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	<title>Joseph G. Weissman</title>
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		<title>Exa</title>
		<link>http://joeweissman.wordpress.com/2009/01/14/exa/</link>
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		<pubDate>Wed, 14 Jan 2009 04:06:54 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[exa]]></category>
		<category><![CDATA[hello world]]></category>
		<category><![CDATA[LISP]]></category>
		<category><![CDATA[metaprogramming]]></category>
		<category><![CDATA[programming language]]></category>

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		<description><![CDATA[  Exa: notes for a new programming language introduction The goal of the Exa language is to provide support for tightly controlled metaprogramming. It will likely take shape as an interpreted programming language, related to LISP and perhaps distantly to MODULA-1.  The most fundamental distinction in the Exa language is between names and values. A [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=joeweissman.wordpress.com&amp;blog=3847996&amp;post=35&amp;subd=joeweissman&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p> </p>
<p><span><strong>Exa: notes for a new programming language</strong></span></p>
<p><span><em></em></span></p>
<p><span><em><span> </span>introduction</em></span></p>
<p><span><span> </span>The goal of the Exa language is to provide support for tightly controlled metaprogramming. It will likely take shape as an interpreted programming language, related to LISP and perhaps distantly to MODULA-1. </span></p>
<p><span><span> </span>The most fundamental distinction in the Exa language is between <em>names </em>and <em>values</em>. A <em>value </em>can be any valid Exa expression which resolves to a valid data type (i.e., a pure, a numeric, a user-created object &#8212; even a name, a program, etc.) A <em>name </em>represents an alias to a value; multiple names can point to the same value/object.</span></p>
<p><span><strong></strong></span></p>
<p><span><strong><span> </span></strong><em>data types</em></span></p>
<p><span><span> </span><strong>pure</strong> &#8212; by default carries no value, but can be assigned any value whatsoever (even a function, program, etc.) </span></p>
<p><span><span> </span><strong>numeric</strong> &#8212; a flexible int/float class; by default has <em>int </em>precision but will smoothly rearrange itself to accept float values</span></p>
<p><span><span> </span><strong>literal</strong> &#8212; a string class, consisting of a list of valid characters terminated by the null character “~”</span></p>
<p>&#8212;</p>
<p><span><span> </span><strong>lexeme</strong> &#8212; a lexical element for inline language construction</span></p>
<p><span><span> </span><strong>syntagm</strong> &#8212; a syntactical element for generational grammars</span></p>
<p><span><span></span><strong>language</strong> &#8212; a multipurpose object for for formal language specification and procedural generation</span></p>
<p>&#8211;</p>
<p><span><span> </span><strong>name</strong>&#8211; the first meta-type; carries an alias or <em>name </em>of a variable in memory </span></p>
<p><span><span> </span><strong>datatype</strong>&#8211; another kind of metatype: a <em>type </em>objects carries a data type. (all variables have a type() method which returns their type as a <em>type </em>object)</span></p>
<p><span><span> </span><strong>expression</strong> &#8212; a formula expressed mathematically. all valid lines of Exa code are expressions. within a constructed expression, variables  can be embedded using square brackets, e.g: “[a]^2 + [b]^2 &gt; [c]^2” ; “[e] = [m][c]^2”; etc. </span></p>
<p><span><span> </span><strong>method</strong> &#8212; a sequence of valid Exa expressions </span></p>
<p>&#8211;</p>
<p><span><span> </span><strong>object </strong>&#8211; a user-created data structure, consisting of an arbitrary collection of any data types</span></p>
<p><span><span> </span><strong>program </strong>&#8211; a collection of Exa objects and/or methods </span></p>
<p><span><span> </span><strong>package</strong>&#8211; a collection of related valid Exa programs</span><br />
<span><em></em></span><span id="more-35"></span></p>
<p><span><em>structure</em></span></p>
<p><span><span> </span>&#8211; An <strong>expression-statement </strong>is any valid Exa expression. A variable declaration is the simplest Exa code-expression, e.g: “numeric numValue”. However, a valid Exa expression is any expression which when evaluated matches any valid data type.</span></p>
<p><span><span> </span>&#8211; An <strong>assignment</strong> is a special form of expression-statement always written in the form “(define/let) (&lt;type-expression&gt;) &lt;name-expression&gt; (=/as/is/be) &lt;value-expression&gt;” where &lt;name-expression&gt; is any valid expression which evaluates to a name and &lt;value-expression&gt; is a valid expression which evaluates to a value (even a data type, a program, etc.) A data type may also be explicitly included in an assignment; otherwise the appropriate cast or conversion is made (all variables are <em>pure</em> by default.) Objects and methods can created using an assignment as well, using the form “(let/define) &lt;data-type&gt; &lt;method-name&gt;(&lt;parameter-expression&gt;) (=/as/is/be) {&lt;method&gt;}” for methods and “(let/define) &lt;object-name&gt; (as/is/be) {&lt;object&gt;}” for objects. </span></p>
<p><span><span> </span>&#8211; A <strong>name assignment </strong>is a special form of assignment expression where an alias to another value, object, program, etc. is created using the form “(let) &lt;name-expression&gt; name(s) &lt;name-expression&gt;”. (The name of a variable or object, like the type, can be accessed using methods name() or type())</span></p>
<p><span><span> </span>&#8211; An <strong>expression template </strong>is a special expression form suitable to metaprogramming.</span></p>
<p><span><span> </span>&#8211; A <strong>conditional-expression </strong>can be written in the standard form “if (&lt;condition-expression) {&lt;code-block&gt;} (else if (&lt;condition-expression&gt;) {&lt;code-block&gt;} else {&lt;code-block&gt;}”. </span></p>
<p><span><span> </span>&#8211; A <strong>loop-expression </strong>can be expressed in the  form “ while/for&lt;loop-expression&gt; {&lt;code-block&gt;}” </span></p>
<p><span><em></em></span></p>
<p><span><em>libraries</em></span></p>
<p><span><em><span> </span></em>Exa should run with only a tiny core capable of string processing, file and device i/o, etc. (Additional libraries for sound, 2d/3d graphics should also be provided.)</span></p>
<p><span><em></em></span></p>
<p><span><em>syntax notes</em></span></p>
<p><span>Commas serve for line breaks both in code blocks and expressions.</span></p>
<p><span>There are no semi-colons in Exa. Also, in unambiguous cases, brackets may be omitted.</span></p>
<p><span><strong></strong></span></p>
<p><span><strong></strong></span></p>
<p><span><strong></strong></span></p>
<p> </p>
<p><span><em>examples</em></span></p>
<p><span><strong></strong></span></p>
<p> </p>
<p><span><strong><em>Hello World</em></strong></span></p>
<p><span><strong><em><br />
</em></strong></span></p>
<p><span><em><span> </span></em>Method One</span></p>
<p> </p>
<p><span><em>helloworld1.ea</em></span></p>
<p><span><span> </span>out “Hello”</span></p>
<p> </p>
<p><span>Method Two</span></p>
<p> </p>
<p><span><em>helloworld2a.ea</em><span> </span></span></p>
<p><span><span> </span>pure print(literal x) { out(x) }</span></p>
<p><span><span> </span>print “Hello”</span></p>
<p> </p>
<p><span><em>helloworld2b.ea</em></span></p>
<p><span><em><span> </span></em>let print name out, print “Hello”</span></p>
<p> </p>
<p> </p>
<p><span><br />
</span></p>
<p><span><span> </span>Method Three</span></p>
<p> </p>
<p><span><em>voice.ea</em></span></p>
<p><span><em><span> </span></em>define object Voice {</span></p>
<p><span><span> </span>pure express (literal x) {</span></p>
<p><span><em><span> </span></em>out(x)</span></p>
<p><span>}}</span></p>
<p> </p>
<p><span><em>helloworld3.ea</em></span></p>
<p><span><span> </span>invite voice</span></p>
<p><span><span> </span>Voice v, </span></p>
<p><span><span> </span>v: express “Hello”</span></p>
<p><span><em></em></span></p>
<p><span><em></em></span></p>
<p><span><em></em></span></p>
<p> </p>
<p> </p>
<p> </p>
<p><span><strong><em>Input/Output</em></strong></span></p>
<p> </p>
<p><span>Math</span></p>
<p> </p>
<p><span><em>math_io.ea</em></span></p>
<p><span>numeric factorial(numeric val) {</span></p>
<p><span><span> </span>if (val&lt;=2) val </span></p>
<p><span><span> </span>else factorial(val-1)*val}</span></p>
<p><span><span> </span>read “n!” as “factorial(n)”</span></p>
<p><span><em><span> </span></em>out “Please enter a number: “</span></p>
<p><span><span> </span>numeric x = in</span></p>
<p><span><span> </span>out “The square root of [x] is [x ^ 0.5].\n”,</span></p>
<p><span><span> </span>    “The area of a circle with radius [x] is [pi * x ^ 2].\n”,</span></p>
<p><span><span> </span>    “The factorial of [x] is [x!].\n”</span></p>
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		<title>Worlds</title>
		<link>http://joeweissman.wordpress.com/2008/12/21/worlds/</link>
		<comments>http://joeweissman.wordpress.com/2008/12/21/worlds/#comments</comments>
		<pubDate>Sun, 21 Dec 2008 21:28:00 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[java]]></category>
		<category><![CDATA[processing]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[worlds]]></category>

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		<description><![CDATA[I have recently undertaken the creation of a 3-d graphics extension to the Processing core. I intend it to be general purpose, but for now it will likely be tailored to the presentation of a new game I&#8217;m working on based loosely on Galaxy Wars.   It is called Worlds, and you can follow its development [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=joeweissman.wordpress.com&amp;blog=3847996&amp;post=27&amp;subd=joeweissman&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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<p>I have recently undertaken the creation of a 3-d graphics extension to the Processing core. I intend it to be general purpose, but for now it will likely be tailored to the presentation of a new game I&#8217;m working on based loosely on Galaxy Wars.</p>
<p> </p>
<p>It is called <strong>Worlds</strong>, and you can <a href="http://worldslib.blogspot.com">follow its development here</a>.</p>
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		<title>DotWars Preview</title>
		<link>http://joeweissman.wordpress.com/2008/07/08/dotwars-preview/</link>
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		<pubDate>Tue, 08 Jul 2008 04:56:01 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[abstract]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[nano]]></category>
		<category><![CDATA[processing]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[rts]]></category>
		<category><![CDATA[video games]]></category>

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		<description><![CDATA[  Coming soon!<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=joeweissman.wordpress.com&amp;blog=3847996&amp;post=25&amp;subd=joeweissman&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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<p> </p>
<p>Coming soon!</p>
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		<title>SimRPG</title>
		<link>http://joeweissman.wordpress.com/2008/06/30/simrpg/</link>
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		<pubDate>Mon, 30 Jun 2008 04:16:44 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[combat simulation]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[iso 3d]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[rpg]]></category>

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			<content:encoded><![CDATA[<p> </p>
<p> </p>
<p><a href="http://joeweissman.files.wordpress.com/2008/06/simrpg-jpeg.jpg"><img class="aligncenter size-medium wp-image-20" src="http://joeweissman.files.wordpress.com/2008/06/simrpg-jpeg.jpg?w=300&#038;h=225" alt="" width="300" height="225" /></a><a href="http://joeweissman.files.wordpress.com/2008/06/simrpg-rage-jpg.jpg"></a></p>
<p style="text-align:center;"><a href="http://joeweissman.files.wordpress.com/2008/06/simrpg-rage-jpg1.jpg"><img class="aligncenter size-medium wp-image-23" src="http://joeweissman.files.wordpress.com/2008/06/simrpg-rage-jpg1.jpg?w=300&#038;h=225" alt="" width="300" height="225" /></a></p>
<p style="text-align:right;">More soon..</p>
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		<title>Asteroid Wars</title>
		<link>http://joeweissman.wordpress.com/2008/05/30/asteroid-wars/</link>
		<comments>http://joeweissman.wordpress.com/2008/05/30/asteroid-wars/#comments</comments>
		<pubDate>Fri, 30 May 2008 15:47:42 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[ai]]></category>
		<category><![CDATA[asteroids]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[processing]]></category>

		<guid isPermaLink="false">http://joeweissman.wordpress.com/?p=13</guid>
		<description><![CDATA[An asteroids-style space shooter. If you&#8217;d like to play, you can download the Windows executable (hosted at MediaFire.) (Built in Java with Processing.)<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=joeweissman.wordpress.com&amp;blog=3847996&amp;post=13&amp;subd=joeweissman&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>An asteroids-style space shooter.</p>
<p><a href="http://joeweissman.files.wordpress.com/2008/05/picture-1.png"><img class="alignnone size-medium wp-image-14" src="http://joeweissman.files.wordpress.com/2008/05/picture-1.png?w=300&#038;h=187" alt="" width="300" height="187" /></a></p>
<p>If you&#8217;d like to play, <a href="http://www.mediafire.com/?msbgjymwlzx">you can download the Windows executable</a> (hosted at MediaFire.)</p>
<p>(Built in Java with Processing.)</p>
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		<title>Galaxy Wars</title>
		<link>http://joeweissman.wordpress.com/2008/05/29/galaxy-wars/</link>
		<comments>http://joeweissman.wordpress.com/2008/05/29/galaxy-wars/#comments</comments>
		<pubDate>Thu, 29 May 2008 22:44:23 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[ai]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[nodebox]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[rts]]></category>

		<guid isPermaLink="false">http://joeweissman.wordpress.com/?p=7</guid>
		<description><![CDATA[An arcade-style space-conquest merging RTS with RPG elements. Midway through a fierce interstellar battle: An early version: (Click for larger screenshots)<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=joeweissman.wordpress.com&amp;blog=3847996&amp;post=7&amp;subd=joeweissman&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>An arcade-style space-conquest merging RTS with RPG elements.</p>
<p>Midway through a fierce interstellar battle:</p>
<p style="text-align:center;"><a href="http://joeweissman.files.wordpress.com/2008/05/galaxy-wars-alpha.jpg"><img class="alignnone size-medium wp-image-12 aligncenter" src="http://joeweissman.files.wordpress.com/2008/05/galaxy-wars-alpha.jpg?w=300&#038;h=187" alt="" width="300" height="187" /></a></p>
<p>An early version:</p>
<p><a href="http://joeweissman.files.wordpress.com/2008/05/galaxy_weapons_upg-jpg1.jpg"><img class="aligncenter size-medium wp-image-11" src="http://joeweissman.files.wordpress.com/2008/05/galaxy_weapons_upg-jpg1.jpg?w=300&#038;h=187" alt="" width="300" height="187" /></a></p>
<p>(Click for larger screenshots)</p>
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		<title>Cosmic RPG</title>
		<link>http://joeweissman.wordpress.com/2008/05/29/cosmic-rpg/</link>
		<comments>http://joeweissman.wordpress.com/2008/05/29/cosmic-rpg/#comments</comments>
		<pubDate>Thu, 29 May 2008 14:26:16 +0000</pubDate>
		<dc:creator>Joe</dc:creator>
				<category><![CDATA[game programming]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[text-based]]></category>

		<guid isPermaLink="false">http://joeweissman.wordpress.com/?p=4</guid>
		<description><![CDATA[Concept The basic idea here is to procedurally generate an RPG universe complete with locations, stories and characters. Every time you play it produces a completely new &#8220;cosmos&#8221; with new stars, planets, cities, neighborhoods, buildings and people. Below are several random level one characters and a few examples of the UI (with procedurally-generated flavor text [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=joeweissman.wordpress.com&amp;blog=3847996&amp;post=4&amp;subd=joeweissman&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Concept</strong></p>
<p>The basic idea here is to procedurally generate an RPG universe complete with locations, stories and characters. Every time you play it produces a completely new &#8220;cosmos&#8221; with new stars, planets, cities, neighborhoods, buildings and people.</p>
<p>Below are several random level one characters and a few examples of the UI (with procedurally-generated flavor text describing the location.)</p>
<p>User Interface</p>
<p><a href="http://joeweissman.files.wordpress.com/2008/05/cosmic-rpg-1.jpg"><img class="alignnone size-medium wp-image-15" src="http://joeweissman.files.wordpress.com/2008/05/cosmic-rpg-1.jpg?w=300&#038;h=150" alt="" width="300" height="150" /></a></p>
<p><a href="http://joeweissman.files.wordpress.com/2008/05/cosmic-rpg-2.jpg"><img class="alignnone size-medium wp-image-16" src="http://joeweissman.files.wordpress.com/2008/05/cosmic-rpg-2.jpg?w=300&#038;h=238" alt="" width="300" height="238" /></a></p>
<p><a href="http://joeweissman.files.wordpress.com/2008/05/cosmic-rpg-3.jpg"><img class="alignnone size-medium wp-image-17" src="http://joeweissman.files.wordpress.com/2008/05/cosmic-rpg-3.jpg?w=300&#038;h=237" alt="" width="300" height="237" /></a></p>
<p><strong>Sample Character</strong></p>
<blockquote><p>Name: Joe<br />
Class: Rogue (lvl 1)</p>
<p>Alignment: Modern Lawful Evil</p>
<p>Current Weapon: Rose Bow<br />
Current Armor: Light Armor</p>
<p>Intelligence: 5            Strength: 2            Constitution: 4<br />
Dexterity: 3            Wisdom: 4            Charisma: 4</p>
<p>Savvy: 5            Charm: 2        Intimidation: 5<br />
Intuition: 2            Instincts: 4<br />
Kindness: 3            Cruelty: 4</p>
<p>Hair: Dark Red            Eyes: Dark Brown        Complexion: Dark Brown<br />
Height: 5 ft., 7 in.         Weight: 213 lbs</p>
<p>Wealth: 4 (3200)</p>
<p>How about this character (y/n)</p>
<p><span id="more-4"></span>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>Name: Joe<br />
Class: Fighter (lvl 1)</p>
<p>Alignment: Modern True Evil</p>
<p>Current Weapon: Long Sword<br />
Current Armor: Heavy Armor</p>
<p>Intelligence: 3            Strength: 4            Constitution: 3<br />
Dexterity: 3            Wisdom: 3            Charisma: 2</p>
<p>Savvy: 4            Charm: 3        Intimidation: 3<br />
Intuition: 4            Instincts: 2<br />
Kindness: 3            Cruelty: 4</p>
<p>Hair: Dark Red            Eyes: Light Blue        Complexion: Medium Brown<br />
Height: 5 ft., 9 in.         Weight: 194 lbs</p>
<p>Wealth: 5 (5000)</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Name: Joe<br />
Class: Sorcerer (lvl 1)</p>
<p>Alignment: Romantic True Good</p>
<p>Current Weapon: Light Staff<br />
Current Armor: None</p>
<p>Intelligence: 4            Strength: 4            Constitution: 5<br />
Dexterity: 4            Wisdom: 5            Charisma: 2</p>
<p>Savvy: 4            Charm: 5        Intimidation: 5<br />
Intuition: 3            Instincts: 5<br />
Kindness: 5            Cruelty: 4</p>
<p>Hair: Dark Red            Eyes: Light Blue        Complexion: Medium Brown<br />
Height: 6 ft., 8 in.         Weight: 213 lbs</p>
<p>Wealth: 5 (5000)</p></blockquote>
<p><strong>Text-Based Storytelling</strong></p>
<p>The next step on this project involves integrating the &#8220;implicit&#8221; storytelling elements directly into the game as events. It strikes me that the formal ontology I&#8217;ve been using in other areas (elements, attributtes, relationships) applies well to each of the areas we need serious artificial creativity in &#8212; stories, worlds and characters. Making the engine more fluent, narrative, and interactive is where I intend to go with this.</p>
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