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lolcode-spec's Issues

down to loop

Is it possible at current state to make a downto loop? I tried this http://pastebin.com/PnX2HTdz but variable sets to 0 in loop (and throws an error if i try access undefined variable).
Tested on v0.10.5

Make LOLCODE functions first class

In addition to the current language builtin types (NUMBR, NUMBAR, YARN, TROOF, and NOOB), introduce FUNKSHUN as a builtin first class object (with appropriate lambda syntax)

Specification of dynamic expression evaluation and dynamic statement execution

Proposal for dynamic statement execution and dynamic expression evaluation:

Dynamic statement execution: MAEK IT LIEK
e.g.

I HAZ A VAR ITZ "BLOON"
MAEK IT LIEK SMOOSH "I HAZ A "  VAR " ITZ :"RED:"" MKAY

which defines a variable BLOON with the value "RED".

Dynamic expression evaluation: JUS LIEK
e.g.

I HAZ A PROLEM ITZ "SUM OF 4 AN 5"
VISIBLE SMOOSH "PROLEM IZ " PROLEM MKAY
VISIBLE SMOOSH "ANSR IZ " JUS LIEK PROLEM MKAY

which would display

PROLEM IZ SUM OF 4 AN 5
ANSR IZ 9

Add classes and objects to LOLCODE?

A few years back, I was fiddling around with LOLCODE and tried to implement a flavor that contained classes and object declarations. I recently stumbled upon your projects, and it's great to see the esolang still alive!

Would there be any interest in adding an object-oriented feature to the language? I spent some time drafting up an addition to the language specs, and if there's interest I would love to flesh it out a bit more and help add it to the lci.

The draft can be seen here (additions at the bottom):
https://github.com/bjia56/lolcode-spec/blob/master/v1.5_draft/lolcode-spec-v1.5.md

Note that I added the class syntax in the form of Dogespeak. A friend of mine suggested that since he thought it could be appropriate for a significantly different feature of the language. The keywords can definitely be changed to something more lolcat-related if that's necessary.

Introduce structured data types to LOLCODE

I am in favor of the following syntax for declaring a structured data type:

DIS IS A <class_name> KINDA LIKE A <base_class_name> BUT
   IT GOT A <variable> 
   IT GOT A <variable> ITZ <value>
   IT CAN <function_name>
OKIE

Instantiation can be done with: I HAS A <instance_name> ITZ <class_name> BORN WIF <arguments>, or <instance_name> R <class_name> BORN WIF <arguments>
Accessing elements of the structure can be done with I HAS A <variable> ITZ DA <field_name> OV <instance_name>, or <variable> R DA <field_name> OV <instance_name>.

Other syntax could be used - but I would certainly like structured data types!

lolcode licensing

So I understand that the lolcode interpreter(s) you created are open source. Is the specification itself open source as well? I ask because I recently started work on my own LOLCODE interpreter as an academic exercise and would like to put my code on my own GitHub account under GPLv3. Do i need written permission from you to do so? Obviously, you would be credited with the creation of the LOLCODE spec.

LoopCondition confused?

Hi all, I'm really confused at loop's operation:

IM IN YR <label> <operation> YR <variable> [TIL|WILE <expression>]
  <code block>
IM OUTTA YR <label>

"Where may be UPPIN (increment by one), NERFIN (decrement by one), or any unary function".

So I tried to make a loop where operation is a unary function on Tutorialspoint:

HAI 1.2

    HOW IZ I bla YR X
        X R SUM OF X AN 1
        FOUND YR X
    IF U SAY SO

    IM IN YR LOOP I IZ bla YR X MKAY TIL BOTH SAEM X AN 10
        VISIBLE X
    IM OUTTA YR LOOP


KTHXBYE

and another version on repl.it:

HAI 1.2

    HOW DUZ I bla YR X
        X R SUM OF X AN 1
        FOUND YR X
    IF U SAY SO

    I HAS A X ITZ 1

    IM IN YR LOOP bla YR X TIL BOTH SAEM X AN 10
        VISIBLE X
    IM OUTTA YR LOOP


KTHXBYE

I think repl.it version is more fit to the spec, so why is that there are 2 ways to write a loop and both are true (no errors when executing)?

Name Change?

I think it would be more of a LOLCAT type language if the name was changed from LOLCODE to LOLKODE.

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