On Sunday, 2 September 2018 at 19:30:58 UTC, Nick Sabalausky
(Abscissa) wrote:
On 09/02/2018 05:43 AM, Joakim wrote:
Most will be out of business within a decade or two, as online
learning takes their place.
I kinda wish I could agree with that, but schools are too much
of a sacred cow to be going anywhere anytime soon. And for that
matter, the online ones still have to tackle many of the same
challenges anyway, WRT successful and effective teaching.
Really the only difference is "physical classroom vs no
physical classroom". Well, that and maybe price, but the
community colleges have had the uni's well beat on price for a
long time (even manage to do a good job teaching certain
things, depending on the instructor), but they haven't made the
uni's budge: The best they've been able to do is establish
themselves as a supplement to the uni's, where people start out
with some of their gen-ed classes at the (comparatively) cheap
community colleges for the specific purpose of later
transferring to a uni.
That's because what the current online efforts do is simply slap
the in-class curricula online, whereas what really needs to be
done is completely change what's taught, away from the incoherent
mix of theory and Java that basically describes every degree
(non-CS too), and how it's tested and certified. When that
happens, the unis will collapse, because online learning will be
so much better at a fraction of the cost.
As for sacred cows, the newspaper business was one of them, ie
Journalism, but it's on death's door, as I pointed out in this
forum years ago:
https://en.m.wikipedia.org/wiki/File:Naa_newspaper_ad_revenue.svg
There are a lot of sacred cows getting butchered by the internet,
college will be one of the easier ones to get rid of.
On Sunday, 2 September 2018 at 21:07:20 UTC, Nick Sabalausky
(Abscissa) wrote:
On 09/01/2018 03:47 PM, Everlast wrote:
It's because programming is done completely wrong. All we do
is program like it's 1952 all wrapped up in a nice box and bow
tie. WE should have tools and a compiler design that all work
interconnected with complete graphical interfaces that aren't
based in the text gui world(an IDE is just a fancy text
editor). I'm talking about 3D code representation using
graphics so projects can be navigated visually in a dynamic
way and many other things.
There are really two main, but largely independent, aspects to
what you're describing: Visual representation, and physical
interface:
A. Visual representation:
-------------------------
By visual representation, I mean "some kind of text, or UML-ish
diagrams, or 3D environment, etc".
What's important to keep in mind here is: The *fundamental
concepts* involved in programming are inherently abstract, and
thus equally applicable to whatever visual representation is
used.
If you're going to make a diagram-based or VR-based programming
tool, it will still be using the same fundamental concepts that
are already established in text-based programming: Imperative
loops, conditionals and variables. Functional/declarative
immutability, purity and high-order funcs. Encapsulation.
Pipelines (like ranges). Etc. And indeed, all GUI based
programming tools have worked this way. Because how *else* are
they going to work?
If what you're really looking for is something that replaces or
transcends all of those existing, fundamental programming
concepts, then what you're *really* looking for is a new
fundamental programming concept, not a visual representation.
And ance you DO invent a new fundamental programming concept,
being abstract, it will again be applicable to a variety of
possible visual representations.
That said, it is true some concepts may be more readily
amenable to certain visual representations than others. But, at
least for all the currently-known concepts, any combination of
concept and representation can certainly be made to work.
B. Physical interface:
----------------------
By this I mean both actual input devices (keyboards,
controllers, pointing devices) and also the mappings from their
affordances (ie, what you can do with them: push button x, tilt
stick's axis Y, point, move, rotate...) to specific actions
taken on the visual representation (navigate, modify, etc.)
The mappings, of course, tend to be highly dependant on the
visual representation (although, theoretically, they don't
strictly HAVE to be). The devices themselves, less so: For
example, many of us use a pointing device to help us navigate
text. Meanwhile, 3D modelers/animators find it's MUCH more
efficient to deal with their 3D models and environments by
including heavy use of the keyboard in their workflow instead
of *just* a mouse and/or wacom alone.
An important point here, is that using a keyboard has a
tendency to be much more efficient for a much wider range of
interactions than, say, a pointing device, like a mouse or
touchscreen. There are some things a mouse or touchscreen is
better at (ie, pointing and learning curve), but even on a
touchscreen, pointing takes more time than pushing a button and
is somewhat less composable with additional actions than,
again, pushing/holding a key on a keyboard.
This means that while pointing, and indeed, direct manipulation
in general, can be very beneficial in an interface, placing too
much reliance on it will actually make the user LESS productive.
The result:
-----------
For programming to transcend the current text/language model,
*without* harming either productivity or programming power (as
all attempts so far have done), we will first need to invent
entirely new high-level concepts which are simultaneously both
simple/high-level enough AND powerful enough to obsolete most
of the nitty-gritty lower-level concepts we programmers still
need to deal with on a regular basis.
And once we do that, those new super-programming concepts
(being the abstract concepts that they inherently are) will
still be independent of visual representation. They might
finally be sufficiently powerful AND simple that they *CAN* be
used productively with graphical non-text-language
representation...but they still will not *require* such a
graphical representation.
That's why programming is still "stuck" in last century's
text-based model: Because it's not actually stuck: It still has
significant deal-winning benefits over newer developments. And
that's because, even when "newer" does provide improvements,
newer still isn't *inherently* superior on *all* counts. That's
a fact of life that is easily, and frequently, forgotten in
fast-moving domains.
Ironically, you're taking a way too theoretical approach to this.
;) Simply think of the basic advances a graphical debugger like
the one in Visual Studio provides and advance that out several
levels.
For example, one visualization I was talking about on IRC a
decade ago and which I still haven't seen anybody doing, though I
haven't really searched for it, is to have a high-level graphical
visualization of the data flowing through a program. Just as
dmd/ldc generate timing profile data for D functions by
instrumenting the function call timings, you could instrument the
function parameter data too (you're not using globals much,
right? ;) ) and then record and save the data stream generated by
some acceptance testing. Then, you periodically run those
automated acceptance tests and look at the data stream
differences as a color-coded flow visualization through the
functions, with the data that stays the same shown as green,
whereas the data that changed between different versions of the
software as red. Think of something like a buildbot console, but
where you could zoom in on different colors till you see the
actual data stream:
https://ci.chromium.org/p/chromium/g/main/console
You'd then verify that the data differences are what you intend-
for example, if you refactored a function to change what
parameters it accepts, the data differences for the same external
user input may be valid- and either accept the new data stream as
the baseline or make changes till it's okay. If you refactor your
code a lot, you could waste time with a lot of useless churn, but
that's the same problem unit or other tests have with refactoring.
This high-level approach would benefit most average software much
more than unit testing, as you usually don't care about
individidual components or hitting all their edge cases. That's
why most software doesn't use unit tests in the first place.
Note that I'm not saying unit tests are not worthwhile,
particularly for libraries, only that realistically it'd be
easier to get programmers to use this high-level view I'm
outlining than writing a ton of unit tests, much less effort too.
Ideally, you do both and they complement each other, along with
integration testing and the rest.
In other words, we don't have to get rid of text representations
altogether: there's a lot of scope for much better graphical
visualizations of the textual data or code we're using now. You
could do everything I just described by modifying the compiler to
instrument your functions, dumping log files, and running them
through diff, but that's the kind of low-level approach we're
stuck with now. Ideally, we'd realize that _certain workflows are
so common that we need good graphical interfaces for them_ and
standardize on those, but I think Everlast's point is that's
happening much slower than it should, which I agree with.
On Sunday, 2 September 2018 at 21:19:38 UTC, Ola Fosheim Grøstad
wrote:
So there are a lot of dysfunctional aspects at the very
foundation of software development processes in many real world
businesses.
I wouldn't expect anything great to come out of this...
One of the root causes of that dysfunction is there's way too
much software written. Open source has actually helped alleviate
this, because instead of every embedded or server developer who
needs an OS kernel convincing management that they should write
their own, they now have a hard time justifying it when a free,
OSS kernel like linux is out there, which is why so many of those
places use linux now. Of course, you'd often like to modify the
kernel and linux may not be stripped down or modular enough for
some, but there's always other OSS kernels like Minix or Contiki
for them.
Software is still in the early stages like the automative
industry in the US, when there were hundreds of car
manufacturers, most of them producing as low-quality product as
software companies now:
https://en.m.wikipedia.org/wiki/Automotive_industry_in_the_United_States
Rather than whittling down to three large manufacturers like the
US car industry did, open source provides a way for thousands of
software outfits, individual devs even, to work on commonly used
code as open source, while still being able to specialize when
needed, particularly with permissive licenses. So, much of that
dysfunction will be solved by consolidation, but a completely
different kind of consolidation than was done for cars, because
software is completely different than physical goods.