systematic bias against interactive programspic.twitter.com/pve5awAHAw
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That's one. Another is the fact that we think of it as "computing". Computers don't compute for the most part, and organising things on the premise that they do is hurting.https://www.youtube.com/watch?v=EKWGGDXe5MA&feature=youtu.be&t=278 …
We call them “ordinateur” in french. Or in spanish from spain. They ordinate more stuff than they compute, if you ask me ;-)
Likely caused by real-time interpreted as "as fast as possible" yet in a safety/mission critical system far more important is deterministic behaviour.
if you had a good real time experience you wouldn't have anything to sell again in a year
I still miss the 6809 CoCo where you coule do real time simply by counting clock cycles for your assembly instructions. It was completely deterministic. Music synths were so easy to write!
This seems really problematic when creating human-centered systems. Designing around the laws is physics seems like a good foundational move. 
Artifact perhaps of computation, for a while, becoming so much faster year on year, that reasoning from a fixed time budget CT standpoint is less competitive than a energy budget ACT standpoint
I feed from @conal's clarity and NOMODES style conviction on this topic, here's a great talk for those who might be unfamiliar with Functional Reactive Programming and its motivations https://www.youtube.com/watch?v=j3Q32brCUAI … eg. "discretization composes poorly"
CT is exactly where Clojure shines, I think.
How do you come to that conclusion? I feel like anything with a garbage collector makes it much harder (though not impossible) to write software with small latency variations. For example games.
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