This video is fantastic! I'm going to take this with me to work:)

On Feb 19, 2011, at 10:39 AM, BGB <[email protected]> wrote:

> 
> 
> -------- Original Message --------
> Subject:      Re: [fonc] Software and Motivation
> Date: Sat, 19 Feb 2011 04:01:22 -0700
> From: BGB <[email protected]>
> To:   Fundamentals of New Computing <[email protected]>
> CC:   David Harris <[email protected]>
> 
> On 2/19/2011 1:06 AM, David Harris wrote:
> > Here is a very interesting 'cartoon' of what, in general, motivates 
> > people - certainly applicable to what you are talking about. 
> > http://www.youtube.com/watch?v=u6XAPnuFjJc
> >
> > David
> >
> 
> yep, interesting...
> 
> I have before noted that, personally, it is difficult to really care 
> that much about money...
> money is there, something for some people to idolize, and something for 
> others to screw over each other to try to get more of, ...
> 
> but, personally, my efforts were not motivated as much by this...
> after all, I work mostly with compiler, VM, and some language-design 
> stuff, and it is unlikely there is a whole lot of money to be made here...
> and, yes, a lot of it is fairly dull and boring as well...
> 
> although it may seem like it, my goal isn't really to spend away all my 
> time implementing "yet another generic language exactly like all those 
> that came before".
> 
> or even "spend all my time implementing yet new bytecode interpreters 
> and JITs and performance-tuning the things...".
> 
> rather, it is more that, doing all of this allows one to try their hand 
> at chipping away at long-standing problems, in ways that simply using a 
> VM or bug-fixing/maintaining the thing would not (as then, one has to 
> swallow the existing architecture full-force, and there is no real room 
> for experimentation...).
> 
> one knows the architecture, one knows all its merits and flaws, but at 
> the same time something is missing...
> 
> so, it may well be a more satisfying experience to try ones' hand at 
> making things, even if very possibly in the end it may well all just 
> amount to nothing.
> 
> 
> granted, I don't really buy as much into the cult of novelty or 
> originality either, as the existing forms and traditions make a good 
> starting point, and are, in many ways, powerful tools worth leveraging.
> 
> often, what real merit is there in "purity" and "paradigm"? wouldn't it 
> be better to just do something a little more familiar and friendly, even 
> if in some cases it would seem to involve slavish adherence to 
> technically pointless traditions and minutia?... this is really the cost 
> one pays, but it is at the deeper levels where one is more free to try 
> out some of the possibilities.
> 
> 
> but, at which point one is ruled by their tools, rather than the other 
> way around, something has gone wrong.
> 
> it is like the folly of traditional VM/"Platform" architecture:
> they don't so much aid the user to do new and interesting things, so 
> much as they tend to enslave the developer into whatever set of tools 
> and development mindsets and application domains as were deemed 
> important to the original developers.
> 
> one is far better IMO just writing apps in C, as even if they get some 
> of the ire and disdain from the Java and C# people, one is far more free 
> when writing in C.
> 
> but, it doesn't need to be this way, as there are still some interesting 
> things worth observing and learning from these architectures, and maybe 
> one may even go as far as to try their hand at improving on them...
> 
> 
> so, yeah, I am implementing a new VM and language...
> yes, the language sort of resembles a mix of Java, AS3, C#, and a few 
> others, but the design motivations and underlying architecture differ 
> notably, and this may well effect things more notably than the syntax.
> 
> so, the syntax is a starting point:
> it defines a sort of baseline for what the language is expected to be 
> able to do;
> but, syntax alone is not a limit on what a language can do (a syntax can 
> do far more than the set of functionality usually exported for a 
> language, although sadly many have also fallen into a sort of "cult of 
> syntax sugar", where syntax sugar is far more prominent than actually 
> addressing core deficiencies).
> 
> in fact, a language with a "novel" syntax may well hide most of its 
> deficiencies:
> there is less expectation for what things are possible (or "should be"), 
> and so many piles of "trivial limitations" will pile up, and then the 
> problems will be hidden under the carpet.
> 
> but, with a more traditional syntax, many such issues are a little more 
> obvious, as then people will note "I can do task X in language Y", and 
> missing a basic capability will often stand out somewhat notably.
> 
> granted, one is more open to criticism this way, as then, to claim to be 
> better than something, it will in-fact have to be better, and an 
> unsubstantiated claim will tend to be more readily apparent.
> 
> but, OTOH, is this really a bad thing?... it may well force the creation 
> of a better product overall, and people don't necessarily lose out.
> 
> a product with novelty and a lot of overt features may seem to be less 
> deficient than something else, but even if one can hide these things 
> from being seen, they will still be "felt" by those who use the system, 
> as the matter of "why is there no good way to do X or Y" may sit in the 
> back of one's mind (or why seemingly simple tasks should need such ugly 
> and complex workarounds...).
> 
> and, no, hype and promoting warm fuzzy feelings about the product is not 
> the solution, as eventually people will still be left cold.
> 
> 
> not that a language can or even should try to provide for every possible 
> use-case, as this is itself going in the wrong direction. a 
> well-designed system shouldn't even really need to worry about use-cases 
> at all, as nearly any task should be able to be represented and 
> performed reasonably adequately (regardless of whether the "architects" 
> thought about it or not).
> 
> granted, it is a problem how much "good design" is such an elusive 
> thing. eventually, some level of trial and error is needed to separate 
> out what works and what does not (as one has to find out what works 
> well, and allow bad ideas to be put to rest).
> 
> one doesn't spot good designs by how great or impressive they seem at 
> the time, but rather that they often "just work" and tend to have a high 
> degree of "staying power". they are not so often "the next big thing", 
> but rather, "the thing one can't put away"...
> 
> 
> or such...
> 
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