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author | Sacha Chua <sacha@sachachua.com> | 2022-12-03 18:53:16 -0500 |
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committer | Sacha Chua <sacha@sachachua.com> | 2022-12-03 18:53:16 -0500 |
commit | 031c50096eb6dd68e48d1961439b41ef409efc95 (patch) | |
tree | d56fa7987aa95f5395ca681a2c7a08a6a0ebd4cc /2022/captions | |
parent | dd0c6cd4dec9b2ea721106f1595d2dfb35cd1be4 (diff) | |
download | emacsconf-wiki-031c50096eb6dd68e48d1961439b41ef409efc95.tar.xz emacsconf-wiki-031c50096eb6dd68e48d1961439b41ef409efc95.zip |
Add captions for asmblox
Diffstat (limited to '2022/captions')
2 files changed, 926 insertions, 0 deletions
diff --git a/2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main--chapters.vtt b/2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main--chapters.vtt new file mode 100644 index 00000000..6124054e --- /dev/null +++ b/2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main--chapters.vtt @@ -0,0 +1,52 @@ +WEBVTT + +00:00:00.000 --> 00:00:30.680 +Introduction + +00:00:30.680 --> 00:00:44.960 +TIS-100 + +00:00:44.960 --> 00:01:08.040 +WebAssembly + +00:01:08.040 --> 00:02:07.640 +Basic stack operations + +00:02:07.640 --> 00:02:44.680 +Numeric commands + +00:02:44.680 --> 00:03:21.400 +Boolean operations + +00:03:21.400 --> 00:04:00.240 +Port operations + +00:04:00.240 --> 00:05:15.720 +Control flow + +00:05:15.720 --> 00:06:14.480 +Modules + +00:06:14.480 --> 00:08:33.040 +Puzzle + +00:08:33.040 --> 00:09:35.200 +The game loop + +00:09:35.200 --> 00:11:25.880 +Tic-tac-toe + +00:11:25.880 --> 00:12:07.800 +Text properties + +00:12:07.800 --> 00:14:00.920 +Code cells + +00:14:00.920 --> 00:14:37.560 +Undo + +00:14:37.560 --> 00:14:52.360 +Parentheses + +00:14:52.360 --> 00:16:07.440 +Assembly text to executable code diff --git a/2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main.vtt b/2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main.vtt new file mode 100644 index 00000000..ef640bf3 --- /dev/null +++ b/2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main.vtt @@ -0,0 +1,874 @@ +WEBVTT captioned by sachac + +00:00:00.000 --> 00:00:03.800 +Hi, I'm Zach and today I'll be giving + +00:00:03.800 --> 00:00:05.320 +a presentation on asm-blox, + +00:00:05.320 --> 00:00:08.960 +a programming game inspired by WebAssembly. + +00:00:08.960 --> 00:00:10.840 +So programming games came into prominence + +00:00:10.840 --> 00:00:13.160 +about a decade ago and are loved for providing + +00:00:13.160 --> 00:00:14.760 +interesting programming challenges + +00:00:14.760 --> 00:00:17.160 +without all the messiness of real world programming. + +00:00:17.160 --> 00:00:19.960 +I wanted to make a programming game + +00:00:19.960 --> 00:00:24.880 +and I decided to base it off of TIS-100, + +00:00:24.880 --> 00:00:28.240 +having a pretty basic UI. + +00:00:28.240 --> 00:00:30.680 +It seemed pretty doable in Emacs. + +00:00:30.680 --> 00:00:33.160 +TIS 100 is a programming game + +00:00:33.160 --> 00:00:35.760 +where you write a fictional assembly language + +00:00:35.760 --> 00:00:37.280 +into a grid of cells which can each + +00:00:37.280 --> 00:00:39.480 +communicate with one another, + +00:00:39.480 --> 00:00:41.200 +you're tasked with solving + +00:00:41.200 --> 00:00:44.960 +fairly simple CS 101 like problems. + +00:00:44.960 --> 00:00:48.440 +To mix things up a bit I decided to base + +00:00:48.440 --> 00:00:49.800 +the language of asm-blox off of + +00:00:49.800 --> 00:00:52.520 +WebAssembly, which is stack based, + +00:00:52.520 --> 00:00:55.360 +as opposed to TIS-100 which is registered based. + +00:00:55.360 --> 00:00:59.200 +Here you can see the same program + +00:00:59.200 --> 00:01:01.680 +written in the game TIS-100, + +00:01:01.680 --> 00:01:03.960 +what it looks like in asm-blox, + +00:01:03.960 --> 00:01:08.040 +and the original WebAssembly that it's based off of. + +00:01:08.040 --> 00:01:10.640 +With that said, let's get into a demo. + +00:01:10.640 --> 00:01:12.240 +This is the game board. + +00:01:12.240 --> 00:01:14.120 +It's a 4 by 3 grid. + +00:01:14.120 --> 00:01:16.840 +Each cell has a stack of size 4. + +00:01:16.840 --> 00:01:20.280 +First off, I'll show some of the stack editing commands. + +00:01:20.280 --> 00:01:23.760 +We can add a value with the const function. + +00:01:23.760 --> 00:01:27.480 +Here we're adding two values to this stack + +00:01:27.480 --> 00:01:33.400 +to get added, and eventually the stack gets overflowed. + +00:01:33.400 --> 00:01:37.360 +We can fix that as follows with the clear command, + +00:01:37.360 --> 00:01:40.720 +so that clears the stack. + +00:01:40.720 --> 00:01:43.200 +We can duplicate values on the stack. + +00:01:43.200 --> 00:01:45.600 +This duplicates the item at the bottom of the stack. + +00:01:45.600 --> 00:01:48.880 +10 gets put on, 20 gets put on, + +00:01:48.880 --> 00:01:50.200 +then 10 will get duplicated + +00:01:50.200 --> 00:01:52.680 +and put on the top of the stack. + +00:01:52.680 --> 00:01:55.920 +We can increment. For example, this increments + +00:01:55.920 --> 00:01:58.760 +the second to bottom, the second to bottom + +00:01:58.760 --> 00:01:59.920 +from the stack. + +00:01:59.920 --> 00:02:04.400 +So 10, 20, increment that, clear. + +00:02:04.400 --> 00:02:07.640 +That's basic stack operations. + +00:02:07.640 --> 00:02:11.000 +Next up, we have numeric commands. + +00:02:11.000 --> 00:02:12.560 +For example, here, if we add "add", + +00:02:12.560 --> 00:02:14.680 +it pops two values off the stack, + +00:02:14.680 --> 00:02:17.080 +adds them, and pushes the result on. + +00:02:17.080 --> 00:02:20.680 +Another way we can write this is as follows. + +00:02:20.680 --> 00:02:22.480 +We can have the add here + +00:02:22.480 --> 00:02:26.400 +and then nest the two constants, + +00:02:26.400 --> 00:02:28.520 +and then this does the same thing. + +00:02:28.520 --> 00:02:31.720 +First, the inner constant operations run, + +00:02:31.720 --> 00:02:35.520 +and then the outer add operation runs. + +00:02:35.520 --> 00:02:40.280 +We can nest as deeply as we want. + +00:02:40.280 --> 00:02:44.680 +There's also subtraction, multiplication, and whatnot. + +00:02:44.680 --> 00:02:46.480 +Next up are Boolean operations. + +00:02:46.480 --> 00:02:49.080 +Zero counts as true. + +00:02:49.080 --> 00:02:51.720 +Anything else--sorry, zero counts as false. + +00:02:51.720 --> 00:02:52.760 +Anything else is true. + +00:02:52.760 --> 00:03:01.840 +For example, this would give us false and true, + +00:03:01.840 --> 00:03:04.040 +so that result should be false. + +00:03:04.040 --> 00:03:06.120 +Zero gets put on the stack, + +00:03:06.120 --> 00:03:08.160 +one gets put on, and then the "and" operation. + +00:03:08.160 --> 00:03:12.840 +So there's also or, not, + +00:03:12.840 --> 00:03:17.760 +and various numerical comparison operations + +00:03:17.760 --> 00:03:21.400 +like greater than and less than. + +00:03:21.400 --> 00:03:22.880 +Next up are the port operations. + +00:03:22.880 --> 00:03:27.320 +We can send values to other cells as follows. + +00:03:27.320 --> 00:03:29.600 +Here we create a value + +00:03:29.600 --> 00:03:33.640 +and then send it right. + +00:03:33.640 --> 00:03:35.040 +Let's run this. + +00:03:35.040 --> 00:03:37.480 +The 10 goes on the stack, + +00:03:37.480 --> 00:03:38.480 +and then it gets sent to the right. + +00:03:38.480 --> 00:03:41.360 +Here it's waiting for this cell to pick it up. + +00:03:41.360 --> 00:03:44.360 +It can pick it up just as follows. + +00:03:44.360 --> 00:03:47.480 +So left... and then why don't we have it + +00:03:47.480 --> 00:03:49.520 +drop that value after it gets it. + +00:03:49.520 --> 00:03:53.920 +So the 10 gets sent to the right. + +00:03:53.920 --> 00:04:00.240 +This one picks it up and drops it. + +00:04:00.240 --> 00:04:03.200 +Lastly, we have control flow, + +00:04:03.200 --> 00:04:04.280 +which is a bit tricky, + +00:04:04.280 --> 00:04:06.880 +but with this visual, + +00:04:06.880 --> 00:04:08.440 +it helps explain it. + +00:04:08.440 --> 00:04:12.280 +There are two block constructs, "block" and "loop", + +00:04:12.280 --> 00:04:16.880 +and there's two jumping constructs, "br" and "brif". + +00:04:16.880 --> 00:04:23.120 +So if "loop" is jumped to, + +00:04:23.120 --> 00:04:25.360 +the control flow goes to the beginning, + +00:04:25.360 --> 00:04:26.520 +the top of the loop. + +00:04:26.520 --> 00:04:28.640 +If a block is jumped to, + +00:04:28.640 --> 00:04:31.520 +it goes to the end of the block, + +00:04:31.520 --> 00:04:33.640 +and these various blocks + +00:04:33.640 --> 00:04:36.520 +are identified by their level of nestedness. + +00:04:36.520 --> 00:04:40.640 +From the point of view of this jump statement, + +00:04:40.640 --> 00:04:45.160 +this "br" statement, this is block level 0, + +00:04:45.160 --> 00:04:46.440 +this is 1, this is 2. + +00:04:46.440 --> 00:04:49.560 +So here, "br 1" would be referring to this loop. + +00:04:49.560 --> 00:04:51.080 +What this [br 1] would do is, + +00:04:51.080 --> 00:04:54.000 +it would jump to this loop right here. + +00:04:54.000 --> 00:04:57.360 +If we were to do this [br 2], what this would do is, + +00:04:57.360 --> 00:05:02.680 +this would jump past this block right here. + +00:05:02.680 --> 00:05:09.880 +So as another example, this right here, + +00:05:09.880 --> 00:05:15.720 +this is a loop that generates increasing numbers. + +00:05:15.720 --> 00:05:22.640 +Let's see. Next up, we have modules. + +00:05:22.640 --> 00:05:26.280 +This is an example of a stack module. + +00:05:26.280 --> 00:05:28.760 +In addition to stack, there's also heaps. + +00:05:28.760 --> 00:05:34.560 +What this does is it allows us to create + +00:05:34.560 --> 00:05:38.080 +an extra stack that we can push and pop items onto. + +00:05:38.080 --> 00:05:41.240 +This one can have as large size as we need. + +00:05:41.240 --> 00:05:43.800 +Here it has a size of 20. + +00:05:43.800 --> 00:05:46.400 +It's taking values from up + +00:05:46.400 --> 00:05:51.080 +and exposing those values on the left. + +00:05:51.080 --> 00:05:57.080 +This loop right here, it generates numbers, + +00:05:57.080 --> 00:05:59.160 +and it's putting them onto the stack. + +00:05:59.160 --> 00:06:00.920 +We can see here that those numbers + +00:06:00.920 --> 00:06:03.200 +are being exposed to this cell right here. + +00:06:03.200 --> 00:06:07.040 +It's just taking values, and eventually, + +00:06:07.040 --> 00:06:11.200 +it's going to overflow and cause an error. + +00:06:11.200 --> 00:06:14.480 +That finishes the basic commands. + +00:06:14.480 --> 00:06:16.480 +Why don't we try solving this puzzle. + +00:06:16.480 --> 00:06:21.320 +The puzzle description is right here. + +00:06:21.320 --> 00:06:23.280 +We want to read a value from I. + +00:06:23.280 --> 00:06:28.480 +Send 1 to G if I is greater than 0. + +00:06:28.480 --> 00:06:30.800 +Send 1 to E if it's equal to 0. + +00:06:30.800 --> 00:06:32.440 +Send 1 to L if it's less than 0. + +00:06:32.440 --> 00:06:35.360 +And then all the other ones, we send 0 to. + +00:06:35.360 --> 00:06:40.920 +First things first, let's send the value we get + +00:06:40.920 --> 00:06:44.400 +from the input down as follows. + +00:06:44.400 --> 00:06:49.680 +Let's send that value right. + +00:06:49.680 --> 00:06:51.240 +You get from up. + +00:06:51.240 --> 00:06:54.320 +Okay. So next, we're getting a value on the left. + +00:06:54.320 --> 00:06:58.040 +Now we want to compare if this number is greater than 0. + +00:06:58.040 --> 00:06:59.800 +If it's greater than 0, we send 1 to G. + +00:06:59.800 --> 00:07:03.280 +Let's perform the greater than operation + +00:07:03.280 --> 00:07:08.080 +on that item we just got, and we're comparing it to 0. + +00:07:08.080 --> 00:07:11.680 +Now that result, we're going to send down, + +00:07:11.680 --> 00:07:13.880 +and we're going to send this original value + +00:07:13.880 --> 00:07:16.880 +we got from here to the right. + +00:07:16.880 --> 00:07:19.000 +Here, we do a similar step. + +00:07:19.000 --> 00:07:20.240 +We get the value from the left, + +00:07:20.240 --> 00:07:22.920 +but this time, we have to do an equal operation. + +00:07:22.920 --> 00:07:25.760 +Is that number we got equal to 0? + +00:07:25.760 --> 00:07:28.960 +We send that result down, + +00:07:28.960 --> 00:07:32.880 +and then send this number to the right. + +00:07:32.880 --> 00:07:38.040 +Lastly, we get this number from the left. + +00:07:38.040 --> 00:07:42.400 +Here, we need to compare if it's less than 0. + +00:07:42.400 --> 00:07:45.640 +We send that result down, + +00:07:45.640 --> 00:07:50.280 +and now lastly, we drop that remaining value. + +00:07:50.280 --> 00:07:53.080 +Okay, let's--oh, and then lastly, + +00:07:53.080 --> 00:07:56.040 +we need to send down the value we get up. + +00:07:56.040 --> 00:08:02.560 +Send down, up, send down, up. + +00:08:02.560 --> 00:08:04.760 +Okay, so let's try running this. + +00:08:04.760 --> 00:08:08.920 +Let's see. We notice that + +00:08:08.920 --> 00:08:10.360 +the numbers are coming in from I. + +00:08:10.360 --> 00:08:14.200 +They're going through our various conditions + +00:08:14.200 --> 00:08:18.160 +and should be sending all the correct values. + +00:08:18.160 --> 00:08:23.560 +It looks like we're not getting any errors so far. + +00:08:23.560 --> 00:08:26.680 +Let's speed this up. + +00:08:26.680 --> 00:08:33.040 +That completes the puzzle. + +00:08:33.040 --> 00:08:42.000 +Now let's get into some of the implementation details. + +00:08:42.000 --> 00:08:46.320 +The first thing is the game loop. + +00:08:46.320 --> 00:08:50.560 +The game loop is... So this is actually extremely simple. + +00:08:50.560 --> 00:08:52.320 +All the state for the entire game + +00:08:52.320 --> 00:08:54.400 +is stored in just a few variables. + +00:08:54.400 --> 00:08:56.480 +There's one variable storing + +00:08:56.480 --> 00:09:01.400 +the text of each cell as a vector of strings. + +00:09:01.400 --> 00:09:06.280 +There's a single function + +00:09:06.280 --> 00:09:09.080 +that renders the entire game, the entire board. + +00:09:09.080 --> 00:09:11.120 +There's a single function that would render + +00:09:11.120 --> 00:09:13.920 +this entire screen based off of the state, + +00:09:13.920 --> 00:09:19.240 +and then the game waits for you to press a key. + +00:09:19.240 --> 00:09:24.120 +The key usually, depending on what action you perform, + +00:09:24.120 --> 00:09:27.040 +updates the state and causes a re-render. + +00:09:27.040 --> 00:09:29.360 +It's an extremely simple game loop, + +00:09:29.360 --> 00:09:32.800 +but it makes implementing it pretty easy. + +00:09:32.800 --> 00:09:35.200 +To demonstrate how this game loop works, + +00:09:35.200 --> 00:09:38.400 +I have a simple demo prepared. + +00:09:38.400 --> 00:09:41.880 +This is a game of tic-tac-toe. + +00:09:41.880 --> 00:09:44.800 +Let me show this real fast. + +00:09:44.800 --> 00:09:49.200 +It's an extremely simple implementation, + +00:09:49.200 --> 00:09:51.465 +but it follows the same principles + +00:09:51.466 --> 00:09:53.600 +that I used in asm-blox. + +00:09:53.600 --> 00:09:57.680 +First, we have the state defined in variables. + +00:09:57.680 --> 00:09:59.560 +Here we have two pieces of state. + +00:09:59.560 --> 00:10:01.600 +We have which player's turn it is + +00:10:01.600 --> 00:10:03.120 +and the state of the game board. + +00:10:03.120 --> 00:10:06.640 +The player turn can be nil if it's empty, + +00:10:06.640 --> 00:10:08.760 +the string "x" or the string "o". + +00:10:08.760 --> 00:10:14.240 +Then the game board is a list of nine board elements. + +00:10:14.240 --> 00:10:16.960 +So that's the state. + +00:10:16.960 --> 00:10:18.120 +Then we have a helper function. + +00:10:18.120 --> 00:10:19.440 +You can go into the details, + +00:10:19.440 --> 00:10:21.000 +but it just returns true + +00:10:21.000 --> 00:10:25.600 +if the board has a winning player. + +00:10:25.600 --> 00:10:30.040 +Part two is the rendering function. + +00:10:30.040 --> 00:10:32.800 +Only based off of the game state, + +00:10:32.800 --> 00:10:36.720 +we have a function that erases the buffer + +00:10:36.720 --> 00:10:40.280 +and draws this from scratch. + +00:10:40.280 --> 00:10:45.320 +That's this part right here. + +00:10:45.320 --> 00:10:46.720 +Lastly, we have the action. + +00:10:46.720 --> 00:10:51.920 +We have one action which is bound to RET, + +00:10:51.920 --> 00:10:55.840 +and it places a player token. + +00:10:55.840 --> 00:10:59.920 +Once it places a player token, + +00:10:59.920 --> 00:11:03.120 +it rerenders the board, + +00:11:03.120 --> 00:11:06.880 +and all the rerendering is handled by this function. + +00:11:06.880 --> 00:11:12.480 +Then we have just creating of the mode + +00:11:12.480 --> 00:11:14.680 +and initialization function. + +00:11:14.680 --> 00:11:16.680 +With these three steps + +00:11:16.680 --> 00:11:20.640 +it clearly separates out all of the state, + +00:11:20.640 --> 00:11:22.960 +the rendering, and the actions, + +00:11:22.960 --> 00:11:25.880 +and it makes implementing it very simple. + +00:11:25.880 --> 00:11:29.640 +One trick that's used here and that I use + +00:11:29.640 --> 00:11:32.382 +in my asm-blox game is that + +00:11:32.383 --> 00:11:33.316 +when I render the board, + +00:11:33.317 --> 00:11:40.800 +I propertize the text to contain extra information. + +00:11:40.800 --> 00:11:45.080 +For example, here, each cell has + +00:11:45.080 --> 00:11:49.400 +a tic-tac-toe index to indicate which number cell it is. + +00:11:49.400 --> 00:11:53.640 +This has index 0, 1, 2, all the way up to 8. + +00:11:53.640 --> 00:11:58.640 +That way, for placing, the only thing it has to do + +00:11:58.640 --> 00:12:01.200 +is just look at its position + +00:12:01.200 --> 00:12:04.960 +based off of the text property. + +00:12:04.960 --> 00:12:07.800 +It makes implementation extremely simple. + +00:12:07.800 --> 00:12:14.360 +Next up, we have the implementation of the code cells. + +00:12:14.360 --> 00:12:16.960 +If you notice, here it's kind of weird + +00:12:16.960 --> 00:12:21.000 +how it's like a buffer, but each cell kind of acts + +00:12:21.000 --> 00:12:25.760 +like its own buffer, and it has its own limits. + +00:12:25.760 --> 00:12:27.600 +All of the Emacs editing-- + +00:12:27.600 --> 00:12:30.760 +well, some of the Emacs editing commands kind of work, + +00:12:30.760 --> 00:12:35.360 +like beginning-of-line, end-of-line, end-of-buffer. + +00:12:35.360 --> 00:12:38.240 +How is that done? + +00:12:38.240 --> 00:12:41.760 +Well, it's all just a trick, actually. + +00:12:41.760 --> 00:12:47.280 +Each cell has text properties of which line it's at + +00:12:47.280 --> 00:12:48.800 +and its cell coordinates. + +00:12:48.800 --> 00:12:54.360 +Whenever a key is pressed for editing, moving lines-- + +00:12:54.360 --> 00:12:58.360 +there's even kind of more complicated things + +00:12:58.360 --> 00:13:00.600 +like switching cells around-- + +00:13:00.600 --> 00:13:03.360 +so all of that, + +00:13:03.360 --> 00:13:05.200 +it knows which position it's in, + +00:13:05.200 --> 00:13:08.080 +it knows what cell it's in, + +00:13:08.080 --> 00:13:12.880 +and then it copies the text of the cell, + +00:13:12.880 --> 00:13:16.320 +because remember, the contents of the cell + +00:13:16.320 --> 00:13:18.360 +are stored in internal state. + +00:13:18.360 --> 00:13:23.000 +It copies that cell contents into a temporary buffer. + +00:13:23.000 --> 00:13:27.960 +It then moves the point to whichever line it was + +00:13:27.960 --> 00:13:31.160 +in the game board. + +00:13:31.160 --> 00:13:33.000 +It performs the action. + +00:13:33.000 --> 00:13:36.200 +It makes sure that the resulting text isn't + +00:13:36.200 --> 00:13:40.160 +longer than the cell width or the cell height. + +00:13:40.160 --> 00:13:42.040 +If everything checks out, + +00:13:42.040 --> 00:13:45.120 +it updates the state and calls a re-render. + +00:13:45.120 --> 00:13:48.440 +So there's nothing going on in here + +00:13:48.440 --> 00:13:51.080 +that's, like, actually inserting a letter A. + +00:13:51.080 --> 00:14:00.920 +It's all updating the state and causing a re-render. + +00:14:00.920 --> 00:14:03.640 +So this makes things like certain + +00:14:03.640 --> 00:14:06.480 +internal Emacs editing constructs + +00:14:06.480 --> 00:14:09.120 +pretty hard to use, like undoing. + +00:14:09.120 --> 00:14:12.200 +Normally the undoing construct + +00:14:12.200 --> 00:14:15.120 +works off the contents of the buffer. + +00:14:15.120 --> 00:14:17.840 +But if your buffer is actually just + +00:14:17.840 --> 00:14:20.080 +a reflection of the internal state, + +00:14:20.080 --> 00:14:21.440 +then how does undoing work? + +00:14:21.440 --> 00:14:24.880 +Well, it pretty much is kind of a hack. + +00:14:24.880 --> 00:14:27.040 +I mean, undoing is here, + +00:14:27.040 --> 00:14:32.680 +but it's pretty much redone + +00:14:32.680 --> 00:14:37.560 +in a not so configurable, not so modifiable way. + +00:14:37.560 --> 00:14:40.080 +Pretty much everything is like that, + +00:14:40.080 --> 00:14:42.440 +from these parentheses highlighting... + +00:14:42.440 --> 00:14:46.320 +Normally, parentheses highlighting + +00:14:46.320 --> 00:14:47.243 +would be kind of weird, + +00:14:47.244 --> 00:14:49.840 +with cross-line parentheses and everything. + +00:14:49.840 --> 00:14:52.360 +All of that had to be redone. + +00:14:52.360 --> 00:14:58.160 +Another point about how this is implemented + +00:14:58.160 --> 00:15:02.360 +is the assembly text to executable code. + +00:15:02.360 --> 00:15:05.800 +If you're familiar with WebAssembly + +00:15:05.800 --> 00:15:10.720 +you might have encountered a tool wat-wasm. + +00:15:10.720 --> 00:15:16.440 +It basically converts the WebAssembly text format + +00:15:16.440 --> 00:15:18.280 +to byte code. + +00:15:18.280 --> 00:15:22.440 +And what I do here... It goes through a similar process. + +00:15:22.440 --> 00:15:28.000 +Normally, when you're writing this text format, + +00:15:28.000 --> 00:15:30.360 +you can nest things as deeply as you want. + +00:15:30.360 --> 00:15:33.800 +Basically, what happens is it flattens out everything. + +00:15:33.800 --> 00:15:35.920 +It kind of knows the order + +00:15:35.920 --> 00:15:38.160 +that all these things are going to get executed, + +00:15:38.160 --> 00:15:40.680 +and then it puts it into one single line + +00:15:40.680 --> 00:15:44.120 +that it can just run through and execute. + +00:15:44.120 --> 00:15:48.360 +The same thing for the loops and blocks. + +00:15:48.360 --> 00:15:52.240 +It internally generates labels and jump statements. + +00:15:52.240 --> 00:15:58.640 +So that concludes this presentation. + +00:15:58.640 --> 00:15:59.666 +Thank you for listening, + +00:15:59.667 --> 00:16:07.440 +and I hope you enjoy the rest of the conference. |