jo - JSON from key value pairs

Reading discussions on creating JSON on the command line gave me the idea to create my own small tool called jo.

You can find it in my belt repository on codeberg .

If you want to install using go:

go install codeberg.org/usysrc/belt/jo@latest

It takes a number of arguments in key=value format and generates json from it.

jo user=untilde
{
  "user": "untilde"
}

It also supports nested keys.

jo "users[untilde][url]=untilde.co"
{
  "users": {
    "untilde": {
      "url": "untilde.co"
    }
  }
}

If you pipe in some pairs you’ll get a mix of both.

echo "name=untilde" | jo "url=untilde.co" "status=hungry"
{
  "name": "untilde",
  "status": "hungry",
  "url": "untilde.co"
}

My Go CLI Tools

Working with the CLI is still one of the main modes of computation for me. My approach to scripts and tools on the command line has changed. Instead of writing complex ‘god’ shell scripts that try to cover all edge cases, I began to write a lot simpler scripts. Yes, they might not work in all situations, but reading and maintaining them is a lot easier for me.

Since working with Go is so comfortable to write, I started to write more and more CLI tools in it. I collect those tools in my belt repository on codeberg .

A couple of tools that are included currently:

├── hasenfetch
├── hex
├── jenv
├── jo
├── nibs
├── obs
├── pal
├── repo
├── serve
├── slow
├── ssl-expiry
├── timezone
├── urlencode
├── uuid
└── xls-format

I appreciate a lot of what Golang is doing, and some CLI tools are just thin CLI’s around a Go function. But Go is great for some more complex tools. Charm makes excellent libraries that I often use. Cobra is very useful when a tool grows to have more rich CLI options.

When writing a Go tool I still practice the approach that less code is better. I start with just a main.go and as the tool evolves I slowly refactor it into Cobra cmds or different files.

I also make extensive use of code agents to write and rewrite. Nonetheless, I like to think there is still a human touch in these tools. If anything, this is a great way to learn and improve.

I usually try my idea for a new tool and put it in my labs repo on codeberg . It then might graduate to belt if I use it for a while, and I get the impression of it being kind of well-rounded.

I can only recommend anyone to also create their own set of tools like this. It feels great to be able to add features when needed and there is a subjective boost to my capacity not only on the terminal but to my computing in general.

Tables in Pico8

Image Description

This blog posts discusses two common techniques when working with objects in Lua for games especially when working with Pico8 .

The Concatenation Trick

2D movement on a grid is so common in games that I use this trick all the time. It’s easy to implement and and easy to use.

Let’s look at an example. Create a new object in a cell at (i,j) in myArray with the following code:

myArray[i..","..j] = {}

This makes it incredibly easy to retrieve an object at a certain cell. Want to know if there is an item laying on the floor on the map tile in x/y? Just check if the coordinates! local item = myArray[i..","..j] and then if item then pickup(item).

To iterate over all objects in myArray you can use the pairs iterator. Caution: the objects are not ordered when using pairs!

for k,v in pairs(myArray) do
	-- v is the cell object
	-- k is a string in the form of "i,j"
end

If we want to access the objects in a particular order we should use nested for loops:

for i=1, 8 do
	for j=1, 8 do
		local cell = myArray[i..","..j]
		-- do stuff with the cell
	end
end

Objects And Container

Image Description

Entities like the spaceship in this GIF are objects. Containers for objects are special in Pico-8 because we have a couple of built-in functions to help us manage insertion and deletion. I strongly propose to use add(), del() and all() for container and entity management.

Create and add an object to a table with add():

local entities = {}
local player = {
	x = 3,
	y = 3,
	sprite = 5
}
add(entities, player)

In your _update or _draw callbacks, you will most likely want to loop over all objects. You should use all() for that:

for entity in all(entities) do
	-- do stuff here
end

You can use del() to remove an object from the container even while iterating over the container:

for entity in all(entities) do
	del(entities, entity)
end

This only works with all() and del()! This is great for games where you have objects such as bullets, effects or timed events that are added and removed dynamically.

I hope that these two hints help you to get started with objects and tables for games. For advanced users, other methods might be more efficient. I recommend reading the Pico-8 Docs or PIL for more information.

A CPU in Lua

I thought it might be interesting to implement a small register based Virtual Machine in Lua. Let’s start by considering the architecture of a register machine.

The “machine”

If we look at how existing Register Machines are designed for example the Lua VM itself, we see a few things:

The last part will be the point of entry for the Lua program itself. This might seem unimportant but it will help us shape the core features of the design.

The memory

Let’s start by asking: How are our values stored in memory?

A typical approach is to use a counter to fetch the program from a certain cell in memory. This counter is sometimes called the program counter or short PC. In Lua we can represent the memory as a flat table and the PC as a number type.

local MEM = {}
local PC = 0

The registers

A data registers is a small storage cell defined by its name (address), wordlength and content. In other machines such as the DCPU-16 , for example, there are 8 registers named A,B,C… and correspond to the values 0x00-0x07 with a word length of 16bit.

We can use a Lua table and init the fields to numbers that represent our registers:

local registers = {
    A = 0,
    B = 0,
    C = 0,
    D = 0
}

Now we can use the registers table to access each register by simple dot syntax: register.A.

Opcodes and operands

Instructions might be represented as byte sequences in the memory and can be instruction like NOP. NOP is the no operation and does nothing to the state of the registers. It could be an operand that is meaningful in conjunction with a opcode like MOV A, c (move constant c into the register A).

We represent instructions as Lua functions in a table where the keys represent the bytecode of the opcode:

local opcodes = {
    ["0x00"] = function() -- NOP
    end,
}

Fetch and Execute

We need to establish a cycle to read out the instruction and fetch the opcode.

The first step is easy. We offset our instruction register:

PC = PC + 1

Then read out the current instruction at the location of the program counter into our instruction register:

local IR = MEM[PC]

Since our opcodes are stored in a table where the opcodes are keys we can decode the opcode by addressing the table and then executing it:

opcodes[IR]()

We need to check if the PC has reached the end of the program memory:

local FDX = function()
    while PC < #MEM do
        PC = PC + 1
        local IR = MEM[PC]
        opcodes[IR]()
    end
end

To get better insight in our little cpu we add a couple of print statements:

local FDX = function()
    print("PC", "IR")
    while PC < #MEM do
        PC = PC + 1
        local IR = MEM[PC]
        opcodes[IR]()
        print(PC, IR)
    end
end

Let’s test the program! You can fill the memory with a program and execute the FDX function:

-- TEST

MEM = {
    "0x00",
    "0x00",
    "0x00"
}

FDX()

The output should be similar to: PC IR 1 0x00 2 0x00 3 0x00

Great! Now our machine finally does… nothing.

Fetch operands

In order for our machine to do something a little more meaningful we need to implement operands. Let’s introduce a fetch function into our program:

local fetch = function()
    PC = PC + 1
    return MEM[PC]
end

We can change the FDX function to use the fetch function and print out the A register:

local FDX = function()
    print("PC", "IR", "A")
    while PC < #MEM do
        local IR = fetch()
        opcodes[IR]()
        print(PC, IR, registers.A)
    end
end

We define this somewhere above the opcodes because we will need to use it to get the operands.

Let’s create a helper conversion table that translates bytecode to operands:

local operands = {
    ["0x00"] = "A",
    ["0x01"] = "B",
    ["0x02"] = "C",
    ["0x03"] = "D",
}

We now add the MOV R, c instruction to the opcodes table:

local opcodes = {
    ["0x00"] = function() -- NOP
    end,
    ["0x01"] = function() -- MOV R, c
        local R = operands[fetch()]
        local c = fetch()
        registers[R] = tonumber(c)
    end
}

We change our testprogram to: MEM = { “0x00”, “0x01”, “0x00”, “0x01” “0x00” }

Our output then tells us that our A register is being filled with 1.

PC  IR      A
1   0x00    0
4   0x01    0x01
5   0x00    0x01

JMP around

To show how to extend this, I added three more instructions: ADD, SUB, JMP and IFE. JMP sets the program counter to a specific address. IFE adds 3 to the PC if two registers are equal.

local opcodes = {
    ["0x00"] = function() -- NOP
    end,
    ["0x01"] = function() -- MOV R, c
        local A = operands[fetch()]
        local c = fetch()
        registers[A] = tonumber(c)
    end,
    ["0x02"] = function() -- ADD R, r
        local R = operands[fetch()]
        local r = operands[fetch()]
        registers[R] = registers[R] + registers[r]
    end,
    ["0x03"] = function() -- SUB R, r
        local R = operands[fetch()]
        local r = operands[fetch()]
        registers[R] = registers[R] - registers[r]
    end,
    ["0x04"] = function() -- JMP addr
        local addr = fetch()
        PC = tonumber(addr)
    end,
    ["0x05"] = function() -- IFE R, r
        local R = registers[operands[fetch()]]
        local r = registers[operands[fetch()]]
        PC = (R == r) and PC + 3 or PC
    end
}

-- TEST machine

MEM = {
    "0x00", -- NOP
    "0x01", "0x01", "0x05", -- MOV B, 5
    "0x01", "0x02", "0x01", -- MOV C, 1
    "0x02", "0x00", "0x02", -- ADD A, C
    "0x05", "0x00", "0x01", -- IFE A, B
    "0x04", "0x7", -- JMP 1
    "0x00",
    "0x00"
}

Now we have a small loop that counts to 5 and then stops! Yeah!

PC  IR      A   B
1   0x00    0   0   0
4   0x01    0   5   0
7   0x01    0   5   1
10  0x02    1   5   1
13  0x05    1   5   1
7   0x04    1   5   1
10  0x02    2   5   1
13  0x05    2   5   1
7   0x04    2   5   1
10  0x02    3   5   1
13  0x05    3   5   1
7   0x04    3   5   1
10  0x02    4   5   1
13  0x05    4   5   1
7   0x04    4   5   1
10  0x02    5   5   1
16  0x05    5   5   1
17  0x00    5   5   1

Conclusion

There is a lot of room for experimentation: Write an assembler. Handle errors, add your own instructions and make small programs with them. Try to enforce the register sizes or create “stack and add” subroutines. You could also try to create opcodes with different cycle length or implement a small pipeline (and then resolve stalls). Have fun with it!