Full Width [alt+shift+f] Shortcuts [alt+shift+k]
Sign Up [alt+shift+s] Log In [alt+shift+l]
40

Interpinkie, a Finger client in Interlisp

from Paolo Amoroso's Journal [alt+shift+b] in programming

<![CDATA[I wrote Interpinkie, a basic Finger client in Interlisp that runs on the Medley environment. This is the main window of the program: Main window of the Interpinkie Interlisp Finger client. It was a fun challenge considering I couldn't use Medley's TCP/IP stack. I always wanted to do some network programming with Medley. But the bitrot of its TCP/IP stack left it in a non working state since before the Medley Interlisp project, and the revival effort hasn't got around to the stack yet. The XNS stack still mostly works with the Dodo Services XNS implementation. But, as far as I know, XNS provides LAN services and I'm not sure whether or how it allows access to the outside Internet. So I cheated and reached for Medley's escape hatch. As part of the Medley modernization effort, the UNIXUTILS library module provides the ShellCommand function to run a Unix program on the host operating system and send the output to a stream. Since I can run arbitrary Unix commands from Medley, it's trivial to build a client that talks the Finger protocol via Netcat. For example, to run the Finger query [email protected] I can just execute this from the Linux shell: $ echo "amoroso" | nc -C -w 3 happynetbox.com finger where -C sends \r\n as line-ending, -w 3 sets a timeout of 3 seconds, and finger is the Finger port number as per /etc/services. All Interpinkie does is to build and feed a query to ShellCommand, pipe the output through tr) to remove extra \rs, and redirect the output to a suitable destination. The Interlisp function QUERY.FINGER.SERVER wraps this functionality. By default the output goes to the primary output (Interlisp jargon for stdout), or optionally to a separate window with menu options for running another Finger query or quitting the program. Interpinkie builds upon user interface techniques I used in previous projects such as attaching a menu to a TEdit window. TEdit, the WYSIWYG the rich text editor of Medley, can be driven by other...
9th Jan 2025

Stay updated

Get a weekly newsletter with the top 5 articles worth reading every week.

More from Paolo Amoroso's Journal

The origins of my computing journey

<![CDATA[My journey to using and programming computers started around 1983 with a Sinclair ZX Spectrum 48K, the very first I owned. At the time I was clueless. For example, I wondered whether, once I loaded a program from tape, I needed to write it back at the end of the session so that it didn't vanish when turning off the machine. The Sinclair ZX Spectrum Introduction and the Sinclair ZX Spectrum BASIC programming guides that came with the device were my first learning resources, complemented by the great Italian computer magazine MC-microcomputer. Aside from some books, in that pre-online era technical documentation wasn't easy to come by in Italy, especially foreign works in English. I pored over the Spectrum manuals, reread them many times, and experimented with the sample code. I've never been into gaming but did run many games to see what the machine could do. I've come a long way since then, hopefully. #retrocomputing #personal a href="https://remark.as/p/journal.paoloamoroso.com/the-origins-of-my-computing-journey"Discuss.../a Email | Reply @[email protected] !--emailsub--]]>

24th Aug 2026 • 1 votes
Early simulations with GravityLoops

<![CDATA[GravityLoops, my gravity simulator in Interlisp and LOOPS, can finally show something on the screen. The program now animates a body of mass like the Moon interacting under gravity with a body of mass like the Earth. The dots in the simulation window here are the bodies after 180 days of simulated time, with the Earth at left. Watch the full run. Screenshot of a still frame of a simulation of a body like the Earth and one like the Moon interacting under the muatal gravity. Well, that's not much. But the code confirms the simulation loop with an offscreen buffer works well. After putting in place some infrastructure, to get there I wrote the simulation loop, tweaked a few methods, wrote a demo function that sets up the simulation, and fixed a few bugs. There's a lot more to do. I need to make the graphics of the body markers more complete and explanatory, control the speed of the animation, fix more bugs, and refactor to decouple some interclass dependencies. And, of course, GravityLoops will also have a user interface to control the simulation and enter the parameters. #GravityLoops #Interlisp #Lisp a href="https://remark.as/p/journal.paoloamoroso.com/early-simulations-with-gravityloops"Discuss.../a Email | Reply @[email protected] !--emailsub--]]>

13th Jul 2026 • 1 votes
Representing the universe of GravityLoops

<![CDATA[I started working on the class Universe of GravityLoops, my gravity simulator in Interlisp and LOOPS. I defined the class itself and the main methods, Universe.Register and Universe.Simulate. The class represents a collection of bodies and manages the parameters and state of the simulation. Universe.Register adds a body to a universe, Universe.Simulate runs the simulation. In the C++ code of the article my design draws inspiration from, an instance variable of the class UNIVERSE holds a pool of bodies in an array, with the most recently added body indexed by another instance variable. In GravityLoops the corresponding instance variable bodyPool is a list which, as the article notes, is more versatile and doesn't need the index. Universe.Simulate, just a stub for now, is the core method. It will update the state of the simulation, display the bodies in a graphical window along with status information, and check whether the user interrupts the simulation. The C++ program runs the simulation until the user presses a specific key and GravityLoops will have a similar feature. I'll also have the program accept a number of time ticks to step the simulation through. For Universe.Simulate I'll mostly follow the C++ code. But I plan to revisit the decision after I have something running to experiment with. I may want to split the simulation functionality into more than one method to separate the simulation itself from output, or redesign control around LOOPS' active values. #GravityLoops #Interlisp #Lisp a href="https://remark.as/p/journal.paoloamoroso.com/representing-the-universe-of-gravityloops"Discuss.../a Email | Reply @[email protected] !--emailsub--]]>

5th Jun 2026 • 1 votes
GravityLoops, a gravity simulator in Interlisp and LOOPS

<![CDATA[I started working on GravityLoops, a software that simulates a collection of bodies interacting under the mutual gravity. I develop it on Medley in Interlisp and its object extension LOOPS, the Lisp Object-Oriented Programming System. GravityLoops will show an animation of the bodies and their motions, along with facilities for defining the parameters of the system and controlling the simulation. Motivation I've been meaning to do a LOOPS learning project but none of the ideas I initially came up with clicked. I wanted something more complex than a toy but easy enough to implement with reasonable effort. The project should also incorporate naturally the features of LOOPS, such as the gauges library of graphical meters and dials for displaying quantities. I finally stumbled upon the gravity simulator described in the article Force-Based Simulations by Todd King in the September, 1989 issue of Dr. Dobbs Journal. It's just perfect. I'm adapting to LOOPS the design of the sample C++ code that comes with the article. It's nice as it reads like an object-oriented domain specific language for simulation. The code is so short and clean I can fully understand it despite my minimal C++. I never thought I would say that of C++. There is much to like of King's program starting from its domain, astronomy and physics, which overlaps with some of my passions. The project is period accurate too as when Dr. Dobb's Journal published the article LOOPS was still under development. And, along with window systems, simulation was among the killer applications object-oriented programming proponents pointed to. The program comprises only two, hierarchically unrelated classes, a shallow inheritance design more in line with the later evolution of object-oriented programming. But the application does offer other potential classes that are a good fit for LOOPS. For example, I plan to specialize the LOOPS class Window to represent the simulaton window. I will likely need more classes for the GUI, such as dialogs for entering the simulation parameters. LOOPS is one of the subsystems best integrated with the Interlisp environment and comes with good documentation. I want to experience this high integration, the ability of combining tools designed to work together that comes natural once you're familiar with the environment. Adapting King's program to the Interlisp environment is also an opportunity to employ useful programming techniques like screen buffering to improve animation fluidity. Plus, anything that draws pretty graphics is fun. Design To adapt Todd's design to LOOPS I create matching classes with similar instance variables and methods, named according to the LOOPS style. I will rename a few confusing methods, such as UNIVERSE::service() to register a body with a universe which I'll call Universe.Register, and UNIVERSE::big_bang() to run the simulation which will become Universe.Simulate. The C++ code represents a 2D vector as a struct that I map to an Interlisp record. A class seems overkill. Todd's program outputs to the MS-DOS text console via the conio library. GravityLoops instead will draw graphics in a window. So far the code implements the Body class that represents a body. I'm about to start working on the Universe class that holds a collection of bodies and manages the parameters and state of the simulation. Once the core classes are in place I will turn to implementing the animated simulation. #GravityLoops #Interlisp #Lisp a href="https://remark.as/p/journal.paoloamoroso.com/gravityloops-a-gravity-simulator-in-interlisp-and-loops"Discuss.../a Email | Reply @[email protected] !--emailsub--]]>

31st May 2026 • 1 votes
Rearranging the File Browser menu for Insphex

<![CDATA[Insphex adds the Hexdump item to the File Browser menu to view the hex dump of the selected files. The initial implementation called the public API for adding commands at the top level of the menu. To later move the item to the See sumbenu that groups various file viewing commands I resorted to list surgery, as the API doesn't support submenus. The problem is internal system details can and do change, which happened to the File Browser menu and led to an Insphex load error. I fixed the issue by reverting the public API call and now the item is back at the top level of the menu. Insphex is a hex dump tool similar to the Linux command hexdump. I wrote it in Common Lisp on Medley Interlisp. #insphex #CommonLisp #Interlisp #Lisp a href="https://remark.as/p/journal.paoloamoroso.com/rearranging-the-file-browser-menu-for-insphex"Discuss.../a Email | Reply @[email protected] !--emailsub--]]>

1st Mar 2026 • 1 votes

More in programming

Education Shouldn't Be Held for Ransom

Google told K-12 schools they could turn off AI, but only if they gave up search too. That isn’t integration. It’s holding education for ransom.

21 hours ago • 1 votes
AI Assisted Sermon

Once a year at my church, I usually give one sermon. I was asked to tie the theme to a young adult retreat we had taken to the Sunshine Coast. My first experience giving a sermon was many years ago at my old home church in El Monte, California. It was a Vietnamese-American church, but…

23 hours ago • 1 votes
Fortune Telling and Speculative Design

Practical tools for design engineers to explore possible futures through speculative design

yesterday • 1 votes
Must we always use LLMs this way?

As with my last post on AI, let me open with a statement: Just because most people hold AI a certain way, doesn’t mean that we always must, either now or in the future. As I noted in that piece, and my shades of gray post, I am well aware — and agree with — … Continue reading Must we always use LLMs this way? →

2 days ago • 1 votes
Revisiting Buttons and Cursors

The CSS Working Group resolved to use cursor: pointer for buttons and other clickable form controls in the new appearance: base styles. That happened on October 21, but I posted about it yesterday and, uh, people have feelings about cursors. I wrote about buttons and cursors back in 2022, when a post titled "Buttons shouldn't have a hand cursor" was making the rounds. I admitted I didn't have a strong opinion either way, then argued that not using the hand cursor had become the new anti-pattern anyway. The web isn't an operating system, and people expect clickable things to show a hand. The issue is Cursors For Base Appearance in CSS Forms Level 1. The group adopted the rules from this comment, and the part that's triggering half the Web is: select, option, input[type=checkbox], input[type=radio], button, input[type=button], input[type=submit], input[type=reset], input[type=color], input[type=image], ::file-selector-button { cursor: pointer; } It seems like we have a tabs vs. spaces sort of debate. Again. Nicole Sullivan pulled cursor data from a bunch of design systems and, in September, 27 of the 33 systems that set a cursor used pointer. After she added more systems, it was closer to a 50/50 split. Elika Etemad made the usability case in the meeting. Per the minutes, she said the hand "makes it clear, as soon as you're hovering an interactive control, you're supposed to click on it," and called it a "usability benefit even if not historically done on some platforms." "But the hand means it's a link" Haz had an interesting reaction: The debate is over, and evil has won. His point is that he can't tell whether ⌘-clicking something will open it in a new window anymore. He feels more confident clicking a button when he knows it won't change the URL, like when it just opens a popover or a panel. He's not wrong about that.* I replied that I've been on team evil since 2022 (albeit without a strong opinion, just following what users seem to expect). Touch screens don't have a cursor at all, and on desktop, browsers show a link's URL in the corner when you hover it. That's some type of hint, at least. Haz pushed back that he'd have to watch the bottom-left corner with his peripheral vision, which is fair. He also said he never cared which cursor buttons got, he just wanted links to have their own. I can appreciate that. "But desktop apps don't do it!" Jacob Paris liked the standard cursor on buttons because it makes web apps feel more like desktop apps than websites. My opinion hasn't changed, though. People have already learned that a hand cursor means clickable on the Web. It's by no means mandatory, but it's familiar and satisfying, so it stuck. Either way, nothing changes today. The resolution only covers appearance: base, which browsers haven't shipped yet. Buttons and selects still use appearance: auto, and their cursor is still default. If your CSS reset, design system, or web components already set cursor: pointer on buttons, keep it. When appearance: base ships, controls that opt in will get the same cursors by default. But remember, these are only defaults! You can still add whatever cursor you want to whatever element you want. Nobody's gonna stop you. In 2022, I said I'd keep changing the cursor on buttons until there's a good reason to stop. In 2026, I still haven't found one…and neither has the CSS Working Group. *Thinking about this more, if 50% of design systems opted to add cursor: pointer to buttons already, isn't this already a moot argument? **In general, I think the Web should be more personal and expressive so who even cares about a default? This is especially true for personal and fun sites. Just don't go too crazy, especially when it affects accessibility and the overall user experience.

2 days ago • 1 votes
📚 BoredReading

You seem to be enjoying this.

Join free to unlock everything.

Create free account

Already have an account? Sign in