<?php

require_once "Node.php";

class Element extends Node
{
   public $_name = null;
   public function __construct($name=null, $value=null)
   {
      parent::__construct($value);
      $this->_name = $name;
   }
   public function __get($name)
   {
      $value = $this->search($name);
      if (!$value)
      {
         $value = null;
      }
      return $value;
   }
   public function adopt(
      $new, $name=null, $unique=True, $offset=0, $additional_unique_field="")
   {
      if (!is_object($new))
      {
         $new = new Element($name, $new);
      }
      elseif ($name)
      {
         $new->_name = $name;
      }
      parent::adopt($new, $unique, $offset, $additional_unique_field);
   }
   protected function inspect_token($token, $match_by_class=False)
   {
      if ($match_by_class == True)
      {
         return $this instanceof $token ? $this : null;
      }
      return $token == $this->_name ? $this : null;
   }
   public function convert_to_raw_string()
   {
      $message = "($this->_name";
      $message .= ($this->_value || $this->_next) ? " " : "";
      $message .= (is_object($this->_value)) ?
         $this->_value->convert_to_raw_string() : "";
      $message .= (!is_object($this->_value)) ? "$this->_value)" : ")";
      $message .= ($this->_next) ? $this->_next->convert_to_raw_string() : "";

      return $message;
   }
   public function convert_to_tabbed_string($level=0)
   {
      $string = str_repeat("   ", $level);
      $string .= "$this->_name";
      $string .= (is_object($this->_value)) ? ":\n" : ": $this->_value\n";

      $string .= (is_object($this->_value)) ?
         $this->_value->convert_to_tabbed_string($level+1) : "";
      $string .= ($this->_next) ?
         $this->_next->convert_to_tabbed_string($level) : "";

      return $string;
   }
}
<?php
namespace structures\html;

class Link extends Element
{
   public function __construct($rel=null, $href=null)
   {
      parent::__construct("link", null, null, false);
      $this->add_attribute("rel", $rel);
      $this->add_attribute("href", $href);
   }
}
<?php
namespace structures\html;

class Title extends Element
{
   public function __construct($title)
   {
      parent::__construct("title");
      $this->title = $title;
   }
   protected function build_content()
   {
      return $this->title;
   }
}
<?php
namespace structures\html;

class Tr extends Element
{
   private $cells = array();
   public function __construct($id=null, $class=null)
   {
      parent::__construct("tr", $id, $class);
   }
   protected function build_content()
   {
      $markup = "";
      foreach ($this->cells as $cell)
      {
         $markup .= $cell;
      }
      return $markup;
   }
   public function insert_cell($cell, $id=null, $class=null)
   {
      if (!($cell instanceof Td))
      {
         $cell = new Td($cell, $id, $class);
      }
      $this->cells[] = $cell;
   }
}
<?php
namespace structures\html;

class Div extends Element
{
   public function __construct($content=null, $id=null, $class=null)
   {
      parent::__construct("div", $id, $class);
      $this->content = $content;
   }
   protected function build_content()
   {
      return $this->content;
   }
}
<?php
namespace structures\html;

class Element
{
   private $attributes = array();
   private $style_assignments = array();

   public function __construct($name, $id=null, $class=null, $close=true)
   {
      $this->name = $name;
      $this->add_attribute("id", $id);
      $this->add_attribute("class", $class);
      $this->close = $close;
   }

   protected function add_attribute($name, $value)
   {
      $this->attributes[$name] = $value;
   }

   protected function add_style($name, $value)
   {
      $this->style_assignments[$name] = $value;
   }

   public function get_style($name)
   {
      return $this->style_assignments[$name];
   }

   protected function get_default($value, $name)
   {
      if (!is_null($value))
      {
         return $value;
      }
      if (array_key_exists($name, $GLOBALS))
      {
         return $GLOBALS[$name];
      }
   }

   public function __toString()
   {
      return $this->build_html();
   }

   protected function build_html()
   {
      $markup = $this->build_opening_tag();
      $markup .= $this->build_content();
      if ($this->close === true)
      {
         $markup .= $this->build_closing_tag();
      }
      return $markup;
   }

   private function build_opening_tag()
   {
      $tag = "<" . $this->name;
      $tag .= $this->build_attributes();
      $tag .= ">";
      return $tag;
   }

   protected function build_attributes()
   {
      $attributes = "";
      foreach ($this->attributes as $name => $value)
      {
         if (!is_null($value) && $value !== false)
         {
            $attributes .= " $name";
            if ($value !== true)
            {
               $attributes .= "=\"$value\"";
            }
         }
      }
      $attributes .= $this->build_style_attribute();
      return $attributes;
   }

   private function build_style_attribute()
   {
      $attribute = "";
      $assignments = $this->style_assignments;
      if (!empty($assignments))
      {
         $attribute .= " style=\"";
         foreach ($assignments as $name => $value)
         {
            $attribute .= "$name: $value;";
         }
         $attribute .= "\"";
      }
      return $attribute;
   }

   protected function build_content()
   {
      return null;
   }

   private function build_closing_tag()
   {
      return "</" . $this->name . ">";
   }

   protected function get_attribute($name)
   {
      return $this->attributes[$name];
   }

   protected function break_line()
   {
      return "\n";
   }

   protected function get_relative_path($path)
   {
      $root = dirname($_SERVER["SCRIPT_FILENAME"]) . "/";
      return str_replace($root, "", $path);
   }
}
216.73.216.208
216.73.216.208
216.73.216.208
 
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.