<?php

require_once (dirname(__FILE__) . "/config.inc.php");
require_once (dirname(__FILE__) . "/Element.php");
require_once (dirname(__FILE__) . "/fetch.php");

// Check if char is a whitespace character.
function char_is_white_space($char)
{
   if ($char == " " || $char == "\t" || $char == "\n")
   {
      return True;
   }
   return False;
}

// Move the file pointer along until it finds a non-whitespace character.  If
// the user wants to the next non-whitespace character, first move the file
// pointer one step.
function skip_white_space($fp, &$char, $next=False)
{
   if ($next == True || char_is_white_space($char) == True)
   {
      while (char_is_white_space($char = fgetc($fp)) == True) {}
   }
}

// Move the file pointer along until it finds the desired character.  If the
// user wants the next instance of the character, first move the pointer one
// step away from its current position.
function move_to_char($fp, &$char, $sought, $next=False)
{
   if ($next == True || $char != $sought)
   {
      while (($char = fgetc($fp)) != $sought && !feof($fp)) {}
   }
}

// Skip any initial white space.  Read and store characters until white space or
// a bracket is reached.
function parse_name_or_id($fp, &$char, &$data=NULL)
{
   skip_white_space($fp, $char);
   while (
      !char_is_white_space($char) && $char != OPEN_ELEMENT_CHAR &&
      $char != CLOSE_ELEMENT_CHAR && !feof($fp))
   {
      $data .= $char;
      $char = fgetc($fp);
   }
}

// Create a new element & store it as the first child of the current element or
// the next child of a parent element.
function build_new_element($fp, &$char, &$element, $ii)
{
   $new = new Element();
   if ($ii == 0)
   {
      $element->data = $new;
   }
   else
   {
      $element->next = $new;
   }
   parse_element($fp, $new, $char);
   $element = $new;
}

// Read the last component of an element.  If there is a bracket in the data,
// treat it as a new element, and add its contents to the current element.  If
// not, treat the data as a string, and store it.
function parse_data($fp, &$char, $element)
{
   skip_white_space($fp, $char);
   while ($char != CLOSE_ELEMENT_CHAR && !feof($fp))
   {
      for ($ii = 0; $char == OPEN_ELEMENT_CHAR; $ii++)
      {
         build_new_element($fp, $char, $element, $ii);
         $char = fgetc($fp);
         skip_white_space($fp, $char);
         $flag = True;
      }

      if ($flag == True) break;

      $element->data .= $char;
      $char = fgetc($fp);
   }
}

// Decide which component is being parsed and dispatch to the appropriate
// parsing function.
function parse_component($fp, $element, &$char, $component)
{
   switch ($component)
   {
      case NAME_COMPONENT:
         parse_name_or_id($fp, &$char, $element->name);
         break;
      case ID_COMPONENT:
         parse_name_or_id($fp, &$char, $element->id);
         break;
      case DATA_COMPONENT:
         parse_data($fp, &$char, $element);
         break;
   }
}

// Ensure we've found an element by moving to the first open bracket.  Parse the
// contents within the brackets (one or more elements).
function parse_element($fp, $element, &$char=NULL)
{
   move_to_char($fp, $char, OPEN_ELEMENT_CHAR);
   $char = fgetc($fp);
   for ($ii = 0; $ii < COMPONENT_COUNT; $ii++)
   {
      parse_component($fp, $element, $char, $ii);
   }
}

// Parse a file or subset of a file, creating a tree of elements.
function run_parse($file_name, $id=NULL)
{
   if (!file_exists($file_name)) return;

   $elements = fetch_elements($file_name, $id);
   $elements = ($id) ? array($elements) : $elements;
   foreach ($elements as $element)
   {
      $message .= $element->convert_to_tabbed_string() . "\n";
      $count += $element->count();
      $depth = max($element->measure_depth(), $depth);
   }
   $message .= "DEPTH: $depth\n";
   $message .= "TOTAL: $count\n";

   return $message;
}
<?php

require_once (dirname(__FILE__) . "/Element.php");
require_once (dirname(__FILE__) . "/parse.php");

// Parse the name of an element without storing it.
function skip_name($fp, &$char)
{
   parse_name_or_id($fp, $char);
}

// Read the id of the element listed at the current position.
function read_element_id($fp, &$char)
{
   skip_name($fp, $char);
   parse_name_or_id($fp, $char, $id);

   return $id;
}

// Move file pointer to element with requested ID.  After finding the ID, move
// the file pointer backward past the element name and open bracket.
function move_to_element_by_id($fp, &$char=NULL, $id)
{
   while (!feof($fp))
   {
      move_to_char($fp, $char, OPEN_ELEMENT_CHAR);
      $position = ftell($fp);
      $saved_char = $char;
      $char = fgetc($fp);
      if (read_element_id($fp, $char) == $id) break;
   }

   if (feof($fp)) return;

   fseek($fp, $position);
   $char = $saved_char;
}

// Find and return the element identified by the requested ID.
function fetch_element_by_id($file_name, $id)
{
   $fp = fopen($file_name, 'r');
   move_to_element_by_id($fp, $char, $id);
   $element = new Element();
   parse_element($fp, $element, $char);

   return $element;
}

// Return an array of all elements in a file.
function fetch_elements_by_file($file_name)
{
   $fp = fopen($file_name, 'r');

   skip_white_space($fp, $char, True);
   while (!feof($fp))
   {
      $elements[] = new Element();
      parse_element($fp, $elements[count($elements)-1], $char);
      $char = fgetc($fp);
      skip_white_space($fp, $char);
   }

   return $elements;
}

// Dispatch to appropriate function depending upon whether single or
// multiple elements are being requested.
function fetch_elements($file_name, $id=NULL)
{
   if (file_exists($file_name))
   {
      if ($id == NULL)
      {
         $elements = fetch_elements_by_file($file_name);
      }
      else
      {
         $elements = fetch_element_by_id($file_name, $id);
      }
   }
   
   return $elements;
}
13.58.215.45
13.58.215.45
13.58.215.45
 
December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?


Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.


Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.