summaryrefslogtreecommitdiffstats
path: root/2022
diff options
context:
space:
mode:
authorSacha Chua <sacha@sachachua.com>2022-12-03 18:48:37 -0500
committerSacha Chua <sacha@sachachua.com>2022-12-03 18:48:37 -0500
commit84db94cd5ca298b5a423749debe39926369e5765 (patch)
tree9f9cbdc484f3ec0aab9a196669f1f276a5d1dfa1 /2022
parentd1b0b1a5a31a1addbec80f0b395799f6ce85901f (diff)
downloademacsconf-wiki-84db94cd5ca298b5a423749debe39926369e5765.tar.xz
emacsconf-wiki-84db94cd5ca298b5a423749debe39926369e5765.zip
Test
Diffstat (limited to '2022')
-rw-r--r--2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main.vtt874
1 files changed, 0 insertions, 874 deletions
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
deleted file mode 100644
index ef640bf3..00000000
--- a/2022/captions/emacsconf-2022-asmblox--asmblox-a-game-based-on-webassembly-that-no-one-asked-for--zachary-romero--main.vtt
+++ /dev/null
@@ -1,874 +0,0 @@
-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.