Inherent vs. accidental vs. intentional difficulties in programming

B. Myers
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Abstract

It is the conventional wisdom that some aspects of programming are difficult to learn, and some aspects are error-prone even for experts. Is it possible to separate what is inherently difficult, and therefore most appropriately dealt with through education, versus what is just accidentally difficult, so a new design for a language or development environment might be able to "fix" the problem? And are there aspects that a designer makes difficult "on purpose"? For example, compare recursion, the syntax for switch statements in C, and how unification works in Prolog, respectively. It is not clear that the conventional wisdom on this topic can be trusted. For example, whereas most argue that concurrency is inherently difficult, the creators of the Alice language argue that they have found a way to make it understandable to novices. This talk will explore some HCI research on this topic, and approaches for identifying the differences.
编程中固有的、偶然的、有意的困难
传统观点认为,编程的某些方面很难学习,有些方面甚至对专家来说也容易出错。是否有可能将固有的困难(因此最适合通过教育来处理)与偶然的困难(因此语言或开发环境的新设计可能能够“解决”问题)分开?设计师是否会在某些方面“故意”制造困难?例如,分别比较递归、C语言中switch语句的语法以及Prolog中统一的工作方式。关于这个话题的传统观点是否可信尚不清楚。例如,尽管大多数人认为并发性本质上是困难的,但Alice语言的创建者认为他们已经找到了一种使新手可以理解的方法。本次演讲将探讨一些关于这一主题的HCI研究,以及识别差异的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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