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Point Code Assembly

Quoss Wimblik
Quoss Wimblik Apr 25, 2022
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PCASM (point code assembly) Features. Code Structure Standard math operators and the rest done with predicate,dot directory functions, variable manipulation functions and the funnel function. V for variable and GV for global variable, an Integer for type, a character a for specific like 8 bit float for example and an integer for which variable. so v1a1 would be the first 8 bit integer variable within your point of code. if I said a variable equalled a non compatible piece of data then sometimes i can convert it with <<(settings) the variable manipulation function if I wrote v1a1=; I would close that variable slot also if I wrote v1a1,v1a2=1 then both would be set to 1.
LV type variables are for collections of variables and lva1 would have to be defined if it were to be used with the 1 at the end representing the first variable in the list of variables. f1(settings)>>(settings)>>f2 is my funnel function where you can funnel data from one point of code over to another point of code. ;; close point of code and leave useful for garbage collection. ;;; leave but don't close useful for memory optimisation and leaving processes running that close when they are ready this can help parallel thread optimisation without actually having to work separate threads with a more harder scheme but needless to say you could wait for a variable to up date before closing or moving on that comes from another process hence parallel programming in a backward way but very useful and true parallel programming never the less. Starting with () like (v1a2,v1a4) you can pass data from the call to variables and with in other calls of your point code you can also say (dv,v1a1, dv) dv being dummy variable so at that instance certain data is not passed. ; close code sentence f1 F2 ect function calls (most of the naming scheme is non case sensitive) upto12letter.lowerdir.f3(config) is how you would address your function/code point no directory name must be more than 12 letters or use space.
The predicate Function and pointers
To do a gtp a goto point function you use markers p1 P2 ect place your pointer. so gtp1 would mean goto point 1 which would be where ever in the point code you left your p1 function . As long as p1 say is defined in the point code you won't get an error for using gtp1 before defining p1.
The predicate script function otherwise known as pointer define. When using conditional statements in a point of code it can of be got closer to whats called branchless prediction. so pd ' a similar to asm like code for positioning branchless prediction code throughout the script relative to pointers '. Declaring before hand allows for better compiler optimisation although you can declare a pd function anywhere in the point of code for more controlled optimisation and you don't have to code forward to pointers in the code point.
The pd function is numerated pd1 pd2 ect this way it's easier to replace and extend on previously loaded predicate paths. This means you can shift measurement functions in the process efficiently. the pd function will also accept more easier conditionals but the AI might suggest something more optimal.
along with it's ability to predicate branch less prediction and conditionals, it can be used to intsert and remove code and you can use the string to code function nested inside the pd function and you can effectively have a great degree of control over how much control Software 2.0 has over it's own code base.
if you say p1=; or p1=0; you will close the pointer. If you declare p1a somewhere else you can now use it if pointer 1 is off if it were pointer p1b it would need both pointer p1a and p1 to be off for it to work . if you say p1=1 pointer 1 will turn back on and close the choice if you turn on just p1a and p1b then no pointers will be on because it will break the logic. This enables along with self coding of the pd function for advanced code path options and could well be of use for many applications to make the code more efficient compacted and intelligent. At the front of your library of point code is all the libraries to include which the optimiser gathers dependencies from. Also there are the start points which are function transfer ops that the HTML can use to enhance it basic point code functionality within the container or it can also pipe some other functionality through an extension to the container point code. So first you compile to flat asm per start point and then when you've put all your functionality into organised containment then you compile your full program and you get an exe or linux executable plus whatever other files need to be included. so in the compiled output it is slightly interpreted which you can focus as much as you want away from closer to bare metal performance.
Other features.. When compiled you end up with flat and clumped ASM which is like an ASM version of a machine code file so overall flat from library compilation but not fully to machine code. The aim is to find the optimal level of code flatness and objectification/clumping. library wise you have your core libraries using ASM and each core function is flat it has no shared subroutines. At this stage the ASM is in flattened out form. This Flat ASM is optimised and compiled to a bex file binary executable. It is executed in a container package where a modified offline variant of HTML andd point code works this executable and bex machine code has direct access To the system. the dll's or libraries it extends to beyond the standard access and container extensions require are registered and is easily obtainable information for the software consumer. When programming you can check your point code for a recommendations report based on if it knows of a speed ups or knows somehow that it could probably be faster and it may know roughly what you should be researching in good code practice. Actually taking a lot of English out of the IDE foreground but leaving notation accessible is a good idea. you can call from core libraries and include other libraries or steal from other libraries with a point code dependency checker.
Anywhere where just after a ; upto a given ; in the code point can be compressed on the ide and and logged on the project file to an upto 16 character string. So a manager looking at a few code points can unfold the folds and also see notes on that bit of code without having to expand it. these upto 16 character code line compression's . So a lot of lines of code can be condensed into a small page of coding bullet points instead of the real code which they can analyse in parts better.
So you can mask a symbols over local variables in the local space of the function and assign symbols to any global variable or for any of the functions/code point and globally even if they are only declared by a local code point. Just using a symbol is ok for the first use of the symbol and if there are 2 or more uses of the unicode symbol its symbol1 symbol2 ect. This is useful when working with something like a 28" touch screen environment where you want better short hand for fast touch based programming or if you want your math's code to have a greek feel to it. It has no impact on the final machine code compiled output it's just for touch screen based short hand programming and to look posh.
By generatng a point code libaray of standard computer functionality and switching the core libaries that power this intermidetory library you can easily port all code using this as a psudo core library you can port wihout altering any or or much code. Performance wise it's on par with or more efficient than C depending on how compatible you want it compared to how well you want it to make use of your wider system functionality. Excellent and simplified garbage collection on par with C. Low code density relative to productivity lower than C. Very extensible in terms of data manipulation functionality at what can be tuned to optimal use of resources more adept than perl. Can work with machine level data types and also work with more developed data types. Easy to get started with. Less bumph in the way of real code yet tagged notation is readily accessible and usable. You could easily extend to variables and data manipulation functions so that it worked better with maths or any type of data analytic functionality or you could efficiently represent Data in a way that would be on par with Julia but that could compile to more efficient machine code. It's faster easier to code and closer to bare metal than using WASM. It' could allow for many at least small games to run on any platform with out changing any development code and the games would run a lot faster than if written for Java byte code. It could be a place to start learning efficient coding. If just working to a standard once enough net data after programmers have written about such it will be easier for AI like GPT 3 to write accurate code in due to a higher degree of standardised code form and naming schemes.
Disadvantages Compiler work with extensions could take a bit of man hours perfecting compared to working in C but once done then less maintenance is required so it would catch up. It's New and unfounded. Due to the level of direct machine access it might not be that safe compared to if done it in web code or for java byte code or WASM.
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General comments

Darko Savic
Darko Savic2 years ago
I wish I understood anything you just wrote. I sincerely mean it
Would you consider editing the idea and rewording it into this universal structure for presenting new ideas?
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Quoss Wimblik
Quoss Wimblik2 years ago
Darko Savic yes I'll do my best to clean it up to the standrard and expand some of the detail to make the codec more clearer to comprehend over this and next week. I felt I needed get the idea down as it's something I've been slowly formlating aand perfecting in my head for some time now.
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Darko Savic
Darko Savic2 years ago
Quoss Wimblik perfect. I'm looking forward to it
Please leave the feedback on this idea