Or you could look at the actual problem "a web" has to solve, which is to
present arbitrary information to a user that comes from any of several billion
sources. Looked at from this perspective we can see that the current web design
could hardly be more wrong headed. For example, what is the probability that we
can make an authoring app that has all the features needed by billions of
One conclusion could be that the web/browser is not an app but should be a kind
of operating system that should be set up to safely execute anything from
anywhere and to present the results in forms understandable by the end-user.
After literally decades of trying to add more and more features and not yet
matching up to the software than ran on the machines the original browser was
done on, they are slowly coming around to the idea that they should be safely
executing programs written by others. It has only been in the last few years --
with Native Client in Chrome -- that really fast programs can be safely
downloaded as executables without having to have permission of a SysAdmin.
So another way to look at all this is to ask what such an "OS" really needs to
have to allow all in the world to make their own media and have it used by
> From: John Carlson <yottz...@gmail.com>
>To: Fundamentals of New Computing <firstname.lastname@example.org>
>Sent: Tuesday, February 12, 2013 9:00 PM
>Subject: [fonc] Design of web, POLs for rules. Fuzz testing nile
>Although I have read very little about the design of the web, things are
>starting to gel in my mind. At the lowest level lies the static or
>declarative part of the web. The html, dom, xml and json are the main
>languages used in the declarative part. Layered on top of this is the dynamic
>the procedural part. The final level is the constraints or rule based part
>of the web, normally called stylesheets. The languages in the rule based web
>are css1, 2, 3 and xsl. Jquery provides a way to apply operations in this
>arena. I am excluding popular server side languages...too many.
>What I am wondering is what is the best way to incorporate rules into a
>language. Vrml has routes. Uml has ocl. Is avoiding if statements and
>for/while loops the goal of rules languages--that syntax? That is, do a query
>or find, and apply the operations or rules to all returned values.
>Now, if I wanted to apply probabilistic or fuzzy rules to the dom, that seems
>fairly straightforward. Fuzz testing does this moderately well. Has there
>been attempts at better fuzz testing? Fuzz about fuzz? Or is brute force best?
>We've also seen probablistic parser generators, correct?
>But what about probablistic rules? Can we design an ultimate website w/o a
>designer? Can we use statistics to create a great solitaire player--i have a
>pretty good stochastic solitaire player for one version of solitaire...how
>about others? How does one create a great set of rules? One can create great
>rule POLs, but where are the authors? Something like cameron browne's thesis
>seems great for grid games. He is quite prolific. Can we apply the same
>logic to card games? Web sites? We have "The Nature of Order" by c.
>Alexander. Are there nile designers or fuzz testers/genetic algorithms for
>Is fuzz testing a by product of nile design...should it be?
>If you want to check out the state of the art for dungeons and dragons POLs
>check out fantasy grounds...xml hell. We can do better.
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