<=====------======------===[ On  ~ATH ]===------======------=====>

 ~ATH is an esoteric programming language that was conceptualized
 for the Homestuck webcomic (don't worry, this post is not about
 Homestuck). Pronounced "til death", the language's primary
 method of executing code relies upon the death of real-world
 entities. The language exclusively consists of infinite loops
 (which usually do not contain much in the way of actual
 instructions), and the only way to make these loops terminate is
 by tying them to the lifespan of some entity with a finite life.
 Only after the loop, in an EXECUTE statement, can truly useful
 code be run. In Homestuck, the entities that can be tied to
 loops in this way consist exclusively of real things that are
 generally quite long-lived: one of the shortest lifespans a loop
 can be tied to is that of its author. Of course, this makes the
 language both near-useless without significant trickery within
 the comic's own fiction, and also impossible to implement in
 real life.

 So when I made my implementation in Python, I basically made a
 bunch of stuff up.

 Now, before I start talking about the decisions I made in my
 implementation, I want to make it clear that I am far from the
 first person to do this. There are many other implementations of
 ~ATH, each with its own ideas on adapting the language's rules
 to the real world that are just as interesting as my own. In
 particular, drocta ~ATH is one of the oldest implementations I
 know of and a large source of inspiration for how mine works
 (really, there are only a handful of meaningful differences
 between mine and theirs, but they affect the language quite a
 bit). In the links section to my phlog I'll leave a few relevant
 links about drocta ~ATH and a few other implementations I found
 interesting while doing research for this one. I definitely
 recommend checking them out if you're interested. With that out
 of the way, onto the details of my implementation.

 Thinking about how to maintain the core concept of the language,
 I eventually decided upon having loops tied to abstract objects
 that can be killed at-will by the user. To be clear, these are
 not objects in the OOP sense (except under the hood of the
 interpreter, but that's neither here nor there), but are rather
 representations of something out there in the world that is
 either alive or dead. Whether an object is alive or dead is the
 only state it contains, and the only way to transform an object
 is by killing it with OBJECT.DIE(). The .DIE() function
 exists within the comic, but is only ever shown to be used to
 end the program by calling THIS.DIE() (a function that it will
 continue to perform in my implementation). You create a
 reference to an object with the following syntax:
    __________________________________________________________
   |                                                          |
   |  import abstract VARNAME;                                |
   |__________________________________________________________|

 The object will be alive upon creation. Note that we will be
 making use of this syntax to import things that aren't abstracts
 later. With this, we can now create and kill abstract objects
 with otherwise indefinite lifespans, but how do we actually USE
 that? And thus the language's primary (and only) control flow
 structure enters the scene: the ~ATH loop. It's declared like
 this:
    __________________________________________________________
   |                                                          |
   |  ~ATH(VARNAME) {                                         |
   |     [THING1]                                             |
   |  } EXECUTE([THING2]);                                    |
   |__________________________________________________________|

 This can be read as "Til death of VARNAME, do THING1. Then, do
 THING2." THING1 will be repeatedly executed, checking each
 iteration if THING1 is still alive. If it isn't, the loop stops
 executing, and THING2 is executed once. Notably, if VARNAME is
 already dead, the loop AND the EXECUTE are skipped. Also, the
 EXECUTE statement is a mandatory part of the loop. It cannot be
 empty, but can contain the keyword NULL if you do not want to
 execute anything. Now, when you take all of this in combination
 with what we've already established, it's not hard to see that
 the central challenge of writing ~ATH as it is presented in the
 comic has been removed. The entire point of ~ATH in Homestuck is
 that it's very difficult to get an EXECUTE statement to execute
 within any reasonable time frame without significant difficulty.
 In this version of ~ATH, one can trivially trigger an EXECUTE
 with the following pattern:
    __________________________________________________________
   |                                                          |
   |  import abstract LAMB;                                   |
   |  ~ATH(LAMB) {                                            |
   |     [THING1]                                             |
   |     LAMB.DIE();                                          |
   |  } EXECUTE([THING2]);                                    |
   |__________________________________________________________|

 This pattern is also helpful for getting any ~ATH loop to
 execute precisely once.

   | LAMB is one of two variable names I repeatedly use
   | as a matter of convention in order to describe a common
   | variable purpose. A LAMB is any object that is created for
   | the explicit purpose of being almost immediately killed,
   | usually to trigger an EXECUTE or have a loop that executes
   | once, as above.

 Now, at this point, we're pretty close to having all the
 syntax that ~ATH has in Homestuck defined. Unfortunately, the
 language with only the above components is also completely
 impossible to do anything interesting in. This is where the last
 major piece of the language comes into play: bifurcation.
 Bifurcation will not only make it possible to write more complex
 programs, it also introduces what the central challenge of
 writing code in my ~ATH implementation is (if it weren't
 endlessly frustrating to use, it wouldn't be ~ATH).

 In Homestuck, we see the following syntax:
    __________________________________________________________
   |                                                          |
   |  bifurcate VAR[VAR1, VAR2];                              |
   |__________________________________________________________|

 Within the comic this is exclusively used in one notorious
 script that that splits itself into two halves by doing
 bifurcate THIS[THIS, THIS] (each half of THIS was written in a
 different color). My implementation does not support this
 behavior for what I hope are obvious reasons. Instead, bifurcate
 can be used to get each half of an object. I say "get" instead
 of "create" because sometimes (often) you are bifurcating an
 object that you have already previously bifurcated. In such a
 case, VAR1 and VAR2 would become duplicates of the already
 existing halves. Duplicates and not references because, if you
 were to kill VAR1, the original version would still live. In
 other words, bifurcation passes by value, not reference.
 It is this property that allows us to create useful programs.

   | It is VERY IMPORTANT to keep in mind the first time you
   | bifurcate an object, you are actually *creating* the two
   | halves, and the two variables you produce act like the
   | "master copies" of those objects. If you kill them, all
   | future bifurcations of their parent object will produce
   | duplicates of the dead halves. Sometimes this is wanted,
   | and sometimes it is not.

 The last rule of bifurcation is that an object can have two
 dead halves and still be alive, but when an object dies both of
 its halves die as well. Think of the two halves as children on
 a binary tree, and death as a state change that can propogate up
 the tree but not down it. And now we see the fundamental
 challenge this version of ~ATH presents: how do you write
 programs in a world where your only data structure is a binary
 tree that can only be traversed in one direction, and which
 consists of nodes whose only state is whether they are alive or
 dead (which is a one-way mutation). Plus, your only control flow
 is the ability to loop over a block of code until one of these
 nodes becomes dead.

 Challenge accepted, I said, to this problem I had just invented.

 But first, I needed to determine how I would handle textual
 input and output. What I ended up deciding upon was very simple
 (and largely borrowed from drocta ~ATH),  so I'll explain it
 quickly: "input" is a new type of object you can import (as in,
 import input VARNAME). When the input declaration is processed
 by the interpreter, the user is prompted for input and can type
 in whatever they would like before pressing Enter.
 The entire line of input text is stored in the input object, but
 there's no way to actually access it. Instead, when you
 bifurcate the object, the left half takes the first character,
 and the right half takes the rest of the input. An input object
 is alive unless it only contains an empty string or a zero.
 In this way, we can process binary input by testing whether each
 individual bit is a 1 or 0 (alive or dead). Of course, the user
 could input any non-zero character in place of a 1, but that
 doesn't affect us at all.

 For output there's simply a PRINT keyword that has to be
 followed by a string of text enclosed in double quotes, which
 prints the string to stdout followed by a newline. PRINT
 statements can only be placed inside of EXECUTE statements. This
 means that it is common to have a lot of LAMB patterns in your
 code for the sole purpose of printing something to the console.
 Of course, this is really more of an annoyance than anything,
 which is a net positive as far as this language is concerned.
 When it can't be frustrating, it'll do its best to be annoying.

 Once I had my plans for the language in mind and had created a
 grammar for it, I set about creating the Python interpreter.
 I started this having never written Python before and with very
 little idea how interpreters work. However, Python is a very
 easy language to pick up while you build something, and the
 subject of interpreters proved to be less complex than I
 expected (in terms of the very basics, which is all I really
 needed to know for this project). So I hacked the thing together
 in three days. On day one I didn't spend a huge amount of time
 on it, but I made a very simple tokenizer with some odd quirks
 based on similar simple python tokenizers I had found. On day 2
 I read up a whole bunch on recursive descent parsing, which
 turned out to be a lot of fun, and the parser was pretty
 relaxing to write all things considered. On day 3 I finished the
 parser and did the entire actual interpreter.

 The result of how I made my ~ATH interpreter is that its a
 hacked together mess with a lot of odd quirks and extremely
 unhelpful error messages. It was everything I needed from it,
 though, since it was just for myself to play around with. This
 does mean, however, that I am not going to share the interpreter
 on here. I do plan on someday rewriting the implementation,
 likely in an entirely different language, and if I do I'll
 make another post about it and provide the interpreter alongside
 some of my own ~ATH code. For now, I'll put the (EBNF) grammar
 in the links for anyone who's interested.

 I don't want to end this post without giving a real example of
 how one DOES anything in my version of ~ATH, so I'm going to
 describe how I implemented a mimicry of integers within the
 language. Hopefully it'll help you understand how one utilizes
 the bifurcate keyword and the structure that it presents.

 To create a method of interacting with numbers within ~ATH, I
 constructed a particular tree structure in which each node (or
 abstract object, in ~ATH terms) represented a singular number.
 For each number, the left half of the number is the number
 beneath it. The right half of the number is irrelevant. The left
 half of the object that represents 1 is dead, representing 0.
 All in all, the tree looks like this (right halves removed for
 clarity):
    __________________________________________________________
   |                                                          |
   |                           ROOT                           |
   |                            |                             |
   |                           N255                           |
   |                            |                             |
   |                           N254                           |
   |                            .                             |
   |                            .                             |
   |                            .                             |
   |                            N2                            |
   |                            |                             |
   |                            N1                            |
   |                            |                             |
   |                            N0  <-- DEAD                  |
   |__________________________________________________________|

 I only created the numbers up to 255 so as to allow for basic
 8-bit input and output in my programs. Creating this structure
 is a hassle but not difficult (continuing ~ATH's goal of
 being annoying), as it just consisted of importing an abstract
 called ROOT, bifurcating it and calling the left half N255,
 bifurcating that and calling the left half N254... all the way
 down to N0, and then calling N0.DIE(). I ended up writing a
 python script to automatically generate that ~ATH code for me
 when given how many numbers I wanted to have in my "tree." Then
 I saved the output to NUMBERS.~ATH and imported it to my other
 ~ATH programs as such:
    __________________________________________________________
   |                                                          |
   |  import library NUMBERS;                                 |
   |__________________________________________________________|

   | The library import type can only be placed at the top of a
   | program, before any non-import statements. It quite simply
   | takes the listed file and interprets it before continuing
   | with the current file. Ideally this is only used to create
   | helpful variable references as I've done here, but since
   | I made the interpreter for myself alone I never bothered to
   | make it enforce that as a rule.

 Now I can do stuff with numbers! As an example, here's how you
 loop over a block of code any given number of times (in this
 case, 6 times) and then exit:
    __________________________________________________________
   |                                                          |
   |  import library NUMBERS;                                 |
   |  bifurcate N7[I, JUNK];                                  |
   |  ~ATH(I) {                                               |
   |    # Loop body goes here                                 |
   |    bifurcate I[I, JUNK];                                 |
   |  } EXECUTE (NULL);                                       |
   |  THIS.DIE();                                             |
   |__________________________________________________________|

 To create a reference to 6, you have to take the left half of
 seven, becuase killing N6 directly would do BAD things (namely
 shift the whole number line down 6, since 6 would become the new
 zero). Then in each iteration of the loop, you are able to
 change the value of I to the value of its left half, effectively
 decrementing it until it "dies" by reaching zero. In both of the
 bifurcation statements above, the right half is thrown into a
 JUNK variable as it is not needed. In my own code, I tend to use
 the name NUL for this purpose, but I'll use JUNK in this post to
 avoid confusion with the NULL keyword.

   | Every program in ~ATH has to end with THIS.DIE(), but it can
   | also be used to terminate the program early.

 Now, if you want to subtract a number Y from a number X, that's
 relatively easy. If you take the above code but also decrement X
 (let's say 12 in this case) in each loop, then at the end X will
 contain the result of the subtraction:
    __________________________________________________________
   |                                                          |
   |  import library NUMBERS;                                 |
   |  bifurcate N13[X, JUNK];                                 |
   |  bifurcate N7[Y, JUNK];                                  |
   |  ~ATH(Y) {                                               |
   |    bifurcate X[X, JUNK];                                 |
   |    bifurcate Y[Y, JUNK];                                 |
   |  } EXECUTE (NULL);                                       |
   |  # X now contains the same value as N6, and Y is dead.   |
   |  THIS.DIE();                                             |
   |__________________________________________________________|

 You may be wondering how its possible to increment numbers,
 since the bifurcation tree can only be traversed downwards (in
 other words, you can't use two halves to get the value of the
 thing they are halves of). Luckily, a combination of two things
 will make incrementing (and addition) possible:

   - We still have the ROOT value at the top of our tree
   - a + b = c - (c - a - b)

 With that in mind, here's how you would add 1 to a number X:
    __________________________________________________________
   |                                                          |
   |  import library NUMBERS;                                 |
   |  bifurcate N6[X, JUNK];                                  |
   |  bifurcate ROOT[TEMP, JUNK];                             |
   |  ~ATH(X) {                                               |
   |    bifurcate X[X, JUNK];                                 |
   |    bifurcate TEMP[TEMP, JUNK];                           |
   |  } EXECUTE (NULL);                                       |
   |  # TEMP now contains 255 - 5 = 250                       |
   |                                                          |
   |  bifurcate TEMP[TEMP, JUNK]; # Now it contains 249       |
   |                                                          |
   |  bifurcate ROOT[RESULT, JUNK];                           |
   |  ~ATH(TEMP) {                                            |
   |    bifurcate TEMP[TEMP, JUNK];                           |
   |    bifurcate RESULT[RESULT, JUNK];                       |
   |  } EXECUTE (NULL);                                       |
   |  # RESULT now contains 255 - 249 = 5 + 1 = 6             |
   |  THIS.DIE();                                             |
   |__________________________________________________________|

 And I think that's where I'll leave this off, as from here
 writing more complex programs with numbers in ~ATH gets more and
 more verbose, but not much more difficult conceptually. I will
 admit that most of my ~ATH code is leaving a large chunk of the
 language's potential untouched, as it all is using this numeric
 structure that ignores most of the binary tree. Maybe one day
 I'll get around to exploring the possibilities a litle further.

 If you actually read all this, I hope you enjoyed hearing about
 my silly project I put WAY too much thought into. I also really
 do recommend you check out the links section of my gopherhole if
 you're curious about this stuff. Overall, I think esolangs are a
 really fun way to give yourself a challenging framework within
 which to attempt to solve what are normally simple problems, and
 I definitely think I'll try to create an original language of my
 own in the future. Thank you for reading!

 ruleofsix                                             2024/09/02
<=====------======------======------======------======------=====>