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My seven-year-old might be pretty into this. I'll give it a shot later this week and see if it sticks.

The visceral reactions to OOP here are interesting. There's nothing even about inheritance mentioned here.




> The visceral reactions to OOP here are interesting.

The submission title originally was for OO.


Yes indeed - see https://news.ycombinator.com/item?id=38014749 and various other comments I left in this thread.

Sorry for any confusion. It was necessary to stanch the bleeding!


As it was when I made that comment.


The article was originally linked to this video, and that triggered a bunch of cheap shots about how object oriented programming will ruin your mind:

What is Object-Oriented Programming? | Coding for Kids | Kodable:

https://www.youtube.com/watch?v=X3cFiJnxUBY

This offers more information:

http://support.kodable.com/en/articles/417333-what-is-object...

There's also this video:

What are Classes | Coding for Kids | Kodable:

https://www.youtube.com/watch?v=IHyxevOMosw

The current video describing functions is a more basic (pardon the pun) procedural example of Kodable than the object oriented stuff, which it teaches later on.

What are Functions? Coding for Kids | Kodable:

https://www.youtube.com/watch?v=3JIZ40yuZL0

I've been playing around with Kodable and watching their videos, and what impresses me about it is how much it draws from Alan Kay and Seymour Papert's work, and that it teaches a well known, universal language: JavaScript.

I really loved the Factorio-esque drone automation approach to virtual pets that you can manually lavish attention, feed, groom, and train to do tricks, then program robots (like a hovering roomba) to monitor and satisfy your pet's needs, and even call functions you write with (rhythm game inspired) instructions for making your pets perform tricks!

Kodable reminded me about something Alan Kay said in a discussion about visually programming SimCity, particularly in reference to Warren Robinette's Robot Odyssey, and Thinkin' Things, collection 3, “Let’s Build a Halftime Show!":

https://youtu.be/gCFNUc10Vu8?t=24m58s

HN Discussion: Classic 1984 video game Robot Odyssey available online (robotodyssey.online):

https://news.ycombinator.com/item?id=17423719

https://snap.berkeley.edu

----

From: Alan Kay Date: Thu, 3 May 2018 07:49:16 +0000 (UTC) Subject: Re: Blocky + Micropolis = Blockropolis! ;)

Yes, all of these "blocks" editors sprouted from the original one I designed for Etoys* more than 20 years ago now -- most of the followup was by way of Jens Moenig -- who did SNAP. You can see Etoys demoed on the OLPC in my 2007 TED talk.

I'd advise coming up with a special kid's oriented language for your SimCity/Metropolis system and then render it in "blocks".

Cheers

Alan

------------- * Two precursors for DnD programming were in my grad student's -- Mike Travers -- MIT thesis (not quite the same idea), and in the "Thinking Things" parade programming system (again, just individual symbol blocks rather than expressions).

----

From: Don Hopkins Date: Fri, 4 May 2018 00:43:56 +0200 Subject: Re: Blocky + Micropolis = Blockropolis! ;)

I love fondly remember and love Thinkin’ Things 1, but I never saw the subsequent versions!

But there’s a great demo on youtube!

https://youtu.be/gCFNUc10Vu8?t=24m58s

That would be a great way to program SimCity builder “agents” like the bulldozer and road layer, as well as agents like PacMan who know how to follow roads and eat traffic!

I am trying to get my head around Snap by playing around with it and watching Jens’s youtube videos, and it’s dawning on me that that it’s full blown undiluted Scheme with continuations and visual macros plus the best ideas of Squeak! The concept of putting a “ring” around blocks to make them a first class function, and being able to define your own custom blocks that take bodies of block code as parameters like real Lisp macros is brilliant! That is what I’ve been dreaming about and wondering how to do for so long! Looks like he nailed it! ;)

Here’s something I found that you wrote about tile programming six years ago.

-Don

Squeak-dev:

http://squeak-dev.squeakfoundation.narkive.com/7ZN0H3vt/etoy...

Etoys, Alice and tile programming ajbn at cin.ufpe.br () 6 years ago

Folks,

I have been trying the new version of Alice <www.alice.org>. It also uses tile programming like Etoys.Just for curiosity, does anyone know the history of Tile Programming? TIA,

Antonio Barros PhD Student Informatics Center Federal University of Pernambuco Brazil

Alan Kay 6 years ago

This particular strand starting with one of the projects I saw in the CDROM "Thinking Things" (I think it was the 3rd in the set). This project was basically about being able to march around a football field and the multiple marchers were controlled by a very simple tile based programming system. Also, a grad student from a number of years ago, Mike Travers, did a really excellent thesis at MIT about enduser programming of autonomous agents -- the system was called AGAR -- and many of these ideas were used in the Vivarium project at Apple 15 years ago. The thesis version of AGAR used DnD tiles to make programs in Mike's very powerful system.

The etoys originated as a design I did to make a nice constructive environment for the internet -- the Disney Family.com site -- in which small projects could make by parents and kids working together. SqC made the etoys ideas work, and Kim Rose and teacher BJ Conn decided to see how they would work in a classroom. I thought the etoys lacked too many features to be really good in a classroom, but I was wrong. The small number of features and the ease of use turned out to be real virtues.

We've been friends with Randy Pausch for a long time and have had a number of outstanding interns from his group at CMU over the years. For example, Jeff Pierce (now a prof at GaTech) did SqueakAlice working with Andreas Raab to tie it to Andreas' Balloon3D. Randy's group got interested in the etoys tile scripting and did a very nice variant (it's rather different from etoys, and maybe better).

Cheers,

Alan

----

He also mentioned how much he loves Warren Robinette (who made Atari 2600 Adventure) and his work for The Learning Company on Rocky’s Boots and Robot Odyssey, which have some wonderful ideas about programming that would be really fun to apply to Kodable!

He called it the greatest game concept he’d ever seen, and he said: "After all these years I still think this is a wonderful concept, and is still waiting for the right designers and builders to marry the concept with the resources needed to make it great to use.”

Warren Robinette’s Work: His visual programming concepts in pioneering games like “Atari 2600 Adventure”, "Rocky’s Boots”, and "Robot Odyssey" could bring powerful, fresh, fun ideas to Kodable.

More about Warren:

https://en.wikipedia.org/wiki/Warren_Robinett

I posted some of the discussion with Alan Kay and my ideas about SimCity and visual programming to this Hacker News discussion about Robot Odyssey:

https://news.ycombinator.com/item?id=17422550

Hi SJ --

Robot Odyssey is another game that would benefit from having a clean separation between the graphical/physical modeling simulation and the behavioral parts (both the games levels and the robot programming could be independently separated out) -- this would make a great target for those who would like to try their hand at game play and at robot behavioral programming systems.

This is a long undropped shoe for me. When I was the CS at Atari in 82-84, it was one of our goals to make a number of the very best games into frameworks for end-user (especially children's) creativity. Alas, Atari had quite a down turn towards the end of 83 ... We did get "the Aquarium" idea from Ann Marion to morph into the Vivarium project at Apple ... And some of the results there helped with the later Etoys design.

Cheers,

Alan

----

From: Alan Kay Date: Mon, 12 Nov 2007 20:57:51 -0600 (CST) Subject: Re: Just curious ... To: Samuel Klein, Don Hopkins, Chris Trottier, John Gilmore

Thanks SJ --

We are benefiting here from Don Hopkins' generosity (and of the original designers and owners of these games).

The basic notion is that there are many games that, if modularized with nice separable interfaces, would be great environments for exploring various kinds of "learning by doing". For example, there is a nice separation between the "rules/dynamics" of a games world and the "strategies/actions" of the characters. There could be a third separation to break out the graphics and sound routines as a media environment.

For example, in SimCity, the first and most useful breakout for children would be to allow various UIs to be made that would let children find out about and try experiments with the "city dynamics rules". It's not clear what the best forms for this would be, so it would be great to have a variety of different designers supply modules that would try to bridge the gaps to the child users.

This could work even for pretty young children (we helped the Open Magnet School set up Doreen Nelson's "City Building" curriculum in the third grade of the school and this was very successful -- a child controlled SimCity would have been wonderful to have).

Maybe this separation could be set up via the D-bus so that separate processes written in any language the authors choose could be used. This would open this game up to different experiments by different researchers to explore different kinds of UIs and strategy languages for various ages of children. I think this would be really cool! We would all learn a lot from this and the children would benefit greatly.

A trickier deal would be the world dynamics (I'm just guessing here, but Don would know). This is one of the really great things about SimCity -- it can really accommodate lots of different changes and stitch things together to make a pretty decent simulation without too many seams showing. (Given the machines this game originally ran on, many of the heuristics are likely to be a little patchy. Don has indicated as much.) I think doing a great world dynamics engine for games like SimCity would be really wonderful -- and could even be a thesis project or two.

Don has talked about doing the separations so that many new games can be made in addition to the variations.

Similarly, Robot Odyssey (one of the best games concepts ever) was marred by choosing a way to program the robots where the complexity of programming grew much faster than the functionality that could be given to the robots. This game was way ahead of its time.

Again, the idea would be do make a game in which environment, levels of challenge, and how the robots are programmed would be broken out into separate processes that a variety of gamers and researchers could do experiments in language and UI.

One of the most wonderful possibilities about this venture is that it will bring together very fluent designers from many worlds of computing (more worlds than usually combine to make a game) in the service of the children. We should really try to pull this off!

Cheers,

Alan




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