True Visual Programming
eberta writes "We are still stuck with text programming for the most part. I can think of only a few truly visual programming environments like LabView and none are really mainstream for application development. Being recently unemployed and having ample spare time, I have started a pet project to work on my own version, GIPSpin (Graphical Interface Programming System). With multithreading becoming an increasing issue in software development, I'm wondering why hasn't there been more focus on visual programming. I see so much possibility of making coding easier and handling threading issues semi-automatically by allowing the user to graphically guide the auto-threading AI. Right now it seems the industry is focused on figuring out how to get just small chunks of code auto-threaded either through hardware or compiler technology, with longer term solutions like OpenMP still text based environments."
... check what is/has been out there before. I.e. something called ProGraph has been mentioned on /. a couple of times before.
This comment is printed on 100% recycled electrons.
Programming By Example
Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
There are ways of visual programming right now, such as WYSIWYG HTML editors (Dreamweaver, Nvu, Frontpage) and Visual Basic.
However, I can't see this happening for Perl, PHP, C, Java, etc. Everyone has their own style of coding with their own ideas, many of which are abstract and cannot be effectively visualized. To make an IDE which effectively deals with all the quirks programming has would be quite a feat, but would be so bulky that text-based programming would be the most efficient.
There might be a place for visual programming in rapid application development or some simple programs/scripts like HTML pages and the like. Beyond that, I'd doubt it.
Check out the Aardappel language. I think it's a very interesting, powerful language, with one major flaw: it's a visual language. This makes it so awkward to deal with that even Aardappel's own inventor broke down and created a textual equivalent language for the sample code in his PhD thesis.
Text is better than pictures for describing anything complex. We have thousands of years of experience to back this up.
Patrick Doyle
I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
Here's a visual programming environment called SIVIL that one of the professors here at Canisius has been working on for a while.
http://www-cs.canisius.edu/~meyer/VP/home.html
--saint
Because in the 1980's people realized that visual programming was a dead-end idea. Trust me, one of the products I work with lets you program "workflows" using a visio-like toolkit. It's the most unproductive thing I've ever had to use.
Seriously, researchers have beaten this one to death already. Even as far back as The Mythical Man Month it was already recognized that graphical/visual programming would not give us any improvements on efficiency.
I guess the old addage of "reinventing lisp, badly" still holds true. "Computer Science" sure seems to ignore a lot of its past research.
Visual Programming has always been a sort of industry goal, every product you see out there is trying to make it easier on the developer, be it UML or another modelling software, iMatix's Libero or another code generation framework.
One of the reasons I think Visual Programming won't catch on for a long time, or will take serious innovational leap is because with existing solutions the developer looses too much control over the path of execution, optimizations, memory management and all the other lower-level stuff we developers have to tinker with.
There have been numerous frameworks which have tried to bridge the gap, one that sticks in my mind is SilverStream's/Novell's exteNd Composer/Director. They follow the basic roles of a point-and-click programming environment, flow layout, assisted statement creation etc.
But there is only so much you can do before you end up just writing solid code again. I don't want to sound like an elite-ist, but personally I think all these high-level visual programming environments will lead to 'Joe Blogs' developing your [name critical financial or business application here].
And not to mention the thousands of zealots out there who you'll have to bring kicking and screaming into the new 'visual' era.
Rant or rave, new developments in this area can be a great aid to experienced developers, but in the wrong hands they can cause more harm than good (Visual Basic anybody?)
Moderate: -5 Zealot bait
We do not think using a poor graphical representation of the Real World. Given this, text is the best way of representing stuff on a computer (except were graphics are explictally necessary).
Now, when we get realistic VR systems that actually feel like RL, this may be a different matter (although source code would have to be represented as text at some level as both computers and humans think one-dimensionally with strings of text or numbers).
At the moment all we have is slow 2D graphics on flickery, bright, flat screens. We have far too go.
Joe Llywelyn Griffith Blakesley
[This post is in the public domain (copyright-free) unless otherwise stated]
We can make it rounder! Rational pi!
Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
Because, while on the surface it looks like a really neat thing, in the real world productivity and usability quickly take a nose dive. Visual tools are good for smaller graphs where you can keep most of the view onscreen at once (e.g. filters or rules like in email apps, or workflow graphs), but once the graph grows beyond a certain size it quickly becomes unmanagable. Besides, what's quicker, typing "for (int i = 0; i max; i++)" or dragging an "if" element from a toolbar and dropping it on an empty area of the form, activating and filling out its fields, and connecting it to the rest of the program flow?
I used to write IVR applications, interactive voice response. They're the automated phone systems that everyone loves to hate.
While I had been doing it for ten years it never failed that when there was a regime change within the company some new high level manager would read an add in some random telephony journal and think he could magically reduce our IVR development time ten times over.
Yep, everytime it was one of those graphical languages. Look! Just connect the voice prompts to touch tone input nodes then uhm, magic.. and we're done!
At least in the products we were forced to try it never worked out that way. Any type of call flow the GUI developers didn't have in mind would be like pulling teeth. You'd have to work around the narrow vision they had. That defeats the purpose of it being simple or rapid.
Worse yet, there was no way to optimize anything. On an 800 line dead-head time costs money. If I'm trying to ask someone for a PIN so I can start billing them for the call I need to shave off every fraction of a second I can. After hundreds of thousands of calls those fractions add up! But since you have no low level control of anything you're completely at the mercy of the developers that wrote the language.
Then there's code re-use. I hadn't seen a package that let you easily create libraries. If a problem was found with a frequently used "drawing of code" you couldn't use any automated tools to find or fix it, you have to open each by hand and look. I hate things you can't grep on.
Anyhoo, UI editors are about as visual as I prefer to get. It's an interesting project and for some applications it might make sense. I haven't found one yet.
Also for control process applications an interesting thing isg econtent?lp=ru_en&url=http%3A%2F%2Fwww.ipu.rssi.ru %2FLABS%2FLAB49%2Flab49rad.html
http://babelfish.altavista.com/babelfish/trurl_pa
made by Russian Institute or Control Sciences.
Computer interfaces suck.
m l
/to say/it to do... /rant
Programming languages are visual and depend on the computer screen or whatever the computer outputs. Changing the way it is disposed on the screen is just trying to make it cute.
The major restraint right now on programming is INPUT.
The mouse dates back 50 years,
the keyboard's even older than that, and it's designed to slow down users! (both cause +RSI and other crap, and are very slow and innacurate)
For example, where are dual cursors?
There needs to be more OS implementations and design to have superinterfaces. Make the long, tedious, well planned out programming that will accelerate future programming. And think out of the box: Future programming will not be done with a keyboard and a mouse.
http://sloan.stanford.edu/MouseSite/1968Demo.ht
Why can Stephen Hawkings write speeches, scientific texts and do tons of complex things with a single thumb clic?
Where are the standards for new interface developpement?
The OS developpements to support the hardware?
Screens are getting bigger, why do I have to rely on a menu in the top left of the screen if i'm working in the bottom right of a 2nd screen?
Design and manufacture of new technology is slowed down by the limited ways we have to transfer, collect, manage and create the complex data we have to deal with. F*ck Moore's law! With the keyboard and mouse, the bottleneck is between us and it. The idle time prooves it.
Computer's are an instrument. Instruments are allways hard to master. They evolve. They're not supposed to only get cuter.
Imagine a computer using 50% of it's processing power to know what you want
Humans think of the world using language, but we also think of the world using visual, spatial, temporal, sensorial... reasoning.
Do ask a real psychologist, she will say that there are different kinds of think. Textual is best suited for abstract, logical reasoning. But associative thinking is often better done visually. In the Programmer's Guide to the Mind you have an interesting classification of all these.
A programming environment should take care of all these kinds of thought, not just support the logic abstractions as they do now. A promising field of research is Programming By Example. This programming style tries to build the final program by using concrete reasoning over samples of data, instead of forcing you to think of the general, abstract procedure.
Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
Keep going, and don't let the nattering neybobs of negativism here at /. get you down.
--Mike--
I remember reading PC Magazine years ago, 1996 maybe, and there was an advertisement for a visual programming tool.
They had a screenshot and then the tagline "NOT ONE MORE DAMN LINE OF CODE, EVER!"
Anyone know what it was?
in fact there was a visual programming product in the late '80s on the Mac that seemed pretty well implemented. I experimented with it, but found it really didn't do anything for productivity.
The problem with the idea of visual programming is that it solves the wrong problem, and it solves that incompletely. It's just too cumbersome to represent everything as a picture; instead these approaches tend to try to solve the problem of medium scale organization. Stitching together bits of code into an algorithm is only hard for a beginner. The real work of of the master programmer is in creating abstractions. For example organizing a communication between two systems as a grammar goes much farther towards getting control of it than drawing it as a picture.
Even at the level of organization within a procedure, a master programmers thinks differently than a novice. For example a novice looks at -- indeed is taught to look at a loop from the inside out. By that I mean he mentally executes interations of the loop to try to figure out whether it works. A master programmer looks at a loop from the outsiide inward: first he sees how the state of the program is supposed to be different after the loop has terminated, then he looks to see if the loop in fact terminates under those conditions.
In theory, I guess, a hybrid visual/textual approach (which I think is what we're talking about here) would encourage a programmer to think about loops as indepedent objects with termination conditions. But this isn't a problem for an expert -- it's just second nature. And the visual paradigm doesn't add much because as a habitual abstracter, an expert programmer tends produce code whose topology is very simple, with a predominantly top to bottom flow. Of course then there's the novice programmer, but I've never seen evidence that a visual model helps them be more productive. They'd be better served by learning to code like an expert.
Visual "programming" if is valuable once the process of absraction is done. For example, if you've designed the input to a system to be a state machine, having a GUI that moves the bubbles and arrows around to configure the machine would be great. But this would not be some kind of chimera of graphical and textual programming, but a pure graph with properties kind of thing. In some cases this kind of system can be quite elaborate and rise to the dignity, if you will, of being a special purpose programming system. The Stella modelling system is a good example of this.
Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
Check out Subtext. At the moment, it seems to still be in the conceptual stages. Be sure to watch the interesting Flash demonstration. (However, the fact that it needs a movie to properly demonstrate the concept is itself an indicator of how cumbersome it is to deal with visual languages.)
Why is there a jet-powered penis flying around the 'O' on the logo? What exacly is the symbolism there?
Believe me we use an old Honeywell system at work called MeasureX which uses graphical programming. EVERYTHING IS BLOCKS AND LINES CONNECTING EACH OTHER. It is the most inefficent way to read code possible. The human brain can read text code insanely faster than trying to decipher a huge picture with tons of blocks and lines strewn everywhere with complex connections and pipes from page to page. It is the most horrible thing I have ever seen. And if you have one missing connection or pipe, goodness good luck trying to debug it.
The text-based UnrealScript has gone away, to be replaced by a fully-visual language, Kismet.
A programming language is a language used to communicate both to a machine and to other humans. Language features help us encapsulate, hide, and organize complexities so that communicating very complex ideas to a human or machine is more efficient and maintainable.
Non-written languages do not provide the same depth and strength. For example, a CD of James Joyce's Ulysses is not as accessible and understandable as the same book in written form.
Furthermore, how would you express those concepts visually? In my opinion, we developed our forms of written communication over the years because it is the most efficient and expressive.
Take hieroglyphics for example. Everybody knows that the Egyptians used a written language of symbols referring to entire concepts rather than words. However, many people do not know that in every day practice, the Egyptians developed a linear form of the same language. Similarly, Asian cultures have adapted their languages to a linear form to use with computers because it is easier than adapting a computer to work with more complex symbols.
Also consider that amount of complexity that can be expressed in a written (text) programming language. When you begin thinking about designing a visual language, you begin thinking about logic flow and control structures. However, you should begin at the most basic level. A programming language's lexicon has both closed and open classes. The keywords are closed but the open class of identifiers is infinite. Furthermore, the idioms used to express these identifiers in various statements are also practically infinite with respect to designing a visual language. Statements can be combined into idioms that vary between languages, programmers, development teams, and application domains.
Worse, is the problem of side-effects. Many programmers using languages such as C and C++ use side effects all of the time. How do you adequately express that in a visual language?
UML is a visual language that has seen a massive amount of research and development. Much progress has been made but even the most die-hard UML designer still has to go down to the code-level to fix the various idioms they wish to express in the programming language that the UML cannot express.
Ultimately, I think the biggest problem is the lexical and syntactic constraints. A programming language allows one to easily expand the lexicon of a programming language as well as various syntactical forms. To do this visually, you will have to create a symbol set to handle each form. If you tried to implement this dynamically like how a written language works, then you are really just developing a written language that uses pictures for words. In that case, you are wasting your time and may as well stick with text.
Anyway, I think the idea of using a PC as a one-of embedded system, or perhaps using the PC as a console to an embedded processor development kit, is not such a bad way to go, but when you combine Windows and then layer LabView on top of it, you start to have long latencies that are a problem for closing a loop, but then the College upgraded all the computers used for those kinds of labs to P-4's and that is supposed to be fast enough.
I also have issues with using LabView instead of a more "to the metal" approach from a learning perspective. But I was in the hall when the a group of students on a project team had an RC model dune buggy with some kind of circuit boards as a payload and a cable connection to a laptop running a LabView setup. It was apparent that the system wasn't working because the students looked earnestly-anxious and were furiously scrolling through screens of "G" code (LabView fanboys talk about "G" the way others talk about "C", and "G" is that graphics spaghetti bowl of trying to represent loops and function calls with boxes and lines).
I guess this project team was getting the full computer-controller learning experience of trying to debug a program interfaced to hardware, and do so under time pressure of their project demo appointment. The LabView thing is not only supposed to be visual, it is supposed to appeal to EE hardware types because the displays are like circuit schematics, which they like, instead of like Java/C/C++ code, which they could care less about. On the other hand, once code grows in complexity beyond the simple demos the National Instruments dude gives, programming is programming and debugging is debugging, and these guys were getting the full measure of it.
As to the real hardcore hardware types, they use stuff like Verilog or VHDL for systems that are too complex for schematics, and hey, these things look much like programming languages.
Toontalk http://www.toontalk.com/ is still one of the most interesting visual languages out there.
You program by controlling a character who can move around a landscape with his or her tool set. Using the tools, you teach robots (an analog of a subroutine) how to do something.
It's couched as a game for kids, but in fact it's a complete language with strong semantics. (If you have kids you should try it out on them. If you don't, you should try it out on yourself.)
Ken Kahn really deserves huge appreciation for the brilliance of the ideas in his software; I'd like to see him receive the Turing Award for this work; I think it will prove to be incredibly influential. I am absolutely serious. Don't be mislead by the cartoon style that it employs.
Jeff
I think the parent poster has a lot of important points. But one thing I haven't seen mentioned in this entire thread is that each type of programming/thinking/communicating has its place. While visual layout of complex program logic is not a good way to program, a written procedural language is probably not the best way to create a GUI. We should be using descriptive languages (whether visual or text) for GUIs and such.
For example, a typical how-to book is mostly text, but it also includes diagrams of how to put things together, and pictures of the completed project. All of these are essential to the book. Another good example is teaching. Teachers employ multiple methods of teaching, as different people learn differently, and different topics lend themselves to different styles. Some people learn best by doing; others by watching; and others by reading.
I think the right thing to do regarding visual programming is to relegate it to where it works best. I suspect that this would be mostly related to things that are already visual -- i.e. graphical (GUI) layouts, etc. I think it's also useful to be able to visually represent program code "in the large" in a graphical manner, to see the inter-relations, but I don't think manipulating that type of graph is useful.
I remember the old NeXT Interface Builder. You would take components, and connect them together. You'd have to write code if you were doing anything complex, but you could set up the GUI, including callback functions, visually. I think it's still around in Mac OS X. Things like GLADE work similarly. I'd like to see these types of tools used more.
Software sucks. Open Source sucks less.
The steering wheel dates back 1000s of years, yet we still use it because it is an effective interface.
IIRC, even some early steam-powered carriages used horses for steering before the steering wheel was invented. Are you sure you're not thinking of "reins"?
I like CamelCase.
and they want their fad back.
Was one of the first Visual Programming IDEs I'd used. I found it incredibly powerful and liberating. You could build complex beans in a simple, easy to use (to me anyway) Visual Composition Editor. Pity that it fell a victim to internal politics...
You know the ones. Where you build queries by dragging from one box to another to create a SQL join etc.
You could call that visual programming (though of course you can't write your whole program with it)
And the "visual" representation updates itself when you modify the code (which the procedural/OO visual programming systems seem to have trouble with).
Is Betteridge's Law of Headlines Correct?
Back in the late '80s I used Matrix Layout which became http://developers.sun.com/prodtech/javatools/jssta ndard/reference/techart/inteRAD.html . It was a ok, but COBOL and RPG developer, I really never invested the time to learn it properly.
__________ Leave me alone I'm compiling a RPG II program on my S/36...Thanks to metamucil I'm a Regular Meta Moderator
Visual representations work better than textual representations for most technical things, but only if you choose the right visual representation.
Example of a good visual representation: music composition software with virtual modules/machines/synthesizer that you graphically plug together into a virtual "rack" of equipment for your song. Software like BuzzTracker or Psycle, which take this visual approach, are far more efficient to work in than the old textual interfaces provided by programs like ScreamTracker3 or Impulse Tracker.
Example of a pretty good, but still imperfect, visual representation: the desktop GUI. From within the GUI, you can accomplish just about everything you could possibly ever need to do with your computer. It's almost never necessary to pull up a command prompt to get something done, because the GUI provides an equivalent, more-understandable, typically more-efficient way to do it. Of course, there are still cases where the GUI provides a shitty, inefficient visual representation (or worse yet, no visual representation at all) and you do still have to resort to the command line to get something done, or to do it more efficiently. This just illustrates how choosing the right/optimal visual representation is the real challenge, and it also illustrates how it's an ongoing work-in-progress to pick the "optimal" visual representation.
Example of a bad visual representation: most visual programming models developed thus far. As others have pointed out, most visual programming models put together so far are too high-level to be realistic programming environments for real-world purposes. This doesn't mean that visual programming will never work. It just means that no one has offered up a decent enough visual representation of programming yet.
Another thing worth noting is that when you try to develop a high-level "wrapper" layer which rides on top of a lower-level "intermediate" layer, which in turn rides on top of a lowest-level "base" layer, that the layering prevents the top layer from being as elegant and usable as it otherwise could/should be.
Classic examples of this phenomennon:
In other words, layering forces higher layers to have to be designed to accomodate the design of the layers underneath it, which goes directly against the idea of designing the user-facing (top-most) layer for optimal usability and human understanding.
I think one of the biggest reasons visual programming has not really succeeded so far is because all the approaches to it have been attempts to "visualize" existing programming models as set forth by C/C++/Java/C#/Basic-type languages. That won't work because those programming models were never designed to be visual in the first place. This approach forces the top-most layer (the visual stuff) to be designed in a way that accomodates the intermediate layer, rather than permitting it to be designed in the most human-intuitive way.
Instead of trying to create a visual representation of those existing programming models, the right approach (whatever it is) will ultimately prove to involve an entirely new programming model constructed specifically for it, rather than reusing all the same constructs and ideas established by existing textual languages.
Moderator hint: a comment is neither "Flamebait" nor "Troll" if it is true.
the biggest problems with so called "visual" languages is that more often than not they are simply ways of expressing the same code in new ways. merely being visual does not make coding easier. we need new metaphors, new tools, not the same tools in new form to actually gain benefits.
this is highly analog to the advent of the motion picture & television. originally television was little more than radio plays with people. it wasnt until multiple camera's began to be used that people realized the new medium allowed for new ways of telling stories, new forms of entertaining.
the best technologies are without advantage if used exactly like what they replace.
Myren
'nuff said?
One vaguely similar case is the use of GANTT charts in project management, which are used to show concurrent activities and the dependencies between them. MS Project is the commonest example of such a "development" environment, and has higher-level features such as hierarchical grouping of activities. I have to handle GANTT charts frequently, and they are an absolute pig to debug, and understanding someone else's chart takes an hour or so of talking through it to work out whether it is consistent with the one you've been drawing up. That's with only 50-70 activities.I've seriously thought about describing a project in some Prolog-type language and converting to graphics at the last stage for printout.
... so you make the analysis by talking to people, writing about it. Specify the requirements in writing and the logic flow. Then you want to translate these linear constructs into a visual medium? It seems woefully inefficient to me and prone to error. It also is not the way people think. I consider myself a very visual person, but any visual reasoning I perform is not based on logic but a higher heuristic level or simply plain simulation.
Bitter and proud of it.
- SQL Servers DTS
- WYSIWIG SQL (ranging from bad to good)
- WYSIWIG XML/XSL (XMLSpy, etc.)
- Data Mapping (EDI Complete, BizTalk, etc.)
Many report designers could be called 'visual programming' Visual Programming just has never got off the ground on the procedural side. The only common paradigm is a flowchart, and one could argue it is easier to read code with loops and if thens, than a bunch of flowchart shapes, circles, triangles, etc. I think it would be a fair assertion that some programming is moving to the Declarative side, where visual layout has engendered itself.LavView developed by NI is a flexable and easy to use visual programming language. It is used in both lab and industal envroments for the control of plant and the collection of results. It the the concept of front and back pannels with front pannel displaying what a user would see and the back showing the code. It uses a dataflow programming style which works well for many event and data driven applications.
I have used it and it can become difficult to use if you dont segment your programe into subVIs (funtions). but it is quite easy to learn and use.
While trying to build a visual programming language I think it would be beneficial to look at systems that have already succeeded at the task. For instance it is possible to design a circuit, draw the schematic of that circuit and have another engineer understand the function. In that sense the schematic is a program, written in a visual language. However, this is only an example, and while it could function as the UI for a visual programming language it would be cumbersome. Flowcharts address the issues of diagramming and logic flow, while having convenient logic oriented symbols. So why not start there? For nested logic a zoom function should be used. Do not ignore object orientation. Much of the language and concepts you need are already there. Things like instances of objects, prototyping. Dont forget watches. Keep in mind that you need to create visual versions of all the best programming tools you have seen. Visual search and replace, things like that.
For basic languages like C, I feel that the visual way to do things cannot be complete, unless you create some sort of code generator and trust the tool to create all the code for you. There are some tools for windows that do it so. All you have to worry about is to define the relationship of the data, design reports and so on. You don't have to touch code at all. However, I leave here a question: what if the tool has a bug? As a programmer from the last decade, I really don't trust such tools at all. I don't even trust my own code!
Ronaldo Faria Lima
E-mail:ronaldo@ronaldolima.eti.br
Home page: http://www.ronaldolima.eti.br
Where do I start? The very fact you think that visual programming somehow helps or has anything to do with multithreading shows you've got some massive misconceptions about the whole issue.
To put my spin on the issue, I personally don't think that pure text-editing in terms of VI is the future of programming. However I also get maddened by the people trying to tell me how soon everything will be done in UML.
The point is a large project can be best viewed at and worked on at levels of granularity. If I have everything in text, but want to work at some point at a high-level view in my project, then wading through 100,000's of lines of code makes no sense. For such situations UML can make sense. As do various tools provided my most IDEs - browsing by objects and class heirarchy, JavaDoc, code-folding etc etc.
On the other hand, if I want to program the lower level details, then working with the code is the best way. Theres no logical way this complex stuff can be turned into some nice visual diagram, unless this nice visual diagram contains as much information as the entire text and that would be a complete mess.
Thus we have different tools for different levels of granularity. In any case more important than the tools is that the design is well done, as a bad design will create much more loss of productivity through its accidental complexity than the lack of a nice UML editor will ever save.
When people think of their ideas of 'visual programming' they're essentially thinking along the lines of nice reusable objects which one can combine easily. This is exactly what a nice OO-design will achieve, even if combining the objects visually isn't usually (at least currently) the most practical way to work with them.
(sorry, an OT rant)
I've worked at companies that used version control (they liked it so much they used to different systems on the two projects I worked on) on software, but not schematics. Perhaps the worst thing is you could change a component value without having to (or even being able to) write a line of paragraph of text explaining why you did it. Try that with changing just one character in a program source file.
Tag lost or not installed.
"One of the reasons I think Visual Programming won't catch on for a long time, or will take serious innovational leap is because with existing solutions the developer looses too much control over the path of execution, optimizations, memory management and all the other lower-level stuff we developers have to tinker with."
And there in lies the problem. Micromanagment isn't good for managment, and it isn't good for programming either. Control-freaks love it though.
If you are in a country you don't speak the language of, you have to point at the things you want (*). It's the same with visual programing. It makes it easy for newbies, because they can simply point at the things they want. But you might slightly more productive, when you can simply tell what you mean. When things become more complex, pointing at things comes to its limits. *) Just like me. I've learnt English at school, but my grammer is sometimes quite strange.
Programming should be fun! From those visual programming languages I have seen, only LabView is easy enough to use, so that one can enjoy using it. And even it isn't what visual programming environment should look like.
:-)
With text interface there isn't much choice, so it quite trivial to make programming language interface: type text like you are using text editor.
With visual interface there is much more you must take into account: visual appeal, drawing components, how relations are presented, creating functions, entering values etc.
Most of the work for developing programming languages (even visual ones) is already done. The main thing is to make it easy and fun to use. Have a look how computer games work. Visual programming should be like that. Components shouldn't be all grey boxes, use colors and shapes. Drawing components and relations should be fun, no ugly black lines, but 3d tubes or something. Heck, you should probably forget computers and think gaming consoles.
I have friends who are interest in programming, but don't have the attention span to write programs (I guess 95% of school children are like that, the rest 5% being nerds). Visual programming would be a wonderful tool for them for understanding the concept of program flow (they don't see it when they see the code, like you probably do). LabView isn't very suitable for these people. But if you develope a nice computer game like programming interface, you could have lots of users too.
And yes, you think it's too eyecandy for serious programmer. I don't think so. It's VISUAL. If it's gray boxes with ugly lines, it's not.