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

boon ~projection(runtime){angle.depth}

a line you wrote

  • new
subject
~projection
body
angle.depth
scope
runtime
charge
boon

An operator in front

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

Back to ~projection(runtime){angle.depth}

Families it belongs to

32 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. bane ~projection(runtime){angle.depth}

    swap to bane

    • swap
    lands
    Not on the shelf yet.
  2. bone ~projection(runtime){angle.depth}

    swap to bone

    • swap
    lands
    Not on the shelf yet.
  3. bonk ~projection(runtime){angle.depth}

    swap to bonk

    • swap
    lands
    Not on the shelf yet.
  4. honk ~projection(runtime){angle.depth}

    swap to honk

    • swap
    lands
    Not on the shelf yet.
  5. ~projection(runtime){angle.depth}

    drop the charge in front

    • drop
    lands
    Not on the shelf yet.

subject the word

  1. boon folio(runtime){angle.depth}

    swap to folio

    • swap
    • common
    lands
    Not on the shelf yet.
  2. boon theory(runtime){angle.depth}

    swap to theory

    • swap
    • common
    lands
    Not on the shelf yet.
  3. boon principle(runtime){angle.depth}

    swap to principle

    • swap
    • common
    lands
    Not on the shelf yet.
  4. boon practice(runtime){angle.depth}

    swap to practice

    • swap
    • common
    lands
    Not on the shelf yet.

mode the lens

  1. boon ~projection(runtime)[arrival]{angle.depth}

    add arrival

    • add
    • near
    lands
    Not on the shelf yet.
  2. boon ~projection(runtime)[bane]{angle.depth}

    add bane

    • add
    • near
    lands
    Not on the shelf yet.
  3. boon ~projection(runtime)[crown]{angle.depth}

    add crown

    • add
    • near
    lands
    Not on the shelf yet.
  4. boon ~projection(runtime)[honk]{angle.depth}

    add honk

    • add
    • near
    lands
    Not on the shelf yet.

body what it holds

  1. boon ~projection(runtime){invite}

    swap to invite

    • swap
    • near
    lands
    Not on the shelf yet.
  2. boon ~projection(runtime){pearl}

    swap to pearl

    • swap
    • near
    lands
    Not on the shelf yet.
  3. boon ~projection(runtime){cost}

    swap to cost

    • swap
    • near
    lands
    Not on the shelf yet.
  4. boon ~projection(runtime){support.reveal}

    swap to support.reveal

    • swap
    • near
    lands
    Not on the shelf yet.
  5. boon ~projection(runtime)

    drop what it holds

    • drop
    lands
    Not on the shelf yet.
  6. boon ~projection<angle.depth>(runtime)

    turn its walls to < >

    • walls
    lands
    Not on the shelf yet.
    why
    what it holds becomes where it goes
  7. boon ~projection(runtime)[angle.depth]

    turn its walls to [ ]

    • walls
    lands
    Not on the shelf yet.
    why
    what it holds becomes the lens
  8. boon ~projection(runtime){angle,depth}

    hold the parts together

    • turn
    lands
    Not on the shelf yet.
    why
    commas keep parts apart and present at once
  9. boon ~projection(runtime){angle;depth}

    hold the parts in order

    • turn
    lands
    Not on the shelf yet.
    why
    semicolons put the parts in a sequence
  10. boon ~projection(runtime){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. boon ~projection(year){angle.depth}

    swap to year

    • swap
    • common
    lands
    Not on the shelf yet.
  2. boon ~projection(css){angle.depth}

    swap to css

    • swap
    • common
    lands
    Not on the shelf yet.
  3. boon ~projection{angle.depth}

    drop the scene

    • drop
    lands
    Not on the shelf yet.
  4. boon ~projection<runtime>{angle.depth}

    turn its walls to < >

    • walls
    lands
    Not on the shelf yet.
    why
    the scene becomes where it goes
  5. boon ~projection[runtime]{angle.depth}

    turn its walls to [ ]

    • walls
    lands
    Not on the shelf yet.
    why
    the scene becomes the lens

projection where it goes

  1. boon ~projection<valence>(runtime){angle.depth}

    add valence

    • add
    • near
    lands
    Not on the shelf yet.
  2. boon ~projection<close>(runtime){angle.depth}

    add close

    • add
    • near
    lands
    Not on the shelf yet.
  3. boon ~projection<receipt>(runtime){angle.depth}

    add receipt

    • add
    • common
    lands
    Not on the shelf yet.
  4. boon ~projection<china>(runtime){angle.depth}

    add china

    • add
    • common
    lands
    Not on the shelf yet.

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