Archive for the ‘LOLCODE’ Tag

Programming Polyglot

Friday, June 1st, 2012

Asking which programming language is best is a good way to start a debate among novice programmers. Like many I started to learn with Visual Basic, Then I progressed to using Java, which gave me mental breakdowns every time I tied using it. Then I progressed to Javascript, where my piece de resistance was a pretty crappy, but functional chess game.

Then I went to university and we were taught mainly in Java. So the Java came in useful, and around this time, I thought of javascript as a dying technology, just used for spam. But the Internet was still young. I knew nothing of AJAX. Three years of Java later, I was getting pretty good, but what was I going to do, spend all day building desktop applications? It just didn’t feel right. I took a few years out, then started building a compiler for LOLCODE in C, using Flex and Bison. Turns out that Facebooks PHP accelerator hiphop uses the same tools. Then I started working with Ruby and PHP, and dabbled with a tiny bit of Lisp.

Perl, PHP Python and Ruby, those are currently my languages of choice. What’s yours?

Replacing HTML With Client Side LOLCODE

Sunday, April 1st, 2012

Something which I have been working on for the past few weeks is how to run LOLCODE as a client side interpreted programming language similar to Javascript or HTML. HTML may not a turing complete programming language, but it’s simple nature make it an easy target for my first attempt.

So far I’ve managed to get a prototype parser / interpreter to parse an adapted version of LOLCODE at runtime to deliver a (semi) valid HTML document.

LOLCODE being used as a markup language for the first time

If you want to check it out, the worlds first client side LOLCODE prototype is at http://pjs.cat, and please be sure to check out the source code.