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brainf__k's Introduction

BrainF__K

This is a simple implementation of the Brain F__K interpreter it can be used to learn simple cpu/instruction execution. jits for c, asm, rust and go are also provided.

Some examples from the following:

hanoi.bf - Written by Clifford Wolf http://www.clifford.at/bfcpu/ mandel.bf - A mandelbrot set fractal viewer in brainf*** written by Erik Bosman
99bottles.bf - 99 bottles of beer in Brainf*ck - Copyright (C) 2008 Raphael Bois
Found in Reference to the brainfuck language

bsort.bf - bubble sort of input bytes
qsort.bf - quick sort of input bytes
fib.bf - generates fibonacci numbers infinitely
sierpinski.bf - Shows an ASCII representation of the Sierpinski triangle
The Lost Kingdom
LostKingdom.bf
TicTacToe.bf

Following explanation by (sunjay)[https://github.com/sunjay/brainfuck/blob/master/brainfuck.md]

Overview Adapted from the Wikipedia article on Brainfuck. And an extension Adapted from the Wikipedia article on Brainfuck.

Brainfuck is an esoteric programming language created in 1993 by Urban Müller. The language contains only eight simple commands and an instruction pointer. While it is fully Turing-complete, it is not intended for practical use, but to challenge and amuse programmers.

The language's name is a reference to the slang term brainfuck, which refers to things so complicated or unusual that they exceed the limits of one's understanding.

Scope and Justification

When the language was first conceived of, the creator specified its eight instructions, but not much else about how the language should behave at runtime. This led to a lot of ambiguity and many varying implementations. This document intends to resolve those issues and specify the behaviour in as much detail as possible.

This document proposes just one way that the brainfuck programming language could behave. There are many implementations of brainfuck. This is not the brainfuck specification. Each implementation works differently to suit the needs of its author. The cell sizes differ, the memory layout changes and sometimes people even add or remove instructions from the original set. This specification aims to tie together most of the common implementations and assumptions into a single document which anyone can use to implement brainfuck.

While most details are specified in their entirety, some aspects are left up to the implementer. These are mentioned explicitly throughout the document. Brainfuck is a turing-complete language modelled after the theoretical model of a turing machine. As such, when programming in brainfuck, it is good to keep a mental model of a brainfuck turing machine in mind.

The brainfuck turning machine:

----------------------||---||----------------------\
..| 0 | 0 | 0 | 0 | 0 || 0 || 0 | 0 | 0 | 0 | 0 |\
----------------------||---||----------------------\
..tape ---^.....^........^\
....cell --------........|\
.......head (pointer) ----\

The "tape" shown above is the memory of the computer. The "cells" in the tape contain values. The currently selected cell is at the "head" and is sometimes called the "pointer".

Instructions to manipulate the tape are fed into the machine. They are not stored in the tape itself. The instructions specify how the machine should move the tape. The cell under the head can change and the value of that cell can be updated, replaced or outputted. The full instruction set is described in detail in the Instructions section.

Instructions

Brainfuck has 8 basic instructions:

> - move the pointer right
< - move the pointer left
+ - increment the current cell
- - decrement the current cell
. - output the value of the current cell
, - replace the value of the current cell with input
[ - jump to the matching ] instruction if the current value is zero
] - jump to the matching [ instruction if the current value is not zero

These are specified in more detail in the sections below.

Memory Layout

The brainfuck tape is made of an "infinite" collection of 1 byte cells. Each cell represents a single, unsigned 8-bit number. Cells start initialized at zero.

Since the numbers are unsigned, there is no need for any complex integer implementation. If the upper limit of the cell is reached, it wraps back to zero. If zero is decremented, it must wrap back to 11111111. Normal binary number arithmetic rules applies.

Arithmetic and Wrapping Behaviour Examples

Increment:

Current value: 00000011
Instruction: +
Next value: 00000100

Current value: 11111110
Instruction: +
Next value: 11111111

Current value: 11111111
Instruction: +
Next value: 00000000
Decrement:

Current value: 00000010
Instruction: -
Next value: 00000001

Current value: 00000001
Instruction: -
Next value: 00000000

Current value: 00000000
Instruction: -
Next value: 11111111

The Program Counter and Address Pointer

The Program Counter (PC) indicates where the processor is in its program. The majority of the time, this value will be incremented by one after every instruction. The two exceptions to this are the two jump instructions which cause the PC to change based on the value of the current cell indicated by the address pointer. The program begins at the first instruction. The processor stops running when it is out of instructions to run.

The Address Pointer (The "Pointer") indicates the "address" of the current cell in memory.

For a turing machine to really be capable of modelling everything a computer can do, the tape must be infinite. Ensure that the tape can grow in either direction regardless of the current position. It should be possible to move left at the "beginning" of the tape and "right" at the end.

Implementation Note: When implemented in software, this is usually just an index into an array used to store the memory of the program.

For practical reasons, a truly infinite tape is not usually possible. If the implementation is limited to a fixed amount of memory, it is appropriate to wrap the address pointer to the start or the end of the memory addresses when a movement is requested past one of the boundaries of the addresses. For example, if a left instruction is used when at the first memory address, go to the last one. If a right instruction is used, go to the first address. This should be clearly documented as this can cause major issues.

It is highly recommended, to report an error and then abort if wrapping results in using a cell that was already used previously for something else. For example, if the program uses every memory address, then wraps back to the start, the program could accidentally overwrite memory that was already used for something else. In this situation, it is best to report some sort of memory error and abort further execution entirely.

Note that in some situations assuming wrapping behaviour is useful because it allows you to quickly get to either end of the memory addresses. However, since we are using the assumption that the tape is infinite, this convenience cannot be relied on and should not be used.

Move Right (>)

Moves the pointer to the next cell (to the right of the current cell). It may be necessary to expand the memory buffer in order to make sure the tape is infinite.

Wrapping is not recommended. It is better to abort if previously used cells are going to be overwritten.

Seriously, do not overwrite cells that were previously used. That means that when you reach the end of your available memory, you should not loop back and start overwriting the cells from the beginning.

Move Left (<)

Moves the pointer to the previous cell (to the left of the current cell).

This instruction is almost identical in implementation to the move right instruction. See the description of the Move Right instruction for more details.

Increment (+)

Increments the value of the current cell by 1. Wrap the value back to zero if the value overflows the byte. See the Memory Layout section for more information about cell sizes and arithmetic.

Decrement (-)

Decrements the value of the current cell by 1. Wrap the value back to the maximum if the value goes below zero. See the Memory Layout section for more information about cell sizes and arithmetic.

Write (.)

Writes (outputs) the value of the current cell. The specific implementation of this command is left up to the implementer.

Some considerations:

Typically the output device is a display or shell The value of a cell is represented as a plain byte which does not necessarily translate directly to a non-ascii character For full UTF-8 compatibility, it may be necessary to temporarily buffer output and combine the bytes into characters which can then be outputted Output is not limited to text, the bytes can be anything Imagine implementing some 8-bit drawing commands and writing brainfuck to create images Read (,) Reads the next byte from an input stream and replaces the value of the current cell with that new value. The implementation and representation of the input stream is left up to the implementer. All that is necessary is that the stream produces single bytes and that the cell value is replaced with that new value.

If there is no more input to read, the cell should be set to zero in order to signify the End-of-File (EOF). This gives the program a chance to respond to the EOF.

Jump If Zero ([)

Jumps to the matching ] instruction if the value of the current cell is zero. If the value of the current cell is not zero, the program moves on as normal. This has the effect of entering a "loop" body when there is a non-zero value in the current cell. By jumping if the value is zero, some instructions can be skipped based on the value of the current cell.

This is one of two instructions that can modify the PC.

It is important to jump to the matching ] instruction so that these jumps can be nested when necessary. If a matching ] is not found, the program should abort with an error message.

Example:

+ [ > + [ . ] ]
1 2 3 4 5 6 7 8
Add one to the current cell
Jump to instruction 8 if the current cell is zero
Move one cell to the right
Add one to the current cell
Jump to instruction 7 if the current cell is zero
Output the value of the current cell
Jump to instruction 5 if the current cell is not zero
Jump to instruction 2 if the current cell is not zero

Jump Unless Zero (])

Jumps to the matching [ instruction if the value of the current cell is not zero. This has the effect of jumping back to the beginning of a "loop" while the current cell is non-zero. If the current cell is zero, the program continues past this instruction without doing anything.

This is the second of two instructions that can modify the PC.

It is important to jump to the matching [ instruction so that these jumps can be nested when necessary. If a matching [ is not found, the program should abort with an error message.

See the Jump If Zero section for more information and an example.

Other Characters In general, other characters found in a brainfuck file should just be ignored. Those characters could be documentation, or something else entirely.

Hello World Example

Adapted from the Wikipedia article on Brainfuck.

The following program prints "Hello World!" and a newline to the screen:

[ This program prints "Hello World!" and a newline to the screen, its
  length is 106 active command characters. [It is not the shortest.]

  This loop is an "initial comment loop", a simple way of adding a comment
  to a BF program such that you don't have to worry about any command
  characters. Any ".", ",", "+", "-", "<" and ">" characters are simply
  ignored, the "[" and "]" characters just have to be balanced. This
  loop and the commands it contains are ignored because the current cell
  defaults to a value of 0; the 0 value causes this loop to be skipped.
]
++++++++               Set Cell #0 to 8
[
    >++++               Add 4 to Cell #1; this will always set Cell #1 to 4
    [                   as the cell will be cleared by the loop
        >++             Add 2 to Cell #2
        >+++            Add 3 to Cell #3
        >+++            Add 3 to Cell #4
        >+              Add 1 to Cell #5
        <<<<-           Decrement the loop counter in Cell #1
    ]                   Loop till Cell #1 is zero; number of iterations is 4
    >+                  Add 1 to Cell #2
    >+                  Add 1 to Cell #3
    >-                  Subtract 1 from Cell #4
    >>+                 Add 1 to Cell #6
    [<]                 Move back to the first zero cell you find; this will
                        be Cell #1 which was cleared by the previous loop
    <-                  Decrement the loop Counter in Cell #0
]                       Loop till Cell #0 is zero; number of iterations is 8

The result of this is:
Cell No :   0   1   2   3   4   5   6
Contents:   0   0  72 104  88  32   8
Pointer :   ^

>>.                     Cell #2 has value 72 which is 'H'
>---.                   Subtract 3 from Cell #3 to get 101 which is 'e'
+++++++..+++.           Likewise for 'llo' from Cell #3
>>.                     Cell #5 is 32 for the space
<-.                     Subtract 1 from Cell #4 for 87 to give a 'W'
<.                      Cell #3 was set to 'o' from the end of 'Hello'
+++.------.--------.    Cell #3 for 'rl' and 'd'
>>+.                    Add 1 to Cell #5 gives us an exclamation point
>++.                    And finally a newline from Cell #6
For "readability", this code has been spread across many lines and blanks and comments have been added. Brainfuck ignores all characters except the eight commands +-<>[],. so no special syntax for comments is needed (as long as the comments don't contain the command characters). The code could just as well have been written as:

++++++++[>++++[>++>+++>+++>+<<<<-]>+>+>->>+[<]<-]>>.>---.+++++++..+++.>>.<-.<.+++.------.--------.>>+.>++.

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