Writing about writing about programming - 19 minutes read
When I’m being first-order productive, I’m programming: creating and interacting with a system.
This first-order productivity is great, but it isn’t discoverable for others: there’s generally a high bar to entry for comprehending another person’s work when it’s expressed solely as a structured program.
Second-order productivity is when I’m writing about programming, or about systems. This kind of productivity is generally more accessible and distributable, and forms most of the content of this blog!
Third-order productivity involves writing software to help me produce the writing about programming.
And that brings us, today, to fourth-order productivity: writing about a system I’ve made to help me write about systems I’ve made.
Last week, I was writing some as-yet-unpublished technical content, with the twist that the reader should be able to follow along and run the program with me as it’s being described.
The result I envisioned was going to include lots of interspersed prose and code! I needed some way to keep the content organized. And not just that: programming is so often about the feedback loop between making a small change, observing the result, and building a bit more. I wanted this to be reflected in the reader’s experience.
At many checkpoints throughout the post, the user should be able to compile the code they’ve seen so far without errors. They should be able to run the program, and see something that lines up with where we are in the explanation. All of this should be automatically enforced: I shouldn’t be able to introduce an error by forgetting to carry forward an edit to future code snippets.
What I’m describing above will more or less be an implementation of literate programming, though my understanding is that literate programming doesn’t have the ‘checkpoints’ concept I’m after. One user of literate programming gives their testimony:
I used Literate Programming for a project once. It was really hard, and the results were really good. Seemed like a reasonable tradeoff.
Obviously, we’ll need to implement a bespoke literate programming scheme from scratch.
penpal
penpal is the tool I’ve written to facilitate these tasks:
Define a syntax for intermixing prose and code.
Progressively expand the program, and add code to the source tree as it becomes relevant to the prose.
Produce markup suitable for embedding in this blog.
Produce source trees at each checkpoint, ensuring the code is compilable and the user can follow along.
Hot reload when the content changes to facilitate a tight feedback loop for writing content.
Rather than take you through a tour of the implementation of my new literate programming scheme by using my literate programming scheme (which would be just a tad too meta for my sensibilities), I’ll instead use this post to demonstrate penpal’s usage by implementing something small and straightforward: a Rust-based 2048 clone.
A Rust-based 2048 clone?!
I wrote out that sentence, so now I’m committed. Let’s get started! I won’t spend too long on the specifics of the Rust implementation, since the main point here is the preprocessing tooling. I’ll stick to a stdin/out-based interface for now, rather than setting up all the plumbing that a pixel-driven interface would entail.
Created binary (application) `game` package
The above is a bog-standard code block, and we’ve no need for dynamicism yet. It’s represented as simple markdown:
blog/penpal/index.md
$ cargo new game
Created binary (application) `game` package
```
Runloop with room to grow
Programs are generally structured as a series of types, operations, and a core runloop that drives work. When building a program I’ll normally start off by sketching a runloop that doesn’t do much, then continue by defining the types and data model.
Our runloop has a pretty straightforward design. We’ll wait for some input, apply it to the game state, and print out the new state. Let’s start by adding an entry point.
src/main.rs
1
2fn main() -> io::Result<()> {
3 println!("Game started!");
4
5 Ok(())
6}
Now this is interesting! We’ve defined a file, src/main.rs, that contains some boilerplate. Unlike the shell command up above, though, this code isn’t going to remain static. It’s going to grow over time, and it’ll eventually need to include imports, game setup, and our runloop. In this blog’s source code for the snippet above, I’ve referenced other snippets that can be progressively filled in. We’ll add in each piece of code to the source tree as it becomes relevant to the implementation.
Here’s what the snippet above looks like in the markup backing this blog post, which is provided as input to penpal and later rendered to HTML.
blog/penpal/index.md
file: src/main.rs
lang: rust
###
use std::io;
{{dependency_imports}}
{{module_imports}}
{{module_declarations}}
fn main() -> io::Result<()> {
println!("Game started!");
{{set_up_board}}
{{main_runloop}}
Ok(())
}
}}
{{show main_rs}}
We define a snippet called main_rs, with a given source language and file path. In it, we embed a few other snippets which are yet to be defined:
dependency_imports
module_imports
module_declarations
set_up_board
main_runloop
We then show the main_rs snippet so its current state renders in the blog. This works even though the other snippets haven’t been defined yet, because it’s convenient to do so. Otherwise, I get bogged down defining things that aren’t going to be used for a while!
Let’s generate an executable representing our (tiny!) source tree so far.
blog/penpal/index.md
Next, let’s define the game board and the cells it contains. We’ll introduce a new module, board.rs, so let’s fill in the module_declarations snippet we mentioned earlier.
First, let’s see the markup provided to penpal in the source code of this blog:
blog/penpal/index.md
lang: rust
###
mod board;
}}
{{show module_declarations}}
And now, the rendered result:
src/main.rs
1mod board;
2
3fn main() -> io::Result<()> {
4 println!("Game started!");
Hey, that’s cool! We defined module_declarations, and penpal was smart enough to remember that it was used earlier in the top-level main_rs snippet. penpal then showed the newly defined snippet in-context with the surrounding code, and highlighted it for clarity.
I’ll keep the meta-commentary to a minimum from here on out, and focus on soaking up the sights of gradually composing a program in markup.
Each Cell stores its own cartesian coordinates, and will either store a value or be Empty.
src/board.rs
1pub(crate) const BOARD_HEIGHT: usize = 4;
2
3#[derive(Debug, PartialEq, Copy, Clone)]
4pub struct BoardCoordinate(usize, usize);
5
6#[derive(Debug, PartialEq, Copy, Clone)]
7pub enum CellContents {
8 Empty,
9 Occupied(usize),
10}
11
12#[derive(Debug, PartialEq, Clone)]
13pub struct Cell {
14 coords: BoardCoordinate,
15 pub(crate) contents: CellContents,
16}
17
18impl Cell {
19 fn with_coords(coords: BoardCoordinate) -> Self {
20 Self {
21 coords,
22 contents: CellContents::Empty,
23 }
24 }
25}
26}
The Board is backed by a flat list of Cells.
src/board.rs
26}
27
28#[derive(Debug)]
29pub(crate) struct Board {
30 pub(crate) cells: [Cell; BOARD_WIDTH * BOARD_HEIGHT],
31}
32
33impl Board {
34 pub(crate) fn new() -> Self {
35 let mut cells = vec![];
36 for row_idx in 0..BOARD_HEIGHT {
37 for col_idx in 0..BOARD_WIDTH {
38 cells.push(Cell::with_coords(BoardCoordinate(col_idx, row_idx)));
39 }
40 }
41 Self {
42 cells: cells.try_into().unwrap()
43 }
44 }
45}
Let’s set up an initial Board to mess around with.
src/main.rs
1use crate::board::Board;
2mod board;
3
4fn main() -> io::Result<()> {
src/main.rs
5 println!("Game started!");
6 let board = Board::new();
7 println!("{board:?}");
8
9 Ok(())
10}
This Board is going to be a bit tough to visualize without some more work. Rendering it nicely will go a long way. Let’s add some utilities for pretty-printing a Board and its Cells.
src/board.rs
11}
12
13impl CellContents {
14
15 fn as_padded_str(&self) -> String {
16 match &self {
17 Self::Empty => " ".to_string(),
18 Self::Occupied(value) => format!("{: ^4}", value),
19 }
20 }
21
22}
23
24#[derive(Debug, PartialEq, Clone)]
25pub struct Cell {
We’ll need to use some String formatting machinery from the standard library, so let’s go ahead and import that now.
src/board.rs
1
2pub(crate) const BOARD_WIDTH: usize = 4;
3pub(crate) const BOARD_HEIGHT: usize = 4;
Even though the Board stores its Cells as a flat list, it can be quite convenient to interact with the cells as though they’re stored in a series of rows, or in a series of columns. For example, when ‘pressing’ the board to one direction, we’ll want to group the cells along the direction’s axis.
To facilitate this, we’ll introduce a couple utility methods that give us the cell indexes grouped by rows, or grouped by columns. The users of these functions, like the Display implementation we’re after, can then iterate over the indexes in whichever grouping is convenient.
src/board.rs
56 }
57
58 fn cell_indexes_by_row(&self) -> Vec
59 (0..BOARD_WIDTH).map(|col_idx| {
60 (0..BOARD_HEIGHT).map(|row_idx| {
61 (row_idx + (col_idx * BOARD_WIDTH))
62 }).collect::
63 }).collect::
64 }
65
66 fn cell_indexes_by_col(&self) -> Vec
67 (0..BOARD_HEIGHT).map(|row_idx| {
68 (0..BOARD_WIDTH).map(|col_idx| {
69 (row_idx + (col_idx * BOARD_WIDTH))
70 }).collect::
71 }).collect::
72 }
73}
We’re now ready to provide the impl Display for Board!
src/board.rs
73}
74
75impl Display for Board {
76 fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
77 // Let's just handle a maximum cell contents width of 4 characters, plus 3 spaces on either side for padding
78 // This will cause the presentation to go a bit wonky once the player hits the 16,384 tile, but I think
79 // they can handle it =)
80 let cell_width = 4 + 3 + 3;
81 let cell_width_including_inter_cell_border = cell_width + 1;
82
83 let horizontal_trim = "-".repeat(cell_width_including_inter_cell_border * BOARD_WIDTH);
84 write!(f, "\n{}-\n", horizontal_trim)?;
85
86 for cell_indexes_in_row in self.cell_indexes_by_row().iter() {
87 // Each tile should occupy a few lines vertically, to bulk out the presentation
88 for line_idx in 0..4 {
89 let empty_cell_line = format!("|{}", " ".repeat(cell_width));
90 match line_idx {
91 1 => {
92 for cell_idx in cell_indexes_in_row.iter() {
93 let cell = &self.cells[*cell_idx];
94 let cell_text = cell.contents.as_padded_str();
95 write!(f, "| {cell_text} ")?;
96 }
97 write!(f, "|\n")?
98 }
99 3 => write!(f, "{}-\n", horizontal_trim)?,
100 _ => write!(f, "{}|\n", empty_cell_line.repeat(BOARD_WIDTH))?
101 }
102 }
103 }
104
105 Ok(())
106 }
107}
And now, we’ll check out our Display implementation by removing the :? format specifier.
src/main.rs
5 println!("Game started!");
6 let board = Board::new();
7 println!("{board}");
8
9 Ok(())
10}
That’s looking a lot better! Let’s add a bit of temporary code to ensure the board is rendering its cells correctly.
src/main.rs
1use crate::board::{Board, CellContents, BOARD_WIDTH, BOARD_HEIGHT};
2mod board;
3
4fn main() -> io::Result<()> {
src/main.rs
5 println!("Game started!");
6 let mut board = Board::new();
7 for i in 0..16 {
8 board.cells[i].contents = CellContents::Occupied(i)
9 }
10 println!("{board}");
11
12 Ok(())
13}
Cool! Things are looking good with our Board and Cell representations. Let’s start building out the game logic.
Implementing 2048
In 2048, the board starts out with two tiles spawned in random locations. These tiles, and any spawned later, contain a randomly chosen value of either 2 or 4. When the user swipes left, right, up, or down, the tiles snug up in that direction. If two adjacent tiles contain the same value (e.g. 16 and 16), the tiles will merge into a doubled value.
Since we’re now going to be injecting a bit of randomness, let’s add the rand crate to our Cargo.toml.
Cargo.toml
4
5[dependencies]
6rand = "0.8.5"
Next, let’s implement a utility to select an empty cell and spawn a new value.
src/board.rs
73 }
74
75 pub(crate) fn spawn_tile_in_random_location(&mut self) {
76 // Pick a random free cell
77 let free_cells = self.cells.iter_mut().filter(|elem|{
78 elem.is_empty()
79 });
80 let chosen_cell = free_cells.choose(&mut thread_rng()).unwrap();
81 let value = [2, 4].choose(&mut thread_rng()).unwrap();
82 chosen_cell.contents = CellContents::Occupied(*value);
83 }
84
85}
86
87impl Display for Board {
We’ll also need a convenient way to ask whether a given cell is empty.
src/board.rs
38 }
39
40 fn is_empty(&self) -> bool {
41 matches!(self.contents, CellContents::Empty)
42 }
43
44}
45
46#[derive(Debug)]
All done, let’s add it to the runloop!
Remove the use board::BOARD_WIDTH, etc; imports that we introduced earlier for testing. We just need the Board!
src/main.rs
1use crate::board::Board;
2mod board;
3
4fn main() -> io::Result<()> {
And spawn a couple tiles when the game starts up:
src/main.rs
5 println!("Game started!");
6 let mut board = Board::new();
7
8 // Spawn a couple tiles
9 board.spawn_tile_in_random_location();
10 board.spawn_tile_in_random_location();
11
12 // Show the initial state of the board
13 println!("{board}");
14
15
16 Ok(())
17}
Responding to input
One of 2048’s core mechanics is sliding pieces around. This will serve as a core input mechanism for the user, and as a fun venue for us to watch our program grow.
We’ll keep things simple by reading input from stdin. The input from the user will control the Direction that we slide the board, so let’s also add a fallible conversion from a string of user input to a Direction.
src/input.rs
1pub(crate) enum Direction {
2 Left,
3 Right,
4 Up,
5 Down
6}
7
8impl TryFrom<&str> for Direction {
9 type Error = ();
10
11 fn try_from(value: &str) -> Result
12 match value {
13 "h" => Ok(Direction::Left),
14 "j" => Ok(Direction::Down),
15 "k" => Ok(Direction::Up),
16 "l" => Ok(Direction::Right),
17 // Unhandled input
18 _ => Err(()),
19 }
20 }
21}
Add an import for our new module:
src/main.rs
4mod board;
5mod input;
6
7fn main() -> io::Result<()> {
8 println!("Game started!");
And lastly, we’ll hook up input handling to our runloop. We’ll get the next line of input from the user, see if it’s something valid that we can interpret as a Direction, and print out what we’ve got.
src/main.rs
16 println!("{board}");
17
18 let stdin = io::stdin();
19 for maybe_next_line_of_input in stdin.lock().lines() {
20 if let Err(e) = maybe_next_line_of_input {
21 return Err(e);
22 }
23
24 let next_line_of_input = maybe_next_line_of_input.unwrap();
25 let direction = match Direction::try_from(next_line_of_input.as_ref()) {
26 Ok(d) => d,
27 Err(_) => {
28 println!("Unrecognized input!");
29 continue;
30 },
31 };
32 println!("Processing {direction:?}");
33 }
34
35 Ok(())
36}
➤ Tip: You can scroll the PC display. The web version supports arrow keys, and doesn’t require enter.
Squashing tiles
Combining tiles in 2048 brings together the carnal satisfaction of organizing a square with the unmatched thrill of counting out powers of two. First up, let’s import the Direction enum that we defined up above.
src/board.rs
1use rand::prelude::*;
2use crate::Direction;
3
4pub(crate) const BOARD_WIDTH: usize = 4;
5pub(crate) const BOARD_HEIGHT: usize = 4;
Next, we’ll implement the main logic for pushing tiles around.
First up, let’s define an operation for ‘moving’ a tile from one cell into another, emptying the source cell in the process. This way, we won’t accidentally forget to clear a Cell after moving its value elsewhere.
src/board.rs
63 }
64
65 fn move_cell_into_cell(&mut self, source_cell_idx: usize, dest_cell_idx: usize) {
66 self.cells[dest_cell_idx].contents = self.cells[source_cell_idx].contents;
67 // And empty the source cell, since it's been moved
68 self.cells[source_cell_idx].contents = CellContents::Empty;
69 }
70
71
72 fn cell_indexes_by_row(&self) -> Vec
73 (0..BOARD_WIDTH).map(|col_idx| {
Since we want to support sliding tiles in two axes (horizontal / vertical), and in two directions (lower / upper), our code will need to be generic over the axis and direction that it works with. Otherwise, we run the risk of repeating ourselves for the sake of minor tweaks in our index access strategy, such as in this C implementation of 2048 that I wrote for axle.
src/board.rs
96 }
97
98 fn push_cells_to_close_empty_gaps(&mut self, direction: Direction) {
99 let cell_indexes_by_col = self.cell_indexes_by_col();
100 let cell_indexes_by_row = self.cell_indexes_by_row();
101 loop {
102 let mut did_modify_cells = false;
103 let row_iter = Self::iter_axis_in_direction(direction, &cell_indexes_by_col, &cell_indexes_by_row);
104 for (dest_row, source_row) in row_iter.tuple_windows::<(&Vec
105}
106
107impl Display for Board {
We’re now holding a source row and dest row. The neat part is that based on the requested Direction, source and dest automatically refer to either a horizontal row (in the case of Left and Right) or a vertical column (for Up and Down), and iterate either from lower-to-upper (as with Right and Up) or upper-to-lower (Left and Down). It’s automatic! The rest of the method can just encode the business logic, and never needs to worry about the particulars of how to index and iterate correctly.
The last bit we have to do here is to actually move a tile if we see that the next space over is empty. We’ll do this process in a loop until we make it all the way through the tiles in the group without making any more changes.
src/board.rs
165 for (dest_row, source_row) in row_iter.tuple_windows::<(&Vec
166 for (dest_cell_idx, source_cell_idx) in dest_row.iter().zip(source_row.iter()) {
167 let dest_cell = &self.cells[*dest_cell_idx];
168 let source_cell = &self.cells[*source_cell_idx];
169 if source_cell.is_empty() {
170 // If the source cell is empty, we have nothing to do
171 continue;
172 }
173 if dest_cell.is_empty() {
174 // If the destination cell is empty, copy the source cell
175 self.move_cell_into_cell(*source_cell_idx, *dest_cell_idx);
176 did_modify_cells = true;
177 break;
178 }
179 }
180 }
181 if !did_modify_cells {
182 break;
183 }
184 }
185 }
Let’s define the operation that we used above to iterate the cells in the correct groupings based on the given Direction.
src/board.rs
86 }
87 fn iter_axis_in_direction<'a>(
88 direction: Direction,
89 cell_indexes_by_col: &'a Vec
90 cell_indexes_by_row: &'a Vec
91 ) -> Either
92 match direction {
93 Direction::Left => Either::Left(cell_indexes_by_col.iter()),
94 Direction::Right => Either::Right(cell_indexes_by_col.iter().rev()),
95 Direction::Up => Either::Left(cell_indexes_by_row.iter()),
96 Direction::Down => Either::Right(cell_indexes_by_row.iter().rev()),
97 }
98 }
99
100 pub(crate) fn spawn_tile_in_random_location(&mut self) {
101 // Pick a random free cell
The return type mentions Either because the type of Iterator we need to use will be Reversed in certain directions. Let’s add itertools to our dependencies…
Cargo.toml
6rand = "0.8.5"
7itertools = "0.11.0"
… and tidy everything up by importing the types we used above.
src/board.rs
1use rand::prelude::*;
2use std::iter::Rev;
3use std::slice::Iter;
4
5use itertools::{Either, Itertools};
6use crate::Direction;
7
8pub(crate) const BOARD_WIDTH: usize = 4;
Now, for the ‘squash’ operation itself! For the moment, we’ll just use our logic above to slide all the tiles in the provided Direction, without merging any tiles together.
src/board.rs
186 }
187
188 pub(crate) fn press(&mut self, direction: Direction) {
189 // First, push all the elements towards the edge until they meet resistance
190 self.push_cells_to_close_empty_gaps(direction);
191 }
Lastly, let’s invoke this new press method from the runloop when we receive user input.
src/main.rs
42 println!("Processing {direction:?}");
43 board.press(direction);
44 }
Nice! One more thing, let’s add in the functionality to spawn a new tile on each turn.
src/main.rs
45 board.press(direction);
46 board.spawn_tile_in_random_location();
47 // Show the new state of the board
48 println!("{board}");
This also marks the first point at which it’s possible for the player to lose. If the board runs out of space, we should join in howls of despair alongside our bereft user, and reset the board to a clean slate.
src/main.rs
53 board.press(direction);
54 if board.is_full() {
55 println!("Game over!");
56 // Reset to an empty board
57 board.empty();
58 // And spawn an initial tile (the second will be spawned just below)
59 board.spawn_tile_in_random_location();
60 }
61
62 board.spawn_tile_in_random_location();
63 // Show the new state of the board
Checking if a board is full is straightforward: if any cell is Empty, it’s not full.
src/board.rs
195 }
196
197 pub(crate) fn is_full(&self) -> bool {
198 for cell in self.cells.iter() {
199 if cell.contents == CellContents::Empty {
200 return false;
201 }
202 }
203 true
204 }
Emptying a board is similarly small.
src/board.rs
201 }
202
203 pub(crate) fn empty(&mut self) {
204 for cell in self.cells.iter_mut() {
205 cell.contents = CellContents::Empty
206 }
207 }
Merging tiles
For the final major piece of game functionality we’ll implement, let’s handle ‘merging’ two tiles with the same value together.
First, let’s take a page from Option
src/board.rs
208 }
209
210
211 fn unwrap(&self) -> usize {
212 match self {
213 Self::Empty => panic!("Expected a non-empty cell"),
214 Self::Occupied(val) => *val
215 }
216 }
217}
Next up, the main kahuna of this section: merging contiguous tiles. The general structure here is pretty similar to the logic to squash cells, but the policy is a little different. Squashing is only possible when the source cell contains a value, and the destination cell is empty. By contrast, merging is only allowed when both cells contain a value, and these values match each other.
src/board.rs
216 }
217
218 fn merge_contiguous_cells_in_direction(&mut self, direction: Direction) {
219 let cell_indexes_by_col = self.cell_indexes_by_col();
220 let cell_indexes_by_row = self.cell_indexes_by_row();
221 let row_iter = Self::iter_axis_in_direction(direction, &cell_indexes_by_col, &cell_indexes_by_row);
222 for (dest_row, source_row) in row_iter.tuple_windows::<(&Vec
223 for (dest_cell_idx, source_cell_idx) in dest_row.iter().zip(source_row.iter()) {
224 let dest_cell = &self.cells[*dest_cell_idx];
225 let source_cell = &self.cells[*source_cell_idx];
226 pub(crate) fn press(&mut self, direction: Direction) {
227 // First, push all the elements towards the edge until they meet resistance
Everything so far is almost exactly the same as our logic in Board.press(direction: Direction)! Here’s where we really diverge.
src/board.rs
236 let source_cell = &self.cells[*source_cell_idx];
237 if source_cell.is_empty() || dest_cell.is_empty() {
238 // If one of the cells is empty, we can't merge them
239 continue;
240 }
241
242 let source_value = source_cell.contents.unwrap();
243 let dest_value = dest_cell.contents.unwrap();
244 if source_value != dest_value {
245 // The cells didn't contain the same value, so we can't merge them
246 continue;
247 }
248
249 // Combine into the destination cell
250 self.cells[*dest_cell_idx].contents = CellContents::Occupied(dest_value * 2);
251 // Clear the contents of the source cell, because it's been merged
252 self.cells[*source_cell_idx].contents = CellContents::Empty;
253 }
254 }
255 }
All that’s left to do now is to invoke our merging logic when handling user input.
src/board.rs
243 self.push_cells_to_close_empty_gaps(direction);
244 // Now iterate again and try to merge contiguous tiles that share the same value
245 // We need to do this in a separate iteration because the behavior is subtly different:
246 // When pushing cells around, we want to recursively push cells until there's no remaining free
247 // space.
248 // However, when merging cells, we want to stop processing a row as soon as we merge a pair of cells,
249 // even if more merges are possible. The user needs to do another turn to perform the next merge.
250 self.merge_contiguous_cells_in_direction(direction);
251 }
One small piece of cleanup we’ll need to do: the act of merging cells might’ve created another gap, so we’ll ask our squasher to sort everything out once again.
src/board.rs
248 self.merge_contiguous_cells_in_direction(direction);
249 // The above step may have produced some gaps, so push cells again
250 // For example,
251 // | 16 | 16 | 16 | 4 |
252 // | 32 | | 16 | 4 |
253 self.push_cells_to_close_empty_gaps(direction);
The final snapshot of the game we’ve built up can be found here, and penpal itself is open source too.
Writing about writing about writing about programming, or: The making of this blog post
The code we’ve built up together reads input from stdin and sends output to stdout, which doesn’t exist in the web’s execution environment. Since we don’t set the TTY to raw mode, there’s no way for us to capture arrow keys, and yet the demos on this page can respond to arrow-keyed input. What gives?
Fortunately for me, the galaxy-brained metaprogram templating stopped here. I manually copied the source trees that were produced at each checkpoint, added some shared scaffolding to each so that they could be compiled to Wasm, and tweaked the code in the later demos slightly so that they could accept input asynchronously from JavaScript.
On the webpage side, I then set up some JavaScript that would launch each Wasm module, and invoke all the necessary input handling callbacks. The code looks like this:
blog/penpal/interactive_demos.js
"snapshot_0": [snapshot_0_init, snapshot_0_entry, null],
"snapshot_1": [snapshot_1_init, snapshot_1_entry, null],
"snapshot_2": [snapshot_2_init, snapshot_2_entry, null],
"snapshot_3": [snapshot_3_init, snapshot_3_entry, null],
"snapshot_4": [snapshot_4_init, snapshot_4_entry, null],
"snapshot_5": [snapshot_5_init, snapshot_5_entry, snapshot_5_handle_input],
"snapshot_6": [snapshot_6_init, snapshot_6_entry, snapshot_6_handle_input],
"snapshot_7": [snapshot_7_init, snapshot_7_entry, snapshot_7_handle_input],
"snapshot_8": [snapshot_8_init, snapshot_8_entry, snapshot_8_handle_input],
};
const program_containers = $('.penpal_program_container');
program_containers.each(function() {
// ...
const [init, entry, maybe_handle_input] = program_name_to_dispatch[program_name];
// Start the program when the user clicks the power button
$(this).click(function() {
init().then(() => {
let output = entry();
preformatted_container.text(output);
});
});
});
// Pass keyboard input to the program that has mouse focus
document.onkeydown = function(e) {
// ...
const keycode_to_direction_and_input_repr = {
37: ["Left", "
72: ["Left", "h"],
38: ["Up", "
75: ["Up", "k"],
39: ["Right", "
76: ["Right", "l"],
40: ["Down", "
74: ["Down", "j"],
};
const [direction, input_repr] = keycode_to_direction_and_input_repr[e.which];
const new_text = maybe_handle_input(direction);
program_container.text(`${program_container.text()}\n${new_text}`);
That’s all folks!
Source: Axleos.com
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