:CUSTOM_ID: ztl-zongors-transpiler-language-design-parameters
:END:
** What is /ztl/?
:PROPERTIES:
:CUSTOM_ID: what-is-ztl
:END:
/ztl/ is an language transpiler with C/Lua style syntax. The transpiler
bootstrap is written in Lua which should make it easy to port to other
systems. /ztl/ also can "run" standalone inside of a lua vm for
debugging purposes, it could be used for small scripting tasks or the
like.
* /ztl/ Grammar and Specification
:PROPERTIES:
:CUSTOM_ID: ztl-grammar-and-specification
:END:
** Types
:PROPERTIES:
:CUSTOM_ID: types
:END:
- there are also a list of "substantial types" which come with the
language which are the building blocks for more complex types. If you
are coming from object oriented languages you can think of self as
"primitive types"
#+begin_example
type «type_token» {
! values
}
#+end_example
* Substantial Types
:PROPERTIES:
:CUSTOM_ID: substantial-types
:END:
** numeric
:PROPERTIES:
:CUSTOM_ID: numeric
:END:
*** bit (or unsigned units)
:PROPERTIES:
:CUSTOM_ID: bit-or-unsigned-units
:END:
- =u8=
- unsigned 8 bit integer (uint8_t)
- =u16=
- unsigned 16 bit integer (uint16_t)
- =u32=
- unsigned 32 bit integer (uint32_t)
- =u64=
- unsigned 64 bit integer (uint64_t)
*** integer (signed)
:PROPERTIES:
:CUSTOM_ID: integer-signed
:END:
- =i8=
- signed 8 bit integer (int8_t)
- =i16=
- signed 16 bit integer (int16_t)
- =i32=
- signed 32 bit integer (int32_t)
- =i64=
- signed 64 bit integer (int64_t)
*** real
:PROPERTIES:
:CUSTOM_ID: real
:END:
- =f32=
- 32 bit floating point (float)
- =f64=
- 64 bit floating point (double)
** string
:PROPERTIES:
:CUSTOM_ID: string
:END:
- =str=
- utf8 / ascii encoded string depending on the language output
normal string
="«utf8 encoded characters»"=
multiline literal string (also used for string interpolation like in JS)
=`«utf8 encoded characters» {some_var}`=
** logical
:PROPERTIES:
:CUSTOM_ID: logical
:END:
=bool=
=true= / =false=
Also follows the style boolean 'c' rules of nonzero / zero, but the
compiler will make fun of you
** error
:PROPERTIES:
:CUSTOM_ID: error
:END:
error is a type which describes an error that occurred, it is similar to
the Go programming language and is returned as a monad like the maybe
monad above and is unwrapped in a similar way. You could also think of
it as every variable being able to have "the type" and also "error" as a
possible value.
#+begin_example
set error to %"something borked";
set some_var to error ?? 0;
set some_var to error ?? panic(error);
#+end_example
** datastructure
:PROPERTIES:
:CUSTOM_ID: datastructure
:END:
Much like Lua, zwl only has tables. Lua's tables are amazing and very
unique. Why have five different datastructures to do things when you can
just have one that does everything?
Types that can be indexes are numbers and strings (no objects);
*** table
:PROPERTIES:
:CUSTOM_ID: table
:END:
syntax (yes I was nice and kept the syntax the same as most C like
langs)
#+begin_example
! array same as a map of int->«type»
set «variable» to [val1, val2, ...] as «type»[];
! or as a map
set «variable» to {key1: val1, key2: val2, ...} as «type»->«type»;
#+end_example
*** tunnel
:PROPERTIES:
:CUSTOM_ID: tunnel
:END:
described in "tunnel" section
*** Basic operators
:PROPERTIES:
:CUSTOM_ID: basic-operators
:END:
The following is a list of global operators and their effect:
- =!=
- comment
- =!!=
- block comment (looks for another !! to close)
- =??=
- unwrap or
- =+=
- addition
- =-=
- subtraction
- negation
- =*=
- multiplication
- =/=
- divisor
- =**=
- power
- ====
- equals
- =<=
- less than
- =>=
- greater than
- =>==
- greater than or equals
- =<==
- less than or equals
- =|>=
- curry a function into another function (like haskell shove)
- =.=
- accessor
- =..=
- expander
- (1..10) is the same as writing (1,2,3,4,5,6,7,8,9,10)
- =++=
- inline add 1
- =--=
- inline subtract 1
- =+==
- inline add n
- =-==
- inline subtract n
- =*==
- inline multiply n
- =\==
- inline divide n
- =**==
- inline power n
*** logical / bitwise operators
:PROPERTIES:
:CUSTOM_ID: logical-bitwise-operators
:END:
- =eq=
- equal to
- =ne=
- not equals to
- =mod=
- modulo
- =not=
- logical not
- =and=
- logical and
- =or=
- logical or
- =xor=
- logical xor
- =band=
- bitwise and
- =bor=
- bitwise or
- =bxor=
- bitwise xor
- =srl=
- bit shift right
- =sll=
- bit shift left
*** keywords
:PROPERTIES:
:CUSTOM_ID: keywords
:END:
=to=
set operator
#+begin_example
set «token» to 0;
#+end_example
=is=
checks if a object is of that type
=if («token» is i32) { stdout.print("hello yes self is i32?"); }=
also used for setting constants =const purple is Color(255, 255, 0);=
=as=
coerces a type as another type if possible
=set «token» to 0; ! default is i32 some_functon_that_needs_a_i8(«token» as i8);=
=in=
checks if a object's type, or a type impls another type
#+begin_example
if («token» in Tunnel) {
stdout.print("im tunnel-able");
}
#+end_example
also used inside of the for loops
#+begin_example
for («token» in «collection») { «body» }
#+end_example
** Object
:PROPERTIES:
:CUSTOM_ID: object
:END:
An object is an invoked type.
#+begin_example
set «variable» to «type»(«fields», …);
#+end_example
** Tunnel
:PROPERTIES:
:CUSTOM_ID: tunnel-1
:END:
Represents a path to a file, url endpoint, other process endpoint (like
a socket, etc.)
Tunnels are inspired by translators in gnu/hurd, plan9 9p protocol, and
unix sockets
tunnels are invoked like objects, but have scope like control flow end
scope closes the tunnel
note the type must always be of a type which is "tunnel-able"
i.e. Files, sockets, etc
Tunnels have almost the same interface as 9p since they are closely
based on 9p.
*** transtypes for tunnels
:PROPERTIES:
:CUSTOM_ID: transtypes-for-tunnels
:END:
=tunnel? : attach(tunnel_object)= -> open communication
=success? : tunnel_object.clunk()= -> close communication
=success? : tunnel_object.flush()= -> cancels long operation and dumps
whatever is in buffer
=success? : tunnel_object.open(resource, mode)= -> opens a tunnel for
doing operations on
=success? : tunnel_object.create(resource)= -> creates the object from
the database graph/file from file structure
=data? : tunnel_object.read(resource)= -> reads from a tunnel
=success? : tunnel_object.write(resource, data)= -> writes to a tunnel
=success? : tunnel_object.remove(resource)= -> removes the object from
the database graph/file from file structure
=stat_data? : tunnel_object.stat(resource)= -> returns the status of the
file/resource
=version? : tunnel_object.version()= -> returns the version code for the
connected tunnel
=success? : tunnel_object.walk(path_or_endpoint)= -> moves around the
filesystem or through the graph
#+begin_example
set endpoint to 9p(endpoint_str);
set tunnel to endpoint.attach(user, auth);
set data to tunnel.open("\some\resource").read();
stdout.write(data);
data.flush();
endpoint.clunk();
#+end_example
in "terminal mode" the default tunnel is stdout
in "web mode" the default tunnels are log, info, trace, warn, error, but
note these are all special tunnels which only accept write commands
** Functions
:PROPERTIES:
:CUSTOM_ID: functions
:END:
Functions are all typechecked statically at compile time. Since we
always have a "default type" for all constant values or a developer can
use the =as= keyword we do not have to define all values like in C,
while keeping the same type safety as a more strongly typed language.
#+begin_example
fn «token» («type» «parameter», ...) «return_type» {
«instructions»
}
#+end_example
- Built in transtypes
- sort
- filter
- trig functions
- calc functions
- statistical functions
** Control flow
:PROPERTIES:
:CUSTOM_ID: control-flow
:END:
*** loops
:PROPERTIES:
:CUSTOM_ID: loops
:END:
#+begin_example
for («token» in «collection») { «body» }
#+end_example
iterates through each object in the collection setting it to token
#+begin_example
while («boolean expression») { «body» }
#+end_example
loops until the expression is false
#+begin_example
loop { «body» }
#+end_example
loops infinitely until break or return
#+begin_example
loop { «body» } until(«boolean expression»);
#+end_example
always loops first and then until the expression is false
*** branching
:PROPERTIES:
:CUSTOM_ID: branching
:END:
#+begin_example
match «token» {
'a' -> actionA
'x' -> actionX
'y'..'z' -> {
actionY
actionZ
}
_ -> actionNoMatch
}
#+end_example
*** exceptions
:PROPERTIES:
:CUSTOM_ID: exceptions
:END:
take a look at error's, but you can panic on an error like self:
#+begin_example
panic(#"error message");
panic(#3);
panic(«some_error_token»);
#+end_example
** Localization
:PROPERTIES:
:CUSTOM_ID: localization
:END:
will look up the text of «token» in the linked localization.json file
#+begin_example
$«token»
#+end_example
#+begin_src json
{
"some_token": [
"localization_1": ""
],
"some_other_token": [
"localization_1": "",
"localization_2": ""
]
}
#+end_src
** Libraries and "includes"
:PROPERTIES:
:CUSTOM_ID: libraries-and-includes
:END:
In most languages the include or use statements get libraries which link
to other files and so on. Self quickly gets confusing and so requires
package managers and installers, etc. The other way to do self would be
to just specifically "name" the paths using a tunnel and import it. You
can even use localization tokens to create config files. Since
everything is lazily compiled jit anyways it (in theory) doesn't hurt
pertypeance much
#+begin_example
use "https://code.example.com/some_library/some_file.ztl"
#+end_example
#+begin_example
use "./some_local_file.ztl"
#+end_example
** Testing
:PROPERTIES:
:CUSTOM_ID: testing
:END:
*** assertion
:PROPERTIES:
:CUSTOM_ID: assertion
:END:
#+begin_example
assert(«expression», «expected output») ! returns «error or none»
#+end_example
** Measurements
:PROPERTIES:
:CUSTOM_ID: measurements
:END:
- types
- time
- unit
- seconds (s)
- subtypes
- date
- Default is ISO 8601
- length
- unit
- metre (m)
- subtypes
- angle
- radian (rad)
- mass
- unit
- kilogram (kg)
- electric current
- unit
- ampere (a)
- temperature
- unit
- kelvin (K)
- amount of substance
- unit
- mol (mol)
- luminous intensity
- unit
- candela (candela)