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Programming by Example – Visual Interfaces

Programming by Example – Visual Interfaces

In the mid 1970s Smith introduced the system of Programming by Illustration with a method named Pygmalion, Smith elaborated on this in Look at What I Do: Programming by Demonstration (Chapter 1). This shown the need to have to explain algorithms by way of concrete examples instead than abstractly. ‘Example-based mostly Programming: a pertinent visible technique for studying to program’ (Guibert et al, 2004) clarify and expands on Smiths get the job done with an case in point demonstrating how quantities fail to reveal the thought behind them. The example is a numerical illustration of a triangle. This representation is ‘fregean’ since it does not exhibit the principle of a triangle. Up coming to this is a diagram of the triangle that does present the idea. Future to this is a diagram of the triangle that does present the notion, this is referred to as ‘analogical’ illustration because it features the context of the info. Together with the context of the information will allow a person to explore meanings or interactions in the details which would not always be evident. (Hanna, 2005) and (Elliott, 2006)offer an interface for direct manipulation of styles in this analogical way by generating an interactive triangle manipulation example using the Haskell practical programming language.

Semantic web languages make it possible for for the context of the data to be represented in paperwork and so make it doable to symbolize data in an analogical way, as well as making it possible for two way conversation, top to an enhancement in details discovery.

The development of visual person interfaces has been a key step ahead. The use of pictorial metaphors these kinds of as folders to depict a selection of files has considerably aided human personal computer interaction. Pictorial metaphors give visible comments so the person is aware what the software program is doing. This method can be made use of far more dynamically in simulations. Simulations represent the real planet challenge and provide constant feed-back to the user on how the process is progressing. In this feeling, all program ought to be regarded as a simulation. Pictorial metaphors are static, when a users’ mental model is manufactured up of psychological photographs connected jointly by a established of principles. The person runs a mental product like a simulation. Static person interfaces rely on a person to string collectively visuals into a psychological model which properly represents what the technique is carrying out. A consumer may well make a mental product in response to user interface metaphors which is inconsistent with the procedure design.

Simulation can assistance to make sure that the designers’ product, technique product and users’ design are all the similar. This subject matter is explored in [Crapo et al. 2000 and 2002] and is the foundation of the visualisation approaches applied to help the person to build and realize designs that are subsequently translated into computer software representations. This is also spelled out in chapter just one of Watch What I Do: Programming by Demonstration [Cypher, 1993], clarifies how the Pygmalion language makes an attempt to bridge the gap involving the programmer’s psychological design of a topic and what the personal computer can take. The author of this process David Smith went on to acquire business oriented icons as element of the Xerox’s “Star” computer project.

My study based mostly on these suggestions is available at http://www.cems.uwe.ac.united kingdom/amrc/seeds/Visualisation.htm

and my examples at http://www.cems.uwe.ac.united kingdom/~phale/InteractiveSVGExamples.htm


Smith, D. C., 1977. A Computer system Application to Model and Stimulate Artistic Imagined. Basel: Birkhauser.

Smith, D. C., 1993. Pygmalion: An Executable Electronic Blackboard. In: A. Cypher, ed. View What I Do: Programming by Demonstration. MIT Push, Chapter 1 http://www.acypher.com/wwid/Chapters/01Pygmalion.html – ISBN:0262032139.

Guibert, N., Girard, P., Guittet, L., 2004. Illustration-centered Programming: a pertinent visual solution for studying to system. Proceedings of the doing work meeting on Highly developed visible interfaces. pp 358-361 – ISBN:1-58113-867-9.

Hanna, K., 2005. A doc-centered natural environment for Haskell. 17th Worldwide Workshop on Implementation and Application of Purposeful Languages IFL 2005 Dublin, Eire – September 19-21 2005.

Elliott C., – Purposeful Programming by Interacting with Tangible Values – http://conal.internet/papers/Eros – Conal Elliott – April 8, 2006.

Crapo, A. W., Waisel, L. B., Wallace, W. A., Willemain, T. R., 2002. Visualization and Modelling for Clever Methods. In: C. T. Leondes, ed. Smart Techniques: Technological know-how and Programs, Volume I Implementation Procedures, 2002 pp 53-85.

Crapo, A. W., Waisel, L. B., Wallace, W. A., Willemain, T. R., 2000. Visualization and the system of modeling: a cognitive-theoretic see. Convention on Knowledge Discovery in Data – Proceedings of the sixth ACM SIGKDD intercontinental meeting on Information discovery and details mining pp 218-226.

Cypher, A., 1993. Enjoy What I Do Programming by Demonstration. MIT Press, Chapter 1 http://www.acypher.com/wwid/Chapters/01Pygmalion.html – ISBN:0262032139.