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.
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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]
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--
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.
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.
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.
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