Alan Kay wrote:
Hi Loup
Very good question -- and tell your Boss he should support you!
Cool, thank you for your support.
[…] One general argument is
that non-machine-code languages are POLs of a weak sort, but are more
effective than writing machine code for most problems. (This was quite
Yes, I'm aware of that limitation. I have the feeling however that
IDEs and debuggers are overrated. Sure, when dealing with a complex
program in a complex language (say, tens of thousands of lines in C++),
then sure, IDEs and debuggers are a must. But I'm not sure their
absence outweigh the
I think it is domain dependent -- for example, it is very helpful to have a
debugger of some kind for a parser, but less so for a projection language like
Nile. On the other hand, debuggers for making both of these systems are very
helpful. Etoys doesn't have a debugger because the important
Hello Alan,
On Tue, Feb 28, 2012 at 4:30 PM, Alan Kay alan.n...@yahoo.com wrote:
For example, one of the many current day standards that was dismissed
immediately is the WWW (one could hardly imagine more of a mess).
I was talking to a friend the other day about the conversations going on in
On 2/29/2012 5:34 AM, Alan Kay wrote:
With regard to your last point -- making POLs -- I don't think we are
there yet. It is most definitely a lot easier to make really powerful
POLs fairly quickly than it used to be, but we still don't have a
nice methodology and tools to automatically
Hi Duncan
The short answers to these questions have already been given a few times on
this list. But let me try another direction to approach this.
The first thing to notice about the overlapping windows interface personal
computer experience is that it is logically independent of the
It's entirely beside the point, but there is another workaround route to
fast parallel code in the (Firefox) browser, called River Trail:
https://github.com/RiverTrail/RiverTrail
Quoting the project wiki:
In a world where the web browser is the user’s window into computing,
browser applications
On 29 February 2012 23:09, Alan Kay alan.n...@yahoo.com wrote:
[Recapitulation snipped]
So, this gradually turned into an awful mess. But Linus went back to square
one
Not really, it was just a reimplementation of the same thing on cheap
modern hardware.
But there is still the browser and
On 1 March 2012 02:46, Reuben Thomas r...@sc3d.org wrote:
On 29 February 2012 23:09, Alan Kay alan.n...@yahoo.com wrote:
[Recapitulation snipped]
So, this gradually turned into an awful mess. But Linus went back to square
one
Not really, it was just a reimplementation of the same thing on
On 1 March 2012 01:40, Igor Stasenko siguc...@gmail.com wrote:
On 1 March 2012 02:46, Reuben Thomas r...@sc3d.org wrote:
On 29 February 2012 23:09, Alan Kay alan.n...@yahoo.com wrote:
[Recapitulation snipped]
So, this gradually turned into an awful mess. But Linus went back to square
one
On 1 March 2012 03:59, Reuben Thomas r...@sc3d.org wrote:
On 1 March 2012 01:40, Igor Stasenko siguc...@gmail.com wrote:
On 1 March 2012 02:46, Reuben Thomas r...@sc3d.org wrote:
On 29 February 2012 23:09, Alan Kay alan.n...@yahoo.com wrote:
[Recapitulation snipped]
So, this gradually
Actually, we can do great particle systems with the shader language for
WebGL. This is a kind of native client mode expressed as a kind of SIMD,
with even better performance than star-squeak had. The reality is still
that a great algorithm will still win, especially when coupled with
strategically
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