I guess as you build more and more capable systems it will be harder and
harder to burn the disk packs. You will redo your work several times over
to get virtually no further. But once you get so much ahead that your new
system outpace all the previous it will start a life of it's own.
systems are of much the same capability now. But it's hard to see another
system that are pushing far into the next level.
Well, that is probably mostly because I'm pretty oblivious.
problems to solve orders of magnitude harder to solve.
Post by Alan KayWhen I mention Smalltalk I always point to the 40 year ago past because it
was then that the language and its implementation were significant. It was
quite clear by the late 70s that many of the compromises (some of them
wonderfully clever) that were made in order to run on the tiny machines of
the day were not going to scale well.
It's worth noting that both the "radical" desire to "burn the disk packs",
*and* the "sensible" desire to use "powers that are immediately available"
make sense in their respective contexts. But we shouldn't confuse the two
desires. I.e. if we were to attempt an ultra high level general purpose
language today, we wouldn't use Squeak or any other Smalltalk as a model or
a starting place.
Cheers,
Alan
------------------------------
*Sent:* Sunday, November 3, 2013 3:18 AM
*Subject:* Re: [fonc] Task management in a world without apps.
One issue with the instance development in Squeak is that it is quite
fragile. It is easy to pull the building blocks apart and it all falls down
like a house of cards.
It's currently hard to work on different parts and individually version
them independent of the rest of the system. All parts are versioned by the
whole project.
It is also quite hard to reuse separate parts and share is with others.
Now you must share a whole project and pull out the parts you want.
I look forward to using more rugged tools for instance programming/ creation :-)
Karl
It's worth noting that this was the scheme at PARC and was used heavily later in Etoys.
This is why Smalltalk has unlimited numbers of "Projects". Each one is a
persistant environment that serves both as a place to make things and as a
"page" of "desktop media".
There are no apps, only objects and any and all objects can be brought to
any project which will preserve them over time. This avoids the stovepiping
of apps. Dan Ingalls (in Fabrik) showed one UI and scheme to integrate the
objects, and George Bosworth's PARTS system showed a similar but slightly
different way.
Also there is no "presentation app" in Etoys, just an object that allows
projects to be put in any order -- and there can many many such orderings
all preserved -- and there is an object that will move from one project to
the next as you give your talk. "Builds" etc are all done via Etoy scripts.
This allows the full power of the system to be used for everything,
including presentations. You can imagine how appalled we were by the
appearance of Persuade and PowerPoint, etc.
Etc.
We thought we'd done away with both "operating systems" and with "apps"
but we'd used the wrong wood in our stakes -- the vampires came back in the
80s.
One of the interesting misunderstandings was that Apple and then MS didn't
really understand the universal viewing mechanism (MVC) so they thought
views with borders around them were "windows" and view without borders were
part of "desktop publishing", but in fact all were the same. The Xerox Star
confounded the problem by reverting to a single desktop and apps and missed
the real media possibilities.
They divided a unified media world into two regimes, neither of which are
very good for end-users.
Cheers,
Alan
------------------------------
*Sent:* Thursday, October 31, 2013 8:58 AM
*Subject:* Re: [fonc] Task management in a world without apps.
Instead of 'applications', you have objects you can manipulate (compose,
decompose, rearrange, etc.) in a common environment. The state of the
system, the construction of the objects, determines not only how they
appear but how they behave - i.e. how they influence and observe the world.
Task management is then simply rearranging objects: if you want to turn an
object 'off', you 'disconnect' part of the graph, or perhaps you flip a
switch that does the same thing under the hood.
This has very physical analogies. For example, there are at least two ways
to "task manage" a light: you could disconnect your lightbulb from its
socket, or you could flip a lightswitch, which opens a circuit.
There are a few interesting classes of objects, which might be described
as 'tools'. There are tools for your hand, like different paintbrushes in
Paint Shop. There are also tools for your eyes/senses, like a magnifying
glass, x-ray goggles, heads-up display, events notification, or language
translation. And there are tools that touch both aspects - like a
projectional editor, lenses. If we extend the user-model with concepts like
'inventory', and programmable tools for both hand and eye, those can serve
as another form of task management. When you're done painting, put down the
paintbrush.
This isn't really the same as switching between tasks. I.e. you can still
get event notifications on your heads-up-display while you're editing an
image. It's closer to controlling your computational environment by direct
manipulation of structure that is interpreted as code (aka live
programming).
Best,
Dave
On Thu, Oct 31, 2013 at 10:29 AM, Casey Ransberger <
A fun, but maybe idealistic idea: an "application" of a computer should
just be what one decides to do with it at the time.
I've been wondering how I might best switch between "tasks" (or really
things that aren't tasks too, like toys and documentaries and symphonies)
in a world that does away with most of the application level modality that
we got with the first Mac.
The dominant way of doing this with apps usually looks like either the OS
X dock or the Windows 95 taskbar. But if I wanted less shrink wrap and more
interoperability between the virtual things I'm interacting with on a
computer, without forcing me to "multitask" (read: do more than one thing
at once very badly,) what's my best possible interaction language look like?
I would love to know if these tools came from some interesting research
once upon a time. I'd be grateful for any references that can be shared.
I'm also interested in hearing any wild ideas that folks might have, or
great ideas that fell by the wayside way back when.
Out of curiosity, how does one change one's "mood" when interacting with Frank?
Casey
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