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DM's Esoteric Programming Languages - Piet

Piet is a unique programming language that uses abstract art as its code, inspired by the artist Piet Mondrian. The language features a stack-based execution model and employs color blocks to represent commands and data values, with specific rules for program flow and execution. While there are various interpreters and implementations, the original specification has been clarified over time to address common questions and discrepancies.

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0% found this document useful (0 votes)
18 views1 page

DM's Esoteric Programming Languages - Piet

Piet is a unique programming language that uses abstract art as its code, inspired by the artist Piet Mondrian. The language features a stack-based execution model and employs color blocks to represent commands and data values, with specific rules for program flow and execution. While there are various interpreters and implementations, the original specification has been clarified over time to address common questions and discrepancies.

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c2ris287
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Piet

Introduction
Piet is a programming language in which programs look like abstract paintings. The language is named after
Piet Mondrian, who pioneered the field of geometric abstract art. I would have liked to call the language
Mondrian, but someone beat me to it with a rather mundane-looking scripting language. Oh well, we can't all
be esoteric language writers I suppose.

Notes:

I wrote the Piet specification a long time ago, and the language has taken on a bit of a life of its own, Composition with Red,
with a small community of coders writing Piet programs, interpreters, IDEs, and even compilers. I have Yellow and Blue.
not written any "authoritative" interpreter, and the different ones available sometimes interpret the 1921, Piet Mondrian.
specification slightly differently.
Over the years I have tended to field questions about the spec with "whatever you think makes the most sense", rather than any
definitive clarification - thus the slightly different versions out there. I have now added some clarifications to this specification to
address some of the questions I have been asked over the years. Hopefully they are sensible and most implementations will already
be compliant, but it's possible some do not comply. Caveat emptor.
Some people like to use Piet to set puzzles in various competitions. This web page and the linked resources can help you solve
those puzzles, if you have a reasonable grasp of computer coding. If you do not, or it looks too difficult, I suggest asking some of
your friends who may be computer programmers to help you. Please do not email to ask me for help. Although I wish you the best
in solving your puzzle, I do not have time to help everyone in this situation.

Design Principles
Program code will be in the form of abstract art.

Language Concepts
Colours

Piet uses 20 distinct colours, as shown in the table at right. The #FFC0C0 #FFFFC0 #C0FFC0 #C0FFFF #C0C0FF #FFC0FF
18 colours in the first 3 rows of the table are related cyclically in light red light yellow light green light cyan light blue light magenta
the following two ways:
#FF0000 #FFFF00 #00FF00 #00FFFF #0000FF #FF00FF
Hue Cycle: red -> yellow -> green -> cyan -> blue -> red yellow green cyan blue magenta
magenta -> red #C00000 #C0C000 #00C000 #00C0C0 #0000C0 #C000C0
Lightness Cycle: light -> normal -> dark -> light dark red dark yellow dark green dark cyan dark blue dark magenta
Note that "light" is considered to be one step "darker" than #FFFFFF white #000000 black
"dark", and vice versa. White and black do not fall into either cycle.

Additional colours (such as orange, brown) may be used, though their effect is implementation-dependent. In the simplest case, non-
standard colours are treated by the language interpreter as the same as white, so may be used freely wherever white is used. (Another
possibility is that they are treated the same as black.)

Codels

Piet code takes the form of graphics made up of the recognised colours. Individual pixels of colour are significant in the language, so it is
common for programs to be enlarged for viewing so that the details are easily visible. In such enlarged programs, the term "codel" is used
to mean a block of colour equivalent to a single pixel of code, to avoid confusion with the actual pixels of the enlarged graphic, of which
many may make up one codel.

Colour Blocks

The basic unit of Piet code is the colour block. A colour block is a contiguous block of any number of codels of one colour, bounded by
blocks of other colours or by the edge of the program graphic. Blocks of colour adjacent only diagonally are not considered contiguous. A
colour block may be any shape and may have "holes" of other colours inside it, which are not considered part of the block.

Stack

Piet uses a stack for storage of all data values. Data values exist only as integers, though they may be read in or printed as Unicode
character values with appropriate commands.

The stack is notionally infinitely deep, but implementations may elect to provide a finite maximum stack size. If a finite stack overflows,
it should be treated as a runtime error, and handling this will be implementation dependent.

Program Execution

The Piet language interpreter begins executing a program in the colour block which includes the upper left DP CC Codel chosen
codel of the program. The interpreter maintains a Direction Pointer (DP), initially pointing to the right. The
DP may point either right, left, down or up. The interpreter also maintains a Codel Chooser (CC), initially left uppermost
right
pointing left. The CC may point either left or right. The directions of the DP and CC will often change during right lowermost
program execution.
left rightmost
down
As it executes the program, the interpreter traverses the colour blocks of the program under the following right leftmost
rules:
left lowermost
left
1. The interpreter finds the edge of the current colour block which is furthest in the direction of the DP. right uppermost
(This edge may be disjoint if the block is of a complex shape.) left leftmost
2. The interpreter finds the codel of the current colour block on that edge which is furthest to the CC's up
direction of the DP's direction of travel. (Visualise this as standing on the program and walking in the right rightmost
direction of the DP; see table at right.)
3. The interpreter travels from that codel into the colour block containing the codel immediately in the direction of the DP.

The interpreter continues doing this until the program terminates.

Syntax Elements
Numbers

Each non-black, non-white colour block in a Piet program represents an integer equal to the number of codels in that block. Note that
non-positive integers cannot be represented, although they can be constructed with operators. When the interpreter encounters a number,
it does not necessarily do anything with it. In particular, it is not automatically pushed on to the stack - there is an explicit command for
that (see below).

The maximum size of integers is notionally infinite, though implementations may implement a finite maximum integer size. An integer
overflow is a runtime error, and handling this will be implementation dependent.

Black Blocks and Edges

Black colour blocks and the edges of the program restrict program flow. If the Piet interpreter attempts to move into a black block or off
an edge, it is stopped and the CC is toggled. The interpreter then attempts to move from its current block again. If it fails a second time,
the DP is moved clockwise one step. These attempts are repeated, with the CC and DP being changed between alternate attempts. If after
eight attempts the interpreter cannot leave its current colour block, there is no way out and the program terminates.

White Blocks

White colour blocks are "free" zones through which the interpreter passes unhindered. If it moves from a colour block into a white area,
the interpreter "slides" through the white codels in the direction of the DP until it reaches a non-white colour block. If the interpreter
slides into a black block or an edge, it is considered restricted (see above), otherwise it moves into the colour block so encountered.
Sliding across white blocks into a new colour does not cause a command to be executed (see below). In this way, white blocks can be
used to change the current colour without executing a command, which is very useful for coding loops.

Sliding across white blocks takes the interpreter in a straight line until it hits a coloured pixel or edge. It does not use the procedure
described above for determining where the interpreter emerges from non-white coloured blocks.

Precisely what happens when the interpeter slides across a white block and hits a black block or an edge was not clear in the original
specification. My interpretation follows from a literal reading of the above text:

The interpreter "slides" across the white block in a straight line.


If it hits a restriction, the CC is toggled. Since this results in no difference in where the interpreter is trying to go, the DP is
immediately stepped clockwise.
The interpreter now begins sliding from its current white codel, in the new direction of the DP, until it either enters a coloured block
or encounters another restriction.
Each time the interpreter hits a restriction while within the white block, it toggles the CC and steps the DP clockwise, then tries to
slide again. This process repeats until the interpreter either enters a coloured block (where execution then continues); or until the
interpreter begins retracing its route. If it retraces its route entirely within a white block, there is no way out of the white block and
execution should terminate.

Commands

Commands are defined by the transition of colour from one colour block to the next as Lightness change
the interpreter travels through the program. The number of steps along the Hue Cycle
and Lightness Cycle in each transition determine the command executed, as shown in Hue change None 1 Darker 2 Darker
the table at right. If the transition between colour blocks occurs via a slide across a None push pop
white block, no command is executed. The individual commands are explained below.
1 Step add subtract multiply
push: Pushes the value of the colour block just exited on to the stack. Note that 2 Steps divide mod not
values of colour blocks are not automatically pushed on to the stack - this push
3 Steps greater pointer switch
operation must be explicitly carried out.
pop: Pops the top value off the stack and discards it. 4 Steps duplicate roll in(number)
add: Pops the top two values off the stack, adds them, and pushes the result back 5 Steps in(char) out(number) out(char)
on the stack.
subtract: Pops the top two values off the stack, calculates the second top value minus the top value, and pushes the result back on
the stack.
multiply: Pops the top two values off the stack, multiplies them, and pushes the result back on the stack.
divide: Pops the top two values off the stack, calculates the integer division of the second top value by the top value, and pushes
the result back on the stack. If a divide by zero occurs, it is handled as an implementation-dependent error, though simply ignoring
the command is recommended.
mod: Pops the top two values off the stack, calculates the second top value modulo the top value, and pushes the result back on the
stack. The result has the same sign as the divisor (the top value). If the top value is zero, this is a divide by zero error, which is
handled as an implementation-dependent error, though simply ignoring the command is recommended. (See note below.)
not: Replaces the top value of the stack with 0 if it is non-zero, and 1 if it is zero.
greater: Pops the top two values off the stack, and pushes 1 on to the stack if the second top value is greater than the top value, and
pushes 0 if it is not greater.
pointer: Pops the top value off the stack and rotates the DP clockwise that many steps (anticlockwise if negative).
switch: Pops the top value off the stack and toggles the CC that many times (the absolute value of that many times if negative).
duplicate: Pushes a copy of the top value on the stack on to the stack.
roll: Pops the top two values off the stack and "rolls" the remaining stack entries to a depth equal to the second value popped, by a
number of rolls equal to the first value popped. A single roll to depth n is defined as burying the top value on the stack n deep and
bringing all values above it up by 1 place. A negative number of rolls rolls in the opposite direction. A negative depth is an error and
the command is ignored. If a roll is greater than an implementation-dependent maximum stack depth, it is handled as an
implementation-dependent error, though simply ignoring the command is recommended.
in: Reads a value from STDIN as either a number or character, depending on the particular incarnation of this command and pushes
it on to the stack. If no input is waiting on STDIN, this is an error and the command is ignored. If an integer read does not receive
an integer value, this is an error and the command is ignored.
out: Pops the top value off the stack and prints it to STDOUT as either a number or character, depending on the particular
incarnation of this command.

Any operations which cannot be performed (such as popping values when not enough are on the stack) are simply ignored, and
processing continues with the next command.

Note on the mod command: In the original specification of Piet the result of a modulo operation with a negative dividend (the second top
value popped off the stack) was not explicitly defined. I assumed that everyone would assume that the result of (p mod q) would always
be equal to ((p + Nq) mod q) for any integer N. So:

5 mod 3 = 2
2 mod 3 = 2
-1 mod 3 = 2
-4 mod 3 = 2

The mod command is thus identical to floored division in Wikipedia's page on the modulus operation.

Sample Programs and Resources


Sample programs
Third-party Piet interpreters and development tools

Support me on Patreon

Home | Esoteric Programming Languages


Last updated: Thursday, 27 September, 2018; 04:00:52 PDT.
Copyright © 1990-2022, David Morgan-Mar. [email protected]
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