> This is interesting in comparing code to > architecture: > http://1010.co.uk/code_brut.pdf
I lately read this "NATO Report on Software Engineering" from 1968 (available somewhere on the internet). They are mentioning that building software is like building a heterogenous system, like building cities or towns. Also, they mention Christopher Alexander's "Synthesis of Form" as how to group forces (or constraints) to form basic building blocks of code. I am wondering if for any layered system with horizontal and vertical interactions (hierarchies with inter- and intra-communication channels between nodes), some selector for communication traffic or selector for multiple representations is necessary to deal with a large amount of interactions cq. constraints (like filtering the essential elements within a large set of data or information). Furthermore, from above article: "A simple program applied to a lightbulb, for example, might take the form: turn light on wait 5 seconds turn light off wait 5 seconds repeat" What makes the expression of this program less attractive is the mentioning of all details you don't want to know (in most cases how to perform something, we mainly want to know if something interfers with a certain expectation we have). The code above is like baroque style in architecture, where there are lot of artificial ornaments and which disturb to send or receive the essential message accross the communication channel. .patrick > > I'm not sure that haskell is brutalism, but then I > wouldn't know what it > *would* be... > > alex > > > _______________________________________________ > haskell-art mailing list > haskell-art@lists.lurk.org > http://lists.lurk.org/mailman/listinfo/haskell-art > ___________________________________________________________ Der frühe Vogel fängt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: http://mail.yahoo.de _______________________________________________ haskell-art mailing list haskell-art@lists.lurk.org http://lists.lurk.org/mailman/listinfo/haskell-art