<?php
namespace entities\evr\security\display\forms;
use entities\html as html;
use entities\evr\security as security;

class Register extends html\Form
{
   public function __construct()
   {
      parent::__construct("register");
   }
   protected function build_content()
   {
      $key = security\Security::get_post_parameter("key");
      $username = security\Security::get_post_parameter("username");
      $email = security\Security::get_post_parameter("email_address");
      $join = security\Security::get_post_parameter("join");
      $markup = new html\Div("heading", null, $GLOBALS["REGISTRATION_HEADING"]);
      $markup .= $this->build_prompt($GLOBALS["NEW_USER_NAME_PROMPT"]);
      $markup .= new html\Input("username", "text", $username);
      $markup .= $this->build_prompt($GLOBALS["NEW_PASSWORD_PROMPT"]);
      $markup .= new html\Input("password[]", "password");
      $markup .= $this->build_prompt($GLOBALS["REENTER_PASSWORD_PROMPT"]);
      $markup .= new html\Input("password[]", "password");
      $markup .= $this->build_prompt($GLOBALS["EMAIL_ADDRESS_PROMPT"]);
      $markup .= new html\Input("email_address", "text", $email);
      $markup .= new html\Checkbox("join", 1, "join", $join);
      $markup .= $this->build_prompt($GLOBALS["MAILING_LIST_PROMPT"], "join");
      $markup .= new html\Input(
         "action", "submit", $GLOBALS["REGISTER_BUTTON_TEXT"]);
      $markup .= new html\Input("key", "hidden", $key);
      return $markup;
   }
   private function build_prompt($content, $id=null)
   {
      return new html\Div($id, "prompt", $content);
   }
}
<?php
namespace entities\evr\security\display\forms;
use entities\html as html;
use entities\evr\security as security;

class Activate extends html\Form
{
   public function __construct()
   {
      parent::__construct("activate");
   }
   protected function build_content()
   {
      $text = $GLOBALS["ACTIVATE_BUTTON_TEXT"];
      $markup = new html\Input("key", "text", "key", "field", true);
      $markup .= new html\Input("action", "submit", $text, "button");
      $markup .= $this->build_hidden_fields();
      return $markup;
   }
   private function build_hidden_fields()
   {
      $username = security\Security::get_post_parameter("username");
      $email = security\Security::get_post_parameter("email_address");
      $join = security\Security::get_post_parameter("join");
      $markup = new html\Input("username", "hidden", $username);
      $markup .= new html\Input("email", "hidden", $email);
      $markup .= new html\Input("join", "hidden", $join);
      return $markup;
   }
}
<?php
namespace entities\evr\security\display\forms;
use entities\html as html;
use entities\evr\security as security;

class Reset extends html\Form
{
   public function __construct()
   {
      parent::__construct("reset");
   }
   protected function build_content()
   {
      $markup = new html\Div("heading", null, $GLOBALS["RESET_HEADING"]);
      $markup .= new html\Div(null, "prompt", $GLOBALS["RESET_PROMPT"]);
      $markup .= new html\Input("username", "text");
      $markup .= new html\Input(
         "action", "submit", $GLOBALS["RESET_BUTTON_TEXT"]);
      return $markup;
   }
}
<?php
namespace entities\evr\security\display\forms;
use entities\html as html;

class Login extends \entities\html\Form
{
   public function __construct()
   {
      parent::__construct("login");
   }
   protected function build_content()
   {
      $button_text = $GLOBALS["LOGIN_BUTTON_TEXT"];
      $remember_text = $GLOBALS["REMEMBER_ME_PROMPT"];
      $markup = new html\Input("username", "text", "username", "field", true);
      $markup .= new html\Input(
         "password", "password", "XZV897aa", "field", true);
      $markup .= new html\Div("remember", null, $remember_text);
      $markup .= new html\Input("remember", "checkbox", null, "remember");
      $markup .= new html\Input("action", "submit", $button_text, "button");
      return $markup;
   }
}
<?php
namespace entities\evr\security\display\forms;
use entities\html as html;
use entities\evr\security as security;

class Change extends html\Form
{
   public function __construct()
   {
      parent::__construct("change");
   }
   protected function build_content()
   {
      $markup = new html\Div("heading", null, $GLOBALS["CHANGE_HEADING"]);
      $markup .= $this->build_prompt($GLOBALS["EXISTING_USER_NAME_PROMPT"]);
      $markup .= new html\Input("username", "text");
      $markup .= $this->build_prompt($GLOBALS["EXISTING_PASSWORD_PROMPT"]);
      $markup .= new html\Input("old_password", "password");
      $markup .= $this->build_prompt($GLOBALS["NEW_PASSWORD_PROMPT"]);
      $markup .= new html\Input("password[]", "password");
      $markup .= $this->build_prompt($GLOBALS["REENTER_PASSWORD_PROMPT"]);
      $markup .= new html\Input("password[]", "password");
      $markup .= new html\Input(
         "action", "submit", $GLOBALS["CHANGE_BUTTON_TEXT"]);
      return $markup;
   }
   private function build_prompt($content, $id=null)
   {
      return new html\Div($id, "prompt", $content);
   }
}
<?php
namespace entities\security\operators;

class Activator
{
   public function __construct($key)
   {
      $this->key = $key;
      $this->hashes = file($GLOBALS["HASHES_PATH"], FILE_IGNORE_NEW_LINES);
      $this->verify_key();
   }
   private function verify_key()
   {
      foreach ($this->hashes as $hash)
      {
         if ($hash == crypt($this->key, $hash))
         {
            echo "FOUND $this->key as $hash";
            return;
         }
      }
      echo "DIDN'T FIND $this->key";
   }
}
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
#include "pattern.h"
#include "read.h"

char* parse_pattern(FILE* input_file, char* character)
{
   char* raw_pattern = read_next_line(input_file, character);
   sequence* pattern = malloc(sizeof(struct sequence));
   int* ii = malloc(sizeof(int));
   *ii = 0;
   build_sequence(pattern, raw_pattern, ii);
   print_pattern(pattern, 0);
   char* sequence_array = build_array_from_sequence(pattern);
   printf("%s\n\n", sequence_array);
   return sequence_array;
}

void build_sequence(sequence* sequence, char* raw_pattern, int* ii)
{
   int jj = 0;
   char* color_order = malloc(sizeof(char));
   while (raw_pattern[*ii])
   {
      if (isalnum(raw_pattern[*ii]))
      {
         if (raw_pattern[(*ii)-1] == OPEN_BRACKET || *ii == 0)
         {
            char* number_string = extract_word_from_string(raw_pattern, ii);
            sequence->iterations = atoi(number_string);
         }
         else
         {
            color_order = append_character(color_order, raw_pattern[*ii]);
         }
      }
      else if (raw_pattern[*ii] == CLOSE_BRACKET)
      {
         if (strlen(color_order) > 0) sequence->sequence = color_order;
         if (raw_pattern[(*ii)+1] != CLOSE_BRACKET && raw_pattern[(*ii)+1])
         {
            initiate_next_sequence(sequence, raw_pattern, ii);
         }
         return;
      }
      else if (raw_pattern[*ii] == OPEN_BRACKET)
      {
         initiate_next_sequence(sequence, raw_pattern, ii);
      }
      (*ii)++;
   }
   if (strlen(color_order) > 0) sequence->sequence = color_order;
}

void initiate_next_sequence(sequence* sequence, char* raw_pattern, int* ii)
{
   (*ii)++;
   if (raw_pattern[(*ii)-1] == CLOSE_BRACKET)
   {
      (*ii)++;
      sequence->next = malloc(sizeof(struct sequence));
      build_sequence(sequence->next, raw_pattern, ii);
   }
   else
   {
      sequence->child = malloc(sizeof(struct sequence));
      build_sequence(sequence->child, raw_pattern, ii);
   }
}

char* extract_word_from_string(char* string, int* ii)
{
   int jj;
   char* word = malloc(sizeof(char));
   for (jj = 0; isdigit(string[*ii]); jj++)
   {
      word[jj] = string[(*ii)++];
      word = realloc(word, sizeof(char) * (jj+2));
   }
   word[jj] = '\0';
   return word;
}

char* build_array_from_sequence(sequence* sequence)
{
   char* sequence_array = malloc(sizeof(char));
   sequence_array = add_sequence_to_array(sequence_array, sequence);
   return sequence_array;
}

char* add_sequence_to_array(char* array, sequence* sequence)
{
   if (sequence == NULL) return;
   
   int ii;
   for (ii = 0; ii < sequence->iterations; ii++)
   {
      if (sequence->sequence)
      {
         int new_length = strlen(array) + strlen(sequence->sequence);
         array = realloc(array, sizeof(char) * (new_length+1));
         strcat(array, sequence->sequence);
         array[new_length] = '\0';
      }
      else
      {
         array = add_sequence_to_array(array, sequence->child);
      }
   }
   array = add_sequence_to_array(array, sequence->next);
   return array;
}

char* append_character(char* string, char character)
{
   int length = strlen(string);
   string = realloc(string, sizeof(char) * (length+2));
   string[length] = character;
   string[length+1] = '\0';
   return string;
}

void print_pattern(sequence* sequence, int level)
{
   if (sequence == NULL) return;
   printf("%*d: ", level*3, sequence->iterations);
   if (sequence->sequence)
   {
      printf("%s", sequence->sequence);
   }
   printf("\n");
   print_pattern(sequence->child, level+1);
   print_pattern(sequence->next, level);
}
18.97.14.84
18.97.14.84
18.97.14.84
 
December 3, 2013

Where in the mind's prism does light shine, inward, outward, or backward, and where in a plane does it intersect, experientially and literally, while possessing itself in a dripping wet phantasm?


Fig 1.1 What happens after you turn on a video game and before it appears?

The taxonomy of fun contains the difference between gasps of desperation and exaltation, simultaneously identical and opposite; one inspires you to have sex, while the other to ejaculate perpetually. A destruction and its procession are effervescent, while free play is an inseminated shimmer hatching inside you. Unlikely to be resolved, however, in such a way, are the climaxes of transitions between isolated, consecutive game states.

You walk through a door or long-jump face first (your face, not Mario's) into a painting. A moment passes for eternity, viscerally fading from your ego, corpus, chakra, gaia, the basis of your soul. It happens when you kill too, and especially when you precisely maim or obliterate something. It's a reason to live, a replicating stasis.


Fig 1.2 Sequence in a video game

Video games are death reanimated. You recurse through the underworld toward an illusion. Everything in a decision and logic attaches permanently to your fingerprint. At the core, you use its energy to soar, comatose, back into the biosphere, possibly because the formal structure of a mind by human standards is useful in the next world.