I am going to list a few assumptions below. Please let me know where I am with them. After that, a few questions.
Coming back up here to add this. I just finished typing point 12. It becomes apparent to me now, that this OP has all the hallmarks of a “Meeko” post. Non sequiturs abound, and I am mostly on track, coherent and sane throughout the undertaking. This is not intentional, but it is indeed how I am. If I do much editing or revising from this, I lose what I am after, either in content or in questions.
This is the best I can do. You have been warned.
-
There is a collected and connected assemblage of Blinks. They are all on, all doing their own thing, from their last session.
-
An unconnected blink is turned on, and put into “Teach” mode. It connects to the assemblage, and successfully starts the blue path, and then the green path.
2.The point of this teaching, is to give each and every blink an exact copy, in full, of the program being taught. [[ 2A. I assume, obviously, that each blink maintains it’s own game, and a BIOS of some sort to be able to persist / survive into other games and sessions. All of this to say, rightly so, blinks can’t use ALL of their memory when being taught new games. ]]
3.The green path transitions, and the game starts.
- From this point on the entire and exclusive thing that each blink is doing, is going down the lines of code, more or less " in line ", stopping only to entertain loops and nested loops that it finds itself member to.
EDIT : And then, once finally reaching the end, the entire main block of programing, everything outside of Setup, is itself one huge loop. That each blink is doomed to repeat the outer most loop, at a minimum, indefinitely.
-
The point remains, that blinks, on the whole, despite needing a lot of them, maintain doing their own thing. Only, in stark contrast to point 0. above, this time, “their thing” is EXACTLY what the teaching blink from 1 has taught them. No more, no less. [Save for maintaining the information it needs from 2A.] Each blink is doing their own thing, just like every other blink. The. Exact. Identical. Things.
-
Until a blink is made aware of this [[And I am not entire sure how they would be told, per se]] notion that they are unique snowflakes, just like every other blink, … they aren’t made aware of this.
-
I mean, for all I know, while we can see two blinks connected to each other, until that fact is coded into the blinks, … the blinks themselves will never know they are connected.
-
Blinks have to be told. They need their clothes put out before them for the day, next to their lunch box.
-
Then they have been instructed to put on clothes and take their lunch, and go to school.
-
All of this to say that Blinks [If I am getting my terminology correct] ultimately are “pushed” everything. Either from square one at being taught the game, or when another [[Edit " when another neighboring blink " ]] blink gets the notion that, what it has, or what it generates, is pushable.
-
This constant and consistent concept of “Push” [[Again, I could be off my terms here, but I am going out of my way to provide enough context, I hope.]] over Pull, is THE DEFINING challenge that blinks development has. Everyone comes into Blinks development assuming that they can push and pull things.
-
To use another example, new blinks programers have the assumption that they can turn both Right and Left, … and in reality, they can only turn Right, or turn Right three times. [[At 90 degree Angles, so that Right 3 Times finally ““looks”” like a left hand turn]]
-
This Left Versus Right 3 Times situation is a habit that dies hard, and probably, ultimately, still lives on and manifests itself in each and every Blink developer. There is no cure, only ways to maintain it.
-
Related to 12 and 13, is the fact that, given 2A, blinks have a limited ability to do things, and a limited capacity to do those things. Similar in situation to 12, taking the same appearance, but a different flavor of “”" being creative “”" . [[No judgment intended here]]
-
And deep down. Deep, all the way down, we know that these constraints are the exact thing that gives Blinks it’s character, and “draw” of attraction. And we love them for that. … In our best moments.
A. At Statement 1 : When exactly does the Void Setup { } block start and finish ?
A.I. Does Setup have to end with a user manipulating or detaching a blink?
B. Is there anyway at all, short of physically force stopping the program [essentially] by long pressing a blink back into teach mode, to reenter the setup block during the main program, and from that entry into setup, continue into main ““from the top”” ? [[This answer to this one actually pertains to my current program.]]
C. I guess I am asking about subroutines. Are Subroutines even possible? Or is the traditional [[I guess I am referring to BASIC here]] subroutine closer to wanting to “turn left” ala 12 above? That I can only assume by a loop set out in advance, can anything approaching a subroutine even exist / and be executed.
D. Related to C and tied into an immediate issue my current game idea crashed into, … is it wise to create variables and loops for everything ?
E. I mean, I know the answer to D is " No. " I get that. Honestly, I do. It would eat up memory like no tomorrow to do so. Apparently, triply so if you want to blinks to read the colors off of neighboring blinks.
F. Therefore, is the challenge of finding the balance between D. and E. met with A LOT of edits? Should I buy the huge pink rubber eraser ““For BIG Mistakes”” ?
G. Or is this just the nature of programing in general, to not only improvise, but to improvise expediently?
H. [And hopefully, you get the legit sense, that I am twigging into this, for the very first time, as I type] … That all of programing, regardless of language, perforce, requires constant learning. Constant revision.
I. And, Deep down, deep, all the way down, we know that these exact things, are what give us our character, and our draw of attraction to programing. And we love ourselves for that… in our best moments.