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David Moon on Twitter: "#tylr is live! https://t.co/7CPtFL6VW0 (not mobile...
source link: https://twitter.com/dm_0ney/status/1414742742530498566
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A selection whose caps have the same sort can be picked up into your _backpack_ to enter _restructuring mode_. This mode lets you move the selection and put it down somewhere else. Upon putting it down, tylr reassembles the shards and returns you to pointing mode.
Your backpack is a structure-aware clipboard accompanying your cursor that ensures you put down its contents in reasonable positions. If your backpack doesn't carry all matching shards of any disassembled tiles, then you can't move into tiles, only past them.
If the backpack carries a sequence of whole tiles, then you may move freely since you no longer threaten the existing shard matching structure, though you can only put down your selection at a cursor position with the same sort as the selection's caps.
Your backpack can carry multiple selections! When you pick up your first selection, any remaining matching shards become selections too. Moving next to these selections lets you pick them up into your backpack. You can move freely once you've picked up all selections.
The only restriction is that selections with caps of different sort, indicated as such by the two-toned broken overline, can't be picked up. Otherwise, anything goes.
More to say next time on how restructuring integrates with construction and deletion, but that covers the essential core. In the meantime, here's a clip of me aimlessly clobbering Ackermann's function, tylr ensuring neverthless that my code is syntactically valid.
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ugh this is all so cool. awesome work!
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Wow I love how responsive this is despite all the work that's being done behind the scenes. Oh and when you move a selection past the paren bounds and it automatically picks up the right paren for me to move as well...
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Very cool! This is really interesting to play with, thanks for sharing!
Q: I notice that “Ctrl-Z” undoes move-cursor actions as well as edit actions. Is this fundamental, or particularly useful, or an accident of implementation?
Thanks Joe! Nothing fundamental but a lot changes on the screen with any non-movement actions and I wanted to minimize the visual deltas when undoing those for better comprehensibility. I should probably at least compress consecutive movements.
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Pretty neat. Reminds me a bit of grammar cells in MPS (http://mbeddr.com/files/gc-sle.pdf…) which combine parsing and structural editing. How does the editor get constructed? (Can it be generated from a grammar or is it a hand-crafted tool at the moment?)
tylr is hand-crafted but I'm definitely interested in generating tile-based editors from grammars! All the fantastic work on MPS has been a huge influence.
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looks great!
have you already tried to scale either visuals, or implementation, or UX to 1) several lines, or 2) lots of lines?
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