From: Tom Cloyd Date: 2008-06-17T20:56:44+09:00 Subject: Re: print(true and true) #=> the parenthesis issue Marc Heiler wrote: > Dear Tom Cloyd, > > "What happened to the principal of least surprise? Yikes. > > Keep it simple, when at all possible." > > Your suggestive (and false) remarks are irritating at best. Interest assertions...or rather they might be if there were an argument accompanying them. Name calling is easy. My argument(s) may be false, but at least I made an effort. If you find them false, point out the error. As for the "irritating" part - I'm supposing that that might have to do with a perception that to attempt this might take time and effort. But...I'm speculating. > There is > only one principle of least surprise, if ever, and this is by the one > who designs the language. My questions stands. You do not address it. And...I believe there is more than one hand stirring Ruby's pot, and that is common knowledge. > There is no GENERAL CONSENSUS applicable to a > "principle of least surprise" because different expectations, patterns, > experience will yield to different perceptions of any given situation. > Certainly. No issue here. > The KISS strategy is only one more strategy in a pool of different > strategies. > Obviously, but what's your point? The "principle of parsimony" (often attributed to William of Occam) is well established and accepted in philosophy, the law, and in argumentation in general. It's NOT simply one among many, to paraphrase you. It's fundamental - to good reason and, one could assert (and I do) to good design in general. And to aesthetics. The point of parsimony, aside from the avoidance or the error which tend to propagate as a function of complexity, would seem to have to do with the issue of usability which the original poster brought up. That which is simple is generally more understandable and thus more useful. Seems like a truly key idea, to me. > I have seen it used in the game Wesnoth and what this basically means it > that they slavishly reject features that "would make the game too > complicated". > To the extreme that, when one suggests simplification to a game > interface, a similar reasoning is used to reject it ("would make the > code too complicated") > A good tool, poorly applied, is none the worse for it. > Whether this is intentional or not, it is their decision, but it would > not be the ONLY available strategy to create/solve something. > Who made THAT silly assertion? Not me. > I'd rather not stick to ANYONE's "keep it simple" mantra, definitely not > when multiple people jump on it and pick it up to shout something is a > bug when it is not what they expect. > > If anyone wants to know my principle of leat surprise, then I'd never > have a parser that makes a difference between && and "and" or similar. > But I am no language designer. > To repeat (and I do so in part because you did not address these matters) - I agreed that the particular syntactic issue at hand appears to be trivial to most of us most of the time, and also that its surprising nature leads me, at least, to wonder about other sorts of subtle, hidden issues which may be causing trouble in Ruby. (And give me credit for suggesting that such trouble as I encounter is far more likely to be self-caused than language caused.). It's reasonable to suppose such hidden issues exist, though probably not reasonable to worry too much about them. They can be fun to talk about however. t. -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tom Cloyd, MS MA, LMHC Private practice Psychotherapist Bellingham, Washington, U.S.A: (360) 920-1226 << tc@tomcloyd.com >> (email) << TomCloyd.com >> (website & psychotherapy weblog) << sleightmind.wordpress.com >> (mental health issues weblog) << directpathdesign.com >> (web site design & consultation) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~