> So I need a graphics designer to make a symbol for a card.
I think this is the crux of the debate. The point isn't high quality visualizations, it's about bringing the simple little pictures you'd draw to solve your problem directly into the environment. Can you draw a box and put some text in it? Tada! Your own little representation of a card.
I'm not suggesting that you hire people out to build your representations :) This is about providing tools for understanding. Maybe you don't see value in that, and there's no reason you can't just keep seeing things as plain raw text (that's just a representation itself).
> Anyway, scale things up in a way that I don't have to write so many matplotlib calls and you will have my attention.
Give us a bit and I think we can provide a whole lot more than just that. But we'll see!
I enjoyed watching the demo and reading the post. I hope you continue to think about this and innovate.
Something that I feel like is missing is the abstraction quality of programming. That is, the idea that I typically have very little use for a particular graphic when writing a program. I'm trying to express "whenever the user hits this button, flip over the top card in this set, move it over here, and then make the next card the top card" or whatever.
Some of Bret's demos look to me like he's thinking directly about this, and trying to discover where the abstraction fits in, and how direct manipulation can help to basically "see" that the abstraction is working. Perhaps that's a good guide to where direct manipulation could really help -- for anything relative complex, it's a big pain to see that code works. A direct manipulation system to basically flip through possibilities, especially into edge cases, and make sure they work as intended would definitely help out. I don't know whether that's the final way you want to express the system -- language is really powerful, even a million years later! -- but a way to see what the language does would be really awesome.
I'm optimistic that your team is making real progress behind the scenes, but please remember that when you say 'do some math' some of us think 'discontinuous galerkin' instead of 'add one'. Not that everyone needs to, but one reason the early pioneers made such great progress is that they were building tools to solve truly challenging problems. The fact that we can build TODO lists in 40 seconds today is incidental.
Please don't. People are already terrible at naming things, I for one am not going to try the entire Unicode table to find out which symbol you chose for "MetadataService". Plain text is fine, it's searchable, readable, and somewhat portable (minus the line ending debacle).
If you need something more, vim has the "conceal" feature which can be used to replace (on the lines the cursor is not on) a given text with another (eg show ⟹ instead of =>). Would you be better off if there was an option to do this for variable/class/method names? I'm not sure.
> vim can be used to replace a given text with another (eg show ⟹ instead of =>)
If you use the short ⇒ to substitute for => (rather than long ⟹ as in your example), as well as many other Unicode symbols, then the overall code can be much shorter and thus more understandable.
The spec for the Fortress programming language made a point of not distinguishing between Unicode tokens in the program text and the ASCII keys used to enter them. Perhaps that's the best way to go?
Why do you think that "much shorter" implies "more understandable"?
I think we have a lot of experience to suggest otherwise.
Anyone who has had to maintain old Fortran or C code will likely know what I mean. With some early implementations limiting variable and function identifiers to 8 characters or less, we'd see a proliferation of short identifiers used. Such code is by far some of the hardest to work with due to variable and function names that are short to the point of being almost meaningless.
Then there are languages like APL and Perl, which make extensive use of symbols. APL has seen very limited use, and Perl code is well-known for suffering from maintenance issues unless extreme care is taken when initially creating the code.
Balance is probably best. We don't want excessively long identifiers like is often the case in Java, but we surely don't want excessively short ones, either.
As somebody who spent some years writing Perl code, I don't feel that having a few well-defined ASCII symbols were such an issue. The problems with Perl are that symbols change depending on the context (eg, an array @items needs to be accessed via $items[$i] to get an item at position $i, to tell Perl it is a scalar context), and weak typing. Even with changing symbols, it makes it easier to distinguish between scalars, arrays and hashes, especially with syntax highlighting. As opposed to languages like Haskell or Scala, in which library designers are free to display their creativity with such immediately obvious operators as '$$+-'.
Edited to add that I agree with your overall point. Shorter is not always clearer. It can be a benefit to have a few Unicode symbols displayed via 'conceal' but it's not (at least in my experience) a major productivity gain. And the number needs to be kept small. If I want Unicode symbol soup, I'll play a roguelike.
I think this is the crux of the debate. The point isn't high quality visualizations, it's about bringing the simple little pictures you'd draw to solve your problem directly into the environment. Can you draw a box and put some text in it? Tada! Your own little representation of a card.
I'm not suggesting that you hire people out to build your representations :) This is about providing tools for understanding. Maybe you don't see value in that, and there's no reason you can't just keep seeing things as plain raw text (that's just a representation itself).
> Anyway, scale things up in a way that I don't have to write so many matplotlib calls and you will have my attention.
Give us a bit and I think we can provide a whole lot more than just that. But we'll see!