The characters required are the pretty random ones of the time capsule, so by providing multiple valid solution forms more languages will be able to answer
I mean, with just one challenge, one language might be lucky enough to have the chars it needs but it may be impossible in many others
We should make a time capsule string. Everybody gets to add one character and next new years we'll see who can make the best program out of all the characters with the esolangs that exist then.
I'm writing the challenge for it now, but having issues since I don't think making it a plain pop-con would go over well
@DJMcMayhem Sorry, I didn't see this message. I assume it's the G that's confusing. When more than one user-input has been taken, G takes one input parameter specifying which user-input to push. In this case it takes 800 as input parameter. This is interpreted modulo the number of user-inputs, so it's the same as 2. Thus the 800 is consumed and 2000 (second input) is pushed instead
Yeah, but I want to participate and I don't have the skill to write a programming language myself, unless its some trivial 10-command thing like brainfuck.
perhaps you could practice by implementing an existing, unimplemented language (on Esolang, as opposed to PPCG, we hold that a language is defined by its specification)
Just has to be mentioned to eliminate assumptions; by cpp, I mean the C preprocessor
And to completely explain what the C preprocessor is (as opposed to, say, sling a cheap shot)... that is a simple language that comes built in to all modern C and C++ compilers except for Microsoft ones
Microsoft has some cheap pre-standard C preprocessor like beast that uselessly incorporates a random CPP standard thing or two incorrectly, with horrendous bugs, that they refuse to fix
BTW, redstarcoder, unless you're a CPP hacker yourself, you might not ever notice MSVS's non-compliance. It's just a pain for hard core CPP folk (and CPP meta library writers). Plain simple macros work fine; anything complex enough to call CPP programming blows up.
@HWalters For a while, Visual Studio was in a position where it didn't really need to be compliant, but it's starting to lose that now; people are using alternative compilers even on Windows, and portable source code is becoming more common
I don't think this is a good candidate for pinning. Pins are for important announcements that concern the whole side. I'd rather not set a precedent for pinning something else.
Hey, can I make a meta post about the time capsule, or would that be off topic? It would allow the description to be all in one place, and accessible by everyone. @Dennis
@Pavel if you write it in a way that it might be applicable to more than one question, it's ontopic; e.g. "how should questions be written if they aren't intended to be answered until the following year"
@ais523 Basically, I don't think it's accurate in general to make the statement that C++ can be faster than C if you ignore half of its features. That you can also say the exact opposite--it can sometimes be faster than C if you exploit its features--calls into question which features exactly you're ignoring
and how esoteric it is. If you want an easy-to-use, readable language, that'll take a lot of time. On the other hand, if its based on a super complicated concept, it'll probably take a lot of time as well
Pytek will not require typing, but you can do int:x = 5 to ensure that x is always an integer. If it could be either an integer or a float, you can do [int float]:x. If it's a list, list:x. If it's a list of ints, (list int):x.
How would union types and dynamic types work then? It'll be ridiculously slow to store some representation of the class and construct a C-like object from that
In effect, the typing system is a way to embed a lot of information into your code without too much more code. Instead of having to have explicit checks for type safety, simply tell Pytek what type it is. If you want to write some quick-and-dirty code for fun, forget the types and iterate quickly.
Pytek is, in a sense, a way for me to write less code to do interesting stuff. My two best languages are Python and Blitz 2D/3D. The former is good for abstract stuff and more powerful operations and abilities, the latter is a game engine and as such makes it really easy to do some sweet stuff. Pytek will be, I hope, in part a mash-up of the two.
@quartata how will you store this in a PytekObject class then? You'd have to implement some sort of eval() at runtime if I'm understanding you correctly