A bit long, but ...
The way most people think about programming is that they are writing 'code'. As
a lessor side-effect, that code is slinging
around data. It grabs it from the user, throws it into memory and then
if it is interesting data, it writes it to disk so that it can be looked at or
edited later. The code is the primary thing they are creating,
while the data is just a side-effect of using that code.
Way back I got introduced to seeing it the other way around. Data is
everything. It's what the user types in, which is moved into some
data-structures in memory and then is eventually restructured for
persistence to be stored for later usage. Data sometimes contains
'static linkages', that is one datam points to another explicitly.
Sometimes the linkages are dynamic. A piece of code has to be run to
make the connection between the data. In this perspective, code is
nothing more than dynamic linkages or transformations between
data-structures/formats (one could see the average of a bunch of floats
for example as a transformation to a more simplified summation of the
original data). The system is really just a massive flow of data, while
the code is just what helps it get from place to place.
In the second perspective, an inventory system allows the data to flow
from the users to the persistence medium. Sometimes the users need the
data to flow back to them again, possibly summarized, or just for
re-editing. The core of the system holds very simple data, basically a
series of physical items, each with many associated properties and
probably a bunch of cross-relationships. The underlying types, properties and
relationships form a model of the data. For our modern systems that model might
be implemented as a relational schema, but it could also be more exotic like
NoSQL.
In this sort of system, if the model where stored explicitly in the
persistence and it is simple enough that the users could do data entry
directly on a flat representation of it on the screen, then the whole
system would be as simple as flinging the data back and forth between
the disks and the screen. However as we all know, systems are never this
trivial in the real world.
Users need to navigate to specific data, and they often want the computer to
fill in any 'global context information' for them as they move around.
As well, they generally enter data in a simplified format, store the
data in another, and then want a third way to view it. All of this
amounts to a series of transformations happening to the data as it flows back
and forth. Some transformations are simple, such as displaying a
floating point number as a string truncated to some level of precision.
Some are very complex, such as displaying a report that cross-checks the
inventory to determine data or real-life problems. But all of the things on
the screen are either directly data, or algorithmic transformations of
the existing data.
As for programming, this type of system could be build by first specifying the
model. To add to this would be a series of transformations, each
basically a black box that specifies a set of input and a set of output. With
the model and the transformations, someone could lay out a series
of screens for the users (or power users could do it themselves). The
underlying kernel of the system would then take requests for the screens and
use that to work out the flow from or to the database. One could
generalize this a bit further by ignoring any difference between the
screen and the disks, and just thinking of them as a generalized 'context' of
some
type.
What I like about this idea is that once someone creates a model, it can be
re-used as is, elsewhere. Gradually industries will build up common models
(with less being secret). And as they add billions of little
transformations, these too can be shared. The kernel (if it it possible
to actually write one :-) only needs to exist once. Then all that
remains is for people to toss screens together as they need them (this
part of programming is likely to never be static). As for performance, once a
flow has been established, it would be possible to store and reuse any
static data or transformation sequences, and that auto-optimization
would only exist in the kernel so it could focus precisely on what
provides the best results.
In a grand sense, you can see everything on the screen -- even little rounded
corners, images and gadgets -- as just data that has flowed there from the disk
somewhere (or network :-). The transformations behind something like a
windowing system can appear daunting, but we know that they all started life as
data somewhere that moved and bounced through a huge number of different
data-structures, until finally ending up as a set of bits toggled in a screen
buffer.
The on-going work to enhance the system would consistent of modeling data, and
creating transformations. In comparison to modern software development, these
would be very little pieces, and if they were shared are intrinsically reusable
(and recombination).
So I'd basically go backwards :-) No higher abstractions and bigger pieces, but
rather a sea of very little ones. It would be fun to try :-)
Paul.
>________________________________
> From: Loup Vaillant <l...@loup-vaillant.fr>
>To: Paul Homer <paul_ho...@yahoo.ca>; Fundamentals of New Computing
><fonc@vpri.org>
>Sent: Wednesday, October 3, 2012 11:10:41 AM
>Subject: Re: [fonc] How it is
>
>De : Paul Homer <paul_ho...@yahoo.ca>
>
>> If instead, programmers just built little pieces, and it was the
>> computer itself that was responsible for assembling it all together into
>> mega-systems, then we could reach scales that are unimaginable today.
>> […]
>
>Sounds neat, but I cannot visualize an instantiation of this. Meaning,
>I have no idea what assembling mechanisms could be used. Could you
>sketch a trivial example?
>
>Loup.
>
>
>
>
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