I think you should replace stack with collection, but perhaps that's too
javaesque.
On Aug 28, 2013 5:36 PM, "David Barbour" <[email protected]> wrote:

> I understand 'user modeling' [1] to broadly address long-term details
> (e.g. user preferences and settings), mid-term details (goals, tasks,
> workflow), and short-term details (focus, attention, clipboards and
> cursors, conversational context, history). The unifying principle is that
> we have more context to make smart decisions, to make systems behave in
> ways their users expect. This is a form of context sensitivity, where the
> user is explicitly part of the context.
>
> Programming can be understood as a form of user interface. But,
> historically, user modeling (in this case 'programmer modeling') has been
> kept carefully separate from the program itself; instead, it is instead
> part of an Integrated Development Environment (IDE)
>
> *Hypothesis:* the separation of user-model from program has hindered both
> programmers and the art of programming. There are several reasons for this:
>
> 1) Our IDEs are not sufficiently smart. The context IDEs keep is
> heuristic, fragile, and can be trusted with only the simplest of tasks.
> 2) Poor integration with the IDE and visual environments: it is difficult
> to assign formal meaning to gestures and programmer actions.
> 3) Programmer-layer goals, tasks, and workflows are generally opaque to
> the IDE, the programs and the type system.
> 4) Our code must be explicit and verbose about many interactions that
> could be implicit if we tracked user context.
> 5) Programmers cannot easily adjust their environment or language to know
> what they mean, and act as they expect.
>
> I believe we can do much better. I'll next provide a little background
> about how this belief came to be, then what I'm envisioning.
>
> *Background*
>
> Recently, I started developing a tacit representation for an arrowized
> reactive programming model. Arrows provide a relatively rigid 'structure'
> to the program. In the tacit representation, this structure was represented
> as a stack consisting of a mix of compile-time values (text, numbers,
> blocks) and runtime signals (e.g. mouse position). Essentially, I can give
> the stack a 'static type', but I still used FORTH-like idioms to "roll" and
> "pick" items from the stack as though it were a dynamic structure. With
> just a little static introspection, I could even model `7 pick` as copying
> the seventh element of the stack to the top of the stack.
>
> But I didn't like this single stack environment. It felt cramped.
>
> Often, I desire to decompose a problem into multiple concurrent tasks or
> workflows. And when I do so, I must occasionally integrate intermediate
> results, which can involve some complex scattering and gathering
> operations. On a single stack, this integration is terribly painful: it
> involves rolling or copying intermediate signals and values upwards or
> downwards, with relative positions that are difficult to remember.
> Conclusion: a single stack is good only for a single, sequential task - a
> single pipeline, in a dataflow model.
>
> But then I realized: I'm not limited to modeling a stack. A stack is just
> one possible way of organizing and conceptualizing the 'type' of the arrow.
> I can model any environment I please! (I'm being serious. With the same
> level of introspection needed for `7 pick`, I could model a MUD, MOO, or
> interactive fiction in the type system.) After experimenting with tree
> zippers [2] or a list of anonymous stacks [3], I'm kind of (hopefully)
> settling on an easy-to-use environment [4] that consists of:
>
> * current stack
> * hand
> * current stack name
> * list of named stacks
>
> The current stack serves the traditional role. The 'hand' enables
> developers to 'take' and 'put' objects (and juggle a few of them, like
> 'roll' except for the hand) - it's really convenient even for operating on
> a single stack, and also helps carry items between stacks (implicit data
> plumbing). The list of named stacks is achieved using compile-time
> introspection (~type matching for different stack names) and is very
> flexible:
>
> * different stacks for different tasks; ability to navigate to a different
> stack (goto)
> * programmers can 'load' and 'store' from a stack remotely (treat it like
> a variable or register)
> * programmers can use named stacks to record preferences and configuration
> options
> * programmers can use named stacks to store dynamic libraries of code (as
> blocks)
>
> As I developed this rich environment, it occurred to me that I had
> essentially integrated a user-model with the program itself. Actually, my
> first thought was closer to "hey, I'm modeling a character in a game! Go go
> Data Plumber!" The programmer is manipulating an avatar, navigating from
> task to task and stack to stack. The programmer has items in hand, plus a
> potential inventory (e.g. an "inventory" stack). To push metaphors a bit: I
> can model keyrings full of sealer/unsealer pairs, locked rooms with sealed
> values, unique 'artifacts' and 'puzzles' in the form of affine and relevant
> types [5], quests goals in the form of  fractional types (representing
> futures/promises) [6], and 'spellbooks' in the form of static capabilities
> [7]. But in retrospect, the relationship to user modeling seems obvious,
> and I can put all this more boring terms of modeling goals, tasks,
> requirements, workflows, user extensions and preferences, etc..
>
> All the normal abstraction principles apply, and developers will quickly
> build higher-level procedures for higher-level thinking, and build
> libraries of reusable abstractions. An arrowized model also supports
> 'partial application' (the `first` primitive) so we can precisely control
> how much of this context is made available to a subprogram.
>
> In the type system, the current stack, hand, stack name, and list of named
> stacks is represented as a simple anonymous product type:
>
>         (cs * (h * (csn * lns)))
>
> Every non-trivial action the programmer performs will manipulate the
> deeper 'type' of this environment. I.e. it's extremely heterogeneous, and
> very mutable (albeit in a "pure functional" way, from an outside
> perspective). The environment type is complicated and mutable; short term
> I'll be okay, but long term I expect I'll need something to aide my memory.
> Fortunately, the IDE can help.
>
> *Vision*
> *
> *
> An IDE can *render* the types in the environment, dedicating more space
> and detail to the types near me. Usefully, I can even animate progressions,
> easily show the environment reaches a particular state - or basically a
> replay of the programmer actions. With a few idioms (e.g. a "how-to-render"
> stack, or integration primitives), developers could provide a great deal of
> control over how things are rendered.
>
> IDE integration can also cover interaction.
>
> When users focus on a stack in the IDE, it corresponds to navigation code
> being added to the program. When a user selects an object, the appropriate
> code is injected to copy or take it. When a user opens a menu, the
> available options correspond to macros that will be literally added to the
> program. (Also, a menu might be extensible from within the program based on
> the contents of an "ext-menu" stack.) Undo would be trivially integrated
> and would have real meaning.
>
> It isn't a big step from here, to programming with a gamepad, or in an
> AR/VR environment. (Nor are we a big step from building an interactive
> fiction in the type system. :)
>
> An IDE could still help developers in the traditional ways: provide
> context-sensitive suggestions based on the current 'type' of the
> environment, provide 'cleaning' operations that reorganize the contents of
> a stack and eliminate unnecessary copies, provide 'refactoring' support
> that analyze block-constructor code for similarities, etc.. In addition, an
> IDE could be rewriting the history, optimizing it - e.g. eliminating
> unnecessary navigation or sequential `take put` operations. (This isn't
> strictly necessary; pure data plumbing can be trivially optimized away at
> compile-time. However a faster compile-time is also nice.) Rewrites could
> also be the basis for building gesture macros. Of course, the model I
> developed was meant primarily for signal manipulation - e.g. a signal might
> be "mouse position". I think I'd mostly be operating at another layer of
> indirection, for an IDE - where the 'signals' contain static building
> blocks of code that will manipulate signals on my behalf.
>
> Use of a programmer model within the program is a powerful, uniform basis
> for rich, extensible development environments that can eventually subsume
> other UI models. Essentially, all user-interaction is subsumed as
> programming, all GUIs are modeled as types, and with a decent type system
> this can be powerful indeed.
>
> (Note: I suspect that multi-programmer environments are also feasible,
> i.e. with multiple programmer models.  However, I would tend to model
> multiple programmers as each having their own environment within a larger
> system, through which they can share some capabilities or libraries.)
>
> Best,
>
> Dave
>
> [1] http://en.wikipedia.org/wiki/User_modeling
> [2]
> http://awelonblue.wordpress.com/2013/08/12/tacit-programming-with-arrows-hands-and-zippers/
>
> [3]
> http://awelonblue.wordpress.com/2013/08/14/multi-stack-environment-in-awelon/
> [4]
> http://awelonblue.wordpress.com/2013/08/26/multi-stack-environment-part-2/
> [5] http://en.wikipedia.org/wiki/Substructural_type_system
> [6]
> http://awelonblue.wordpress.com/2013/08/24/pipes-that-flow-in-both-directions/
> [7] http://en.wikipedia.org/wiki/Capability-based_security
>
>
>
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