digitalmars.D - Pattern Based Design
- Jonny (30/30) Nov 17 2015 Being able to factor a project into well understood patterns that
- Idan Arye (22/53) Nov 17 2015 Code generation from UML is bullshit. The point of design is to
- Jonny (12/74) Nov 17 2015 I think there is a misunderstanding.
- Ola Fosheim =?UTF-8?B?R3LDuHN0YWQ=?= (12/22) Nov 18 2015 Yes, I agree with you. I've felt the same way for a long time.
- Chris (10/32) Nov 20 2015 Defining interfaces gets you only so far. As a program grows, you
- Ola Fosheim =?UTF-8?B?R3LDuHN0YWQ=?= (9/17) Nov 21 2015 That is usually true, but that means that the desire to mutate
Being able to factor a project into well understood patterns that are loosely bound yet cohesive is fundamental for a successful project. Does D have an ability to template patterns(or even better yet, a uml like interface that can emit D code) effectively? i.e., saves much more time than doing it by hand? As I become more knowledgeable about the fundamental programming concepts I realize that modern programming hasn't yet brought design to the forefront of programming, where it naturally should be. UML is a start, obviously and there are many reincarnations and variations on the theme. But I imagine that a fully integrated design interface is the way to go. Something that allows you to work in design mode when you are designing and work in implementation mode when you are implementing... keeping the two distinct is what prevents the chaos that tends to happen as a project grows. Proper design is the key to success, is it not? If so, then wouldn't it be wise for D to be more than just a "compiler"? Code folding is a cheesy attempt to reduce implementation details. Code should be more than just a text file of the implementation, but should also include details the design of the program(what it should do, the patterns involved, how the patterns are fitting together, etc). About the closest I have seen to the concept I am interested in is the UML applications like Visual Paradigm which attempt to make design the utmost importance. Because these apps are not integrated with the compiler, the compiler cannot take advantage of design details for optimization. Neither can it properly refactor the implementation details when the design changes.
Nov 17 2015
On Tuesday, 17 November 2015 at 19:05:30 UTC, Jonny wrote:Being able to factor a project into well understood patterns that are loosely bound yet cohesive is fundamental for a successful project. Does D have an ability to template patterns(or even better yet, a uml like interface that can emit D code) effectively? i.e., saves much more time than doing it by hand? As I become more knowledgeable about the fundamental programming concepts I realize that modern programming hasn't yet brought design to the forefront of programming, where it naturally should be. UML is a start, obviously and there are many reincarnations and variations on the theme. But I imagine that a fully integrated design interface is the way to go. Something that allows you to work in design mode when you are designing and work in implementation mode when you are implementing... keeping the two distinct is what prevents the chaos that tends to happen as a project grows. Proper design is the key to success, is it not? If so, then wouldn't it be wise for D to be more than just a "compiler"? Code folding is a cheesy attempt to reduce implementation details. Code should be more than just a text file of the implementation, but should also include details the design of the program(what it should do, the patterns involved, how the patterns are fitting together, etc). About the closest I have seen to the concept I am interested in is the UML applications like Visual Paradigm which attempt to make design the utmost importance. Because these apps are not integrated with the compiler, the compiler cannot take advantage of design details for optimization. Neither can it properly refactor the implementation details when the design changes.Code generation from UML is bullshit. The point of design is to work at a higher levels of abstraction than your code - levels behind what can be automatically compiled to executable code. By working at such high levels, you can skip many implementation details that can be filled later by the human programmers, which allows you to easily apply design changes(before you write the actual code) and which provides you with better overview of the whole project or specific modules, functionalities and flows. If you want to generate actual code from the design, you must limit the abstraction level of the design to one that can be automatically compiled to executable code - a limitation that robs you of the benefits mentioned above and essentially makes the format of your design a graphic programming languages. Such languages have been created before, and never got traction - and for a good reason! Over the years, programmers have developed a large array of tools for working with textual line-oriented source code files - SCMs, sophisticated text editors, search tools, text manipulation tools and more. Many language-agnostic tools that can work on any source files provided that they are composed of textual lines of code. Graphical languages don't satisfy that condition - so you can't use these tools with them.
Nov 17 2015
On Tuesday, 17 November 2015 at 23:41:21 UTC, Idan Arye wrote:On Tuesday, 17 November 2015 at 19:05:30 UTC, Jonny wrote:I think there is a misunderstanding. I am mainly talking about the organizational aspects of higher level of abstraction rather than code generation. Basically dealing with "files" is so old school. They reduce coherence of the abstraction. Modules help but still are file based. I'd rather have a list of functions, a hierarchical view of class relationships(the uml like design). I'd like to see the project on a higher level of abstraction instead of the very concrete "files" approach that hasn't changed since punch cards.Being able to factor a project into well understood patterns that are loosely bound yet cohesive is fundamental for a successful project. Does D have an ability to template patterns(or even better yet, a uml like interface that can emit D code) effectively? i.e., saves much more time than doing it by hand? As I become more knowledgeable about the fundamental programming concepts I realize that modern programming hasn't yet brought design to the forefront of programming, where it naturally should be. UML is a start, obviously and there are many reincarnations and variations on the theme. But I imagine that a fully integrated design interface is the way to go. Something that allows you to work in design mode when you are designing and work in implementation mode when you are implementing... keeping the two distinct is what prevents the chaos that tends to happen as a project grows. Proper design is the key to success, is it not? If so, then wouldn't it be wise for D to be more than just a "compiler"? Code folding is a cheesy attempt to reduce implementation details. Code should be more than just a text file of the implementation, but should also include details the design of the program(what it should do, the patterns involved, how the patterns are fitting together, etc). About the closest I have seen to the concept I am interested in is the UML applications like Visual Paradigm which attempt to make design the utmost importance. Because these apps are not integrated with the compiler, the compiler cannot take advantage of design details for optimization. Neither can it properly refactor the implementation details when the design changes.Code generation from UML is bullshit. The point of design is to work at a higher levels of abstraction than your code - levels behind what can be automatically compiled to executable code. By working at such high levels, you can skip many implementation details that can be filled later by the human programmers, which allows you to easily apply design changes(before you write the actual code) and which provides you with better overview of the whole project or specific modules, functionalities and flows. If you want to generate actual code from the design, you must limit the abstraction level of the design to one that can be automatically compiled to executable code - a limitation that robs you of the benefits mentioned above and essentially makes the format of your design a graphic programming languages. Such languages have been created before, and never got traction - and for a good reason! Over the years, programmers have developed a large array of tools for working with textual line-oriented source code files - SCMs, sophisticated text editors, search tools, text manipulation tools and more. Many language-agnostic tools that can work on any source files provided that they are composed of textual lines of code. Graphical languages don't satisfy that condition - so you can't use these tools with them.
Nov 17 2015
On Wednesday, 18 November 2015 at 02:41:33 UTC, Jonny wrote:I am mainly talking about the organizational aspects of higher level of abstraction rather than code generation. Basically dealing with "files" is so old school. They reduce coherence of the abstraction. Modules help but still are file based. I'd rather have a list of functions, a hierarchical view of class relationships(the uml like design). I'd like to see the project on a higher level of abstraction instead of the very concrete "files" approach that hasn't changed since punch cards.Yes, I agree with you. I've felt the same way for a long time. Unfortunately it is very hard and expensive to build such tools. They exist and are in use, but in very specific domains. One of the key problem with the concept is that programmers often edit and mutate their programs with many unfinished pieces laying around before they compile. If they started by defining interfaces then it would be a lot easier to make a good tool. But if you look at reactive/dataflow programming you'll find advanced tools that have been in production use: animation, audio/dsp, control systems for critical systems etc. http://blog.interfacevision.com/design/design-visual-progarmming-languages-snapshots/
Nov 18 2015
On Wednesday, 18 November 2015 at 13:12:16 UTC, Ola Fosheim Grøstad wrote:On Wednesday, 18 November 2015 at 02:41:33 UTC, Jonny wrote:Defining interfaces gets you only so far. As a program grows, you have to change many things and redefine the interface later. What looks like a good plan/interface when you set out, invariably will have to be revised and changed later. This is the reality of programming. No matter what they tell you about planning your program beforehand, it changes later anyway, sometimes even drastically. If anyone has the perfect plan, please let me know. [snip]I am mainly talking about the organizational aspects of higher level of abstraction rather than code generation. Basically dealing with "files" is so old school. They reduce coherence of the abstraction. Modules help but still are file based. I'd rather have a list of functions, a hierarchical view of class relationships(the uml like design). I'd like to see the project on a higher level of abstraction instead of the very concrete "files" approach that hasn't changed since punch cards.Yes, I agree with you. I've felt the same way for a long time. Unfortunately it is very hard and expensive to build such tools. They exist and are in use, but in very specific domains. One of the key problem with the concept is that programmers often edit and mutate their programs with many unfinished pieces laying around before they compile. If they started by defining interfaces then it would be a lot easier to make a good tool.
Nov 20 2015
On Friday, 20 November 2015 at 15:11:58 UTC, Chris wrote:Defining interfaces gets you only so far. As a program grows, you have to change many things and redefine the interface later. What looks like a good plan/interface when you set out, invariably will have to be revised and changed later. This is the reality of programming. No matter what they tell you about planning your program beforehand, it changes later anyway, sometimes even drastically. If anyone has the perfect plan, please let me know.That is usually true, but that means that the desire to mutate the codebase is a challenge when moving away form textual representation. So creating more structured tools is quite demanding. That was my point. For dataflow I think it often is just as easy to do it visually, but therein is the key issue you need a variety of representations depending on how you mutate your code, whereas with plain text you can do with just one representation.
Nov 21 2015