[HN Gopher] Behavioral Programming (2018)
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Behavioral Programming (2018)
Author : sktrdie
Score : 28 points
Date : 2024-03-28 10:38 UTC (1 days ago)
(HTM) web link (lmatteis.github.io)
(TXT) w3m dump (lmatteis.github.io)
| SebastianKra wrote:
| I'm not convinced. The main selling point is that developers
| don't have to know the previous code to make changes... complete
| with a precedence system.
|
| Apart from seeing very little explanation why this would work, I
| can't help but think of a Website, where instead of replacing
| existing classes, we add more and more with higher specificity.
| shhsshs wrote:
| The example in the EnforcePlayerTurns section is kind of buggy.
| Make an attempt to place two Xs in a row in different cells, then
| place an O in a third cell - the second X you attempted to place
| will magically show up at the same time as that O.
| foolswisdom wrote:
| This seems to be like state machines, aside from
|
| > As new ideas and requirements are discovered, we can forbid
| certain things from happening by simply adding new b-threads;
| without having to dig and figure out how earlier-written code
| works!
|
| Which I'm not really sure is a step _up_ from state machines?
| _pi wrote:
| Behavioral programming is just creating a specific type of
| rules engine which is very close to a state machine.
|
| This example is also really complex in reality because it
| inherently requries muxing of temporal events, which is really
| difficult for most average industry programmers.
|
| With event driven systems what I've seen is that your average
| programmer is comfortable and likes 1:1 maps but cannot handle
| any kind of reduce functionality esp over a temporal range.
|
| Typically adoption of something like this would be easier if
| the event represented a change in the state of the whole board
| rather than a change in the state of a cell.
|
| TBH this is somewhat reinventing Observables for React.
| hkkevinchow wrote:
| Isn't GitHub copilot a behavioral programming tool?
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