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#This is not meant to be a true high-level language Rather than being a high-level language as has been discussed by many computer scientists over the years - dealing with transformations of types and allowing the compiler to choose which of the available transformations to apply - I have focused my thoughts on ways existing languages can be improved to provide more functionality and to allow the programmer to better express the solution.

Hence this is what you might call a "mid-level" language. It concerns itself with telling the computer how to do things in a precise manner and leaving the reings, mostly, in the hands of the programmer. I cannot claim that this is a good choice or even a well reasoned one - all I can claim is that it was made because I have much more experience at that level and have given things at that level a lot more thought than I have for any other level of programming.

These files - this README and the other files that I am the original author of - also contain some extraneous thoughts on how things might be done where I did not have a concrete concept of the solution. Many of those deal with making the language more generic and giving much of the actual specificity of the language over to the programmer so that they can better express their ideas and solutions without any overriding artificial constraints other than the base concept of the language being built around encapsulated chunks of function and data - Objects.

The rest of it

###Blargh! The documents here are the basic notes on ideas I've had over the years about ways that a programming language can be defined such that it allows the programmer the most freedom and provides facilities for doing things that might otherwise be extremely hard to do in other languages. The resulting language will also, as the ideas solidify and get written up, be designed in such a way as to take advantage of modern computer facilities, such as multiple cores and process offloading onto specialized processors such as GPU's.

If you've got any ideas for improving what is here, write it up and send a pull request. Have written some code implementing parts of this? Put it into your copy of the repo and send a pull request. If I don't accept, I will try to give a cogent and well reasoned response as to why. (And... at this point the implementation language isn't defined, but I'm hoping for it to be in a reasonably portable and maintainable language that I have good knowledge of - so C would be a decent choice)

####Note: I am not claiming to have all the answers. Large parts of this specification will likely be written by others - those same large parts that are not covered in any file with my name on it as the originator - because I have no idea what the best choice for a given part of the language might be.

###Ideas for a new programming language to address historical issues of languages and the requirements of the modern computer.

  1. Full module system with distinct namespaces
  • Modules have a name that fits within a global namespace for lookup
  • Lookup happens along a given filesystem path (or paths) that can contain either archives containing a cryptographically signed version of the entire module or a directory tree of the module
  • No module shall insert itself into the root namespace - this can be done by the user of the module, but not the module itself
    • No exceptions!
    • The root namespace is for the end-user of the language and the language itself (for keywords only)
  1. Modules are, at their root, a collection of objects
  • Everything is an objects
  • Compiler is free to reduce an object representing a primitive to that primitive if no extended functions are used
    • That is, if it otherwise passes all requirements of the type!
  • Everything has a type - these types are important and while you can convert between them, this should not be done unless absolutely necessary
  1. Objects have a persistent lookup table that defines their functions and data members
  • Every "dot" operator is actually a call to a fixed lookup function that returns the location
    • This built-in function of the every Object can be overridden
  • Adding the postfix parentheses-list turns this into a function call
  • The actual function call itself is resolved by calling a different function
    • This is another built-in of every object that can also be overridden
  • The address-lookup and "call" functions should only be overridden if absolutely necessary.
    • They exist to help cover some utility-function zones and add some syntactic-sugar to allow for easier use of some facilities
  1. The basic syntax of the language is based on C
  • Multiple pass system
  • First pass is the macro-language
    • Unlike the 'CPP' macro language, this should be more like the common-lisp macro-language
  • Second pass is to resolve/load the modules
  • Third pass is actual compilation
  1. Built-in types ( These all derive from 'Object', which contains some special functionality )
  • Boolean
  • Number (represents classic Integers and Floats)
    • Has the following pseudo-synonyms with stricter requirements:
      1. Integer
      2. Float
  • Real
  • Complex
    • The above two (Real and Complex) are there for those that need them
  • Character/Glyph (represents a single ASCII/Unicode code-point)
    • Internally the system should use UCS-2 (ie: full-width, 32-bit encoding of Unicode code-points)
  • String
  • Regular Expression (these are fully a part of the language, similar to how they are in Perl)
  • Function (functions are objects, sort-of)
  1. Further thoughts:
  • Reflection
    • Java is a good example to follow for a lot of this, as it is decently well defined, if not well designed or documented
  • Runtime patching
    • Mod systems for Minecraft use a method of patching the images in-memory to get their code running. Designing this into the language from the start seems to be a better proposition - especially for a fully compiled language.
      • Tie this into the overridable lookup and call functions ?
      • Needs to account for quite a bit, might not be a good idea overall
  • Data source tie-in system like LINQ ?
    • Perhaps a perl-like way of doing things, where a variable can be "tied" to a backing store that implements the queries and such
  • Multi-process...
    • No firm ideas here, but should probably include some base concepts as well as implementations for multiple processes, multiple threads, co-routines and async workers.
    • The base facilities should be generic enough that offloading onto a cloud processing system or a GPU should be relatively easy to implement.

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