spw.quest

Pivot a line

Change one slot, keep the rest, and see the line before you go. Forms, side by side shows what each slot does.

The line

draft(runtime)[hook]{angle,depth}

a line you wrote

  • new
subject
draft
mode
hook
body
angle,depth
scope
runtime

An operator in front

  1. ~
  2. ?
  3. !
  4. *
  5. .
  6. ^
  7. #
  8. @
  9. &
  10. =
  11. %
  12. $
Add to what it holds

Back to draft(runtime){angle,depth}

Families it belongs to

33 lines one change away

Drop a slot to read what the line says without it.

near: a line sharing a slot uses it · common: common on the shelf

charge the charge in front

  1. boon draft(runtime)[hook]{angle,depth}

    add boon

    • add
    lands
    Not on the shelf yet.
    why
    a valence word rides the word

subject the word

  1. home(runtime)[hook]{angle,depth}

    swap to home

    • swap
    • near
    lands
    Not on the shelf yet.
  2. materials(runtime)[hook]{angle,depth}

    swap to materials

    • swap
    • near
    lands
    Not on the shelf yet.
  3. plans(runtime)[hook]{angle,depth}

    swap to plans

    • swap
    • near
    lands
    Not on the shelf yet.
  4. now(runtime)[hook]{angle,depth}

    swap to now

    • swap
    • near
    lands
    Not on the shelf yet.
  5. ?draft(runtime)[hook]{angle,depth}

    ? wonder in front

    • mark
    lands
    Not on the shelf yet.
  6. ~draft(runtime)[hook]{angle,depth}

    ~ potential in front

    • mark
    lands
    Not on the shelf yet.
  7. ^draft(runtime)[hook]{angle,depth}

    ^ ascension in front

    • mark
    lands
    Not on the shelf yet.
  8. &draft(runtime)[hook]{angle,depth}

    & subject in front

    • mark
    lands
    Not on the shelf yet.
  9. $draft(runtime)[hook]{angle,depth}

    $ substrate in front

    • mark
    lands
    Not on the shelf yet.

mode the lens

  1. draft(runtime)[prime]{angle,depth}

    swap to prime

    • swap
    • common
    lands
    Not on the shelf yet.
  2. draft(runtime)[component]{angle,depth}

    swap to component

    • swap
    • common
    lands
    Not on the shelf yet.
  3. draft(runtime)[depth]{angle,depth}

    swap to depth

    • swap
    • common
    lands
    Not on the shelf yet.
  4. draft(runtime)[practice]{angle,depth}

    swap to practice

    • swap
    • common
    lands
    Not on the shelf yet.
  5. draft(runtime){angle,depth}

    drop the lens

    • drop
    lands
    Not on the shelf yet.
  6. draft<hook>(runtime){angle,depth}

    turn its walls to < >

    • walls
    lands
    Not on the shelf yet.
    why
    the lens becomes where it goes

body what it holds

  1. draft(runtime)[hook]{orient}

    swap to orient

    • swap
    • near
    lands
    Not on the shelf yet.
  2. draft(runtime)[hook]{becoming}

    swap to becoming

    • swap
    • near
    lands
    Not on the shelf yet.
  3. draft(runtime)[hook]{wrap.align}

    swap to wrap.align

    • swap
    • near
    lands
    Not on the shelf yet.
  4. draft(runtime)[hook]{pressure.voice.proof}

    swap to pressure.voice.proof

    • swap
    • near
    lands
    Not on the shelf yet.
  5. draft(runtime)[hook]

    drop what it holds

    • drop
    lands
    Not on the shelf yet.
  6. draft<angle,depth>(runtime)[hook]

    turn its walls to < >

    • walls
    lands
    Not on the shelf yet.
    why
    what it holds becomes where it goes
  7. draft(runtime)[hook]{angle.depth}

    hold it as one name

    • turn
    lands
    Not on the shelf yet.
    why
    dots inside one brace make one name the parser keeps whole
  8. draft(runtime)[hook]{angle;depth}

    hold the parts in order

    • turn
    lands
    Not on the shelf yet.
    why
    semicolons put the parts in a sequence
  9. draft(runtime)[hook]{angle ~> depth}

    make the parts a path

    • turn
    lands
    Not on the shelf yet.
    why
    ~> carries each part on to the next without collapsing them

scope the scene

  1. draft(year)[hook]{angle,depth}

    swap to year

    • swap
    • common
    lands
    Not on the shelf yet.
  2. draft(css)[hook]{angle,depth}

    swap to css

    • swap
    • common
    lands
    Not on the shelf yet.
  3. draft[hook]{angle,depth}

    drop the scene

    • drop
    lands
    Not on the shelf yet.
  4. draft<runtime>[hook]{angle,depth}

    turn its walls to < >

    • walls
    lands
    Not on the shelf yet.
    why
    the scene becomes where it goes

projection where it goes

  1. draft<register>(runtime)[hook]{angle,depth}

    add register

    • add
    • near
    lands
    Not on the shelf yet.
  2. draft<surface>(runtime)[hook]{angle,depth}

    add surface

    • add
    • near
    lands
    Not on the shelf yet.
  3. draft<live>(runtime)[hook]{angle,depth}

    add live

    • add
    • near
    lands
    Not on the shelf yet.
  4. draft<atlas>(runtime)[hook]{angle,depth}

    add atlas

    • add
    • near
    lands
    Not on the shelf yet.

Constructs · Specimens · Take one line apart · Learn it a mark at a time