Comments (3)
For information storage, I'd go with SHUV <var> INTO <numbr_index> OF <bukkit>
.
Provided with the language should be the special values FRUNT
and BAK
for each end of the bukkit. This syntax should be SHUV <var> INTO FRUNT OF <bukkit>
and SHUV <var> INTO BAK OF <bukkit>
.
As for accessors, I think GRAB <numbr_index> FRUM <bukkit>
should do nicely (again, with FRUNT
and BAK
builtins).
For removing elements from the bukkit, I suggest REMOOV <numbr_index> FRUM <bukkit>
(again, with FRUNT
and BAK
builtins).
from lolcode-spec.
After becoming a little older and wiser, these are now my thoughts:
- I'm in favor of associative arrays being BUKKITs
- I also think we should have numerically indexed LIZTs
FRUNT
and BAK
should only apply to LIZT, but the SHUV/GRAB/REMOOV
syntax seems like it could be used by both LIZTs and BUKKITs. If so, they'll need to have different initialization syntax so that the interpreter/compiler can have a deterministic parse tree.
To that end, I'm in favor of the syntax I HAS A VAR ITZ EMTEE_BUKKIT
and I HAS A VAR ITZ EMTEE_LIZT
, respectively. This ensures that the grammar of LOLCODE doesn't change significantly and makes the initialization constants easily tokenizable.
from lolcode-spec.
Same syntax can work for associative arrays: lose the FRUNT
and BAK
(only for associative arrays), and use a <yarn_key>
instead of <numbr_index>
.
Possibly can integrate both into the same storage system (i.e. same BUKKIT can hold both indexed and associative array entries)
from lolcode-spec.
Related Issues (10)
- down to loop HOT 1
- Make LOLCODE functions first class
- Specification of dynamic expression evaluation and dynamic statement execution
- Add classes and objects to LOLCODE?
- LoopCondition confused?
- lolcode licensing HOT 1
- Name Change? HOT 2
- **deleted** HOT 2
- Introduce structured data types to LOLCODE HOT 3
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from lolcode-spec.