Back To 'The Future of Programming'
theodp writes "Bret Victor's The Future of Programming (YouTube video; Vimeo version) should probably be required viewing this fall for all CS majors — and their professors. For his recent DBX Conference talk, Victor took attendees back to the year 1973, donning the uniform of an IBM systems engineer of the times, delivering his presentation on an overhead projector. The '60s and early '70s were a fertile time for CS ideas, reminds Victor, but even more importantly, it was a time of unfettered thinking, unconstrained by programming dogma, authority, and tradition. 'The most dangerous thought that you can have as a creative person is to think that you know what you're doing,' explains Victor. 'Because once you think you know what you're doing you stop looking around for other ways of doing things and you stop being able to see other ways of doing things. You become blind.' He concludes, 'I think you have to say: "We don't know what programming is. We don't know what computing is. We don't even know what a computer is." And once you truly understand that, and once you truly believe that, then you're free, and you can think anything.'"
Yes and no, I think.
On the one hand, it is a good thing to prevent yourself from constrained thinking. I work with someone who thinks exclusively in design patterns; it leads to some solid code, in many cases, but it's also sometimes a detriment to his work (overcomplicated designs, patterns used for the sake of patterns).
Unlearning all we have figured out in computer science is silly, though. Use the patterns and knowledge we've spend years honing, but use them as tools and not as crutches. I think as long as you look at something and accurately determine that a known pattern/language/approach is a near-optimal way to solve it, that's a good application of that pattern/language/approach. If you're cramming a solution into a pattern, though, or only using a language because it's your hammer and everything looks like a nail to you, that's bad.
If you aren't doing it that way already, then you're doing it wrong.
Guns don't kill people; Physics kills people! - John Lithgow as Dick Solomon on Third Rock From The Sun
One reason I had so many patents relatively early in my career is I wound up doing hardware design in a much different area than I had planned on in school. I did not know the normal way to do things. So I figured out ways to do things.
Sometimes I wound up doing stuff normally but it took longer, this was OK as a bit of a learning curve was expected (they hired me knowing I didn't know the area yet).
Sometimes I did things a bit less efficiently than ideal, though this was usually fixed in design reviews.
But sometimes I came up with something novel, and after checking with more experienced folks to make sure it was novel, patented it.
A decade later, I know how a way to do pretty much everything I need to do, and get a lot less patents. But I finish my designs a lot faster:).
You need people who don't know that something isn't possible to advance the state of the art, but you also need people who know the lessons of the past to get things done quickly.
In college in the 1970s, I had to read the Multics documents and von Neumann's publications. We're still reinventing things that some very clever people spent a lot of time thinking about - and solving - in the 1960s. It's great that we have the computer power and memory and graphics to just throw resources at things and make them work, but imagine how much we could make those resources achieve if we used them with the attitude those people had towards their *limited* resources. And we have exactly the same sets of bottlenecks and tradeoffs; we just move the balance around as the hardware changes. Old ideas often aren't *wrong*, they're just no longer appropriate - until the balance of tradeoffs comes around again, at which point those same ideas are right again, or at least useful as the basis for new improved ideas.
A major problem we have in computing is the Mess at the Bottom. Some of the basic components of computing aren't very good, but are too deeply embedded to change.
The Pascal/Modula/Ada family of languages tried to address this. All the original Macintosh applications were in Pascal. Pascal was difficult to use as a systems programming language, and Modula didn't get it right until Modula 3, by which time it was too late.
It's an entertaining presentation, but I don't think it's anything nearly as insightful as the summary made it out to be.
The one thing I take away from his presentation is that old ideas are often more valuable in modern times now that we have the compute power to implement those ideas.
As a for-example, back in my university days (early-mid 1980s), there were some fascinating concepts explored for computer vision and recognition of objects against a static background. Back then it would take over 8 hours on a VAX 7/80 to identify a human by extrapolating a stick figure and paint a cross-hair on the torso. Yet nowadays we have those same concepts implemented in automatic recognition and targetting systems that do the analysis in real time, and with additional capabilities such as friend/foe identification.
No one who read about Alan Kay's work can fail to recognize where the design of the modern tablet computer really came from, despite the bleatings of patent holders that they "invented" anything of note in modern times.
So if there is one thing that I'd say students of programming should learn from this talk, it is this:
Learn from the history of computing
Whatever you think of as a novel or "new" idea has probably been conceptualized in the past, researched, and shelved because it was too expensive/complex to compute back then. Rather than spending your days coding your "new" idea and learning how not to do it through trial and error, spend a few of those days reading old research papers and theories relevant to the topic. Don't assume you're a creative genius; rather assume that some creative genius in the annals of computing history had similar ideas, but could never take them beyond the proof-of-concept phase due to limitations of the era.
In short: learn how to conceptualize and abstract your ideas instead of learning how to code them. "Teach" the machine to do the heavy lifting for you.
I do not fail; I succeed at finding out what does not work.