A compiler assigns the symbols left, side and right to the prime numbers 2, 3 and 5. The product of left(2) and side(3) for the denominator, side(3) and right(5) for the numerator, result in the fraction 15/6.
Rewriting languages are typically made of rules and a starting state.
These languages often have two phases; the first gives a set of rules, and the second provides an accumulator on which those rules are to be applied. For example, a program for a string rewriting system with wildcards begins with a series of rules which define strings to match, a relation(->), and the resulting transformation.
rule swap ?x ?y -> ?y ?x accumulator swap foo bar transformation bar foo
When a rule consumes a specific token during the application, we'll call this token the reagent. When a rule utilizes a specific token that survives the rewrite, we'll call it the catalyst.
dup a -> a a dup is a reagent sub a b -> sub sub is a catalyst
Bestiary
Reducers | |
---|---|
erase | a -> |
subtract | a b -> |
join | b c -> a |
halve | a a -> a |
Movers | |
move | a -> b |
ring(blink) | a -> b b -> a |
ring | a -> b b -> c c -> a |
Growers | |
duplicate | a -> a a |
double | a -> b b |
fork | a -> b c |
- Pocket Rewriting, a multiset rewriting zine.
- Horadric, a rewriting mailing list.
Fractran is a computer architecture based entirely on the multiplication of fractions.
A prime is a number that can only be divided by itself one, since these numbers can't be divided, they can considered the DNA of other numbers. The factoring of a number into prime numbers, for example: 18 = 2 × 32, exposes values which Fractran utilizes as registers. There are two parts to a Fractran program:
The Accumulator
Accumulator | Registers | |||
---|---|---|---|---|
r2 | r3 | r5 | r7 | |
6 | 1 | 1 | ||
18 | 1 | 2 | ||
1008 | 4 | 2 | 1 | |
5402250 | 1 | 2 | 3 | 4 |
The Accumulator is a single number whose prime factorization holds the value of registers(2, 3, 5, 7, 11, 13, 17, ..). For example, if the state of the accumulator is 1008(2⁴ × 3² × 7), r2 has the value 4, r3 has the value 2, r7 has the value 1, and all other registers are unassigned.
The Fraction
A Fraction represents an instruction that tests one or more registers by the prime factors of its numerator and denominator. To evaluate the result of a rule we take the the accumulator, if multiplying it by this fraction will give us an integer, we will update the accumulator with the result.
2/3 | 15/256 | 21/20 |
---|---|---|
(21)/(31) | (31 × 51)/(28) | (31 × 71)/(22 × 51) |
if(r3 >= 1){ r3 -= 1; r2 += 1; return; } |
if(r2 >= 8){ r2 -= 8; r3 += 1; r5 += 1; return; } |
if(r2 >= 2 && r5 >= 1){ r2 -= 2; r5 -= 1; r3 += 1; r7 += 1; return; } |
Operations become more readable when broken down into their primes. We can think of every prime number as having a register which can take on non-negative integer values. Each fraction is an instruction that operates on some of the registers.
A Notation
While Fractran is commonly reduced to just another opaque esoteric language, portraying it as such is doing a disservice to the relatively simple idea at its core and to the researchers who might otherwise benefit to venture deeper into a relatively unexplored field of computation.
Wryl, who created Modal, demonstrated to me an interesting connection between Fractran and rewriting languages which is made clearer by using a notation where prime registers are automatically assigned names, and fractions are defined in terms of transformations of these names:
:: left side > right side 15/6 left.2 side.3 > side.3 right.5 AC 6 left side accumulator 00 6 × 15/6 = 15, side right result
This documentation will represent registers with names(x, y, foo-bar, baz,
..). Fractions will be written as rewrite rules starting with ::
,
a left-side, a spacer(>) and a right-side. The notation indicates which
registers to replace on the denominator left-side, and what to replace them
with on the numerator right-side. Unlike John Conway's original specification
of Fractran, fractions are not reduced.
Multiset sounds too technical.
Dijkstra's bag, not technical enough.
Programming In Fractran
In a rule definition, which is a fraction where prime factorization is written as names, we find names to the left-side of the spacer(>) to be rewritten by names found on the right-side. Each new name is added to the dictionary and represented internally as a prime number.
:: > A rule with no left-side is a comment. :: flour sugar apples > apple-cake :: apples oranges cherries > fruit-salad :: fruit-salad apple-cake > fruit-cake sugar oranges apples cherries flour apples
Rules are tested in a sequence from the first to the last, when a rewrite rule gives us an integer when when multiplied by the accumulator, the accumulator is updated by the product of that multiplication, and search for the next rule starts back again from the beginning.
:: 7/30 flour.2 sugar.3 apples.5 > apple-cake.7 :: 17/715 apples.5 oranges.11 cherries.13 > fruit-salad.17 :: 19/119 apple-cake.7 fruit-salad.17 > fruit-cake.19 AC 21450 flour sugar apples apples oranges cherries 00 21450 × 7/30 = 5005, apples apple-cake oranges cherries 01 5005 × 17/715 = 119, apple-cake fruit-salad 02 119 × 19/119 = 19, fruit-cake
In other words, it helps to visualize the fractions in a program as a list of rewrite rules that tests the accumulator against its left-side, and starts back at the top of the list after updating the accumulator when it is a match, or keep going when it does not.
Fractran has a single operation, and can be explained in 10 seconds.
- For each fraction in a list for which the multiplication of the accumulator and the fraction is an integer, replace the accumulator by the result of that multiplication.
- Repeat this rule until no fraction in the list produces an integer when multiplied by the accumulator, then halt.
That's all!
Loops
Loops are a useful and common construct in programming, here is an example program in the imperative style that cycles through the four seasons until it reaches the autumn of the year two:
while(year++) { for(season = 0; season < 4; season++) { if(year == 2 && season == 3) print("Reached!"); return; } }
To create a loop, a rewriting program relies on cycling back onto a term and the boundary of a loop is done by catching the ending case. Now, if we translate the above program into rewrite rules:
:: year year autumn > Reached! :: spring > summer > autumn > winter > spring year spring
Looking at the trace of the evaluation, we can see the following transformations:
AC 7, spring 01 7 × 11/7 = 11, summer 02 11 × 3/11 = 3, autumn 03 3 × 13/3 = 13, winter 04 13 × 14/13 = 14, year spring 01 14 × 11/7 = 22, year summer 02 22 × 3/11 = 6, year autumn 03 6 × 13/3 = 26, year winter 04 26 × 14/13 = 28, year^2 spring 01 28 × 11/7 = 44, year^2 summer 02 44 × 3/11 = 12, year^2 autumn 00 12 × 5/12 = 5, Reached!
Logic
Binary logic is typically implemented as multiple rules, where each is a potential location in the truth table:
:: x y and > true :: x and > false :: y and > false :: and > false :: x y or > true :: x or > true :: y or > true :: or > false :: x y xor > false :: x xor > true :: y xor > true :: xor > false :: true not > false :: false not > true AC 30, x y and 00 30 × 7/30 = 7, true
The comparison operations are implemented using a loop that drains the registers until only the offset remains:
:: x y gth > gth :: x gth > true :: gth > false :: x y lth > lth :: y lth > true :: lth > false :: x y equ > equ :: x equ > false :: y equ > false :: equ > true :: x y neq > neq :: x neq > true :: y neq > true :: neq > false AC 2160, x^4 y^3 gth 00 2160 × 5/30 = 360, x^3 y^2 gth 00 360 × 5/30 = 60, x^2 y gth 00 60 × 5/30 = 10, x gth 01 10 × 7/10 = 7, true
Arithmetic
The sum of two registers(x+y) can be reached by writing the result in a third register(sum):
:: x add > add sum :: y add > add sum :: add > AC 2352, x^4 add y^2 00 2352 × 15/6 = 5880, x^3 add sum y^2 00 5880 × 15/6 = 14700, x^2 add sum^2 y^2 00 14700 × 15/6 = 36750, x add sum^3 y^2 00 36750 × 15/6 = 91875, add sum^4 y^2 01 91875 × 15/21 = 65625, add sum^5 y 01 65625 × 15/21 = 46875, add sum^6 02 46875 × 1/3 = 15625, sum^6
Alternatively, the result can also be reached by moving the value of one register into the other:
:: y > x AC 144 x^4 y^2 00 144 × 2/3 = 96, x^5 y 00 96 × 2/3 = 64, x^6
The difference between two registers(x-y) can be reached by consuming the value of two registers at once, and moving the remains into a third(pos) and fourth(neg) to get the signed result:
:: x y sub > sub :: x sub > sub pos :: y sub > sub neg :: sub > AC 58320, x^4 y^6 sub 00 58320 × 5/30 = 9720, x^3 y^5 sub 00 9720 × 5/30 = 1620, x^2 y^4 sub 00 1620 × 5/30 = 270, x y^3 sub 00 270 × 5/30 = 45, y^2 sub 02 45 × 55/15 = 165, y sub neg 02 165 × 55/15 = 605, sub neg^2 03 605 × 1/5 = 121, neg^2
Alternatively, the result can also be reached by consuming the value of two registers at once, and moving the remains to the first if we want the result inside x:
:: x y > :: y > x AC 576 x^6 y^2 00 576 × 1/6 = 96, x^5 y 00 96 × 1/6 = 16, x^4
The doubling of a register(x*2) is a matter of incrementing an output register twice for each input register values:
:: x double > res res double :: double > AC 48, x^4 double 00 48 × 75/6 = 600, x^3 double res^2 00 600 × 75/6 = 7500, x^2 double res^4 00 7500 × 75/6 = 93750, x double res^6 00 93750 × 75/6 = 1171875, double res^8 01 1171875 × 1/3 = 390625, res^8
The halving of a register(x/2) is a matter of decrementing an input register twice for each output register value:
:: x x half > res half :: half > AC 48, x^4 half 00 48 × 15/12 = 60, x^2 half res 00 60 × 15/12 = 75, half res^2 01 75 × 1/3 = 25, res^2
To find the result of x*(y+z), in which a sequence of operation is needed to find the correct answer, the operator precedence, or order in which operators will be evaluated, is dictated by the rules order:
:: add z > add y :: mul x y > mul x acc res :: mul > mulrec :: mulrec acc > mulrec y :: mulrec x > mul x^2 y^3 z^4 add mul x^2 y^7 mul res^14
Example: Fibonacci
Let's have a look at a real program to generate the Fibonacci Sequence(1, 1, 2, 3, 5, 8, 13, 21, 34..). This program uses catalysts(fib, fib.shift, fib.move) to keep the program state which has 3 phases(shift, move and back to fib) and ensures the correct evaluation order:
:: > Shift the scrolling window to show two numbers :: fib n last > fib n B :: fib n res > fib n A B :: fib n > fibrec :: > Move the temporary registers back by one number :: fibrec A > fibrec last :: fibrec B > fibrec res :: fibrec > fib :: > Cleanup temporary registers at the end of the program :: last > :: fib > :: > Find the fib number equal to the value in n register AC 6240, n^5 last res fib .. 08 15869140625 × 1/13 = 1220703125, res^13
Example: Tic-Tac-Toe
Fractran's output capability is limited to the resulting accumulator at the end of an evaluation. The advantage of symbolic rewriting is that registers are already assigned names, so we shall print those instead. As for input, we can type in new symbol tokens and appending their value to the accumulator between evaluations. We can implement a tic-tac-toe in a mere 16 rules:
:: > Reserve the first registers for the player moves :: x#a o#a x#b o#b x#c o#c :: x#d o#d x#e o#e x#f o#f :: x#g o#g x#h o#h x#i o#i :: > This register remains active until the game ends game :: > A symbol to draw the value of registers in a grid " Set move in the format x#a, o#b, x#c, etc: a b c | {x#a o#a .} {x#b o#b .} {x#c o#c .} d e f | {x#d o#d .} {x#e o#e .} {x#f o#f .} g h i | {x#g o#g .} {x#h o#h .} {x#i o#i .} " :: > Rules for each possible victory states :: game x#a x#b x#c > x#a x#b x#c "Player X wins!" :: game o#a o#b o#c > o#a o#b o#c "Player O wins!" :: game x#d x#e x#f > x#d x#e x#f "Player X wins!" :: game o#d o#e o#f > o#d o#e o#f "Player O wins!" :: game x#g x#h x#i > x#g x#h x#i "Player X wins!" :: game o#g o#h o#i > o#g o#h o#i "Player O wins!" :: game x#a x#e x#i > x#a x#e x#i "Player X wins!" :: game o#a o#e o#i > o#a o#e o#i "Player O wins!" :: game x#g x#e x#c > x#g x#e x#c "Player X wins!" :: game o#g o#e o#c > o#g o#e o#c "Player O wins!" :: game x#a x#d x#g > x#a x#d x#g "Player X wins!" :: game o#a o#d o#g > o#a o#d o#g "Player O wins!" :: game x#b x#e x#h > x#b x#e x#h "Player X wins!" :: game o#b o#e o#h > o#b o#e o#h "Player O wins!" :: game x#c x#f x#i > x#c x#f x#i "Player X wins!" :: game o#c o#f o#i > o#c o#f o#i "Player O wins!"
Program don't need to specify anything other than these 16 rules, as players can already input their moves in the format of its register names: x#a, o#b, x#c, etc.
Set move in the format x#a, o#b, x#c, etc: a b c | x o o d e f | . x . g h i | . . x Player X wins!
A Fractran program specifies the wiring and logic of an interactive application, registers point to symbols in memory and so the bytecode itself is never localized as these strings reside in the application's front-end far from its logic.
Example: Fizzbuzz
Alternatively to getting the resulting program state at the end of an evaluation, we can emit the accumulator at a specific rate during the evaluation by checking if a register is active or not.
:: > Reserve the first registers for the increments and base-10 :: +5 +3 :: 1# 2# 3# 4# 5# 6# 7# 8# 9# 0 :: 1 2 3 4 5 6 7 8 9 :: > Leave the printing register for no more than one rewrite :: print: fizz > :: print: buzz > :: print: fizzbuzz > :: print: "{1# 2# 3# 4# 5# 6# 7# 8# 9# 0}{1 2 3 4 5 6 7 8 9}" > :: > Fizzbuzz logic :: eval +3 +3 +3 +5 +5 +5 +5 +5 > print: fizzbuzz :: eval +3 +3 +3 > print: fizz :: eval +5 +5 +5 +5 +5 > print: buzz :: eval > print: "{1# 2# 3# 4# 5# 6# 7# 8# 9# 0}{1 2 3 4 5 6 7 8 9}" :: > Base-10 numbers :: 1# 9 > 2# 0 +3 +5 eval :: 2# 9 > 3# 0 +3 +5 eval :: 3# 9 > 4# 0 +3 +5 eval :: 4# 9 > 5# 0 +3 +5 eval :: 5# 9 > 6# 0 +3 +5 eval :: 6# 9 > 7# 0 +3 +5 eval :: 7# 9 > 8# 0 +3 +5 eval :: 8# 9 > 9# 0 +3 +5 eval :: 9# 9 > :: 0 > 1 +3 +5 eval :: 1 > 2 +3 +5 eval :: 2 > 3 +3 +5 eval :: 3 > 4 +3 +5 eval :: 4 > 5 +3 +5 eval :: 5 > 6 +3 +5 eval :: 6 > 7 +3 +5 eval :: 7 > 8 +3 +5 eval :: 8 > 9 +3 +5 eval :: 9 > 1# 0 +3 +5 eval :: > The initial state 0
During the evaluation, these 27 fractions will toggle r79(print:)
giving us a trigger when the accumulator state might be read. This is demonstrated here as an alternative approach for emitting programs and debugging where the runtime is masking lower registers to the printing register.
07 25338 × 7979/103 = 1962834 01 07 159444 × 7979/103 = 12351492 02 05 1045656 × 6557/2781 = 2465432 fizz 07 262032 × 7979/103 = 20298576 04 06 1750176 × 7031/3296 = 3733461 buzz 05 339282 × 6557/2781 = 799954 fizz 07 82812 × 7979/103 = 6415116 07 07 526536 × 7979/103 = 40788648 08 05 3248208 × 6557/2781 = 7658576 fizz 06 1829280 × 7031/3296 = 3902205 buzz 07 380070 × 7979/103 = 29442510 11 05 2391660 × 6557/2781 = 5639020 fizz 07 580920 × 7979/103 = 45001560 13 07 3930480 × 7979/103 = 304478640 14 04 26252640 × 7663/88992 = 2260585 fizzbuzz 07 188490 × 7979/103 = 14601570 16 07 1242180 × 7979/103 = 96226740 17 05 7898040 × 6557/2781 = 18621880 fizz ..
Example: Stack Machines
A stack-machine can be implemented in Fractran, but it's not for the faint of heart. This computation model keeps an entire program state in a single number, and the following stack machine allocates a whole stack into a single register of that number. The theory is that it is possible to keep a stack of zeros and ones in a single register using a binary encoding for that number.
- Pushing a 0 onto the stack is equivalent to doubling the number.
- Pushing a 1 is equivalent to doubling and adding 1.
- Popping is equivalent to dividing by 2, where the remainder is the number.
If we begin with push, we can see that we are doubling the x register, same as demonstrated above. After the evaluation, our LIFO stack has a value of 30, and is equal to 1 1 1 0, where the right-most one is the item on top. Now, for pop, we can halve the x register, again, same as demonstrated above, and keeping the result of the value in a register for 0, and a register for 1.
:: push 1 x > A A push 1 :: push 1 > x :: push 0 x > A A push 0 :: push 0 > :: pop x x > A pop :: pop x > 1 :: pop > 0 :: A A > x x :: A > x x push 1 = x^3 x^3 push 1 = x^7 x^7 push 1 = x^15 x^13 push 0 = x^30 x^30 pop : 0 x^15 x^15 pop : 1 x^7 x^7 pop : 1 x^3 x^3 pop : 1 x
We can build on these two primitives and define temporary register to keep the result of popping, extra stack operations dup and swap, and a little state-machine to input some of these commands:
:: ?#a 0 > 0#a :: ?#a 1 > 1#a :: ?#b 0 > 0#b :: ?#b 1 > 1#b :: dup > pop ?#a dup-next :: dup-next 0#a > 0#a 0#a push-a push-a :: dup-next 1#a > 1#a 1#a push-a push-a :: swap > swap-next pop ?#a :: swap-next > swap-last pop ?#b push-a :: swap-last > push-b :: push-a 0#a > push 0 :: push-a 1#a > push 1 :: push-b 0#b > push 0 :: push-b 1#b > push 1 :: 1) > push 1 2) 1 :: 2) > push 1 3) 1 1 :: 3) > push 1 4) 1 1 1 :: 4) > push 0 5) 1 1 1 0 :: 5) > swap 6) 1 1 0 1 :: 6) > dup 1 1 0 1 1 1) x
To explore further, try running these examples yourself:
Reduction & Catalysts
Conway's Fractran traditionally compared the accumulator against reduced fractions, but computationally-speaking, getting to the gcd of a fraction does little more than getting rid of otherwise valuable information used during comparison to match against a restricted set of fractions. The support for catalysts, symbols found on both sides of a rewrite rule, makes for a simpler implementation and a more usable runtime.
:: 15/6 red green > green blue :: 5/2 red > blue red green
These two fractions are not equal and reducing the first into the
second, eliminates the capability to match against it only when the
catalyst green
is present in the accumulator:
Deadcode Elimination
An unreachable rule is created when a rule's left-hand side is part of the left-hand side of a rule below it:
:: foo > baz :: foo bar > baz foo bar
For a rule to be reachable, all the symbols in the left-hand side must be present in either the right-hand side of an other valid rule, or in the accumulator.
:: violet > red :: purple > violet violet
Rules that are unreachable are considered comments and should not be part of the ruleset during evaluation.
Exhaustive Rules
When moving values between registers, each move takes one rewriting and thus can quickly become computationally expensive:
:: a > res :: b > res AC 1000, a^3 b^3 00 1000 × 3/2 = 1500, a^2 res b^3 00 1500 × 3/2 = 2250, a res^2 b^3 00 2250 × 3/2 = 3375, res^3 b^3 01 3375 × 3/5 = 2025, res^4 b^2 01 2025 × 3/5 = 1215, res^5 b 01 1215 × 3/5 = 729, res^6 Completed in 6 steps.
A rule with a right-hand side that does not include symbols present in any of the left-hand sides of the rules above it can be run exhaustively and perform many applications without having to look for the next applicable rule:
AC 1000, a^3 b^3 00 1000 × 3/2 = 3375, res^3 b^3 01 3375 × 3/5 = 729, res^6 Completed in 2 steps.
Reversibility
Fractran operators are reversible, meaning that a some programs can run backward to their original state. Evaluation is undone by applying rules and inverting their numerator and denominator, or right and left sides.
AC 19, fruit-cake 02 19 × 119/19 = 119, apple-cake fruit-salad 01 119 × 715/17 = 5005, apples apple-cake oranges cherries 00 5005 × 30/7 = 21450, apples apples flour sugar oranges cherries
For a program to be reversible, two rules may not share identical numerators or denominators. The implementation of a reversible CNOT logic gate differs from the non-reversible logic gates in that we cannot rely on the absence of registers, rules must contain symbols for their absence:
:: c+ t+ cnot > c+ t- cnot :: c+ t- cnot > c+ t+ cnot :: c- t+ cnot > c- t+ cnot :: c- t- cnot > c- t- cnot
Implementation
A basic implementation of the runtime core is a mere 20 lines:
cc framin.c -o framin view raw
An implementation of the full symbolic runtime is about 300 lines:
cc fractran.c -o fractran view raw
The wise marvels at the commonplace.Confucius
- Fractran Interpreter(C89), used for this documentation.
- Fractran Interpreter(Web)
- Intro to Fractran
- Remembering John Conway
- On Esolang
Vera is a multiset rewriting system.
Vera is a multiset rewriting system designed to converse with computers, created by the same author as Modal. A program is made entirely of facts and rules:
|| The first character in a file assigns a spacer glyph. || A program is made of rules and facts. || Two spacers indicate the creation of facts || Facts are separated by commas, a matchbox, a log, paper | A rule has a left side | And a right side. | Facts on the left side | are replaced by facts in the right side | a flame, a log | a warm fire | a matchbox | a match, a match a box | a match, paper | a flame
Spacer
The first character in a file assigns a spacer glyph to be used to indicate rules and facts, the pipe character | is most commonly used:
| this is a rule | || this is a fact, this is another fact
Facts
A fact is the name for an item in the bag, the bag is the collection of all existing facts. A line starting with two spacing characters(also called an empty rule) will add facts to the bag, facts are comma separated:
|| a fact, another fact || one more fact, yet another, a last fact
Whitespace only exists to separate the words in a fact, but are not significant when matching facts. These 3 facts are equal:
|| a new fact, a new fact, a new fact
Multiple instances of the same facts can be created by using the colon character. There are same amount of instances of these two facts:
|| a, a, a, a, b:4
Rules
A rule is made of a left and often a right side, and indicate facts to remove and replace in the bag.
| a fact, another fact | the result | another rule | another result | a rule may not have a right side |
Evaluation
In turn, each rule is matched against the existing facts found in the bag, starting from the first rule, when a rule's left-hand side is found in the bag, these facts are replaced by the rule's right-hand side, and matching is started again from the top.
|flour, sugar, apples| apple cake |apples, oranges, cherries| fruit salad |fruit salad, apple cake| fruit cake || sugar, oranges, apples, apples, cherries, flour
Vera will match any amount found in the left-hand side, the following two rules are equivalent in Vera:
| an apple, hunger | a core | an apple, an apple, an apple, hunger | a core
Comments
Vera will discard a rule when all the facts found in its left-hand side are not present in any rule's right-hand side or declared as facts.
| yellow | This is a comment. | purple | This is not a comment. | # | This is also a comment. || purple
Implementation
The language runtime can be implemented in about 200 lines.
cc vera.c -o vera view raw
- Vera Interpreter(C89), used for this documentation.
- A Raven's Flyby, tutorial.
- Vera Wiki
Thue is a minimal string-rewriting language.
A Thue program consists of two parts: a list of substitution rules, which is terminated with a line having both sides of the operator empty, followed by a string representing the initial program state:
#::=Unused rules are comments a::=~Hello Thue! ::= [a] []
Execution consists of picking, from the list of rules, an arbitrary rule whose original string exists as a substring somewhere in the program state, and replacing that substring by the rule's replacement string. This process repeats until there are no rules that can be applied, at which point, the program ends.
#::=Increment binary number 1_::=1++ 0_::=1 01++::=10 11++::=1++0 _0::=_ _1++::=10 ::= _10010011_ _10010100
I/O
Added to this system are two strings which are used to permit Thue to communicate with the outside world. The first of these is the input symbol(:::) which is actually the left-side of an implicit rule of which the user input is a component. The input symbol, therefore, is replaced by a line of text received from the "input stream."
As a counterpart of input, the output symbol(~) is supplied. Like the input symbol, the output symbol triggers an implicit rule which, in this case, encompasses the "output stream." The specific effect is that all text to the right of the output symbol in the rhs of a production is sent to the output stream.
Note that either (or both) of these implicit rules may be overridden by providing explicit rules that perform some other task.
#::=Sierpinski's triangle, backticks are linebreaks
X::=~_
Y::=~*
Z::=~`
_.::=._X
_*::=*_Y
._|::=.Z-|
*_|::=Z
..-::=.-.
**-::=*-.
*.-::=*-*
.*-::=.-*
@.-::=@_.
@*-::=@_*
::=
@_*...............................|
It is pitch black. You are likely to be eaten by a Thue.
- On Esolangs
- Interpreter, written in Uxntal. Video
- Wanda, concatenative language meets string rewriting.
Interaction nets are a graphical model of computation.
Interaction nets can capture all computable functions with rewriting rules, no external machinery such as copying a chunk of memory, or a garbage collector, is needed. Unlike models such as Turing machines, Lambda calculus, cellular automata, or combinators, an interaction net computational step can be defined as a constant time operation, and the model allows for parallelism in which many steps can take place at the same time.
1. Agents
An agent(a) is a cell that has one principal port and a number of auxiliary ports(n). A pair of agents connected together on their principal ports is called an active pair. Graphically, principal ports are distinguished by arrows(triangles).
The examples on this page will make use of four agents: Successor(increments a natural number), Zero, Add & Mul.
2. Interaction Nets
A net is an undirected graph of agents where each port is connected to another one by means of a wire. The following net has three free ports, x, y, and z. Note that a wire may connect two ports of the same agent. A rewriting of a net is performed only on an active pair according to an interaction rule.
3. Rewriting Rules
Here, rewriting is just a convenient word to express a very concrete notion of interaction, which we shall make precise by requiring some properties of rules:
- Agents interact only through their principal port.
- Each variable in a rule occurs exactly twice, once on each side.
- There is at most one rule for each pair of distinct symbols.
In an agent definition, the first port is the principal port, the rest of the ports are listed in the order obtained by moving anticlockwise round the agent. The following definition follows the interaction net at the left side of the rule 2 figure.
Net: Add(u,y,z), S(u,x)
Rule 1 | Rule 2 |
---|---|
In the following notation, an interaction rule consists of a pair of net descriptions separated by an arrow. Agents are capitalized, and free ports are lowercase.
Rules: Add(u,y,z), Z(u) --> z-y Add(u,y,z), S(u,x) --> S(z,w), Add(x,y,w)
An interaction net to compute the result of 1 + 1 with the rules defined above, is shown below, where one active pair has been generated. We then show two reductions, which use the previous two rules. The final net, on the right-hand side, is of course the representation of 2, which is the expected answer.
Programming
From now on, we will use Inpla's notation for rules in which the principal ports are taken out of the brackets and their equivalent connection written as ><. When an agent has an arity of 0, the brackets are removed altogether. Thus, we can write the entire addition program as:
Rules: add(y, z) >< Z => y~z; add(y, z) >< S(x) => add(y, S(z))~x; Exec: add(res,S(Z))~S(S(Z)); 1 + 2 res; Result: S(S(S(Z))), or 3
When defining multiplication, note that the argument y is used twice in the first equation, and it is not used at all in the second one. For that reason, two extra symbols are needed duplicate and erase.
sx * y = (x + y) + y 0 * y = 0
The idea is that a net representing a natural number should be duplicated when it is connected to the principal port of a duplicate, and it should be erased when it is connected to the principal port of an erase.
The system of interaction combinators consists of three symbols, called combinators: y(constructor), d(duplicator), and e(eraser). The six interaction rules below are of two kinds: commutation when the two cells carry different symbols (yd, ye, de) and annihilation when they carry the same symbol (yy, dd, ee).
Note that the annihilations for y and d are not the same. Furthermore, if one numbers the auxiliary ports, one realizes that it is yy, not dd, which exchanges the ports:
The fundamental laws of computation are commutation and annihilation.
- Interaction Nets
- Interaction Combinators
- Implementation of a low-level language for interaction nets, Shinya Sato
- Inpla, Interaction Nets as Programming Language
- Towards a Programming Language for Interaction Nets, Ian Mackie
- An Implementation Model for Interaction Nets
- ia2d, haskell.
- Interaction Nets Playground
- Bologna Optimal Higher-Order Machine
Modal is a programming language based on string rewriting.
Modal programs are represented as a series of substitution rules, applied to a given tree which gets continually modified until no rules match any given part of the tree. The principale elements of modal are:
The documentation below displays the examples as a series of rules, followed by the rewriting steps in the following format:
<> A rule .. The input program 04 The result of applying rule #4 -1 The result of applying a lambda
Modal's evaluation model is based on scanning from left-to-right across a string that represents a serialized tree. We only match from the start of the string, and if we can't find a rule that matches, we move one token or subtree forward. All rules match against the start of the string, and if one matches, the matched pattern is erased, and the right-hand side of the rule is written to the end of the string.
Rules
To define a new rule, start with <>, followed by a left and a right statement, which is either a word, or a tree. The program evaluation starts at the first character of the string and walks through to the end trying to match a transformation rule from that location:
<> hello (good bye) This is a rule .. hello world This is program data 00 good bye world This is the result
Rules can be also be undefined using the >< operation that will try matching a previously declared rule's left statement:
<> cat owl <> owl bat <> owl rat >< owl .. cat 00 owl 02 rat
Modal is homoiconic, meaning that any string is a potential program and new rules can be composed directly during the evaluation. For instance, here is a rule that defines a new rules definition infix syntax:
<> (?x -> ?y) (<> ?x ?y) fruit_a -> apple fruit_b -> banana (apple banana) -> fruit-salad .. fruit_a fruit_b 01 apple fruit_b 02 apple banana 03 fruit-salad
Registers
Registers are single-character identifiers bound to an address in a pattern used in rewriting:
<> (copy ?a) (?a ?a) .. copy cat 00 cat cat
When a register is used in a pattern, and when we try to match a given tree with a pattern, each register is bound to a corresponding an address to the left of a rule, and referenced to the right:
<> (swap ?x ?y) (?y ?x) .. (swap fox rat) 00 (rat fox)
When a register appears more than once in a rule, each instance is bound to the first address, but differently named registers can still match on the same pattern:
<> ((?x ?x ?x)) match3 <> ((?x ?y)) match2 .. (fox fox fox) (bat bat) (bat cat) 00 match3 (bat bat) (bat cat) 01 match3 match2 (bat cat) 01 match3 match2 match2
Trees
Trees can be found in rules and program data, they include words, registers and nested trees. Rules can match specific trees and rewrite their content in a new sequence.
<> (rotate ?x (?y) ?z) (?y (?z) ?x) .. rotate foo (bar) baz 00 bar (baz) foo
An efficient way to represent an array is to store information in nested lists, it allows for rules to target specific segments of the list, similarly to Lisp's car and cdr primitives. To print each element of such a structure, we can use the following recursive rules:
<> (putrec (?: ?x)) (putrec ?: ?x) <> ((putrec (?:))) (?:) .. (putrec (a (b (c (d (e)))))) 00 (putrec (b (c (d (e))))) 00 (putrec (c (d (e)))) 00 (putrec (d (e))) 00 (putrec (e)) 01 > abcde
Logic
Let us build a logic system, starting by comparing two registers:
<> (eq ?x ?x) (#t) <> (eq ?x ?y) (#f) .. (eq fox bat) 01 (#f)
We can implement the truth tables by defining each case:
<> (and #t #t) #t <> (or #t #t) #t <> (and #t #f) #f <> (or #t #f) #t <> (and #f #t) #f <> (or #f #t) #t <> (and #f #f) #f <> (or #f #f) #f <> (not #t) #f <> (not #f) #t .. (or #f #t) 08 (#t)
Building on the comparison rule above, we can write conditionals with a ternary statement:
<> (ife #t ?t ?f) (?t) <> (ife #f ?t ?f) (?f) <> (print ?:) (?:) .. ife #f (print True!) (print False!) 13 (print False!) 14 ()
Types
Understanding how to use typeguard to reach a specific evaluation order is important to become proficient with Modal. Creating a type system is merely a matter of creating stricter rules expecting a specific grammar. Notice in the example below, how join-strings expects to match two String typed words. Without typed inputs, the rule is not matched.
<> (join-strings (String ?x) (String ?y)) (?x?y) .. join-strings (String foo) (String bar) 00 foobar
Lambdas
A lambda is created by using the ?(body) special register. Rules created that way exist only for the length of one rewrite and must match what is found immediately after:
.. ?((?x ?y) (?y ?x)) foo bar -1 bar foo
Outgoing Events
Sending a message is done with the ?: special register, it sends a word or a tree to be handled by a device:
<> (print ?:) (?:) .. print (hello world\n) hello world
Incoming Events
Similarly, listening to incoming messages is done with the ?~ special register:
<> (?: print) (?:) <> (READ ?~) ((You said: ?~ \n) print) .. (READ stdin) You said:
modal(adj.): of, or relating to structure as opposed to substance.
Special Registers Reference
IO | ||
---|---|---|
Read | ?~ | Read from devices |
Send | ?: | Send to devices |
Substrings | ||
Explode token | ?(?* ?*) abc | a (b (c ())) |
Explode tuple | ?(?* ?*) (abc def ghi) | abc (def (ghi ())) |
Unpack | ?(?. ?.) (abc def) | abc def |
Join | ?(?^ ?^) (abc def ghi) | abcdefghi |
The ?* special register explodes a token or tuple into a nested list, and the ?^ register to join it back into a single word. Notice how the following program makes use the List type to ensure a specific evaluation order:
<> (reverse List () ?^) (?^) <> (reverse (?*)) (reverse List (?*) ()) <> (reverse List (?x ?y) ?z) (reverse List ?y (?x ?z)) .. (reverse (modal)) 01 (reverse List (m (o (d (a (l ()))))) ()) 02 (reverse List (o (d (a (l ())))) (m ())) 02 (reverse List (d (a (l ()))) (o (m ()))) 02 (reverse List (a (l ())) (d (o (m ())))) 02 (reverse List (l ()) (a (d (o (m ()))))) 02 (reverse List () (l (a (d (o (m ())))))) 00 (ladom)
sierpiński.modal
To review everything documented above, here is a small program that prints the Sierpiński triangle fractal:
?(?-) (Rules) <> (* (. > (. ?x))) (* (. (. > ?x))) <> (. (. > (* ?x))) (* (. (* > ?x))) ?(?-) (Physics) <> (Tri > (?x ?y)) (Tri (?x > ?y)) <> (Tri (?x > (?y ?z))) (Tri (?x (?y > ?z))) <> (?x (?y > (?z ?n))) (. (?y (?z > ?n))) <> ((?x > ())) (< ()) <> (Tri < (* ?^)) (?(?: ?:) (*?^ \n)) <> ((?x < ?y)) (< (?x ?y)) ?(?-) (Print) <> (Tri.join ?x ?:) (Tri > ?x ?:) <> (Tri.dup ?x ?^) (Tri.join ?x ?^) <> (Tri < ?x) (Tri.dup (. ?x) (?x \n)) ?(?* (Tri < (?*))) ...............*...............
Implementation
The language runtime can be implemented in about 300 lines.
cc modal.c -o modal view raw
- view sources, ANSI C.
- discord channel, in the concatenative server.
- Levels of Dynamic behavior in Modal
- This language is an original creation of wryl from 2018, who has courteously spent countless hours to help me progress with the language, much of the code above is derived from their research and merely made available here as to give this fantastic system a home on the internet.
incoming pocket rewriting parade logic two dimensional fractran fractran thue interaction nets