Perhaps I can help you avoid talking past each other.

On Mon, Jun 13, 2011 at 11:35 PM, Julian Leviston <[email protected]> wrote:
> On 14/06/2011, at 1:50 PM, C. Scott Ananian wrote:
>
>>> When you're about to type the next "tile", you're given options... anything 
>>> outside of those options is impossible, so the computer doesn't put it in, 
>>> because syntactically it wouldn't make sense.
>>
>> There's nothing specific to tiles in what you wrote.  You could do the
>> same just as easily with a keyboard-based system.
>> This is what I mean when I say that "tiles prevent syntax errors" is
>> not accurate; it's confusing two separate things.
>> Again: more accurately you could say, "strong typing can prevent
>> syntax errors"...  tiles have nothing to do with it, really.
>
> Assuming a "compile after composing" type of system. If it's a running, live, 
> system, then "type" is irrelevant because an "object" at the point of being 
> "talked to" will provide its own semantic and therefore 
> syntactic-appropriateness context (ie duck typing for want of a better term). 
> Do you see why I think text-stream based systems are outmoded crappy systems 
> yet?

The "strong typing" Scott is talking about is the equivalent of the
snap-together shapes on the tile edges.  Another equivalence is the
choice-list of options you may be presented in an IDE.  Both constrain
(or guide, in the case of code-completion) your options based on the
"type" of the interaction.  Without some kind of type information
there is no meaningful way to constrain the options, graphical or
otherwise.

Hopefully, I haven't misrepresented either of you, or added my own
confusion to the conversation.

[snip]
> Instead of having actual one-level-linked instantiated objects AT THE POINT 
> of programming, we use multi-layered deferred referencing (ie text-stream 
> based "codes" which are later processed and further decoded into computer 
> codes by another computer program many times).

One perspective on designing in solution-space is to visualize the
object (or actor) instances and their interactions during the
evolution of a computation.  For me, syntax follows structure.  That
is, I first think about the objects and their connections, both static
and dynamic, in a sort of general nodes-and-edges graph structure.
Then I try to map the graph into a linear textual representation.  The
result is often frustrating, since linear streams of characters make
some graph structures awkward to express.  I expect that direct
visualization of the object graph would be helpful here.  On the other
hand, I find that the behavior of the objects (actors) is easier to
grasp in a compact textual representation, even though the behavior
description has its own (fractal?) graph structure.

In any case, the graph structure carries no type information.  It is
just a reference/reachability graph, constraining potential
communication (a reference is required for interaction).  The content
(type) of the communication is not constrained.

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