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21:31, 14 June 2021: Xxmarijnw (talk | contribs) triggered filter 9, performing the action "edit" on Pinocchio. Actions taken: Warn; Filter description: require new users to introduce themselves (examine)

Changes made in edit

Pinocchio is a language by that_dude. The language's variable types are noses.
+
Pinocchio is a language by [[User:That_dude|that_dude]]. The language's variable types are noses. In the Pinocchio programming language, you must create different Pinocchio's (similar to functions in real languages, but with differences). For example:
   
In the Pinocchio programming language, you must create different Pinocchios (similar to functions in real languages, but with differences). For example:
 
 
<pre>
 
<pre>
 
Pinocchio main{
 
Pinocchio main{
#code...
+
# code
 
}
 
}
 
</pre>
 
</pre>
   
Each Pinocchio has a nose, the only variable in a Pinocchio. The noses of other Pinocchios can be accessed, but not changed.
+
Each Pinocchio has a nose, the only variable in a Pinocchio. The noses of other Pinocchio's can be accessed, but not changed. Invoking or running a Pinocchio is done by talking to it from another Pinocchio. The "main" Pinocchio is run automatically. To increase the length of a Pinocchio's nose, that Pinocchio must tell a lie. To decrease it, it must tell the truth. For example:
  +
Invoking/running a Pinocchio is done by talking to it from another Pinocchio. The "main" Pinocchio is run automatically.
 
To increase the length of a Pinocchio's nose, that Pinocchio must tell a lie. To decrease it, it must tell the truth. For example:
 
 
<pre>
 
<pre>
Pinocchio main{
+
Pinocchio main {
 
dancer.talk();
 
dancer.talk();
 
}
 
}
  +
Pinocchio dancer{
 
  +
Pinocchio dancer {
 
yes(false); # the Yes function causes the Pinocchio to assert that the contents are true. If they aren't, its nose increases; if they are, it increases.
 
yes(false); # the Yes function causes the Pinocchio to assert that the contents are true. If they aren't, its nose increases; if they are, it increases.
 
yes(false);
 
yes(false);
 
}
 
}
 
</pre>
 
</pre>
  +
"if" statements are as you would expect, but loops are different. Only the entirety of a Pinocchio can be looped. The value of the Pinocchio's nose is kept.
 
To loop, a Pinocchio must talk to Geppetto.
+
"if" statements work as you would expect, but loops are different. Only the entirety of a Pinocchio can be looped. The value of the Pinocchio's nose is kept. To loop, a Pinocchio must talk to Geppetto:
  +
 
<pre>
 
<pre>
Pinocchio main{
+
Pinocchio main {
 
liar.talk();
 
liar.talk();
  +
 
if (liar.nose < 17) {
 
if (liar.nose < 17) {
 
Geppetto.talk(); # Geppetto is a reserved name and cannot be used as the name of a Pinocchio.
 
Geppetto.talk(); # Geppetto is a reserved name and cannot be used as the name of a Pinocchio.
 
} # There is no else statement. There are several ways of getting around this, but I won't explain them.
 
} # There is no else statement. There are several ways of getting around this, but I won't explain them.
 
}
 
}
  +
 
Pinocchio liar{
 
Pinocchio liar{
 
yes(false);
 
yes(false);
 
}
 
}
 
</pre>
 
</pre>
  +
To print the value of a nose, you use print([name of Pinocchio]);
 
This will print the ASCII value of the nose. For instance:
+
To print the value of a nose, you use <code>print([name of Pinocchio]);</code>. This will print the ASCII value of the nose. For instance:
  +
 
<pre>
 
<pre>
Pinocchio main{
+
Pinocchio main {
 
liar.talk();
 
liar.talk();
 
if (liar.nose != 65) {
 
if (liar.nose != 65) {
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
 
if (liar.nose == 65) {
 
if (liar.nose == 65) {
truthseeker.talk();
+
truthseeker.talk();
 
}
 
}
 
}
 
}
  +
Pinocchio liar{
 
  +
Pinocchio liar {
 
yes(liar.nose == 65); #If it is 65 before liar is run, it will decrease. In other words, failsafe.
 
yes(liar.nose == 65); #If it is 65 before liar is run, it will decrease. In other words, failsafe.
 
}
 
}
  +
Pinocchio truthseeker{
 
  +
Pinocchio truthseeker {
 
print(liar);
 
print(liar);
 
}
 
}
 
</pre>
 
</pre>
  +
The above code will print A.
 
  +
The above code will print <code>A</code>.
   
 
== Additional notes ==
 
== Additional notes ==
As should be obvious, once a Pinocchio has finished running, it will return to the Pinocchio that talked to it.
+
As should be obvious, once a Pinocchio has finished running, it will return to the Pinocchio that talked to it. <code>me</code> can be used as an abbreviation for the current Pinocchio. However, all Pinocchio's are sane, so <code>me.talk()</code> is invalid. To loop, the Pinocchio MUST talk to Geppetto.
 
"me" can be used as an abbreviation for the current Pinocchio. However, all Pinocchios are sane, so me.talk() is invalid. To loop, the Pinocchio MUST talk to Geppetto.
 
   
 
LF (12) will (well, should, as there's no official interpreter yet) automatically be output as CR (15) LF (12) on Windows, so line endings only need LF.
 
LF (12) will (well, should, as there's no official interpreter yet) automatically be output as CR (15) LF (12) on Windows, so line endings only need LF.
   
 
== Examples ==
 
== Examples ==
  +
 
=== Hello World ===
 
=== Hello World ===
  +
 
<pre>
 
<pre>
Pinocchio main{
+
Pinocchio main {
 
writeH.talk();
 
writeH.talk();
 
writee.talk();
 
writee.talk();
 
writeLF.talk();
 
writeLF.talk();
 
}
 
}
  +
Pinocchio value{
 
  +
Pinocchio value {
 
yes(direction.nose == 1);
 
yes(direction.nose == 1);
 
}
 
}
  +
Pinocchio direction{
 
  +
Pinocchio direction {
 
yes(me.nose == 1);
 
yes(me.nose == 1);
 
}
 
}
  +
Pinocchio display{
 
  +
Pinocchio display {
 
print(value);
 
print(value);
 
}
 
}
  +
Pinocchio.writeH{
 
  +
Pinocchio.writeH {
 
value.talk();
 
value.talk();
  +
if(value.nose < 72) {
 
  +
if (value.nose < 72) {
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
 
display.talk();
 
display.talk();
 
}
 
}
  +
Pinocchio.writee{
 
  +
Pinocchio writee {
 
value.talk();
 
value.talk();
  +
if(value.nose < 101) {
 
  +
if (value.nose < 101) {
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
 
display.talk();
 
display.talk();
 
}
 
}
  +
Pinocchio.writel{
 
  +
Pinocchio writel {
if(value.nose < 108) {
 
  +
if (value.nose < 108) {
 
if (direction.nose == 1) {
 
if (direction.nose == 1) {
 
direction.talk();
 
direction.talk();
 
}
 
}
  +
 
value.talk();
 
value.talk();
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
if(value.nose > 108) {
 
  +
if (value.nose > 108) {
 
if (direction.nose == 0) {
 
if (direction.nose == 0) {
 
direction.talk();
 
direction.talk();
 
}
 
}
  +
 
value.talk();
 
value.talk();
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
if(value.nose == 108) {
 
  +
if (value.nose == 108) {
 
display.talk();
 
display.talk();
 
}
 
}
 
}
 
}
  +
Pinocchio.writeo{
 
  +
Pinocchio writeo {
if(value.nose < 111) {
 
  +
if (value.nose < 111) {
 
if (direction.nose == 1) {
 
if (direction.nose == 1) {
 
direction.talk();
 
direction.talk();
 
}
 
}
  +
 
value.talk();
 
value.talk();
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
if(value.nose > 111) {
 
  +
if (value.nose > 111) {
 
if (direction.nose == 0) {
 
if (direction.nose == 0) {
 
direction.talk();
 
direction.talk();
 
}
 
}
  +
 
value.talk();
 
value.talk();
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
if(value.nose == 111) {
 
  +
if (value.nose == 111) {
 
display.talk();
 
display.talk();
 
}
 
}
 
}
 
}
  +
Pinocchio.writeW{
 
  +
Pinocchio writeW {
if(direction.nose == 0) {
 
  +
if (direction.nose == 0) {
 
direction.talk();
 
direction.talk();
 
}
 
}
  +
 
value.talk();
 
value.talk();
  +
if(value.nose > 87) {
 
  +
if (value.nose > 87) {
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
 
display.talk();
 
display.talk();
 
}
 
}
  +
Pinocchio.writer{
 
  +
Pinocchio.writer {
if(direction.nose == 1) {
 
  +
if (direction.nose == 1) {
 
direction.talk();
 
direction.talk();
 
}
 
}
  +
 
value.talk();
 
value.talk();
  +
if(value.nose < 114) {
 
  +
if (value.nose < 114) {
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
 
display.talk();
 
display.talk();
 
}
 
}
  +
Pinocchio.writed{
 
  +
Pinocchio.writed {
if(direction.nose == 0) {
 
  +
if (direction.nose == 0) {
 
direction.talk();
 
direction.talk();
 
}
 
}
  +
 
value.talk();
 
value.talk();
  +
if(value.nose > 100) {
 
  +
if (value.nose > 100) {
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
 
display.talk();
 
display.talk();
 
}
 
}
  +
Pinocchio.writeLF{
 
  +
Pinocchio.writeLF {
 
value.talk();
 
value.talk();
  +
if(value.nose > 12) {
 
  +
if (value.nose > 12) {
 
Geppetto.talk();
 
Geppetto.talk();
 
}
 
}
  +
 
display.talk();
 
display.talk();
 
}
 
}
 
</pre>
 
</pre>
  +
 
[[Category:Languages]]
 
[[Category:Languages]]

Action parameters

VariableValue
Edit count of the user (user_editcount)
0
Name of the user account (user_name)
'Xxmarijnw'
Age of the user account (user_age)
344
Page ID (page_id)
9140
Page namespace (page_namespace)
0
Page title (without namespace) (page_title)
'Pinocchio'
Full page title (page_prefixedtitle)
'Pinocchio'
Action (action)
'edit'
Edit summary/reason (summary)
'Cleanup and fix example'
Old content model (old_content_model)
'wikitext'
New content model (new_content_model)
'wikitext'
Old page wikitext, before the edit (old_wikitext)
'Pinocchio is a language by that_dude. The language's variable types are noses. In the Pinocchio programming language, you must create different Pinocchios (similar to functions in real languages, but with differences). For example: <pre> Pinocchio main{ #code... } </pre> Each Pinocchio has a nose, the only variable in a Pinocchio. The noses of other Pinocchios can be accessed, but not changed. Invoking/running a Pinocchio is done by talking to it from another Pinocchio. The "main" Pinocchio is run automatically. To increase the length of a Pinocchio's nose, that Pinocchio must tell a lie. To decrease it, it must tell the truth. For example: <pre> Pinocchio main{ dancer.talk(); } Pinocchio dancer{ yes(false); # the Yes function causes the Pinocchio to assert that the contents are true. If they aren't, its nose increases; if they are, it increases. yes(false); yes(true); # The value of this Pinocchio's nose is now 1 more than its start, 0. } </pre> "if" statements are as you would expect, but loops are different. Only the entirety of a Pinocchio can be looped. The value of the Pinocchio's nose is kept. To loop, a Pinocchio must talk to Geppetto. <pre> Pinocchio main{ liar.talk(); if (liar.nose < 17) { Geppetto.talk(); # Geppetto is a reserved name and cannot be used as the name of a Pinocchio. } # There is no else statement. There are several ways of getting around this, but I won't explain them. } Pinocchio liar{ yes(false); } </pre> To print the value of a nose, you use print([name of Pinocchio]); This will print the ASCII value of the nose. For instance: <pre> Pinocchio main{ liar.talk(); if (liar.nose != 65) { Geppetto.talk(); } if (liar.nose == 65) { truthseeker.talk(); } } Pinocchio liar{ yes(liar.nose == 65); #If it is 65 before liar is run, it will decrease. In other words, failsafe. } Pinocchio truthseeker{ print(liar); } </pre> The above code will print A. == Additional notes == As should be obvious, once a Pinocchio has finished running, it will return to the Pinocchio that talked to it. "me" can be used as an abbreviation for the current Pinocchio. However, all Pinocchios are sane, so me.talk() is invalid. To loop, the Pinocchio MUST talk to Geppetto. LF (12) will (well, should, as there's no official interpreter yet) automatically be output as CR (15) LF (12) on Windows, so line endings only need LF. == Examples == === Hello World === <pre> Pinocchio main{ writeH.talk(); writee.talk(); writel.talk(); writel.talk(); writeo.talk(); writeW.talk(); writeo.talk(); writer.talk(); writel.talk(); writed.talk(); writeLF.talk(); } Pinocchio value{ yes(direction.nose == 1); } Pinocchio direction{ yes(me.nose == 1); } Pinocchio display{ print(value); } Pinocchio.writeH{ value.talk(); if(value.nose < 72) { Geppetto.talk(); } display.talk(); } Pinocchio.writee{ value.talk(); if(value.nose < 101) { Geppetto.talk(); } display.talk(); } Pinocchio.writel{ if(value.nose < 108) { if (direction.nose == 1) { direction.talk(); } value.talk(); Geppetto.talk(); } if(value.nose > 108) { if (direction.nose == 0) { direction.talk(); } value.talk(); Geppetto.talk(); } if(value.nose == 108) { display.talk(); } } Pinocchio.writeo{ if(value.nose < 111) { if (direction.nose == 1) { direction.talk(); } value.talk(); Geppetto.talk(); } if(value.nose > 111) { if (direction.nose == 0) { direction.talk(); } value.talk(); Geppetto.talk(); } if(value.nose == 111) { display.talk(); } } Pinocchio.writeW{ if(direction.nose == 0) { direction.talk(); } value.talk(); if(value.nose > 87) { Geppetto.talk(); } display.talk(); } Pinocchio.writer{ if(direction.nose == 1) { direction.talk(); } value.talk(); if(value.nose < 114) { Geppetto.talk(); } display.talk(); } Pinocchio.writed{ if(direction.nose == 0) { direction.talk(); } value.talk(); if(value.nose > 100) { Geppetto.talk(); } display.talk(); } Pinocchio.writeLF{ value.talk(); if(value.nose > 12) { Geppetto.talk(); } display.talk(); } </pre> [[Category:Languages]]'
New page wikitext, after the edit (new_wikitext)
'Pinocchio is a language by [[User:That_dude|that_dude]]. The language's variable types are noses. In the Pinocchio programming language, you must create different Pinocchio's (similar to functions in real languages, but with differences). For example: <pre> Pinocchio main{ # code } </pre> Each Pinocchio has a nose, the only variable in a Pinocchio. The noses of other Pinocchio's can be accessed, but not changed. Invoking or running a Pinocchio is done by talking to it from another Pinocchio. The "main" Pinocchio is run automatically. To increase the length of a Pinocchio's nose, that Pinocchio must tell a lie. To decrease it, it must tell the truth. For example: <pre> Pinocchio main { dancer.talk(); } Pinocchio dancer { yes(false); # the Yes function causes the Pinocchio to assert that the contents are true. If they aren't, its nose increases; if they are, it increases. yes(false); yes(true); # The value of this Pinocchio's nose is now 1 more than its start, 0. } </pre> "if" statements work as you would expect, but loops are different. Only the entirety of a Pinocchio can be looped. The value of the Pinocchio's nose is kept. To loop, a Pinocchio must talk to Geppetto: <pre> Pinocchio main { liar.talk(); if (liar.nose < 17) { Geppetto.talk(); # Geppetto is a reserved name and cannot be used as the name of a Pinocchio. } # There is no else statement. There are several ways of getting around this, but I won't explain them. } Pinocchio liar{ yes(false); } </pre> To print the value of a nose, you use <code>print([name of Pinocchio]);</code>. This will print the ASCII value of the nose. For instance: <pre> Pinocchio main { liar.talk(); if (liar.nose != 65) { Geppetto.talk(); } if (liar.nose == 65) { truthseeker.talk(); } } Pinocchio liar { yes(liar.nose == 65); #If it is 65 before liar is run, it will decrease. In other words, failsafe. } Pinocchio truthseeker { print(liar); } </pre> The above code will print <code>A</code>. == Additional notes == As should be obvious, once a Pinocchio has finished running, it will return to the Pinocchio that talked to it. <code>me</code> can be used as an abbreviation for the current Pinocchio. However, all Pinocchio's are sane, so <code>me.talk()</code> is invalid. To loop, the Pinocchio MUST talk to Geppetto. LF (12) will (well, should, as there's no official interpreter yet) automatically be output as CR (15) LF (12) on Windows, so line endings only need LF. == Examples == === Hello World === <pre> Pinocchio main { writeH.talk(); writee.talk(); writel.talk(); writel.talk(); writeo.talk(); writeW.talk(); writeo.talk(); writer.talk(); writel.talk(); writed.talk(); writeLF.talk(); } Pinocchio value { yes(direction.nose == 1); } Pinocchio direction { yes(me.nose == 1); } Pinocchio display { print(value); } Pinocchio.writeH { value.talk(); if (value.nose < 72) { Geppetto.talk(); } display.talk(); } Pinocchio writee { value.talk(); if (value.nose < 101) { Geppetto.talk(); } display.talk(); } Pinocchio writel { if (value.nose < 108) { if (direction.nose == 1) { direction.talk(); } value.talk(); Geppetto.talk(); } if (value.nose > 108) { if (direction.nose == 0) { direction.talk(); } value.talk(); Geppetto.talk(); } if (value.nose == 108) { display.talk(); } } Pinocchio writeo { if (value.nose < 111) { if (direction.nose == 1) { direction.talk(); } value.talk(); Geppetto.talk(); } if (value.nose > 111) { if (direction.nose == 0) { direction.talk(); } value.talk(); Geppetto.talk(); } if (value.nose == 111) { display.talk(); } } Pinocchio writeW { if (direction.nose == 0) { direction.talk(); } value.talk(); if (value.nose > 87) { Geppetto.talk(); } display.talk(); } Pinocchio.writer { if (direction.nose == 1) { direction.talk(); } value.talk(); if (value.nose < 114) { Geppetto.talk(); } display.talk(); } Pinocchio.writed { if (direction.nose == 0) { direction.talk(); } value.talk(); if (value.nose > 100) { Geppetto.talk(); } display.talk(); } Pinocchio.writeLF { value.talk(); if (value.nose > 12) { Geppetto.talk(); } display.talk(); } </pre> [[Category:Languages]]'
Unified diff of changes made by edit (edit_diff)
'@@ -1,19 +1,18 @@ -Pinocchio is a language by that_dude. The language's variable types are noses. +Pinocchio is a language by [[User:That_dude|that_dude]]. The language's variable types are noses. In the Pinocchio programming language, you must create different Pinocchio's (similar to functions in real languages, but with differences). For example: -In the Pinocchio programming language, you must create different Pinocchios (similar to functions in real languages, but with differences). For example: <pre> Pinocchio main{ - #code... + # code } </pre> -Each Pinocchio has a nose, the only variable in a Pinocchio. The noses of other Pinocchios can be accessed, but not changed. -Invoking/running a Pinocchio is done by talking to it from another Pinocchio. The "main" Pinocchio is run automatically. -To increase the length of a Pinocchio's nose, that Pinocchio must tell a lie. To decrease it, it must tell the truth. For example: +Each Pinocchio has a nose, the only variable in a Pinocchio. The noses of other Pinocchio's can be accessed, but not changed. Invoking or running a Pinocchio is done by talking to it from another Pinocchio. The "main" Pinocchio is run automatically. To increase the length of a Pinocchio's nose, that Pinocchio must tell a lie. To decrease it, it must tell the truth. For example: + <pre> -Pinocchio main{ +Pinocchio main { dancer.talk(); } -Pinocchio dancer{ + +Pinocchio dancer { yes(false); # the Yes function causes the Pinocchio to assert that the contents are true. If they aren't, its nose increases; if they are, it increases. yes(false); @@ -21,49 +20,57 @@ } </pre> -"if" statements are as you would expect, but loops are different. Only the entirety of a Pinocchio can be looped. The value of the Pinocchio's nose is kept. -To loop, a Pinocchio must talk to Geppetto. + +"if" statements work as you would expect, but loops are different. Only the entirety of a Pinocchio can be looped. The value of the Pinocchio's nose is kept. To loop, a Pinocchio must talk to Geppetto: + <pre> -Pinocchio main{ +Pinocchio main { liar.talk(); + if (liar.nose < 17) { Geppetto.talk(); # Geppetto is a reserved name and cannot be used as the name of a Pinocchio. } # There is no else statement. There are several ways of getting around this, but I won't explain them. } + Pinocchio liar{ yes(false); } </pre> -To print the value of a nose, you use print([name of Pinocchio]); -This will print the ASCII value of the nose. For instance: + +To print the value of a nose, you use <code>print([name of Pinocchio]);</code>. This will print the ASCII value of the nose. For instance: + <pre> -Pinocchio main{ +Pinocchio main { liar.talk(); if (liar.nose != 65) { Geppetto.talk(); } + if (liar.nose == 65) { - truthseeker.talk(); + truthseeker.talk(); } } -Pinocchio liar{ + +Pinocchio liar { yes(liar.nose == 65); #If it is 65 before liar is run, it will decrease. In other words, failsafe. } -Pinocchio truthseeker{ + +Pinocchio truthseeker { print(liar); } </pre> -The above code will print A. + +The above code will print <code>A</code>. == Additional notes == -As should be obvious, once a Pinocchio has finished running, it will return to the Pinocchio that talked to it. - -"me" can be used as an abbreviation for the current Pinocchio. However, all Pinocchios are sane, so me.talk() is invalid. To loop, the Pinocchio MUST talk to Geppetto. +As should be obvious, once a Pinocchio has finished running, it will return to the Pinocchio that talked to it. <code>me</code> can be used as an abbreviation for the current Pinocchio. However, all Pinocchio's are sane, so <code>me.talk()</code> is invalid. To loop, the Pinocchio MUST talk to Geppetto. LF (12) will (well, should, as there's no official interpreter yet) automatically be output as CR (15) LF (12) on Windows, so line endings only need LF. == Examples == + === Hello World === + <pre> -Pinocchio main{ +Pinocchio main { writeH.talk(); writee.talk(); @@ -78,102 +85,137 @@ writeLF.talk(); } -Pinocchio value{ + +Pinocchio value { yes(direction.nose == 1); } -Pinocchio direction{ + +Pinocchio direction { yes(me.nose == 1); } -Pinocchio display{ + +Pinocchio display { print(value); } -Pinocchio.writeH{ + +Pinocchio.writeH { value.talk(); - if(value.nose < 72) { + + if (value.nose < 72) { Geppetto.talk(); } + display.talk(); } -Pinocchio.writee{ + +Pinocchio writee { value.talk(); - if(value.nose < 101) { + + if (value.nose < 101) { Geppetto.talk(); } + display.talk(); } -Pinocchio.writel{ - if(value.nose < 108) { + +Pinocchio writel { + if (value.nose < 108) { if (direction.nose == 1) { direction.talk(); } + value.talk(); Geppetto.talk(); } - if(value.nose > 108) { + + if (value.nose > 108) { if (direction.nose == 0) { direction.talk(); } + value.talk(); Geppetto.talk(); } - if(value.nose == 108) { + + if (value.nose == 108) { display.talk(); } } -Pinocchio.writeo{ - if(value.nose < 111) { + +Pinocchio writeo { + if (value.nose < 111) { if (direction.nose == 1) { direction.talk(); } + value.talk(); Geppetto.talk(); } - if(value.nose > 111) { + + if (value.nose > 111) { if (direction.nose == 0) { direction.talk(); } + value.talk(); Geppetto.talk(); } - if(value.nose == 111) { + + if (value.nose == 111) { display.talk(); } } -Pinocchio.writeW{ - if(direction.nose == 0) { + +Pinocchio writeW { + if (direction.nose == 0) { direction.talk(); } + value.talk(); - if(value.nose > 87) { + + if (value.nose > 87) { Geppetto.talk(); } + display.talk(); } -Pinocchio.writer{ - if(direction.nose == 1) { + +Pinocchio.writer { + if (direction.nose == 1) { direction.talk(); } + value.talk(); - if(value.nose < 114) { + + if (value.nose < 114) { Geppetto.talk(); } + display.talk(); } -Pinocchio.writed{ - if(direction.nose == 0) { + +Pinocchio.writed { + if (direction.nose == 0) { direction.talk(); } + value.talk(); - if(value.nose > 100) { + + if (value.nose > 100) { Geppetto.talk(); } + display.talk(); } -Pinocchio.writeLF{ + +Pinocchio.writeLF { value.talk(); - if(value.nose > 12) { + + if (value.nose > 12) { Geppetto.talk(); } + display.talk(); } </pre> + [[Category:Languages]] '
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[ 0 => 'Pinocchio is a language by [[User:That_dude|that_dude]]. The language's variable types are noses. In the Pinocchio programming language, you must create different Pinocchio's (similar to functions in real languages, but with differences). For example:', 1 => ' # code', 2 => 'Each Pinocchio has a nose, the only variable in a Pinocchio. The noses of other Pinocchio's can be accessed, but not changed. Invoking or running a Pinocchio is done by talking to it from another Pinocchio. The "main" Pinocchio is run automatically. To increase the length of a Pinocchio's nose, that Pinocchio must tell a lie. To decrease it, it must tell the truth. For example:', 3 => '', 4 => 'Pinocchio main {', 5 => '', 6 => 'Pinocchio dancer {', 7 => '', 8 => '"if" statements work as you would expect, but loops are different. Only the entirety of a Pinocchio can be looped. The value of the Pinocchio's nose is kept. To loop, a Pinocchio must talk to Geppetto:', 9 => '', 10 => 'Pinocchio main {', 11 => '', 12 => '', 13 => '', 14 => 'To print the value of a nose, you use <code>print([name of Pinocchio]);</code>. This will print the ASCII value of the nose. For instance:', 15 => '', 16 => 'Pinocchio main {', 17 => '', 18 => ' truthseeker.talk();', 19 => '', 20 => 'Pinocchio liar {', 21 => '', 22 => 'Pinocchio truthseeker {', 23 => '', 24 => 'The above code will print <code>A</code>.', 25 => 'As should be obvious, once a Pinocchio has finished running, it will return to the Pinocchio that talked to it. <code>me</code> can be used as an abbreviation for the current Pinocchio. However, all Pinocchio's are sane, so <code>me.talk()</code> is invalid. To loop, the Pinocchio MUST talk to Geppetto.', 26 => '', 27 => '', 28 => 'Pinocchio main {', 29 => '', 30 => 'Pinocchio value {', 31 => '', 32 => 'Pinocchio direction {', 33 => '', 34 => 'Pinocchio display {', 35 => '', 36 => 'Pinocchio.writeH {', 37 => '', 38 => ' if (value.nose < 72) {', 39 => '', 40 => '', 41 => 'Pinocchio writee {', 42 => '', 43 => ' if (value.nose < 101) {', 44 => '', 45 => '', 46 => 'Pinocchio writel {', 47 => ' if (value.nose < 108) {', 48 => '', 49 => '', 50 => ' if (value.nose > 108) {', 51 => '', 52 => '', 53 => ' if (value.nose == 108) {', 54 => '', 55 => 'Pinocchio writeo {', 56 => ' if (value.nose < 111) {', 57 => '', 58 => '', 59 => ' if (value.nose > 111) {', 60 => '', 61 => '', 62 => ' if (value.nose == 111) {', 63 => '', 64 => 'Pinocchio writeW {', 65 => ' if (direction.nose == 0) {', 66 => '', 67 => '', 68 => ' if (value.nose > 87) {', 69 => '', 70 => '', 71 => 'Pinocchio.writer {', 72 => ' if (direction.nose == 1) {', 73 => '', 74 => '', 75 => ' if (value.nose < 114) {', 76 => '', 77 => '', 78 => 'Pinocchio.writed {', 79 => ' if (direction.nose == 0) {', 80 => '', 81 => '', 82 => ' if (value.nose > 100) {', 83 => '', 84 => '', 85 => 'Pinocchio.writeLF {', 86 => '', 87 => ' if (value.nose > 12) {', 88 => '', 89 => '' ]
Unix timestamp of change (timestamp)
1623706293