Even then, we'd also have an OOP language to be really really fast. Otherwise people will just use C.
Java itself is too verbose and has a rather boring OOP model.
Even then, we'd also have an OOP language to be really really fast. Otherwise people will just use C.
Java itself is too verbose and has a rather boring OOP model.
The two problems with this were a lack of performance and the difficulty of understanding other people's code.
Dan Ingalls looked at the most popular styles people had created in Smalltalk-72 and defined a fixed syntax for Smalltalk-76 with the same flavor. This allowed him to "compile" -76 into bytecodes which would then be executed much faster by an interpreted virtual machine (and years later a JIT compiled one).
The analogy is putting grass everywhere in a new university campus and after a while seeing where the grass has been trampled and putting concrete sidewalks there.
For Smalltalk-80 they wanted people to be able to use it on their own computers and not only on the special Xerox PARC ones so the patched the syntax to use ASCII instead of their own character set. That made it uglier, in my opinion.
I can understand many people not liking the Smalltalk-80 syntax, but we do get some new people to the language every year and quite a few of them find the syntax one of the nicest features.
Interestingly, the OO model that Wirth and Gutknecht implemented in the Oberon system corresponds better to Kay's message-based vision than Smalltalk-80. Wirth arrived here not by trying to emulate biology, but by trying to avoid the V-Table.
Java implemented the Simula 67 object model, confirmed e.g. by a 2017 Gosling lecture (as did early C++ and Smalltalk-80 to a significant degree).
That's interesting! what did they do that corresponded better?
Wirth did know Kay; his inspiration for the Lilith and Oberon projects, as he explains in his HOPL III paper on Modula-2 and Oberon, was spending a sabbatical year at PARC in 01976 and 01977, where Kay was then the director of the Learning Research Group, which had pioneered the GUI. However, Wirth's style was more influenced by the Smalltalk-inspired GUI being written in Mesa, which would officially give rise to Cedar in 01980. As he explains in the Oberon book, he considered overlapping windows (which Smalltalk-76 had) to be unnecessary complexity.
Smalltalk-76 already had compiled virtual methods and table-based polymorphic dispatch like SIMULA, by the way.
Well, PARC was quite big and Wirth was focussed on the work the Mesa people with Buttler Lampson did. If you watch the Q&A session of his 1993 HOPL talk you may notice that Kay asked a question, and it is obvious that Wirth didn't know him in person. And I'm not aware of any Wirth publication before 1987 mentioning Smalltalk. The only publication where Kay appears by name at all (as "Smalltalk (Goldberg and Kay, 1980)") is Wirth's 2008 IEEE paper.
> However, Wirth's style was more influenced by the Smalltalk-inspired GUI being written in Mesa, which would officially give rise to Cedar in 01980
Pretty adventurous claims. Wirth adopted Cedar’s tiled-viewer approach; I'm not aware of any features he adopted from the Smalltalk GUI. Instead he considered Smalltalk an anti-pattern in several respects, which you confirm.
> Smalltalk-76 already had compiled virtual methods and table-based polymorphic dispatch like SIMULA
Right. That's what Ingalls published in his 1978 paper, where he explicitly quotes the 1973 "SIMULA Begin" version and discusses its features.
However, I don't think it's particularly adventurous to claim that the Mesa group's GUI was inspired by Smalltalk's, though. They added their own innovations, of course, like the tiled-viewer approach Wirth later used in Oberon, but the basic grammar of windows with titlebars and text in them, noun-verb commands acting on highlighted text selections, scrollbars, menus, and a mouse to point at them, was developed in Smalltalk from its Augment/NLS roots.
Brad Allan Myers wrote his 01980 MIT master's thesis, "Displaying Data Structures for Interactive Debugging"†, about the graphical debugger Incense, which he wrote in Mesa, initially while he was at PARC. By chance this is one of the earliest papers describing the GUIs written in Mesa. What he says about Smalltalk's contribution to GUIs is:
> It was felt that graphics would make the system easier to learn and use [Kay 77]. Smalltalk developed the idea, first proposed in the FLEX system [Kay 69], of using multiple overlapping rectangular regions called windows to extend the available screen space [Goldberg 79]. [...] Smalltalk presents a uniform window interface both to the programs and the user, thereby allowing complex systems to be easy to use (e.g., an animation system [Backer 76] and Thinglab (section 3.6.4)).
"Backer 76" is presumably Ron Baecker's SIGGRAPH paper "A Conversational Extensible System for the Animation of Shaded Images," because there's no "Backer" in his bibliography. Thinglab is the constraint satisfaction system that Alan Borning wrote his 01979 doctoral dissertation on. Goldberg is of course Adele Goldberg from Kay's Learning Research Group."Kay 69" is Alan Kay's doctoral dissertation, "The Reactive Engine".
He credits pointing devices to Sketchpad in 01963, pointing for interactive debugging to someone named Zimmerman in 01967, and the mouse to Bill English in 01967. He shows a screenshot of Teitelman's DLISP UI for debugging Interlisp, which evidently also has highlighted text selections, menus, and overlapping windows with titlebars; Myers describes its windows as "essentially the same as Smalltalk windows", not vice versa.
With respect to the Alto, on p.37, Myers calls out the importance of the Alto's BitBlt microcode for GUIs like the one he mentions; he doesn't mention that it originated in a non-microcoded version written in 01975 by Dan Ingalls, Larry Tesler, Bob Sproull, and Diana Merry, for Smalltalk-72, and that the microcode version was written by Ingalls. At least Ingalls and Merry were in the LRG; I'm not sure about Tesler and Sproull.
On p. 39, we see a screenshot of Mesa's normal windowed debugger, which used overlapping windows at the time — so Cedar's tiled viewers were a later innovation, even within the Mesa group. The windows have titlebars and what appears to be a Smalltalk-style vertical popup menu.
None of the screenshots show scrollbars, but even in Smalltalk they were pop-up at the time to save scarce screen space.
The reason I keep mentioning titlebars and popup menus is that precursor GUI systems like SKETCHPAD, GENESYS, and Augment/NLS didn't have them. They all had pointing devices and windows, and GENESYS even had menus, but not popup menus.
You might reasonably argue that GUIs that ran on the Alto had to use a mouse like Smalltalk did, not because they were modeled on Smalltalk, because that's what the Alto had. But why did the Alto have the mouse? I don't know which ideas were contributed by which contributors, of course. But Kay was one of those contributors.
Shortly before Myers's thesis, in 01979, PARC CSL-79-11, "Alto: A Personal Computer"‡, which lists Lampson but not Kay among its authors, begins its "Acknowledgements" section by saying, "The concept and structure of the Alto are due primarily to Chuck Thacker, Ed McCreight, Butler Lampson, and Alan Kay."
Let's check out Teitelman's 01977 paper about DLISP, "A Display Oriented Programmer's Assistant", PARC CSL-77-3. Fortunately he published it later in the International Journal of Man-Machine Studies§. What does Teitelman say? Where does he assign the credit for the GUI idioms he used in DLISP?
> The idea of a display composed of multiple, overlapping regions called "windows" is attributable to and an essential part of the Smalltalk programming system designed and implemented by the Learning Research Group at Xerox Research Center (1976). In particular, much of the way that windows are used in the system described here was influenced by the work of Dan Ingalis on the Smalltalk user interface. The idea of using the display as a means for allowing the user to retain comprehension of complex program environments, and to monitor several simultaneous tasks, can be found in the work of Dan Swinehart (1974). The use of the "mouse" as a pointing device for selecting portions of a display goes back to the early work on NLS (English, Engelbert & Berman, 1967).
Teitelman was also the main author of Cedar.
How about Lampson, who led Mesa and Cedar? Where did he think the GUI ideas came from? In 01988° he says:
> Yet another ARPA project that had a strong influence on the Alto was Alan Kay's Flex machine, also called the Reactive Engine [21]. [...] Like Engelbart, he attached great importance to a high-quality, rapidly-changing display. He later coined the name "Dynabook" for the tool he envisioned, to capture its dynamic quality, its ubiquity, and its comfortable fit with people [22]. [...]
> The electronic office and the Dynabook, then, were the two threads that led to the Alto system. [...]
> The outstanding exception to these observations is the Smalltalk system, which was built by a tightly knit group that spent a lot of effort developing a consistent style, both for programming and for the user interface. Smalltalk also has a software-implemented virtual memory scheme that considerably relaxes the storage limitations of the Alto. The result is a far more coherent and well-integrated world than can be found in the rest of the Alto system, to the point that several of the Alto's successors modelled their user interfaces on Smalltalk. The price paid for this success was that many Smalltalk applications are too slow [...]
> The Alto system was built by two groups at PARC: the Computer Science Laboratory (CSL), run by Robert Taylor and Jerome Elkind, and the Learning Research Group (LRG), run by Alan Kay. LRG built Smalltalk, and CSL built the hardware and the rest of the system [...]
> Figures 1-3 are typical screen arrangements from three systems. Smalltalk (Fig. 1)' uses overlapping windows without icons, and the position of a window is independent of its function (unless the user manually arranges the windows according to some rule). Smalltalk was the first system to use overlapping windows and pop-up menus. The Bravo editor (Fig. 2) uses one column of tiled windows, with a control window at the top, a message window at the bottom, and a main window for each document being edited, which may be subdivided to look at different parts. Cedar (Fig. 3) uses two tiled columns and rows of icons at the bottom (which can be covered up). This window system is called Viewers; much of its design was derived from Star. The top line or two of a window is a menu. Cedar also allows the entire screen image, called a desktop, to be saved away and replaced by another one; this is switching on a large scale. Markup has a pop-up menu scheme like Smalltalk's, but considerably more elaborate (Fig. 4).
So, in conclusion, I think that my claim that Mesa's GUI was inspired by Smalltalk, far from being adventurous, is on solid ground.
______
† https://dspace.mit.edu/bitstreams/b8c2f945-251d-4ff2-8baa-82...
‡ https://archive.computerhistory.org/resources/access/text/20...
§ https://doi.org/10.1016/S0020-7373(79)80015-2
° https://dl.acm.org/doi/abs/10.1145/61975.66921 or http://bwl-website.s3.amazonaws.com/38-AltoSoftware/WebPage....
That was not my topic.
I was (obviously) talking about the influence of Smalltalk to Oberon, and only that.
And don't forget that the Smalltalk 76 and 80 GUI (and language) we know today was Ingalls' work, not Kay's.
> Wirth didn't know Kay well enough to recognize him
The popularity and influence of Kay is generally overstated. And not to forget that he received the Turing award much later, and what he published was not really the kind of topics Wirth was interested in. At least we have access to all relevant documents today and can check ourselves instead of taking the many tales at face value.
Oberon's procedure-typed fields came from Modula-2†, and I believe that specifically the reason that Modula-2 reintroduced the procedure (function pointer) types that Modula‡ had removed from Pascal was to support the kind of GUI programming that Wirth had been exposed to during his PARC sabbatical in the Mesa group. However, all I have to support that belief is the chronology, the fact that Oberon does in fact use them for that (and, as far as I've seen, only for that), and some vague memories of reading Project Oberon last millennium.
Pascal procedure types could only be passed as subroutine parameters, which enables the use of nested subroutines as closures without risking runtime errors or requiring garbage collection, because the referenced procedure cannot be called after its lexically-enclosing parent has returned. Modula-2 procedure types do not have this restriction, so they can be stored in records; instead, they have the restriction that, like C function pointers, they cannot refer to nested subroutines.
So I think that Smalltalk's (and Kay's) influence on Oberon was very strong indeed, but mediated through influence on the Mesa group. Certainly Kay's flamboyant and dynamically-typed style, emphasizing recovering from errors rather than preventing them, was not to Wirth's liking.
______
† https://www.research-collection.ethz.ch/bitstreams/289cc859-...
‡ https://scispace.com/pdf/modula-a-language-for-modular-multi...
https://miasap.se/obnc/data-abstraction.html
The examples near the top use the more familiar OOP approach, while the example at the bottom uses message sending.
Kay came to Simula as a reader, turned it into Smalltalk, and later knew Nygaard and Dahl as colleagues. Stroustrup was taught by Nygaard in person, as a student at Aarhus, and then used Simula for his PhD.
Roughly: Stroustrup said he never took much from Smalltalk. What he took from Simula was the static part, compile-time guarantees and a direct map to hardware with zero-overhead abstraction, and C++ was never meant to be just an object-oriented language, since not everything is a class hierarchy or a virtual function. Kay argued that late binding pays for itself because the human is the slow part of an interactive system, and that static typing is a good idea applied prematurely. They agreed that the real job of an operating system or the internet is never to crash and never lose anything, and came at it from opposite ends: Stroustrup is working on guarantees against dangling pointers, out of range access, and uninitialized memory in C++, while Kay pointed out that Smalltalk protected every object dynamically.
Alan Kay's talk:
https://au.cloud.panopto.eu/Panopto/Pages/Viewer.aspx?id=fe0...
Bjarne Stroustrup's talk:
https://au.cloud.panopto.eu/Panopto/Pages/Viewer.aspx?id=fe0...
The discussion afterwards:
https://au.cloud.panopto.eu/Panopto/Pages/Viewer.aspx?id=fe0...
If you hate llm generated summaries then you can stop here and go watch the entire video yourself, but here are timestamps and summaries for people who don't have five hours to spare (although I highly recommend it -- I was watching it in real time when I witnessed the feedback performance between talks):
4:56:49: Stroustrup says he was never much inspired by Smalltalk. What he took from Simula was the static part: compile-time guarantees. "It would be nice to say yes, but to be honest, not much."
4:58:25: Stroustrup on garbage collection versus scope-based resource management (RAII): nobody has managed to combine them. Java's finalizers are his example, and somene mentions Lars Bak, "also from here" (Aarhus), says never use finalizers, they're evil.
5:00:24: Banter. Someone asks whether there's anything he likes about Smalltalk, and the reply is "Anything you like about me?"
5:00:47: Kay agrees reuse isn't a good reason for much, asks why people cling to old languages, and brings up the CrowdStrike crash taking down hospitals.
5:02:05: Stroustrup says CrowdStrike was a violated configuration rule, not a language problem. Programmers and managers are conservative and "confuse familiar with simplicity." He's not saying C++ is right for everything, and Python's all-dynamic approach is successful.
5:04 to 5:06: Kay says late-bound slowness pays for itself because humans are the slow part of interactive computing. Computing is held back by corporate legacy, and PARC was lucky to build all its own hardware and software.
5:07: An audience question about the next ten years. Kay says operating systems and the internet put you in a different seat of responsibility: the goal is never to crash and never to lose anything.
5:08:59: Stroustrup agrees, but says he doesn't control any operating system. He's working on guarantees in C++: no dangling pointers, no out-of-range access, no uninitialized memory.
5:09:55: Kay says typing is a really good idea, just premature in its static form. Smalltalk's dynamic typing protected every object.
5:10:34: Stroustrup says it's very hard to get hardcore developers to stop believing they can crash a system.
5:11:59 to 5:13:40: Kay says the Smalltalk image was a complete operating system, and that he made a living writing microcode. The field is guilty of not keeping up with the hardware. Stroustrup says he tried to talk hardware makers into adding support features, in his PhD, and failed.
There is a significant difference between Simula I and Simula 67, and Kay in his 1969 dissertation only referenced the 1966 ACM paper on Simula I. It took many more years until Simula 67 was referenced in a publication by Kay or his team (specifically, "SIMLUA Begin" in Ingalls' 1978 publication about Smalltalk-76). The documented facts (see also Ingalls' 2020 ACM HOPL paper) rather suggest the following relations: Kay - Simula I - Smalltalk-72 and Ingalls - Simula 67 - Smalltalk-76/80
> Computing is held back by corporate legacy, and PARC was lucky to build all its own hardware and software.
this really resonates... apple makes both the hardware and software, is massively profitable and yet swift is basically a much much better c++ in a lot of ways. and xcode is just totally absurd excuse of a development environment...is it better than before and welcome improvement? yes, but fundamentally conservative compared to what parc was doing with much much less...
https://news.ycombinator.com/item?id=8841428
>I asked Alan Kay about his thoughts on MVC:
[...]
>From: Alan Kay
>Things seem to hang on in computing just because they work a little bit.
>MVC was originally done at PARC almost 40 years ago. The good part was philosophical -- the idea to adapt the notion of "cameras" and "worlds" in the original 3D graphics stuff I participated in at Utah 45 years ago. The bad part of MVC was how we implemented it -- much too much machinery, etc.
>We (my various groups since then, including Viewpoints Research) have not thought about MVC since, but have used and devised various viewing methods over the last 20+ years. I like to do views as "watchers" which do not affect what they are viewing. There are lots of ways to do this. Similarly, I like to also use "watchers" (context sensitive to the views) to catch needed inputs. We have never done a really satisfactory automatic inverter for dealing with the loss of "dimensions" that happen when a view is made (but we have done some experimental ones).
>One important criterion is for end-users of all kinds to be able to easily make their own views in a very powerful ad hoc way via construction. We have done a number of adaptations and generalizations of how this can be done in Hypercard -- and this seems to work well (enough).
>Since we always roll our own languages and development systems, we don't care about problems that other systems might have. For example, we have very little knowledge about C#, etc. We do try to learn from the few good systems that are out there.
[...]
slight digression, but i feel like alot of the want for using llms for coding is because people are tired of dealing with all the complexity of implementing things that should be simple and easy; like llms are a crutch for complexity we are drowning in and people just want to "throw it at the llm" and be done with it...
Your speed point is answered by the same work. Craig Chambers, David Ungar and Urs Holzle's compiler for Self (customization, inline caches, adaptive recompilation) was so fast that the technology went on to HotSpot and V8, and those ideas are why Java and JavaScript are fast today. Removing the classes made the language simpler, and the simpler language turned out to be easier to make fast.
Then David Ungar, Harold Ossher and Doug Kimelman at IBM took the next thing away. Korz removes the objects and leaves the slots. A program is a flat sea of slots that belong to nothing. Each slot has a guard on named dimensions, and a message is sent in a context of dimension:coordinate bindings, mostly carried implicitly down the call chain the way "this" is in OO languages. The receiver is demoted to one ordinary dimension (rcvr) among any number, dispatch is symmetric over the whole context, the most specific matching slot runs, and a tie is an error.
The syntax is the least interesting part. The prototype was an interpreter written in Self, and the paper's examples look roughly like JavaScript with guards in front:
{rcvr <= stack} pop() { ... }
{rcvr <= stack, assertions <= true} pop() { ... check, then pop ... }
The semantics are the interesting part. The second pop is more specific, so it wins whenever the context says assertions: true. main() turns assertions on, and not one line of code in between mentions them: the binding flows down implicitly to every send underneath. You've added a new dimension of variation to a running program without touching anything between the top and the bottom. No layers, no aspects, no Visitor pattern.If that sounds familiar, it's the same thing as Lisp Machine Flavors' before and after daemons, or CLOS's :before, :after and :around methods, or plain old subclassing: override a method, do some extra stuff first, call super (or call-next-method), then do some more stuff after. The more specific method gets the first crack at it, and decides whether and when the less specific methods run.
Korz just models that as slots with guards. The checking pop does its checks, then re-sends pop with assertions: false, which no longer matches its own guard, so the plain pop runs. Method combination isn't a language feature you need a MOP to change, it's a pattern you write with ordinary dispatch. (What "super" should mean in Korz is still an open question, since there's no class or owner object to be "super" relative to.)
Guards are simple: for each dimension, a slot can ignore it, require it to be bound (binding its value as a parameter), or require its coordinate to be or inherit from a given coordinate, like assertions <= true or rcvr <= stack. Coordinates are objects with parents, so "<=" means "is or inherits from", not numeric less-than, and matching a constant is just the case of a coordinate with no children. No arbitrary predicates, so no Pascal-style ranges like 10 < x < 20, unless you make a coordinate for the range and have its members inherit from it.
And "object" doesn't disappear, it becomes subjective. Group the slots by rcvr and you see ordinary objects. Group them by assertions and you see the checking layer. Group them by user and you see one person's view of the whole system. Same sea of slots, different cuts, and no cut is the privileged one. The name comes from Korzybski: the map is not the territory.
Korz: Simple, Symmetric, Subjective, Context-Oriented Programming (Onward! 2014):
https://dl.acm.org/doi/10.1145/2661136.2661147
Korz is multi-dimensional. Procedural programming is zero-dimensional, and object-oriented programming is one-dimensional (the implicit receiver parameter, usually spelled self, this, or rcvr), so both are the special cases 0 and 1 of Korz. Korz can dispatch on any number of parameters, none of them special like self or this, and the guards on the slots decide which slot is the most specific one to dispatch to.
So a Self program is just a Korz program that happens to use only one dimension, called rcvr. Objects are subjective and assemble dynamically depending on how you're looking at them (the coordinates of the dimensions), and in the special case of single dispatch on rcvr, everything looks like an object.
Call it the faith of our fathers. Kristen Nygaard and Ole-Johan Dahl gave us classes in Simula. Alan Kay gave us objects sending messages in Smalltalk. Claude Shannon had already given us a sender, a channel and a receiver, and object-oriented programming made the receiver the one privileged thing every message is about. David Ungar and Randall Smith took away the classes in Self. Then Ungar, Ossher and Kimelman took away the receiver in Korz.
Which makes it a lot like Philip K. Dick's "Faith of Our Fathers" (Dangerous Visions, 1967). The Party keeps everyone docile with hallucinogens, so everyone sees the same benign human Leader on TV. Tung Chien gets an anti-hallucinogen from a street vendor and sees what the Leader actually is, and it isn't a man. The reversal is that the shared view was the drugged one, and when he meets the underground, it turns out that each of them saw something different.
There's no single true form, just what each viewer brings. Single dispatch is the stuff in the water: it makes everybody see the same objects. Korz is the antidote, and what an object looks like depends on the coordinates you're looking from. In Dick's afterword he quotes John Scotus Erigena, from AD 840: "We do not know what God is. God Himself does not know what He is because He is not anything." A Korz object isn't anything either, until a context gathers its slots.
https://en.wikipedia.org/wiki/Faith_of_Our_Fathers_(short_st...
That's also why you don't need things like the Visitor pattern, which is a kludge for the fact that you can only dispatch on one parameter. Multiple dispatch is something some object systems support, like Common Lisp's CLOS and its MOP, but Korz takes it all the way and has no special case for self/this/rcvr.
https://en.wikipedia.org/wiki/Multiple_dispatch
The Finest Object System You've Never Heard Of: "The Common Lisp Object System is the finest object system in existence, and I bet you've never even heard of it."
https://mendhekar.medium.com/the-finest-object-system-youve-...
Why would you want multiple dispatch? The Margolus neighborhood for block cellular automata is a great example. Rules apply to all four rotations of a block of four cells, so the neighborhood is Center, Clockwise, CounterClockwise, and Opposite, instead of just one self. You can write elegant, concise rules that way, and the compiler can produce efficient code or lookup tables.
https://en.wikipedia.org/wiki/Block_cellular_automaton
I've had success applying the ideas from Self to a file system based object system for LLM orchestrated simulations (moollm). Then David Ungar told me about Korz, which totally blew my mind and made me rethink a lot of things -- but it's beautifully backwards compatible with what I've been doing with Self.
Here are some notes on applying Korz to cellular automata (with neighborhood and time dimensions), and to adventure game parsers and simulators like Zork (with direct object, verb, indirect object, location, and player dimensions). David Ungar assured me Zork is only coincidentally an anagram of Korz, but it's too sweet a coincidence to pass up, because Korz is really useful for elegantly modeling that kind of stuff.
https://github.com/SimHacker/moollm/tree/main/designs/korz
Recently I've been thinking about how to apply Korz to LLM driven simulations, which I'm calling Korz' (Korz-Prime):
https://github.com/SimHacker/moollm/tree/main/designs/korz/k...
You might be interested in my lang/environment "mica" which attacks this same dimension of problems from a relational/datalog angle and then makes object/prototype identity hopefully emergent out of that: https://github.com/timbran-project/mica -- relational dispatch feels like a broadening of multiple dispatch.
I feel like I may have ended up at a similar place as Korz without realizing it. I will need to dig into this paper.
Speaking also of multiple dispatch and prototypes, there's also this paper from an old acquaintance: https://www.cs.cmu.edu/~aldrich/courses/819/salzman-pmd.pdf which I used to find interesting (and built my first version of "mica" back then around the idea).