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Didier Lockwood died at only 63.
I'm shocked; I have seen him on stage a couple of times, his enthousiasm was really forthcoming. He's been involved in a lot of collaborations with other musicians, and also tried to make things better regarding the teaching of music to children.
I'll miss him, definitely.
"I'm neither for nor against, on the contrary." John Middle
Personally, I believe that visual scripting is truly beneficial and worths a try. In the example I mentioned I above, I referred to the blueprints system of unreal engine which gives game developers the ability to work on their projects without the need to write a single line of code.
Spam? Well, not really- I am not advertising nor anything. Unreal Engine a well-known game development engine that is considered as the most powerful real time rendering tool.
So back to the subject, what does a software engineer/developer think of visual scripting environment?
Well, that's relatively correct. however, such advanced visual scripting environments give remarkable tools to make the system more extensible. For example, designers have already implemented an approach that makes the users able to write their own nodes/(blocks of code).
In my experience a good approach is to have the designer generate code in the form of partial classes which the developer can override/augment with their own crafted code in their side of the partial classes.
Many ETL designers and things like the EF designer work in this way.
The concept has been tried multiple times, and most of us are still using a text-editor. That's because a text-editor is the superiour way to quickly edit a text, which still communicates more information in a few lines than most visualizations communicate in pages.
It is a step in the wrong direction
Bastard Programmer from Hell
If you can't read my code, try converting it here[^]
Sometimes, the amount of work you need to dedicate to create something can be reduced by more than 90% if you use a visual scripting environment the right way.
For example, when it comes to writing shaders, this fabulous materials editor that has been released by Epic Games, Rendering and Graphics, shows how useful visual scripting can be.
Writing shaders using C++ (or any other language) may prove extremely troublesome compared to exploiting a visual scripting system.
I have found that such tools address only the simplest tasks anyway -- the developers went after only the "low hanging fruit", when you don't need a tool to do those things to begin with!
We need tools that help with the difficult tasks. Instead they take the easy things and make them simple -- "hey, we saved 90%" -- while not helping with the difficult tasks and actually making the difficult even more difficult to do in that framework/tool.