Joel Uckelman on Thu, 5 Aug 2010 11:16:05 -0700 (MST) |
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Re: [game-lang] defining static parts of games |
Thus spake Simon McGregor: > On Thu, Aug 5, 2010 at 5:27 PM, Joel Uckelman <uckelman@xxxxxxxxx> wrote: > > > Some repetition syntax would be nice. I sort of feel like doing this: > > > > =A0for (int r =3D 0; r < 4; r++) { > > =A0 =A0for (int c =3D 0; c < 4; c++) { > > =A0 =A0 =A0printf("hex([%d,%d])", c, r); > > =A0 =A0} > > =A0} > > Ergggghhh. Please, please don't ;-) Are you groaning because you don't want it to look like C, or because you don't want metaprogramming at all? > > However, this doesn't have to reflect anything in the underlying > language model. > It could be pure syntactic sugar, with > > col(a) + 1 =3D col(b) > > being internally translated into > > exists((c, d), _col(a, d) and _col(b, c) and equals(d, plus(c, 1))) > If that's happening, though, we have to have some way of specifying how that translation is done. The interpreter won't be able to figure it out on its own what the col() function does. > ...although on second thoughts, we don't really want to be able to > quantify over the integers. That's a quick route to doom. > I think that for games with playing surfaces which are infintite in all directions, there's just no avoiding it. -- J. _______________________________________________ game-lang mailing list game-lang@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/game-lang