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, and please be sure to check out the source code.