Feb 282008

Steve Yegge on Perl

UPDATE: Oops, apparently it’s from 2004. Still good, though.

Posted by Brian Will
Feb 252008

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Posted by Brian Will
Feb 042008

The state of educational programming languages.

Ideally, a proper programming education would start with a thorough discussion of how data is represented as bits, followed by a brief tour of encryption, compression, information theory, data structures, search/sort algorithms, and machine architecture. Unfortunately, students are just too impatient to start their education properly, having approached the topic of computing with the desire to get their computers to do something, preferably something neat, preferably something now. This is where educational languages should come in: students should be able to learn a simplified language in a week or two of lessons with no prerequisite material, thereby satisfying their curiosity of what programming is at least like. Learning a quick-and-painless language should make students more receptive to covering some of the theoretical basis of computing while also preparing students for learning their first ‘real’ language, whether it be C, Java, Python, Scheme, Javascript, Ruby, Haskell, whatever.

In the before time…

Today’s learners of programming typically start out with Javascript, PHP, Python, Ruby, Java, C, C++, or C#. Things used to be different. For much of the 80’s and 90’s, newbies to programming were directed to languages typically thought of as learner’s languages, such as BASIC and Pascal, though these languages weren’t necessarily designed explicitly for education. Why did languages like these fall out of favor as educational tools? Most likely for the same reason they fell out of general use: they simply got old and out of date. Practicing programmers begin to look upon superseded languages like they do old code—as distracting, bothersome clutter. In turn, the neophytes take their cues from practicing programmers and insist they be taught a “real” language, and in the end, it’s just very hard for a language to gain and maintain wide adoption as an educational tool when no one wants to do any real programming in it.

While some may mourn BASIC and Pascal, I think people’s estimation of these languages is blinded by nostalgia. Pascal, in particular, overstayed its welcome in the classroom. By the mid 90’s, you might as well have taught C in place of Pascal, for C had sufficiently matured that it was essentially Pascal with pointers, different syntax, and no silly distinction between “procedures” and functions. Moreover, by 2000, the only* easily available implementation of Pascal for students to run on their own computers was (and is) Free Pascal, which actually supports a much changed dialect of Pascal, the result of cross-pollination with Delphi. The added complexity was bad enough, but then the Pascal text books simply didn’t keep up, thereby compounding Pascal’s fate: if new programmers don’t learn the Pascal in actual use, they won’t continue to use Pascal once they’ve learned it, leaving the language stuck in a death spiral.

(*There are actually Pascal implementations other than Free Pascal still available, but they too all significantly diverge from the classic Pascal of classrooms.)

BASIC suffered from an even worse fracturing problem and was eventually wholly overtaken by Visual Basic, which came to be seen as the modern BASIC even though it bore only superficial resemblance to the BASIC of 1980’s nostalgia. Visual Basic saw decent up take in the classroom, but as Microsoft took VB from 3.0 to 6.0, the language got more and more complex until, finally, today’s VB.NET is an almost entirely pointless syntactical variant of C#, a language just as complex as Java and C++.

What now?

Among the languages in use today, the best candidates for starter languages are the dynamic languages: Javascript, PHP, Ruby, and Python. Javascript and PHP, however, can be quickly discounted:

  1. Both Javascript and PHP lack a real read-eval-print interactive prompt.
  2. Non-programmers are most familiar with programs as things which they install and run on their machine, and so they’re going to feel something is missing if they can’t see how the language you’re teaching them is used to write such programs. Unfortunately, Javascript is stuck in the browser. Even if you teach Rhino, you’ll still have to tell neophytes a very strange story they likely won’t understand about how their Javascript program is executed and how this qualifies as general-purpose programming. Similarly, PHP is so heavily skewed towards its niche of server programming, it’s basically useless for client-side programming. So, with either Javascript or PHP, the instructor must make a Solomonic decision between leaving students in the dark about how their programs run or burdening and distracting students with a confusing back story.

So it comes down to Ruby and Python. Many will say the choice between the two is just a matter of taste, but I feel Ruby’s latent Perl-isms makes Python obviously better suited for neophytes. However, despite Python’s exemplary cleanliness, it’s still a quite complicated thing from the neophyte’s perspective. There’s a reason O’Reilly’s Learning Python is 746 pages long, and I just don’t think learners should be confronted in any way with subject matter like:

  • multiple inheritance
  • ‘bound’ vs. ‘unbound’ methods
  • old vs. “new” classes
  • functions within functions
  • list comprehensions
  • generators
  • packages
  • operator overloading
  • exception handling
  • creating custom iterators
  • internal dictionaries
  • a complicated hierarchy of scope with (limited) closure

Of course any sensible introductory Python course will hold off on these topics or avoid them altogether, but simply trying to ignore features of a language has costs, as the complexities and corner cases of a system have a way of intruding into the more pristine areas. For one thing, a student might accidentally write syntax which the compiler interprets as a (successful or unsuccessful) attempt to use a feature the student isn’t even aware exists; the result is mysteriously misbehaving code or a mysterious error message from the compiler. Perhaps worse, learners of a language will not be shielded from features they don’t understand when using their most important learning resource, the internet. Lastly, while Python is certainly a one-way-to-do-it language in comparison to Perl, it still offers conveniences for expert users, conveniences that will only paralyze learners with distracting stylistic decisions.

So perhaps we’d do better starting learners with a language explicitly designed for education. Yes, I did start by saying that the now-dead learner’s languages died because no one wanted to do any actual programming in them, but the main problem there was that Pascal and BASIC grew into complicated languages: they didn’t start life as explicitly learners-only languages and so ended up stuck in a no-man’s land between ‘two-week intro to programming’ and ‘full application-programming tool’. However, there still remains the problem of learners wanting to bypass learning a tool they’re going to immediately drop, so an educational language has a tricky balancing act to perform: the language should be simple enough to be fully learned in one or two lessons so that students don’t complain about learning “all this stuff” they aren’t going to use…but not so simple that the language isn’t enough like a real language to help students understand their first real language…but not too much like a real language that anyone would want to actually use the thing for real work.

Dark horses

Outside the mainstream, we have more educational language options. The most notable among them are:

  • Squeak (Smalltalk)
  • Scheme
  • Haskell
  • Alice
  • Scratch
  • Logo
  • Phogrom

And here’s what’s wrong with these languages:

  • Squeak, Scheme, and Haskell are real languages used by real programmers for real work. This is bad. Real means complex. Annoyingly complex in annoying ways. No matter how elegant in conception these languages may be at their core, their corners lurk with ugly realities, and you can’t assume that learners can’t see the corners or can just ignore them. For the learner, more corner cases means more possibilities to consider, more mental dead ends, more detritus to sift through to establish a clear picture. Sure, you could teach a relatively clean subset of Java, but the subset you teach will be scattered here and there in the 1200-page Java book your student picks up. Sure, you could teach Haskell while ignoring its convoluted syntactical conveniences, but the compiler’s warning messages won’t be so friendly to your student. Sure, you could stick to just one dialect of Scheme, but Dr. Scheme will confuse your student with a list of umpteen different dialects from which to choose. For learners, these 1200-page books, cryptic error messages, and fractured sets of dialects are frightening and discouraging.
  • Squeak has a problematic relation with the operating system: Smalltalk has never reconciled itself to the OS, stubbornly refusing to let the programmer create programs that take advantage of the OS’s already existing mechanisms for interfacing with users: the filesystem, the console, and (proper) windowed applications. Whatever the merits of this kind of programming, like with Javascript, Smalltalk presents a very confusing situation to learners, most of whom are hoping one day to write Doom 8; Doom 8 is not going to be written in Smalltalk, and even the greenest newbie programmer will be able to smell that about Smalltalk. Furthermore, I believe that a learner’s language should partly disregard files and entirely disregard consoles and GUI’s; Smalltalk does that, but it does so by replacing those things with its own complications, complications which end up as just more stuff to sift through in the documentation (see above).
  • Alice and Scratch attempt to sidestep the syntax issue in a novel manner: rather than using text for code, the Alice and Scratch editors have users drag code fragments and fit them together like puzzle pieces: the pieces only fit together in syntactically proper ways, so syntax errors aren’t possible. I actually think this might be a great idea for training students in the syntax and semantics of real languages, such as Java. However, this does mean that the Alice and Scratch dev environments feature a lot more buttons than they otherwise would. More importantly, if these languages’ syntaxes were simple enough in the first place, the benefit of drag-and-drop editing would be negligible.
  • Alice, Scratch, and Phogrom all suffer to one degree or another from the “naturalistic language fallacy“: by attempting to have their code read like English, they end up greatly complicating their languages and obscuring the underlying formality, thereby failing in an important regard to prep students for real languages. There’s a reason most English-speakers struggle to learn English grammar: it’s an awkward attempt to fit formal rules on a complex, organic system. Doing the opposite—massaging a formal system into English—doesn’t clarify anything, either. (The biggest offender in terms of naturalism is actually AppleScript, a language some misguidedly hold up as appropriate for learners. Like Dylan, AppleScript, is an example of Apple favoring apparent simplicity over actual simplicity; such bargains are sometimes worth it, and more often than not Apple finds the right balance, but the result with AppleScript is disastrous.)
  • Explicitly educational languages present themselves as intertwined to a particular API: Logo is the language in which you do turtle graphics; Alice, Scratch, and Phogrom are languages in which you do simple 3D- or sprite-based graphics and sound. Simple graphics-oriented API’s are a great idea, especially for teaching programming to younger students, yet there’s something wrong when the API is presented as indistinct from the language proper. In real languages, everything useful aside from basic arithmetic and logic is punted into libraries, and this is how it should be. First, multi-module programming brings with it the essential concept of namespaces. Second, without the barrier between core and domain-specific functionality, the distinction gets blurred in students’ minds.

Here there be dragons

Some topics should simply be avoided in a learner’s first exposure to programming, whatever the language. These topics include:

1) Inheritance and other static-y object-oriented features

Java and C++ support OOP the way they do for the sake of compile-time checks and efficiency (relative to languages with dynamic object systems, at least). These features introduce a plethora of rules in those languages, the sum complexity of which distract from the essential ideas in OOP: encapsulation, polymorphism, and inheritance. In a dynamic language, these ideas can be conveyed by convention using regular functions and dictionaries: plain functions are used as constructors and methods; dictionaries are used as the objects; methods take the object as their first parameter; and constructors return a dictionary with the right instance and method members. For example, a method call ends up looking like:

obj.foo(obj, 3)  // call the foo method of obj with an argument 3

This may be more verbose, but it’s explicitly constructed out of already existing mechanisms. Inheritance relationships would be ‘faked’ by simply giving one type all the same methods as another, e.g. A is a subtype of B because it has all the right fields and methods. Duck typing, essentially. A student introduced to OOP as a set of conventions rather than new language mechanisms has a better chance of seeing the point of the whole thing and so is less likely to fall into common newbie traps, such as using inheritance for the sake of using inheritance.

2) Shells

Shells seem to be problematic in programming education. For one thing, every shell tutorial I’ve ever seen outright fails to make clear the distinction between shell code and program invocations in the code. For example:

ls -a > foo

While “> foo” is part of Bash syntax, Bash doesn’t see “ls -a” as anything but a command it doesn’t recognize, so it looks for a program named “ls” in its search path, and it loads and executes ls, passing the string “-a” as the argument fed to the char* args parameter of main() of the ls process.

Got that? Well, if you don’t understand this, you don’t understand the first thing about shells. But it’s REALLY FREAKING HARD to start learners off by explaining all this. So we don’t explain it. Rather than really teaching Bash or other shells, we just give students a few example shell commands, wave our hands, and trust that students will eventually figure out what’s really going on. Few students catch on quickly, and many never do, including some that go on to program professionally.

The solution to this situation is to formally cover shell languages as topics in their own right rather than as incidental to instructing students in how to use a compiler. At the very least, then, shells should not be introduced at all until it’s time to give them proper treatment.

(Not only are shells conceptually tricky to explain, the complexity of Bash syntax distracts learners from the essential concepts. The long term solution is to replace Bash as the default shell with something with a proper expression-based syntax—something like Python or Ruby, perhaps—rather than a command-based syntax, even if it means some common tasks would be a bit more verbose to type. Bash is a horribly twisted pile of historical happenstance that is just no longer worth its few minor typing-efficiency advantages.)

3) OS concepts

Key pieces of every language’s standard library deal with operating system matters like files, processes, and threads. Like with shells, these are complicated subjects in their own right: by introducing these OS concepts intertwined with a language, you’re muddling the clear presentation of both.

a = new Hope()

Enough about how to do programming education wrong. What about getting it right? Well, I have a lot of opinions on that front too. So many, in fact, I created my own language, Pigeon. The design philosophy behind Pigeon can be summed up by a few slogans:

  • Get in, get out. Pigeon is designed to be fully learnable in 3-4 hours. Once the student fully understands every rule of Pigeon, they should write trivial programs in it for maybe 4-8 days, and then they should move on to learning a real language (especially Python). Pigeon is simple enough that it would be ridiculous to offer a full term course devoted to it, even at a high school or middle school. (At the very least, you should be embarrassed to attend an institution that offers a programming course with Pigeon in the title.)
  • The explanation is the design. No other consideration is as important as bare simplicity—both syntactical and semantic—and simplicity is best measured by asking the question, ‘How must this be explained?’ The shorter and clearer the explanation, the simpler the language*. Currently, the Pigeon tutorial is just over 20 pages; I don’t foresee it ever growing past 30.

(*Of course, the simplest possible language would be a minimal notation for a Turing machine, e.g. Brainfuck. While that might actually have educational value, the goal here is to set learners on the path to learning real-world languages.)

Pigeon sticks to the features common to almost all modern languages:

  • expressions
  • functions
  • local and global variables
  • branching and looping
  • recursion
  • arrays and associative arrays
  • modularization across files

(Global variables and recursion are not themselves essential at this point in the learner’s education, but they help establish the concept of local scope.)

The Pigeon program is a bare-bones text-editor window with a sub-window for printing standard output. Clicking ‘Run’ translates the code currently in the text-editor window into a Python module and then executes it. This is all done in about 1,000 SLOC using Python 2.5 with wxWidgets.

Currently, the only output accessible in Pigeon is the standard output window, and the only input is a bare bones pop-up dialog. As explained above, the decision to omit file handling is deliberate. However, one thing I would like to add is a simple interface to wxWidgets’s canvas to allow learners to play with simple 2D drawing. If you’re interested in contributing code to the project, that—or some other kind of simplified input/output mechanism—would be a good place to start.

Another big way to help the project is to concoct simple programming exercises, as I’ve neglected this important area.

If you’d like to contribute, ask for project member status in the comments here so you can edit the wiki. (You must have a gmail account for this.

Learn more about Pigeon:

The current Pigeon download is not usable, so don’t bother with it yet. Something apparently got buggered when I packaged the zip together (hey, it worked on my machine!). I’m putting off a fix until I get the time to add cross-platform filepath support (I developed on Windows without bothering about Unix) and also the time to update the language to match the documentation (I’ve neglected the code since I posted 0.1 in October, for I’ve been focusing on writing docs instead, over which time I changed my mind about a few things). Aside from those few things, I’m sure some things in the code will look hideous from the perspective of a three month hiatus and will demand refactoring. I also haven’t gotten around to putting my svn repository on Google Code, so that will be the first thing I do when I tie up these loose ends sometime this February.

Posted by Brian Will
Nov 152007

Ubuntu 7.10 (codename “Gutsy Gibbon”), released last month, is for me the first really usable Linux, which is saying a lot considering I’ve made a serious attempt to switch to Linux about once a year for the last six years. The last 3 of those attempts have been with Ubuntu, and while I could always get my system dual-booting into Ubuntu, there was always some essential functionality I couldn’t get working such that, when the GRUB menu came up, I would always choose to boot into Windows. With Gutsy, I can finally say that the only compelling reason I have for booting into Windows is to play games.

What follows is a rundown of various issues hindering Linux desktop adoption, most of which I can happily report are solved–or on their way to being solved–in Ubuntu.

For reference, my desktop specs are:

  • MB: Asus P5NSLI (nvidia nforce Intel Sli)
  • CPU: Core 2 E6400 (LGA775)
  • RAM: 2 gigs
  • HD: Western Digital 7200 rpm 250gb SATA
  • Sound: Creative Labs X-Fi Gamer and ADI AD1986A onboard audio
  • Video: geforce 8800 GTX 768mb
  • Monitors: Gateway FPD2485W (24″ 1920×1200) and Samsung 215TW (22″ 1680×1050)

My laptop is a Gateway M-6816, which has Intel PRO/Wireless 3945 and Intel Graphics Media Accelerator X3100 (up to 384MB shared).

Installation media

I start with the issue of installation disc integrity because, in my experience, it is not a rare problem. My first torrent of the Gutsy amd64 DVD was faulty, apparently, and this caused the live CD boot to hang early in its process. I’ve experienced similar problems with previous releases. I suggest always running the media check (an option in the boot CD splash menu) before installation.

386 vs amd64

The 386 DVD version installed without a hitch, but sadly, I’ve yet to get the amd64 version to work. The trouble seems to be graphics related, as the boot CD stops before it gets to the graphical login screen. I successfully installed in text mode, but booting from that install exhibits the same problem.

Partitioner

A non-destructive partitioner is essential for Linux’s success on the desktop because most users coming from Windows wish to dual-boot and don’t want to reinstall Windows or lose any Windows partitions. Also really important is a smart installer that helps users pick the right set of partitions to create for Linux. With previous releases, I’ve had to turn to external solutions, like GParted and the Ultimate Boot CD, to mixed results. With Feisty, Ubuntu started to integrate GParted into the install process, but the result was still sketchy. When installing Gutsy, I already had free space on hand for a new primary partition and so basically by-passed the issue, but I’d be very interested to hear how others fared with setting up partitions for Gutsy where they had to resize NTFS. One thing I’d like is a manual/auto mode so I can have the installer recommend a partition layout but still see what exactly it’s doing and modify its plan.

Reading and writing NTFS

Just as important as easy non-destructive partitioning, users coming from Windows want to read and write their NTFS partitions. (Reading and writing Linux partitions from Windows is less pressing, but can be done with explore2fs.) With Feisty, users had to know they needed to install a package to get NTFS support, and I myself couldn’t get writing to NTFS to work, only reading. With Gutsy, my 3 NTFS partitions are readable and writable out of the box in Nautilus just by double clicking them and entering my password (this just mounts the partition: you must click again to view the root of the partition, a behavior which should be changed or made clearer with user feedback).

Boot loader

On the laptop I bought a few months ago, the first thing I did was make room for Linux by clean re-installing Vista from the included install disc into a smaller partition. Gutsy installed with no hassle, and GRUB allowed me to boot into Vista. On my desktop with XP and Vista already installed, installing Gutsy replaced the XP loader with GRUB, but strangely this left XP bootable from GRUB but not Vista. My guess is that GRUB tried starting Vista as if it were XP because that’s how it listed the partition in the menu; this may have arose from the unusual case of a Vista partition existing on a drive with the XP loader installed (it got that way because I installed XP after Vista). Only after reinstalling Vista and then a second install of Gutsy (amd64) could I boot into any OS from GRUB (even though, as mentioned, Gutsy amd64 won’t boot). Hopefully my unusual case will be accounted for in future releases.

GRUB could stand a few basic improvements. First, the default names given to the Ubuntu boot options should be simplified, as they are currently quite scary. Second, there should be an obvious GUI way to edit the boot menu, especially for changing the default partition.

Boot time

From hitting the power button, it takes Windows XP 60 seconds before the desktop appears. From that point, it takes another 90 seconds before Firefox will open and I can interact with it.

On the same machine, booting Gutsy cold also takes 60 second before I see the desktop. However, at that point, it only takes 5-7 seconds to fully load Firefox.

(I’m sure a few programs I have installed on XP hinder it compared to a clean XP install’s baseline performance, but I don’t have anything that major loading with XP; the only significant startup daemons I have are nvidia’s ntune panel, dtools daemon, and Valve’s Steam.)

Ethernet and Internet connectivity

In previous Ubuntu’s, I had issues getting wired and wireless internet connectivity, and I don’t think I have to tell you how useless a system without an internet connection is. Thankfully with Gutsy, I haven’t had one problem whether wired or wireless. I’ve yet to try networking to other Ubuntu installs or to Windows, so I can’t speak to those issues.

Pointer feel

If your mouse doesn’t feel right, your whole user experience is severely degraded. For instance, I probably wouldn’t dislike Macs so much if it weren’t for the fact that every time I’ve ever used one, the mouse motion was way off (and lets not even mention Apple’s “innovations” in mouse body shape and clicking mechanisms). Even when configuring my MacMini (the first and last Mac I’ll ever own) with mice of my own choosing, I’ve never gotten close at all to the quick, accurate control I’m used to in Windows, where I have a high DPI mouse (the Logitech G3) set to high sensitivity and low acceleration with “enhanced mouse precision” enabled. (Jeff Atwood ellaborates on mouse acceleration in Windows vs. Mac.)

The mousing in previous Ubuntu releases was similarly unsatisfying (though Kubuntu was considerably better). Compounding the problem in Ubuntu, the sliders for acceleration and sensitivity in the Gnome mouse control panel never seemed to do anything, as if they were just included for placebo effect. Well, in Gutsy, I still can’t tell if the sliders are doing anything, but happily the mousing feel out of the box is nearly up to par with Windows. My laptop’s touchpad is similarly satisfactory. While still not perfect, the mousing in Ubuntu is sufficiently good I rarely notice it (unlike in OS X). Still, the fact that the motion adjustments don’t seem to work worries me: I could have just gotten lucky this time with my choice of hardware while other people might not be so lucky.

[To be fair, after a few minutes spent playing with a new model iMac, I must confess the mousing was quite good, even with the gimicky mouse (the fact that I was using a fast, responsive system rather than the under-powered MacMini probably made the difference here). Also, Apple's new ultra-thin keyboards work surprisingly well considering they appear horridly anti-functional.]

Graphics driver, 3D acceleration, and multi-monitor

Unlike in previous Ubuntu’s, installing working 3D drivers in Gutsy for my latest and greatest nvidia card was effortless. On the downside, the “new” nvidia driver is proprietary, but I’m OK with this, as I don’t think the strategy of boycotting proprietary hardware will pressure the graphics chip makers to release open specs or drivers. Features like Compiz need to get in front of users for proper attention to be paid to 3D among the develeper community, let alone the chip makers, and as long as no one is actually using 3D hardware on Linux, nvidia, ati, and intel will feel little pressure to advance the platform. Hopefully, ati will fulfill their promises of open source drivers and specs for R500 and later hardware, and hopefully success there will prompt nvidia to do the same. (Like with Samba and proprietary multimedia codecs, the basic strategy here needs to be the FOSS version of “embrace and extend”: supporting proprietary technologies gets Linux out of the gutter while interoperability increases use of free technologies. FOSS needs market power first before it can make demands. But that’s a whole post unto itself.)

Getting my second display configured was frustrating at first, but running ‘nvidia-settings’ got everything in order (run it as root so that it can overwrite xorg.conf). The Linux multi-monitor situation is a bit confused at the moment because of limitations in the underlying X window system that have yet to be corrected or worked around. This results in some unsatisfactory behavior: currently, my desktop is a 3600×1200 virtual desktop such that it extends off the top and bottom of my 1680×1050 display; while maximization on that display thankfully works correctly, some oddities occur, such as desktop icons hiding off screen.

Sound

My Audigy X-Fi is not supported in Linux except by proprietary beta drivers from Creative Labs for 64-bit Linux only. As I have yet to get 64-bit Gutsy working, I can’t report on that support. Rather than swap back in my Audigy 2 ZS, I turned on the onboard audio in my bios. This got sound working, though I did have to fiddle a bit in the sound panel. Also, I can’t get anything beyond 2-channel sound to work, likely because the onboard audio’s jack sensing is not supported by the drivers, so the 3 jacks from my motherboard are stuck as line-in, line-out, and microphone (hmm, except then you would think I could get sound to record, though I can’t).

These driver issues are understandable considering I’m using a relatively new proprietary sound card and a not-so-common generic onboard solution. Really though, the biggest failing of Linux sound-wise at this point is not any lack of hardware or lack of auto-configuration but simply that the sound situation is so damn confusing. In trying (and failing) to get 6-channel sound working and in (successfully) fixing the lack of sound in Flash on my father’s system, I was confronted with a mess of OSS, ALSA, ESD, OpenAL, PulseAudio, and a whole array of opaque options I didn’t understand. Hopefully these projects will coalesce or at least learn to better exist side-by-side so they can be configured to work simultaneously on the same system. The situation feels like GNOME vs. KDE of several years ago when getting KDE apps to work in GNOME and vice versa was tricky.

Font rendering

In previous releases, smoothed font-rendering was tricky to get working, but now it is turned on in GNOME by default. You can even select between “best shape rendering” (OS X -like rendering) and “subpixel rendering” (Windows-like rendering). (Here’s the difference between the two.)

On the downside, the selection of fonts out of the box is a bit lacking: too many almost identical sans fonts, not enough quality serifs, not enough monospaced fonts. On the upside, most of the included fonts are quite good, especially the great Monospace, which is very similar to Microsoft’s new Consolas font but with a few changes that make code even more readable.

Multimedia codecs

On all Windows installs, I install mplayer, vlc, and the K-lite mega pack because doing all that seems to cover all bases, codecs-wise. In previous Ubuntu releases, I’ve been lucky to get MP3 support working, but in Gutsy, I finally don’t have to worry about codecs. I simply open any media file in mplayer or vlc, and GStreamer detects which codec I need and downloads it, and then the file plays (though sometimes only after restarting the player). Dubious legality aside (OK, not so dubious illegality—I’m in the US, and it definitely ain’t legal), the only way for codecs to work better is to simply have the whole lot installed by default.

Portable music players

My Creative Labs Zen Microphoto (8gb) used to work fine on Windows XP before Creative discontinued its original drivers (which they pig-headedly don’t offer for download) and upgraded its firmware to use Media Transfer Protocol. Now, Zen users on XP must use Media Player 10 to interface with their device, but it’s never worked for me. Since then, I have had to use my laptop to charge and interface with the device.

In Linux, applications can use libmtp to interface with MTP devices. Ubuntu installs by default Rythmbox, a stripped-down but slick iTunes-like player, which supports libmtp via a plug-in. I just wish it were clearer that you must enable the MTP plug-in (in the plug-in preferences) before your device will be recognized, as it was days before I noticed the option.

So here’s a case where something works for me in Linux but not Windows (XP).

(I should also remark how much I like Rythmbox, which is surprising considering I dislike iTunes. The key thing that makes Rythmbox acceptable to me is that it keeps your music files in place rather than presumptuously duplicating and re-encoding your entire media collection the way iTunes is wont to do.)

Package management and application installation

In the previous Ubuntu, I had trouble with Apt (the package manager) getting buggered right out of the box such that its database got locked, causing Apt and Synaptic (the GUI front-end) not to work at all because they couldn’t access the database. This happened consistently immediately after a clean install, rendering Ubuntu basically unusable.

It’s annoying that many packages in the repository are for old versions, even for major programs, like Eclipse and Azureus. Azureus, for instance, wouldn’t work for the version I got from Apt; only the latest version, gotten manually from the Azureus site worked. So there are many cases where you must go fetch a lot of apps by means other than Apt.

Java

Now that Java is free, I assumed it would be included by default, but that didn’t seem to be the case (or at least, I had to manually install Sun’s Java 6 to get Eclipse and Azureus working). It’ll be nice when this situation gets resolved so users can simply have Java apps working out of the box.

Web browsing

Firefox in Ubuntu is much slower at rendering than in Windows. In Windows, my habit is to ctrl-mousewheel to change font size, and Firefox resizes in real-time as I scroll the wheel with all but the most complex pages. In Ubuntu, even simple pages can take a moment to resize the text, so I had to train myself not to reflexively resize pages. You can also see Firefox’s slow rendering in pages like Google Maps, where dragging the map is far from smooth. It’s likely this slow rendering is tied to inefficiencies in GNOME, X, or maybe the new font rendering, as I can’t imagine that Firefox’s rendering path changes much between Linux and Windows. It’s possible the new font rendering is causing this slow down, ormaybe something similar is the culprit, but I see the problem on all machines I’ve installed Gutsy. Hopefully Firefox 3’s new rendering engine (with a Cairo backend) will bring this back up to par.

(Sadly, my favorite Compiz plugin, Enhanced Zoom, causes animated cursors to disappear after the first time you zoom in, and this is most aggravating in Firefox, where the cursor animates as pages load; the only fix is to restart X (by ctrl-alt-backspace), but this closes all your programs, so the only real solution for now is to just disable Enhanced Zoom.)

User switching

A panel widget included by default is “fast user switching”. I’ve experienced debilitating bugs with this widget, so I suggest you not use it.

Gnome desktop

Finally, I have some assorted thoughts on GNOME:

Thankfully, the application menu has been cleaned up since Ubuntu’s last release: rather than listing apps by their project names—names which are meaningless to most people—most apps now are just given simple descriptive names that reflect their functionality. The menu editor, however, could stand some more work, as it’s a bit hard to discover and awkward to use.

In previous GNOME’s, the icons ranged from acceptable to ugly turd. Now, the default set of icons in the menus and file browser not only do not look like crap, they are actually very attractive and exemplary models of clean design, better even than many icons seen in OS X. And speaking of bling, I do wish there were more color themes and bundled wallpapers with the stock system in the vain of Windows. It would be neat if they included some of the great photos from Wikipedia’s photo of the day, which includes some very neat panorama shots.

The default panel config of Gnome is a silly attempt to split the difference between the Windows / Mac desktop, and too many unnecessary panel widgets are included by default. At the very least, a quick panel config wizard should allow me to choose the standard Windows taskbar layout.

Unfortunately, my biggest irritations with GNOME can’t be fixed with a lick of paint. First, windows with scroll panes inside open too small to see the content of the scroll pane, forcing me to resize or maximize these windows to properly see this scrolled content. This problem is exasperated by my other grievance: grabbing window corners is too tricky, and I often accidentally click with the horizontal or vertical resize cursor when I wanted the 2-axis resize cursor.

Posted by Brian Will
Nov 042007

In discussions of programming education, the argument is often made that learning to program shouldn’t be made easier. This is the Let’s Filter Out the Idiots argument, common also to the fields of law and medicine (or so I’m told). The idea, basically, is that the discipline must retain a face of esotericism to the outside world as a barrier, the passage through which marks a rite of passage for initiates, thus preserving standards within the profession. I’ll concede that there are actually a couple good justifications for a general attitude of anti-idiotarianism:

  • First, law, medicine, and computing are genuinely complex fields, so a large degree of esotericism is unavoidable.
  • Second, in these fields, a little knowledge can be a dangerous thing. In fact, in the case of doctors and lawyers, the purpose of the face of esotericism is likely not at all to avoid creating bad doctors and lawyers—their certification processes are sufficiently rigorous to avoid that—but rather to discourage laymen from thinking that they can practice amateur medicine and law. There may be an element of protectionism to this, but it’s mostly a good idea. Even programmers have legitimate cause to fear amateurs, for amateur programmers tend to create Frankenstein systems, messes which create problems for everyone involved (see this example of a near miss).

However, the anti-idiotarian arguments for maintaining educational barriers to entry are bogus:

  • First, keeping the first phase of education difficult is supposedly necessary to weed out the incompetents, but this is backwards: if people are getting certified who shouldn’t, the problem lies with the certification standards, not the number or quality of the people pursuing certification. (Of course, programmer certification remains problematic, but that’s a whole other issue. See here and here.)
  • The second bogus argument goes like this: in any field, to be much good at what you do, you need a solid grasp of the next two or three layers of abstraction beneath where you primarily work, e.g. decent web developers understand the basics of HTTP, DNS, caching, database performance issues (if not the implementation details), etc, and beyond that they have a working conception of operating systems and general programming tools; essentially, you can’t be a good programmer if you treat your tools and development platform like magic. But, if the technoratti consensus is correct, this, sadly, sums up what’s wrong with a very large percent of people out there who call themselves programmers. So far this is all very true, but then some go on to claim that enabling easier entry to the field necessarily means enabling the next wave of push-button “programmers”. This is wrong. What makes such people bad or “fake” programmers is that they don’t understand essential aspects of programming and computer science, not how they acquired what knowledge they do (or don’t) have.

The zealous anti-idiotarians are missing the point. Making the basics of the field easier to learn benefits everyone, sparing pain for the incapable and hyper-competent alike: those who lack the disposition can get out earlier while those who stay can cover more material in less time, and just maybe a few capable students won’t get discouraged as they otherwise might by the overwhelming minutia of the practice of programming.

Posted by Brian Will
Oct 272007

One of the largest deficiencies in most software interfaces lies in their poor use of semantic categorization. This is most clearly seen in windowed applications’ menu bars, where organization is done in several different ways (often inconsistently within the same application):

  • organization by hierarchy of action, e.g. “Paste” goes under “Edit” because pasting is a kind of editing
  • organization by hierarchy of things, e.g. “Layers” goes under “Window” because the layers dialog is a window
  • organization by phrase completion, e.g. “Grid” goes under “View” because one views the grid
  • organization by inverted/scrambled phrase completion, e.g. “Rotate 90 degrees” goes under “Image” because one rotates the image 90 degrees
  • organization by free association, e.g. “Back” and “Forward” go under “History” because they are navigation links like a previous-site link is a navigation link
  • organization by fuck all, e.g. “Preferences” go under “Help”, “Tools”, “Edit”, “File”, et al.

The hopeful thing about this problem is it suggests much software could be greatly improved simply by re-examining a few word choices and moving some menu items around. The discouraging thing about the problem is that getting semantics and categorization “right” is very, very hard and may in fact be an intractable problem (see Clay Shirky here and here).

Posted by Brian Will
Oct 272007

RMS (Richard “Not Milhous” Stallman) has always been insistent that the important virtues of “free software” are ethical, not practical or technical. As best as I can surmise, RMS’s ethical claims boil down to:

  1. Society is better off with a non-proprietary software infrastructure because it protects users against software that does not have their interests at heart.
  2. A society of unfettered experimentation, education, discovery, and cooperation is better to live in.
  3. Sharing of modified or unmodified intellectual works (he objects to the term “intellectual property”) is a right, the abridgment of which is an affront to freedom.

The first point has been well argued by many: governments and the proprietary media industries increasingly want to undermine the technological power that general-purpose computing puts in the hands of end-users. (See any discussion of DRM, trusted computing, or government efforts to nerf encryption.)

It’s not surprising that libertarians of the FOSS movement concur on the first claim, but it’s perhaps surprising there’s not more friction on the second: I’ve always thought of libertarian ideology as wanting to “unrestrain” the exceptional few so that they can stride above the masses like the colossi of self-made virtue that they are, which doesn’t seem consistent with the promotion of greater cooperation. The explanation for this departure, I think, is that free software development, for all its openness, is actually brutally meritocratic: good code survives, bad or not-so-good code gets tossed or ignored, so generally, the better programmers rule the FOSS landscape.

It is this third claim—the right to take and share non-rivalrous copies—that I would expect to hear more debate about, but both sides are surprisingly quiet on this issue, including Stallman himself, who as far as I can tell views the right-to-share as axiomatic. The only examples of debate I’m aware of aren’t much more than assertions: assertions of the goodness of sharing and counter assertions of the goodness of property. So if you’re aware of real debate on this issue, please let me know.

In the end, this tension between free software and libertarian ideology can probably just be ignored, for the libertarians of FOSS seem to be a peculiar Silicon Valley variety, a breed that mainly focuses on the stupidity of regulation and political correctness (*yawn*). (A most peculiar example of this is Wikipedia founder Jimbo Wales, a self-proclaimed Randian with a very, um…unfamiliar spin on Objectivism; see this CSPAN interview with Wales)

Posted by Brian Will
Oct 262007

WinDirStat is a simple Windows program that displays the files and directories of a partition as rectangles proportional to their size, allowing you to quickly see what’s taking up the space. Among the good design decisions the authors made, the files are colored by file type and very helpfully shaded.

windirstat

Of course, the program basically has to index your partition anew each time it starts, but I was pleased to find this process doesn’t take too long (~ 2 min. for a 200 GB drive).

Posted by Brian Will
Oct 202007

Most Java instruction materials fail to make certain basic things as clear as they could be, so here’s a FAQ-like rundown.

What are the types of values in Java?

Java divides its types into what it calls ‘primitive’ and ‘reference’ types (this terminology is unique to Java):

  • The primitive value types consist of five integer types of different sizes (int, long, char, short, byte), the floating-point types of different sizes (float and double), and the boolean type.
  • A reference value is an instance of a class.

(A reference value might also be an instance of an enum—a class-like enumeration. I won’t discuss enums as they were added late to the language and most programmers get by without using them.)

Confusingly, the terms value type and value variable are sometimes used as a synonym for primitive type and primitive-type variable, respectively. Less surprisingly, reference variable is used to mean a reference-type variable.

What’s a literal?

Values of some types can be expressed as ‘literals’, i.e. literal representations of particular values:

  • 35 : a literal int value (all integer literals are of type int by default)
  • -12.51 : a literal double value (all floating-point literals are of type double by default)
  • ‘b’ : a literal of type char (the ASCII value of ‘b’ is 98, so if used in an arithmetic expression, it will act as that integer value, e.g. (‘b’ + 2) is 100)
  • true : the reserved words true and false are literals of the two boolean values
  • “Aye carumba!” : a String literal

Notice that the only non-primitive type of literal is a string literal (a string is an object, an instance of the class String in the package java.lang).

What’s an expression?

An expression is one of two things:

  • a value
  • an operation

A value is either a literal or a variable. A literal obviously evaluates into the value which it represents, while a variable expression evaluates into the value it holds at the time it is evaluated.

An operation consists of an operator and operands and evaluates into a value. For instance:

3 + 2      // the operation + has operands 3 and 2 and evaluates into the value 5

Note that the operands are themselves expressions. In this case, the operands are values, but they could be any kind of expression as long as those expressions evaluate into the right type of value, e.g.:

3 + (9 - 2)     // the first operand of + is 3 and the second operand is the expression (9 - 2)

Also note that, in all cases, an operation evaluates down into a value—we can say that the operation ‘returns‘ a value—and that value has some particular type. In Java, it’s an important feature of the language that the type of value returned by an operator expression is always known from the operator and the types of its operands, e.g.:

('b' + 3)      // the + operator with a char operand and an int operand will return an int value

The language is designed such that the compiler always knows the type of each expression, i.e. the type of each value and the type returned by each operation. For the language to know this, you must always declare the type of each variable, the type of each parameter, and the return type of each function. This is the essence of what it means for Java to be a statically-typed language.

Each operator has its own rules about how many operands it takes, their types, and the type of the value it returns. Some operators change what type of value they return depending upon the number and type of their operands. For instance, the + operator will return a String rather than an int when used with a String operand:

"Johnny" + 5    // a + operation with a String and int operand will convert the int into a string and return a concatenation of the two strings as a string: "Johnny5"

There are a few dozen operators in Java:

  • a few are unary (taking one operand, e.g. the ! operator)
  • most are binary (taking two operands)
  • one rarely used operator is ternary (taking three operands), the ? : operator

Parentheses and the rules of precedence are used to determine which operations are the operands to which other operations:

3 + 7 * 9    // * has higher precedence than +, so (7 * 9) is evaluated first and is an operand to the + operation
(3 + 7) * 9     // the parentheses override the usual precedence, so (3 + 7) is evaluated first and is an operand to the * operation

(Note that the whole point of operator precedence is so lazy mathematicians don’t have to put each individual operation in its own set of parentheses.)

The operators and their precedences are listed here.

Not all operations are denoted by operators, however, for a method call can be thought of as an operation: as determined in its definition, a method takes some number of operands of particular types and returns a value of some particular type. (Some think of the parentheses of a method call as an operator such that the name of the method and the arguments are the operands, but I prefer thinking of the method name itself as the operator and just the arguments as the operands.)

What’s an expression statement?

An expression statement simply has this form:

expression;

In Java, an expression statement must be either an assignment operation or a method call, e.g.:

x = 3 + foo;     // an assignment statement
cow.moo();    // a call statement

In some other languages with similar syntax, such as C, many compilers won’t complain if you have an expression statement like foo; (which says, ‘evaluate the value of variable foo and do nothing with it’) even though such statements are pointless. Java will complain if you write such do-nothing expression statements.

(Of course, it’s quite possible a method call expression might not do anything useful, but the Java compiler can’t know that; it only objects to expression statements it knows couldn’t possibly be useful, such as 3 + 5;)

What’s a declaration statement?

A declaration statement has the form:

type name;

For instance:

int x;     // declare a variable named 'x' of type int

Cat c;     // declare a variable name 'c' of type

For convenience, you can declare multiple variables of one type in one declaration statement using commas to separate the names, e.g.:

int x, y, z;  // declare three ints: x, y, and z

Also for convenience, you can assign a value to a variable as you declare it using this form:

type name = expression;

…where the expression evaluates into the value assigned to the variable.

In a multiple declaration, assigning values to the variables looks like this:

int x = 3, y, z = 2;

…which is no different from writing the same thing as three successive statements:

int x = 3;
int y;
int z = 2;

What’s a control statement?

A control statement is one of the statements having to do with flow of execution: if, while, for, break, continue, try-catch, return, and a few others. The rules and meaning of these statements are particular to each kind.

What’s the difference between a value variable and a reference variable?

Variables of primitive types are value variables, meaning they directly hold a primitive value:

int x = 3;
int y = x;
x = 4;  // though y got its value from x, modifying x afterwards has no effect on y
 System.out.print(y); // print 3

Here, x and y represent two locations in memory where an integer value is directly held. After the second assignment, the memory locations of x and y each hold separate copies of the value 3.

Variables of reference types are reference variables, meaning they hold a reference (address) to an object, not the object itself:

Cat x = new Cat(); // a new Cat is created, and memory location x now holds the address of that object
x.name = "Fluffy";
 Cat y = x;   // the expression (x) evaluates into the object referenced by x, and so the new Cat reference named y is assigned the address of the very same object referenced by x
 x.name = "Mittens";    // modify the property of the cat object referenced by x
 System.out.print(y.name); // prints "Mittens" because y referenced the very same object as x when we modified the object's 'name' property via the reference x

Here, x and y represent two locations in memory where addresses are held. The actual Cat object is elsewhere in memory. Both x and y are assigned the same Cat object address, so modifying the object referenced by x is the same thing as modifying the object held in y—they’re the same Cat.

What are the primitive types?

The integer primitive types are:

  • byte
  • char
  • short
  • int
  • long

The floating-point primivite types are:

  • float
  • double

For all these types, see here for their exact sizes. If your code requires high-precision floating-point calculations, you should read up on the strictfp modifier.

Finally, there’s the boolean primitive type, which consists of two special values, true or false. In other languages, such as C, numbers are used to mean true or false in special contexts—usually zero represents false while all other values represent true—so why have a unique type for true and false? Well the thinking is that this protects you against accidentally using a number when you meant to use a true/false value and vice versa and helps clarify the intent of code when it is read.

Is = really an operator?

In Java, yes. However, the = operator may seem like something of a special case, and that’s because it is: the = operator’s left operand is not a value (and hence not an expression) but rather a target, i.e. a variable to assign to. Consider:

foo = 2;

It wouldn’t make sense for foo to evaluate into its value here because you can’t assign a new value to a value—that just doesn’t make any sense. Rather, we are assigning a value to the variable itself.

Despite this unique difference, = is still an operation and does return a value, which is the value assigned to the target:

3 + (x = 4)       // first 4 is assigned to x, then 3 is added to 4

Because = operations are right-to-left associative, we can chain assignments:

x = y = z = 5;

This is equivalent to:

x = (y = (z = 5));

A common typo is to type = when you meant to type ==. In C, this creates a problem in such cases as:

if (x = 3)  { ... }

…because, in C, an integer can be used as a true/false value, so the value 3 returned by (x = 3) is accepted as the condition value even though the programmer certainly meant to use == instead. In Java, in contrast, a condition must be a boolean value, so the compiler will complain here about an invalid if condition.

Some other languages think it’s a bad idea to allow assignments to occur in unexpected places, so they make = useable only as the outer operation of an expression statement. In general, you should follow this convention, as code is hard to read when assignment operations occur in unexpected places. E.g., instead of:

 foo(x = 3);

…do this:

x = 3;
foo(x);

What’s the order of the modifiers?

Java contains some keywords which modify reference-type declarations (classes, interfaces, and enums), local variables, fields, and methods. Some of these modifiers can’t be used with other modifiers, but Java doesn’t care about the order in which you write the modifiers as long as they all go before the thing they modify, like so:

  • class: modifiers class Name {}
  • variable (local or field): modifiers type name;
  • method: modifiers return_type name(parameters) { }

So, for instance, you could write a field as :

static final int x = 3;

…or:

final static int x = 3;

…but not:

final int static x = 3;  // modifier 'static' must go before the type ('int')

Why is the syntax for creating objects so verbose? E.g. Foo foo = new Foo();

The reason it’s so verbose is because really two independent things are going on in such a statement. If we have a class named Foo, then this:

Foo foo;

…declares a reference of type Foo. No object has yet been assigned to foo, so it holds the default value of null, the special value representing a reference to nothing. To actually create a Foo object, we use the new operator followed by a call to the constructor:

new Foo()

Understand that, like all other calls to functions, this is an expression! It just looks funny because ‘new’ (which is a unary operator just like ‘!’) is always separated by whitespace from its operand (the call to the Foo constructor). The new operator must be used when calling a constructor to create a new object. In the most common use of new, the newly created object is immediately assigned to a reference, like so:

Foo foo = new Foo();

…but a new operator expression is really an expression like any other, so you can create a new object of a type anywhere an object of that type can be used without having to assign it to a reference:

funky(new Foo());  // the method funky taking a new Foo object as its argument
 new Foo().bla();  // create a new Foo object and then call its bla() method

In this last example, the new Foo object is not assigned to a reference and so lost after the statement. This is not the most common thing to do, but it is not all that rare in real code.

An initially confusing thing about the syntax of new is that it has a higher precedence than the dot operator, so the last statement of the last example could equivalently be written:

(new Foo()).bla();

For clarity, it might help to always imagine parentheses around every use of new and its constructor call operand like above.

What’s the deal with calling one constructor from another?

Within a constructor, we might call another constructor of the same class—or even call the current constructor recursively—to continue the job of constructing the object. To do this, you wouldn’t prefix the call with new. Conceivably—if rarely—you might wish to create a new separate instance of the same class inside a constructor (e.g. inside a Cat constructor, you might wish to instantiate a new Cat that is independent of the Cat being constructed), in which case you would use new.

Is new necessary?

Arguably, if you got rid of new, the compiler could simply infer the creation of a new instance from the fact that you are calling a constructor, e.g.:

Cat c = Cat();    // not proper Java (assuming Cat() is a constructor call)

However, (as discussed in the previous section) the new operator helps distinguish between calling one constructor to another and creating a separate object of the same type. For instance, inside the Cat constructor, new Cat() would create a new separate Cat while Cat() would either invoke another Cat constructor or the current Cat constructor (recursively) for the purpose of constructing the current object, not a new separate Cat.

Arguably a better solution could have been used to make this distinction, allowing us to avoid typing new so much, but in any case, I find having new is nice because it makes object instantiations stand out in code.

What is “the stack”?

When loaded, your program is alloted a contiguous piece of memory called ‘the stack’, where all of its local variables are stored. It works like this:

  • The stack starts out empty.
  • As a function executes, its local variables are pushed (stored) on the top of the stack.
  • When the currently executing function call returns, the local variables it created are popped (removed) from the stack before execution returns to the function which called it.

The set of locals created by a function call is called a stack frame.

Notice that, AT ALL TIMES, the frame at the top of the stack belongs to the currently executing function, and the frame below it belongs to the function which called the currently executing function, and the second frame down belongs to the function which called the function which called the currently executing function…and so on, until you get all the way to the bottom frame, which belongs to the main() function of your program. When main() returns, the program ends and the stack is empty.

Such stack-based execution is the dominant model of execution in programming.

If your program’s stack outgrows its space in memory, the Java runtime will request more memory from the operating system if it needs more; if the OS refuses the request (which happens when there isn’t enough memory to be had), the Java runtime causes an exception to be thrown in your program, crashing your program if you don’t catch the exception. (This is a good example of an exception you shouldn’t catch, as there’s generally nothing you can do to recover from running out of stack space; at most, you should catch it, try to do some clean-up work and preserve data you don’t want to lose, then terminate the program.) This kind of error is called a stack overflow because your stack needed to ‘overflow’ its space to continue execution. On a modern desktop system, the amount of memory available makes it hard to imagine a well-designed program that needs more stack space than it can have, so an overflow should generally be seen as a bug or design flaw in your code, not a vexing system limitation. By far, the most common cause of stack overflows is accidentally allowing a function to make too many recursive calls.

(Programs may actually use more than one stack: as I’ll discuss later, each ‘thread’ of a program has its own stack. However, all programs start with one thread, and many programs never need more than one, so we can ignore multi-threading for now.)

What is “the heap”?

Aside from the stack, the ‘heap’ is the other part of memory used by your program. Remember that local variables in Java consist of only primitives and references to objects, not any objects themselves, so you won’t find any objects on the stack; rather, all objects are stored in the heap.

No matter how many threads you have, there is always only one heap for your program.

While the stack is a strictly organized piece of memory that preserves the local variables of each function call, in contrast, the heap, as its name suggests, is a disorderly place. Much intelligence goes into keeping track of which areas of the heap are free, deciding which spots to place new objects in, and avoiding wasteful gaps between objects, but you don’t worry about all that, for it is the job of the Java runtime to manage all of it.

Like with the stack, the Java runtime will request more memory from the operating system if it needs more; if the OS refuses the request (most likely because there isn’t enough more memory to be had), an exception is raised.

Classes are objects too!

When you start a Java program, each class that is used in the course of the program is loaded as an object of the special class java.lang.Class. Among other things, this object is where the static fields of a class are stored (in case you were wondering.)

Yes, it is confusing to have a class named Class. For one thing, if all classes are represented by a Class object, what about Class itself? Is there an instance of Class representing the Class class? Which came first: the Class class or the Class instance? There can’t simply be code that says new Class() because the Class class would need to be loaded as a Class instance first before the Class constructor could be used. (In fact, Class has no constructors.) The answer is that Class requires special treatment by the Java runtime at load time.

You can get the Class object of a class using the static forName method of Class:

Class stringClass = Class.forName(“java.lang.String”); // get a Class object representing the String class

There’s not much you’d normally want to do with Class objects, but they make some meta-programming techniques possible that otherwise wouldn’t be.

What’s a local variable?

Any variable you declare inside a function—including the parameter variables—are local variables. A local variable is created when its declaration statement is reached in the execution of a function. The local variables of a function call are discarded when the call returns: they don’t actually get erased on the spot, but the memory they occupy on the stack becomes free game to be overwritten by the creation of local variables in later function calls, so they’re as good as dead.

Actually, if a local variable is declared within a control block, such as of an if, for, try, catch, etc., then it is said to be local to that block rather than local to the whole function, and it will actually be discarded from the stack when the block is finished, not when the whole function call is finished. Therefore, you can use a variable only in the block in which it is declared or in sub-blocks thereof.

If you declare a local with the same name as a variable of an outer scope, then the name in that inner scope refers to the local:

int x = 3;

if (true) {    // an if with the condition true is, of course, a silly thing to have, but it serves our demonstration
    int x;
    x =  5;
    if (true) {
        int x;
        x = 7;
        System.out.println(x); // print the value 7
    }
    System.out.println(x); // print the value 5
}
System.out.println(x); // print the value 3

What is overloading good for?

Method overloading (not to be confused with method overriding) occurs when a class is given multiple methods of the same name; this is allowed as long as the methods do not share the same number and/or type of parameters. When you call the method of that name, the compiler can tell which method you mean to call based upon the number and type of the arguments.

So just like some operators vary their effect and type of returned value based upon the type and number of their operands, an overloaded method can vary its effect and type of returned value based upon the type and number of its operands (the parameters).

Understand that overloaded methods are really entirely independent methods that just happen to share a name. The reason Java allows overloading is because it is often simply desirable to have a method which is callable in different ways without having to come up with distinct names for each variation. In general, a set of methods in a class that share the same name should all perform something like the same purpose as each other; if not, you are probably just confusing the users of your class. (Just like having the + operator used for both addition and String concatenation is confusing for learners of Java.)

What’s the difference between “overriding” and “overloading”?

If your class inherits a method foo but you write a method of the same name and same number and types of parameters, then this is considered overriding. If you add your own variants of foo with the same name but different numbers and/or types of parameters, that is overloading because the new variants don’t replace the inherited foo.

Posted by Brian Will
Oct 092007

I’ve rethought my ideas for better tabbing in Firefox (first mentioned here) and have revised my mockup in Javascript accordingly. The performance of the tab switching and previewing is much better, previews are now seen as the full size of the page, and the ‘all tabs’ pulldown now causes the page to scrunch over, better preserving the look of pages in the previews and thereby making them more instantly recognizable. CAVEATS: Only tested in Firefox 2.

Posted by Brian Will