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My 2 €cents from a limited and outdated experience with visual programming tools: 1. Screens have limited size and resolution, and the limits get hit rather fa
by mharig 2y ago
My 2 €cents from a limited and outdated experience with visual programming tools:
1. Screens have limited size and resolution, and the limits get hit rather fast. The problem can be pushed away by zooming, by maybe an order of magnitude, but for a long living project growing in size and complexity, it will not be enough.
2. In text, near everything is just a grep (fzf,...) away. With the power of regex, if needed. Do the no-code folks nowadays implement a equally powerful search functionality? I had very bad experience with this.
3. Debugging: although the limited possibilities of plugging graphical items together is like an enhanced strict type safety, I'm sure that errors somehow happen. How is the debugging implemented in the visual tools?
4. To store/restore the visual model, the tool developer needs to develop a binary/textual/SQL/... representation and unique source of truth for it. I think the step from that to a good textual DSL is smaller than to a GUI. And the user can more or less effortless use all the powerful tools already developed for shells, IDEs, editors, ....
So in my opinion most of the visual programming things are wasted time and wasted effort.
- skydhash 2y agoThere’s areas it’s good for: Beaten paths, modeling time-independent structures and things that are naturally 2D. Not so great for the final solution, but handy when you need to do quick iterations. Ex. the interface builder in xcode, the node system in blender, sound synthesis…
- bccdee 2y agoExtending #2, we've developed incredibly flexible and powerful tools for editing plain text. I've found refactoring to be a breeze with Vim macros, and people swear by Sublime's multi-cursor editing. Even with a good set of hotkeys, I can't imagine a visual environment being as smooth to edit.