Along with the recorder metaphor we added breakpoints which worked
travelling in either direction in the code.
On Aug 28, 2013 8:39 PM, "John Carlson" <[email protected]> wrote:

> You'd probably want to add copy and paste as well.
> On Aug 28, 2013 8:29 PM, "John Carlson" <[email protected]> wrote:
>
>> Have you considered controlling stacks, program counters and iterators
>> from the same basic metaphor?  We used recorder buttons.  Forward, Reverse,
>> Stop, Fast Forward, and Fast Reverse.  Then undo (delete previous
>> operation) and delete next operation.
>> 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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>>> http://vpri.org/mailman/listinfo/fonc
>>>
>>>
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