All I can do is a little AppleScript and some FileMaker scripting…
Set Field [Ears, Friends::Ears&"¶"&Countrymen::Ears]
If [Status(CurrentCaesarSpeech) = "praise"
Exit Script
End If
If [Status(CurrentCaesarSpeech) = "bury"
Go to First Deed
Loop
Substitute(DeedMemory, "good", "")
Go to Next Deed [Exit After Last]
End Loop
Go to Related Record [show only, HonorableMen]
Loop
Exit Loop If [Caesar::DeedMemory > Brutus::DeedMemory]
Insert Calculated Value [DeedMemory, Case(Caesar<Ambitious, "captives home to Rome")
Insert Calculated Value [DeedMemory, Case(Caesar<Ambitious, "poor cry, Caesar wept")
Insert Calculated Value [DeedMemory, Case(Caesar<Ambitious, "refuse kingly crown")
Go to Honorable Man [Next, Exit After Last]
End Loop
Show Message ["You all did love him once! Why do you not mourn?" Buttons "No judgment", "No reason"]
If [Status(currentmessagechoice) = 2
Pause [Indefinite, for User]
Else
Allow User Abort [off]
Loop
Exit Loop If [Status(CurrentHeart) <> Status(CurrentCaesarCoffin)]
Pause
End Loop
I hope everyone has seen the ingenious if unweildy Shakespeare Programming Language.
Here’s another one from C++. (I don’t care if this is an old thread, I’m digging it.)
// A Midsummer Night's Dream.cpp
//
void Puck::PerformSoliloquy(Audience& theAudience)
{
if (weShadows.HaveOffended()) {
theAudience.Think(this) && all.mend();
while (theseVisions.bAppeared) {
theAudience.Slumber(here);
}
theme.SetFlag(kFlagWeak | kFlagIdle);
theme.Yield();
Audience& gentles = theAudience;
gentles.Reprehend(false);
if (gentles.Pardon()) {
Mend();
}
this->SetFlag(kFlagHonest);
if (mUs.contains(luck) && !luck->mbEarned &&
!CanEscape(serpent.mTongue)) {
ScheduleAmends(kTimerEreLong);
} else {
theAudience.Call(this, aLiar);
}
theAudience.Bid("Good night", kTargetAll);
if (theAudience.IsFriends(this)) {
theAudience.GiveHands(this);
Robin.PostMessage(kMessageRestoreAmends, theAudience);
}
}
exit();
}
And if you want to go slightly more low-brow:
assert(BigButts.bLiked && !I->CanLie());
BrotherList::iterator other;
for (other = gBrotherList.begin(); other != gBrotherList.end(); ++other) {
verify(!other.CanDeny());
}
if (aGirl.Walks(in) &&
aGirl.Has(aWaist) &&
aGirl.mWaist.size == kSizeIttyBitty &&
aGirl.Has(aRoundThing) &&
aGirl.mRoundThing.Location() == kLocationInYourFace) {
you.GetSprung();
}
or with folk music:
int Wind::Blow()
{
int roadCount = 0;
RoadList::iterator road = gRoadList.begin();
while (!aMan.IsMan()) {
aMan.Walk(road++);
roadCount++;
}
return roadCount;
}