Wikibinator203 widget (todo not so much stuff on screen at once, should be mostly the colored draggable rectangles. each is a lambda. and todo move this UI to a js file so can be used in other html files. Canvas graphics and Web Audio API ScriptProcessorNode is coming soon, when transpiler makes it fast enuf for that. Then GPU.)
LICENSE AT TIME 2023-2-9:[[[
Wikibinator203 license: The whole turing-complete and hypercomputing space derived from
this universal combinator/lambda or forks of it and other software (prototype by Ben F Rayfield Y2023),
including every lambda of this kind called on a lambda to find/create a lambda or which never halts
(which the author of is defined as the universal combinator since these are tiny shared math objects),
is offered to everyone under opensource GNU AGPL 3 license, plus these extra permissions:
* Classpath/linking exception. Hook it to whatever you want, but within the space (no proprietary lambdas) is AGPL.
* License is instantly unterminated when you start obeying it.
* Free speech absolutism in the evilbit=true namespace in which all possible lambdas are allowed, even viruses etc.
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and to copy and distribute the resulting executable under terms of your choice,
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and conditions of the license of that module. An independent module is a
module which is not derived from or based on this library. If you modify
this library, you may extend this exception to your version of the library,
but you are not obligated to do so. If you do not wish to do so, delete this
exception statement from your version.
]]]
This is not the license... TODO rewrite this smaller and simpler...
In the evilbit=true namespace, which this prototype will use (TODO get those bits in the first byte of 32 byte ids working)...
#wikibinator merges fiction and nonfiction in a very strange way. Its a multiverse of all possible worlds, which is fiction, except 1 of those fictional worlds matches, to arbitrarily high precision, the nonfiction world we live in, and ppl might take it out of that context so I'm writing this. If they do take it out of context, thats their fault, and that does not give them the right to demand the false statements be removed, since this is a fictional system with truth existing in some parts, if you view it as words instead of math. As math it only computes true statements, unless its buggy. All true and false statements are supposed to be there in some fictional world. If a statement is true of the real world, then its a news service and world sim. If it doesnt match, then its fiction. Thought-police dont get to force remove the fictional parts of multiverse or any parts. The license says all possible lambdas are allowed in the evilbit=true namespace. Its all made of lambdas. You will see the partly fictional partly nonfictional multiverse when html canvas is working better in this software.
This system is a space of all possible patterns of info, so it has many true and many false statements. All possible combos of words are true, in that they exist in the "exponentially many monkeys will eventually type out shakespeare" way, and that they occur in the space of all possible lambdas of this kind, and that combos of randomness and goal directed thought will form sentences that dont look random and other things. You may not throw a wrench into this machine by forcing others to cut out certain lambdas you dislike. False statements are not removed just cuz they're false as words. All halted lambdas are true in this system, even if they say "two plus two equals five" since it is true thats the bytes of the utf8 text. Therefore if you believe something just cuz its written in words in the lambdas, thats your fault for taking it out of context. There will be ways of clustering many true statements together, but this is research and this system has limited access to the physical world to know whats true and false about it. If you dont agree to see both true and false statements, then dont let the door hit you on your way out. This paragraph is supported by the license includes "* Free speech absolutism in the evilbit=true namespace in which all possible lambdas are allowed, even viruses etc.". All possible lambdas, including those that contain sentences you may view as false when applied to the physical world. This is more of a fictional world, of all possible worlds, that some parts of will align to the real world (some parts very strongly so, as it can have specialized parts) and many wont.
I said "Rewrite his to be much shorter:" then that then ChatGPT said...
Fictional/nonfictional multiverse exploration.
June 17, 2023
In the evilbit=true namespace, this system merges fiction and nonfiction. It's a multiverse of all possible worlds. Some parts align with the real world, but others are purely fiction. The license allows all possible lambdas in this namespace, including false statements. True and false statements coexist here. The system has limited access to determine what's true or false in the physical world. If you can't accept both true and false statements, this may not be for you. It's a fictional world with some alignment to reality.
---
TODO replace "but others are purely fiction" with "but others are purely fiction or gradually between fiction vs nonfiction".
---
Wikibinator is a DaG of 96 byte blocks, 1 block per lambda, (parent id, left child id, right child id, each 32 bytes), or twice that big if using the optional high security ids (TODO).
The ids contain 192 bits (24 bytes) of sha256 so in theory you'd have to store 2^96=79228162514264337593543950336 lambdas before finding the first duplicate id, (or 384 if high security, todo which hash algorithm), unless it contains literal data instead.
TODO the mutableWrapperLambda system... (this doesnt work yet)...
Password creates publickey:
TODO a specific YourPublicKey appears here
✕ (YourPublicKey [hello YourPublicKey]) -> ???drag and drop to here???
✕ (YourPublicKey [some game quicksave is... [the thing...]]) -> ???drag and drop to here???
About the above^... You can use wikibinator anonymously with no user account/publickey at all, or with a publickey, and you can hook that to an identity in external systems if you want, or not.
This is for incoming messages. When anyone in the peer to peer network (TODO) calls (YourPublicKey IncomingMessage),
its checked against your local filter (any Lambda you choose, TODO) and if it passes, it appears here,
and you can drag a lambda as the response to it or click X on it to not respond.
So YourPublicKey acts like a lambda when others call it, including that multiple calls for the same param
are cached potentially forever and shouldnt repeat here (but may if not deduped yet?, TODO).
(YourPublicKey IncomingMessage) -> OutgoingResponse.
To get a publickey, type any password here, which gets hashed to make an ed25519 publickey, that will appear below (TODO).
The lambdas can do any algorithm, so doesnt have to be ed25519 but thats what the prototype will start with.
This password is not (TODO verify security) copied outside this browser window, unless your browser or its plugins or OS etc is spying on it.
Only digital signatures of it are normally shared.
All lambdas (including passwords, digital signatures, words, game quicksaves, etc) ever shared to other computers may be seen by anyone in the world. As a "wiki"-like system its a shared space, so dont share your password or things you dont want everyone to see. No take backs. Its like IPFS in that once it goes up its not coming down until computers and people stop downloading it for some time. (TODO peer to peer network)
QuickSave and QuickLoad use cookies. In future versions, it will have the option to save/download generated file and drag files in, and to drag just parts into and out of those files or cookies and to share and stream online.
--
Transpiled code out (to convert some lambdas to javascript for speed, but only works on some patterns of lambdas. Also todo gpujs and glsl and maybe python and java etc)...
(todo all as 1 js file, clean it up and isolate it): drag and drop tree UI for viewing and calling Wikibinator203 fns/lambdas...
wikib treeui fix the cant drop at same place to and from, by 2 dragsteps per splate. no, do in uistate 2 splats.
no, instead... xllrlr_xpos_ypos is coordinate. put 2 of those and some button stuff and highlight stuff in uistate, and onsolete those parts of splate.
Do all of these as vm.ops.Treemap etc, including wrappers of byte[].
* small circle icon for FROM or wouldFroim.
* small circle icon for TO or wouldTo.
* dragLine.
* outer border rect drag FROM.
* inner border rect drag TO.
* border of rect just BEFORE the last drop, if it still exists cuz calls might have replaced it, or maybe select ALL rects that have the same fn by localId128.
* border of rect just dropped, if it still exists cuz calls might have replaced it, or maybe select ALL rects that have the same fn by localId128.
* border of rect just AFTER the last drop, if it still exists cuz calls might have replaced it, or maybe select ALL rects that have the same fn by localId128.
* treemap of gamepads, keyboard buttons, mouse position, etc, but only those parts whose value is nonzero at the time. Values are double.
* treemap of sound channels in, in blocks of time or func of time to amplitude or something like that.
* treemap of video in (webcams)
* treemap of video out (canvases) as func that returns pixel bytes when called on something (or just the literal bytes?)
* todo should the password and mutableWrapperLambda incoming stuff be part of this? Might need a private area (make sure not to share these parts accidentally as cache etc)? Incoming and outgoing messages are not private (cuz its WIKIbinator), but password is, so if u want privacy u have to derive an encryption lambda.
* listweb-like treemap, for PrilistStacks (see those in the java version of listweb), but fns are the names.
..
**** Do I want a syntax andOr treeUI thing for treemaps? Maybe later, but im gonna get some or all of the aboive stuff working first. Treemap is already designed to be human readable, just not human editable directly. Its keys are in sorted order, and key/val always go together. But it doesnt yet display or maybe not even allow big blobs yet. ive been using them only up to how big an id can be but past that, it seems to have some bugs if I remember correctly.
XLLRLRL (to select which rect) and y and x fractions (where in it, or negative or above 1 for outside it but in its same coords), for each of FROM and TO and any other 2d points in tree coordinates. Borders dont need the x and y, or the x and y are always 0 or 1.
Hook in gamepads, mouse, and keyboard too. But is now a good time for that? Its part of input, and seems to fit well with this design, so YES. Also, byte arrays for microphone and webcam, and maybe also outputs for speakers and a separate canvas (not in the tree)? These could all go in either uiState or a new useAsImmutable datastruct of jsMaps. Just make {}s that have __bigHash var in them? {bigHash_: null, vars: {}, ...} or something like that? Or I could use a vm.ops.Treemap which can wrap byte arrays etc. Why not use that? Is it fast enuf? YES.
TODO [] is Infcur. -= is Rucfni (infcur spelled backward). Make lisp-like syntax like -car -cons a b== or maybe it should be .car .cons .a .b or maybe the .thing aka get var thing from Treemap (stateless) state (second param, first is linkedlist of params).
FIX THIS: make delete and COPY, both in right mouse button drag, work with <...> syntax, and test it with earlier syntaxes too.
DONE ENOUGH FOR NOW, but could be more efficient by not calling setSplit twice (do only once), the second call happening in updateDisplayToWrap at end of each dragAndDrop: in setSplit, which happens at end of a dragAndDrop, make it rebuild the visual tree if isOneLine and maybe other times,
cuz its not considering the different width after the draw. Is the max width part of splate (in split), or is it some func param?
It seems likely to be function param, and if so, maybe I should move it into splate or into split (probably into splate is better)?
DONE ENOUGH FOR NOW, its ok to call that many times since its updating many times per second, but i turned off some options (see options = {... map) to make it fast enuf (is still slow while browser debugger is open): figure out why setSplit is being called 3000 times per second just for mouse to move over it, and about 10-50 times per call of doBeforeDrag,
as you can on browser console type test_rememberDobsIn_setSplit and look at the last n of them,
with mouse over them in browser console, to see which rectangles on the page setSplit is called on.
FIXME the pushEvaler optimization of vm.identityFunc() does not wrap its param: F(U)(2)==2 returns true, but should return a wrapper of 2, in case its called on another param and throws cuz 2 is not a fn.
FIXME isDisplayPushAndPopChars is true when drag 2.34 to {abc def} and click metaL. Then I selected the {2.34 abc def} in {{2.34 abc def} ghi} and did selSplat.transformSplate(splate=>splate.setIsDisplayPushAndPopChars(false)) then selected it and verified its splate has isDisplayPushAndPopChars false (which was true in prev splat). But while thats false, its still displaying 2 { and 2 } instead of 1 of each. So theres 2 problems: when drop it that way (with metaL (and maybe other ways of dropping?)) it doesnt set isDisplayPushAndPopChars to false, AND when that is false, it displays the inner { and } anyways.
TODO...
TODO in the lambda dir theres some pseudocode for small parts of AugmentedBalls. Update it with the new syntax, including <a b c> meaning {,a b c} and Fo[x y z] meaning (Fo [x y z]) and anything of at most 3 chars (such as Fo += T _ etc) can use prefix syntax. Test it without optimizations, on a very small canvas. Then CPU optimize with vm.Mut objects and use a 512x512 or 1024x1024 canvas etc.
TODO also fix the tostringer in vm.Node.prototype.toString, cuz its not displaying all the code that goes in, things like "{ abc}" so theres a space between something displayed as 0 chars {? abc} and the abc. This will only be useful for small code. Bigger code will have to use the tree/rectangles UI cuz it can display sparsely.
SOLUTION: get rid of Mutlam. Only have λ and Stream/Treemap (aka State) loops/ifelse/etc, and add an opcode (V) to make it easy to copy all λ params to a State and to get a return value out of it. The λ will have U as its last param name to put a State in, but not all λ have to be like that.
V means to copy the vars from λ into State then get a certain return value out of it.
DONE/FIXED: [[[]]] etc is only showing 1 []. options.displayVarargLists is probably buggy.
DONE ENOUGH: make estimateWidth more accurate by checking for isFoldL isFoldT etc, since those cause not all childs to be displayed or not displayed the normal way.
DONE, it was conflict between flex layout and rowspan andOr colspan: dobs.suffixb is displaying too low. rowspan and colspan used in same table might be confusing it??
DONE enough, but still some vertical padding to get rid of: do_forkTryMaxWidth_experimentOnWindowLoad make some be isOneLine and some not depending on estimateWidth(true) recursively, to make good use of screen space.
DONE: forkTryMaxWidth, add estimateWidth and estimateHeight funcs to Split.prototype (added those already but theres throw todo in it), for use with isOneLine, so it doesnt get too long, and use it recursively.
CANCELLED cuz dont need to reparent dobs when using flex layout: addDolayoutFuncToWikibTreeUINodesAndSeparateLayoutDobsFromSelfDobsWhichGetReparentedInLayoutNodesAndOnlyCreateLayoutNodesIfNotAlreadyExist
DONE: eachFirstLineCanHaveMultiThingsInIt, an isOneLine syntax/layout for the first n params in a {} [] () but after that each thing is on its own line,
cuz it has to be that way to be 2 child rectangles in each rectangle, (but later can do it without "2 child rectangles in each rectangle" and vararg number of childs per rectangle).
This will need to at least estimate the horizontal size of the first n things, to choose n to display that way to not be wider than the window, considering how far its already tabbed over.
TODO findFastestWayToSelectASplat
TODO [[[Could potentially swarm 1000 players onto 1 shared screen, seen remotely (very compressed, just sharing their gamepad movements among eachother for speed, mostly)
Tip
wikibinator
@wikibinator
·
2m
thats 1000 players per swarm. unlimited number of swarms at once]]]
TODO redesignWikibDroppingToDoFewSimpleThingsRecursivelyCuzCantBeLocalToTheNodeItsDroppedIn TODO write out examples of the transforms that could happen, including ambiguously having multiple things it could -> return...
dl means drop left. rl means drop right.
dl (a b c) -> (dl (a b c)) //DUP
dl (a b c) -> (dl a b c) //DUP
dl (T a) -> just do this the same way as "dl (a b c)" etc.
(T a) dr -> (T a dr)
(a b c) dr -> (a b c dr)
dl (S a b) -> (dl (S a b)) //DUP
dl (S a b) -> (S (S dl a) b) //DUP
dl (S (S a b) c) -> (dl (S (S a b) c)) //DUP
dl (S (S a b) c) -> (S (S (S dl a) b) c) //DUP
(S (S a b) c) dr -> (S (S a b) c dr) //DUP
(S (S a b) c) dr -> (S (S (S a b) c) dr) //DUP
dl (Infcur a b c) -> (dl (Infcur a b c)) //DUP
dl (Infcur a b c) -> (Infcur dl a b c) //DUP
(Infcur a b c) dr -> (Infcur a b c dr)
TODO at end of drag, pop up a circle of allowed actions, including metaL metaR directL directR copyHere deleteHere cancel. No extra clicks, just move mouse that direction and the drag finishes. It will go into actionChooserAtEndOfDrag mode. Add that to overlays. Similar to the circular menu in insanelyTwistedShadowPlanet.
TODO allow it to drag from and to same splat/rect, by moving the looseY and looseX (and having 2 of each, FROM and TO) to some globalVars {} and the "overlays", and moving that out of splate.
DONE, solution is options.screenYXToSplatfyfx_topIsSelfAndIfRightThenBottomIsParent, and end of drag doesnt do actions yet. UPDATE: the right side being self and left side being parent, seems to work but there should be a minimum width of rectangle, and I'm undecided if should use 4 corners for metaL metaR directL directR vs if should pop up a menu of actions to do right after the drag. TODO either do just parentOfSelfRect as left half and selfRect as right half (similar to options.fractionRecurse), OR do more angles/possibleActions in selfRect (cuz maybe only need 1 metaL and 1 metaR among both of those?, while still needing parentDirectL and directL and parentDirectR and directR, so it might just be 6 actions needed or something like that), OR use right mouse button or mousewheel etc to choose self vs parent. The meta* actions only need to know where to insert, so in {a b c} theres 4 possible places {|a b c} {a|b c} {a b|c} {a b c|}, and similar of its [a b c]. Theres more direct* actions.
DONE, its in options.fractionRecurse (set it to 1 to not use it), BUT it feels hard to use. Make the 1/2 1/4 1/8... (but maybe with .4 or 1/3 recursively instead of 1/2) way to refer to self rect or parent of self or parent of parent of self..., and within that an angle (such as snap to 1 of 4 corners for 4 possible actions: directL directR metaL/{}/[] metaR/{}/[]). Make the dragLine that mouse creats when dragging do this on both ends, and have splat.dobs.hardIcon be snapped to those 4 corners or center depending if its those 4 things vs center being drag FROM.
TODO get setDragStuff working.
TODO display (dropleft) (dropmid) and (dropright) in every node and find some way to make it unambiguous which (y,x) on screen would drop into which of those (3 of them in every node). Then use a copy of selSplat, that has some parts closed so its small enuf to see while dragging, to put in Action of where dragging near, and do the drop when release button, but show if its going to cause an eval vs waiting on more params.
TODO add a dragdrop field to Split thats a dragged split, and it chooses 1 of 3 drag places.
TODO hook in gamepad mouse keyboard etc, in a certain mode, to do this https://twitter.com/wikibinator/status/1575486566587170818 but very basic lambdas to get started, just update a sum of whatever numbers come in to verify it sees and is forkEdited by the params.
TODO keyboard left right down buttons navigate split tree, and show which is selected.
TODO Whichever split/splat is selected, have a few fast ways to insert, remove, etc from it, as code editor, but only allow changes that leave splat.fn.n.curriesLeft() (is that the right func?) being at least 1 aka CAN ONLY EDIT THE CODE IN WAYS THAT DONT CAUSE IT TO EVAL YET. Cuz there will be a separate way in UI to eval things so you dont do it by accident.
TODO given that the code editor (by selection in the tree) wont let you cause eval, make a separate way of using UI to do evals, maybe similar to iotavm/iotadesktop (an experiment on my github) where you grab a lambda with mouse, drag it to another lambda, which calls it and you are then dragging (holding with mouse) what that lambda call returned and can keep dragging.
TODO open/close branch
TODO <> for canvas literals etc.
TODO canvas or img src= changing the image each time (canvas literals in code)
TODO webAudioAPI
TODO gamepads
TODO drag and drop to call lambda on lambda to find/create lambdas, including between multiple widgets and across different webpages using the 256 bit ids to copy all reachable lambdas not copied so far
TODO checkboxes to change displayVarargS etc so users can see what is being hidden to make it more intuitive, even though whats hidden can be derived from contents of the prefix and suffix dobs, other than isLiteral displaying as canvas or webAudioAPI etc cuz that could be hard to see exact pixel brightness etc, or splate.isOpen being false.
TODO the "some kind of simple game" mentioned in other TODO, start with just canvas/pic literals, not moving, made by drag and drop lambda onto lambda to find/create lambda that is or contains such graphics. When it starts to look like a screenshot of a game, then mark this as done and move on to the other TODO which is to make it move and playable by gamepad etc.
TODO some kind of simple game, pacman-like or tetris-like etc, make that game by using the tree UI then play it with gamepad. Record a video of the whole thing and put up website where ppl can do that same thing or variants of it, with lambdas in general, but website wont store what they make yet as the p2p network isnt built yet.
In theory, #wikibinator will be the first system to allow fork-editing of multiplayer games while they're being played, like if half the players kick out the other half,
would seamlessly fork into 2 games. AIs could be made to automatically fork and merge as way of negotiating -- https://twitter.com/wikibinator/status/1575500016558690308
DO THIS LATER, GET eachFirstLineCanHaveMultiThingsInIt working first: TODO use flex laying or inline or something (see css) to do word-wrap but for rectangles