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landru's Introduction

Landru is a reactive state machine oriented Forth dialect.

Forth is executed line by line as source is interpreted. Landru is compiled.

Comments are C++ style.

// This is a comment.

Landru allows the import of modules using the require keyword.

audio = require("audio")
time  = require("time")
io    = require("io")

Landru has a number of standard libraries, including

  • io -- input and output
  • time -- time related utilities
  • int -- integer math
  • real -- real number math

There are some optional libraries as well, such as

  • audio

The fundamental execution unit is a machine. When machines are encountered in a Landru file, they are compiled. There is one special machine, named main. It's special because it is executed automatically as soon as the whole file is compiled.

machine main:
    // this machine is trivial
;

As in Forth, Landru language structures are declared, then surrounded with a colon and semicolon. Here, machine main is pretty trivial.

Machines are made up of declared persistent state, and states. There is one special state, named main. When a machine is started, the machine's state variables are instantiated, and then main automatically runs.

machine main:
  declare: audio.Context audioContext;

  state main:
  ;
;

Whitespace is not significant.

// The same program.

machine main:
 declare: audio.Context audioContext;
 state main: ;;

Forth uses a prefix notation where parameters are loaded up on a stack, then a function is invoked. Landru also has a data stack, loaded up between parenthesis. Commas between arguments are optional. Functions are always executed on an object. There are no free functions.

  int.add(3 5)
  int.add(3, 5)

A machine can launch another machine.

machine pong:
  state main: io.print("pong") ;;

machine ping:
  state main: io.print("ping")
              launch("pong")   ;;

A machine can launch another instance of its own kind.

machine recurse:
   state main: launch("recurse") ;;

The recurse machine does not lock up the execution environment, because lauch instructions do not execute immediately. Instead, they are queued, and run when a state yields.

A machine retires when it has no pending state transitions. Landru execution continues until all launched machines retire, or are otherwise terminated.

A real machine will have more than one state. State transitions are invoked by the goto statement.

machine pingpong:
  state ping: io.print("ping") goto pong ;
  state pong: io.print("pong") goto ping ;
  state main: goto ping ;;

Notice that the statements executed by the state are bracketed by *Forth's colon-semicolon scoping syntax.

The pingpong machine will print out ping and pong like crazy. (Not completely crazy, gotos yield before they take affect.) Actor based languages are event driven, and Landru is no exception. Landru uses the on keyword to indicate events that will be responded to.

The time standard library has an after event. The pingpong machine can be brought under control by involving a timer.

machine pingpong:
  state ping: io.print("ping")
              on time.after(0.5): goto pong ;;
  state pong: io.print("pong")
              on time.after(0.5): goto ping ;;
  state main: goto ping ;;

This pingpong machine will change state every half a second. Notice that the on statement takes the form of on condition followed by the things to do enclosed in Forth's typical colon semicolon scoping syntax.

variables

Variables have a hierarchy of scopes.

Local variables are declared within a scope, and don't persist beyond it.

machine localVar:
  state main:
    float a = 3
    io.print("a is ", a);;

The variable a won't be avalable outside of the state, and will be initialized to 3 every time the state is initialized.

machine instanceVar:
  declare: float b = 3;
  state main:
    io.print("b is ", b);;

When a machine of type instanceVar is launched, it will have its own copy of b, initialized to 3. If a state modifies b, the new value is seen by any other states within that instatiated machine, but not by other machines of the same time.

machine sharedInstanceVar:
  declare: shared float c = 3;
  state main:
    io.print("c is ", c) ;;

When the first machine of type sharedInstanceVar is instantiated, c will be have the value of 3. If c is modified, all other instances of sharedInstanceVar will see that new value. When new instances are created, they will share the already existing c. If all copies of sharedInstanceVar exit, c will also disappear, meaning the next sharedINstanceVar object will reinitialize c with the value 3.

require("test")
machine requireVar:
  state main:
    io.print("test.d is ", d) ;;

If the module test is known to have a value d in it, a machine can access it using dotted scope syntax.

declare:
  float e = 3 ;

machine globalVar:
  state main:
    io.print("global e is ", e) ;;

Variables declared in the global scope persist until all launched machines have exited and the script stops running.

States can have local variables.

machine stateVar:
    state main:
      declare: int j = 5; ;
    ;
;

Scoping rules are that the most local scope has precedence. So a local variable is preferred to machine variable (shared or instance), is preferred to a required module's variable or a global variable. If for some reason namespacing caused a global variable to have the same name as a module's variable, the module variable hides the global variable.

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