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Taxonomies of Visual Programming P and Rogram Visualization: Brad A. Myers

This document defines key terms related to visual programming and program visualization. It defines visual programming as specifying a program in a two-dimensional format rather than text, while program visualization uses graphics to illustrate aspects of a program specified textually, such as data, code, or algorithms. The document then surveys systems categorized according to three taxonomies of visual programming and program visualization approaches.

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0% found this document useful (0 votes)
94 views33 pages

Taxonomies of Visual Programming P and Rogram Visualization: Brad A. Myers

This document defines key terms related to visual programming and program visualization. It defines visual programming as specifying a program in a two-dimensional format rather than text, while program visualization uses graphics to illustrate aspects of a program specified textually, such as data, code, or algorithms. The document then surveys systems categorized according to three taxonomies of visual programming and program visualization approaches.

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Bunketor
Copyright
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We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Taxonomies of Visual Programming

and
Program Visualization

Brad A. Myers

September 20, 1989

School of Computer Science


Carnegie Mellon University
Pittsburgh, PA
15213-3890
[email protected]
(412) 268-5150

The research described in this paper was partially funded by the National Science and Engineering
Research Council (NSERC) of Canada while I was at the Computer Systems Research Institute, Univer-
sity of Toronto, and partially by the Defense Advanced Research Projects Agency (DOD), ARPA Order
No. 4976 under contract F33615-87-C-1499 and monitored by the Avionics Laboratory, Air Force
Wright Aeronautical Laboratories, Aeronautical Systems Division (AFSC), Wright-Patterson AFB, OH
45433-6543. The views and conclusions contained in this document are those of the author and should
not be interpreted as representing the official policies, either expressed or implied, of the Defense
Advanced Research Projects Agency of the US Government.

This paper is an updated version of [4] and [5]. Part of the work for this article was performed while
the author was at the University of Toronto in Toronto, Ontario, Canada.
Taxonomies of Visual Programming
and
Program Visualization

Brad A. Myers

ABSTRACT

There has been a great interest recently in systems that use graphics to aid in the programming,
debugging, and understanding of computer systems. The terms ‘‘Visual Programming’’ and
‘‘Program Visualization’’ have been applied to these systems. This paper attempts to provide
more meaning to these terms by giving precise definitions, and then surveys a number of sys-
tems that can be classified as providing Visual Programming or Program Visualization. These
systems are organized by classifying them into three different taxonomies.
B rad A. Myers -1- Visual Programming & Program Visualization
_______________________________________________________________________________

1. Introduction.
It is well-known that conventional programming languages are difficult to learn and use,
requiring skills that many people do not have [1]. However, there are significant advantages to
supplying programming capabilities in the user interfaces of a wide variety of programs. For
example, the success of spreadsheets can be partially attributed to the ability of users to write
programs (as collections of ‘‘formulas’’).
As the distribution of personal computers grows, the majority of computer users now do
not know how to program, however. They buy computers with packaged software and are not
able to modify the software even to make small changes. In order to allow the end user to
reconfigure and modify the system, the software may provide various options, but these often
make the system more complex and still may not address the users’ problems. ‘‘Easy-to-use’’
software, such as ‘‘Direct Manipulation’’ systems [2] actually make the user—programmer gap
worse since more people will be able to use the software (since it is easy to use), but the inter-
nal program code is now much more complicated (due to the extra code to handle the user
interface).
Therefore, we must find ways to make the programming task more accessible to users.
One approach to this problem is to investigate the use of graphics as the programming
language. This has been called ‘‘Visual Programming’’ or ‘‘Graphical Programming.’’ Some
Visual Programming systems have successfully demonstrated that non-programmers can create
fairly complex programs with little training [3].
Another class of systems try to make programs more understandable by using graphics to
illustrate the programs after they have been created. These are called ‘‘Program Visualization’’
systems and are usually used during debugging or when teaching students how to program.
This paper, which is updated and revised from [4] and [5], attempts to provide a more
formal definition of these terms, and discusses why graphical techniques are appropriate for use
with programming. Then, the various approaches to Visual Programming and Program Visual-
ization are illustrated through a survey of relevant systems. This survey is organized around
three taxonomies. Finally, some general problems and areas for further research are addressed.

2. Definitions.
___________. In this paper, a computer ‘‘program’’ is defined as ‘‘a set of statements that can
Programming
be submitted as a unit to some computer system and used to direct the behavior of that sys-
tem’’ [6]. While the ability to compute ‘‘everything’’ is not required, the system must include
the ability to handle variables, conditionals and iteration, at least implicitly.
V isual Programming & Program Visualization -2- Brad A. Myers
_______________________________________________________________________________

Interpretive
______________________
vs. Compiled. Any programming language system may either be ‘‘interpretive’’ or
‘‘compiled.’’ A compiled system has a large processing delay before statements can be run
while they are converted into a lower-level representation in a batch fashion. An interpretive
system allows statements to be executed when they are entered. This characterization is actu-
ally more of a continuum rather than a dichotomy since even interpretive languages like Lisp
typically require groups of statements (such as an entire procedure) to be specified before they
are executed.

V
_________________.
isual Programming ‘‘Visual Programming’’ (VP) refers to any system that allows the user
to specify a program in a two (or more) dimensional fashion. Although this is a very broad
definition, conventional textual languages are not considered two dimensional since the com-
pilers or interpreters process them as long, one-dimensional streams. Visual Programming
does not include systems that use conventional (linear) programming languages to define pic-
tures, such as, Sketchpad [7], CORE, PHIGS, Postscript [8], the Macintosh Toolbox [9], or X-
11 Window Manager Toolkit [10]. It also does not include drawing packages like Apple
Macintosh MacDraw, since these do not create ‘‘programs’’ as defined above.

P___________________
rogram Visualization. ‘‘Program Visualization’’ (PV) is an entirely different concept from
Visual Programming. In Visual Programming, the graphics is used to create the program itself,
but in Program Visualization, the program is specified in a conventional, textual manner, and
the graphics is used to illustrate some aspect of the program or its run-time execution. Unfor-
tunately, in the past, many Program Visualization system have been incorrectly labeled "Visual
Programming" (as in [11]). Program Visualization systems can be classified using two axes:
whether they illustrate the code, data or algorithm of the program, and whether they are
dynamic or static. ‘‘Data Visualization’’ systems show pictures of the actual data of the pro-
gram. Similarly, ‘‘Code Visualization’’ illustrates the actual program text, by adding graphical
marks to it or by converting it to a graphical form (such as a flowchart). Systems that illus-
trate the ‘‘algorithm’’ use graphics to show abstractly how the program operates. This is
different from data and code visualization because with algorithm visualization, the pictures
may not correspond directly to data in the program, and changes in the pictures might not
correspond to specific pieces of the code. For example, an algorithm animation of a sort rou-
tine might show the data as lines of different heights, and swaps of two items might be shown
as a smooth animation of the lines moving. The ‘‘swap’’ operation may not be explicitly in
the code, however.
‘‘Dynamic’’ visualizations refers to systems that can show an animation of the program
running, whereas ‘‘static’’ systems are limited to snapshots of the program at certain points.
B rad A. Myers -3- Visual Programming & Program Visualization
_______________________________________________________________________________

If a program created using Visual Programming is to be displayed or debugged, clearly


this should be done in a graphical manner, which might be considered a form of Program
Visualization. However, it is more accurate to use the term Visual Programming for systems
that allow the program to be created using graphics, and Program Visualization for systems
that use graphics only for illustrating programs after they have been created.

V_______________.
isual Languages ‘‘Visual Languages’’ refer to all systems that uses graphics, including
Visual Programming and Program Visualization systems. Although all these terms are some-
what similar and confusing, it is important to have different names for the different kinds of
systems, and these are the names that are conventionally used in the literature.

E
_________________________.
xample-Based Programming A number of Visual Programming systems also use Example-
Based-Programming. ‘‘Example-Based Programming’’ (EBP) refers to systems that allow the
programmer to use examples of input and output data during the programming process. There
are two types of Example-Based Programming: Programming by Example and Programming
With Example. ‘‘Programming by Example’’ (PBE) refers to systems that try to guess or infer
the program from examples of input and output or sample traces of execution. This is often
called ‘‘automatic programming’’ and has generally been an area of Artificial Intelligence
research. ‘‘Programming with Example’’ (PWE) systems, however, require the programmer to
specify everything about the program (there is no inferencing involved), but the programmer
can work out the program on a specific example. The system executes the programmer’s com-
mands normally, but remembers them for later re-use. Halbert [3] characterizes Programming
with Examples as ‘‘Do What I Did’’ whereas inferential Programming by Example might be
‘‘Do What I Mean.’’
Of course, whenever code is executed in any system, test data must be entered to run it
on. The distinction between normal testing and Example-Based-Programming is that in the
latter the system requires or encourages the user to provide the examples before programming
begins, and then applies the program to the examples as it develops.

3. Advantages of Using Graphics.


Visual Programming and Program Visualization are very appealing ideas for a number of
reasons. The human visual system and human visual information processing are clearly optim-
ized for multi-dimensional data. Computer programs, however, are conventionally presented in
a one-dimensional textual form, not utilizing the full power of the brain. Two-dimensional
displays for programs, such as flowcharts and even the indenting of block structured programs,
have long been known to be helpful aids in program understanding [12]. A number of
V isual Programming & Program Visualization -4- Brad A. Myers
_______________________________________________________________________________

Program Visualization systems [13] [14] [15] [16] have demonstrated that 2-D pictorial
displays for data structures, such as those drawn by hand on a blackboard, are very helpful.
Clarisse [17] claims that graphical programming uses information in a format that is closer to
the user’s mental representations of problems, and will allow data to be processed in a format
closer to the way objects are manipulated in the real world. It seems clear that a more visual
style of programming could be easier to understand and generate for humans, especially for
non-programmers or novice programmers.
Another motivation for using graphics is that it tends to be a higher-level description of
the desired actions (often de-emphasizing issues of syntax and providing a higher level of
abstraction) and may therefore make the programming task easier even for professional pro-
grammers. This may be especially true during debugging, where graphics can be used to
present much more information about the program state (such as current variables and data
structures) than is possible with purely textual displays. Also, some types of complex pro-
grams, such as those that use concurrent processes or deal with real-time systems, are difficult
to describe with textual languages so graphical specifications may be more appropriate.
The popularity of ‘‘direct manipulation’’ interfaces [2], where there are items on the com-
puter screen that can be pointed to and operated on using a mouse, also contributes to the
desire for Visual Languages. Since many Visual Languages use icons and other graphical
objects, editors for these languages usually have a direct manipulation user interface. The user
has the impression of more directly constructing a program rather than having to abstractly
design it.
Smith [12] discusses at length many psychological motivations for using visual displays
for programs and data.

4. Taxonomies of Visual Languages.


This paper presents three taxonomies. The first, discussed in Section 5, is for systems that
support programming, and classifies them as to whether they use Visual Programming and
Example-Based Programming. The second, discussed in Section 6, lists the various ways that
Visual Programming systems have represented the program. The third taxonomy (section 7) is
for Program Visualization systems, and shows whether the systems illustrate the code, data or
algorithm of programs.
Of course, a single system may have features that fit into various categories and some
systems may be hard to classify, so these taxonomies attempt to characterize the systems by
their most prominent features. Also, the systems discussed here are only representative; there
are many systems that have not been included (additional systems are described in [18] [19]
[20] [21] [22]). Since there are so many visual language systems, it would be impossible to
B rad A. Myers -5- Visual Programming & Program Visualization
_______________________________________________________________________________

survey them all in a single article, but hopefully the 50 or so discussed here will give the
reader an overview of the work that has been done.

5. Taxonomy of Programming Systems


Figure 1 shows a taxonomy of some programming systems divided into eight categories
using the orthogonal criteria of:
• Visual Programming or not,
• Example-Based Programming or not, and
• Interpretive or Compiled.
V isual Programming & Program Visualization -6- Brad A. Myers
_______________________________________________________________________________

Not Example-Based Programming

Compiled Interpretive
_____________________________________________________ _
Not VP All Conventional Languages:
Pascal, Fortran, etc. LISP, APL, etc.
_____________________________________________________ _
Grail [23] Graphical Program Editor [24]
AMBIT/G/L [25] [26] Spreadsheets
Query by Example [27] [28] PIGS [29] [30]
FORMAL [31] Pict [32]
GAL [33] PROGRAPH [34] [35]
VP FPL [36] State Transition UIMS [37]
IBGE [38] PLAY [39]
MOPS-2 [40] Action Graphics [41]
OPAL [42] Forms [43]
Proc-BLOX [44] VERDI [45]
HiGraphs [46] LabVIEW [47]
Miro [48] SIL-ICON [49]
StateMaster [50]
_____________________________________________________
MPL _[51]

Example-Based Programming

Compiled Interpretive
_____________________________________________________ _
I/O pairs* [52] Tinker [53]
Not VP ______________________________________________________
Editing by Example* [54]
Pygmalion [12]
Traces* [55] Smallstar [3] [56]
Rehearsal World [57] [58]
Graphical Thinglab [59]
VP Music System [60]
HI-VISUAL [61]
ALEX* [62]
Peridot* [63] [64]
InterCONS [65]
Fabrik [66]
____________________________________________________ _

Figure 1.
Classification of programming systems by whether they are visual or not, whether they have
Example-Based Programming or not, and whether they are compiled or interpretive. Starred sys-
tems (*) have inferencing (Programming by Example), and non-starred Example-Based Program-
ming systems use Programming with Example. The systems are listed in approximate chronologi-
cal order.

5.1. Not EBP, Not VP, Compiled and Interpretive


These are the conventional textual, linear programming languages that are familiar to all
programmers, such as Pascal, Fortran, and Ada for compiled and LISP and APL for interpre-
tive.
B rad A. Myers -7- Visual Programming & Program Visualization
_______________________________________________________________________________

5.2. Not EBP, VP, Compiled


One of the earliest ‘‘visual’’ representations for programs was the flowchart. Grail [23]
could generate programs directly from computerized flowcharts, but the contents of boxes were
ordinary machine language statements. Since then, there have been many flowchart languages.
For example, FPL (First Programming Language) is reported to be ‘‘particularly well suited to
helping novices learn programming’’ because it eliminates syntactic errors [36]. Other
flowchart languages are IBGE [38] for the Macintosh, and OPAL [46] which allows doctors to
enter knowledge about cancer treatments into an expert system (see Figure 2). OPAL handles
iterations, conditionals and concurrency in an easy-to-understand manner. The GAL system
uses a flowchart-variant called Nassi-Shneiderman flowcharts [67] and is compiled into Pascal
[33].

Figure 2.
An OPAL program for defining a single cycle of VAM chemotherapy followed by cycles of POCC
chemotherapy until the parameter CR (complete response) becomes true [42].

An early effort that was not based on flowcharts was the AMBIT/G [25] and AMBIT/L
[26] graphical languages. They supported symbolic manipulation programming using pictures.
Both the programs and data were represented diagrammatically as directed graphs, and the pro-
gramming operated by pattern matching. Fairly complicated algorithms, such as garbage col-
lection, could be described graphically as local transformations on graphs.
A new variant on graphs is called ‘‘HiGraphs’’ [46], which allows the nodes to contain
other nodes, and allows the arrows to split and join (see Figure 3). HiGraphs can also be res-
tricted to certain forms to create specific visual programming languages. For example, Miro
[48] is a HiGraphs language for defining security constraints in operating systems (for deter-
mining which users can access which files). Another application is the programming of com-
puter user interfaces in StateMaster [50].
You might think that a system called ‘‘Query by Example’’ would be a ‘‘Programming
by Example’’ system, but in fact, according to this classification, it is not. Query by Example
(QBE) [27] allows users to specify queries on a relational database using two-dimensional
tables (or forms), so it is classified as a Visual Programming system. The ‘‘examples’’ in
V isual Programming & Program Visualization -8- Brad A. Myers
_______________________________________________________________________________

Figure 3.
A HiGraphs program describing the operation of a digital watch.

QBE are what Zloof called variables. They are called ‘‘examples’’ because the user is sup-
posed to give them names that refer to what the system might fill into that field, but they have
no more meaning than variable names in most conventional languages. The ideas in QBE have
been extended to mail and other non-database areas of office automation in ‘‘Office by Exam-
ple’’ (OBE) [28]. A related forms-based database language is FORMAL [31] which explicitly
represents hierarchical structures.
The MOPS-2 system [40] uses ‘‘colored Petri nets’’ to allow parallel systems to be con-
structed and simulated in a visual manner. Petri nets may help when programming real-time
software, as described in [68]. Berztiss [69] discusses how to lay out Petri nets automatically.
Another interesting way to present program constructs is using tiles that look like jigsaw
pieces, and will only fit together in ways that form legal programs. One version of this is
Proc-BLOX [44] shown in Figure 4.
The MPL system [51] allows graphical representations of matrices to be combined with
conventional Prolog programs. The program is entered with a modified text editor that allows
symbolic representations of the matrices to be drawn graphically, and then the resulting file is
compiled and run. This is a good example of combining the use of graphics with text.

5.3. Not EBP, VP, Interpretive


Probably the first Visual Programming system was William Sutherland’s Graphical Pro-
gram Editor [24] which represented programs somewhat like hardware logic diagrams that
could be executed interpretively. Some systems for programming with flowcharts have been
interpretive. Pict [32] uses conventional flowcharts, but is differentiated by its use of color pic-
tures (icons) rather than text inside of the flowchart boxes. PIGS [29] uses Nassi-Shneiderman
B rad A. Myers -9- Visual Programming & Program Visualization
_______________________________________________________________________________

Figure 4.
A Proc-BLOX display for some Pascal-like program constructs [44]. The jigsaw puzzle pieces will
only fit together in ways that form legal programs.

flowcharts and has been extended to handle multi-processing in Pigsty/I-PIGS [30]. Another
variant of flowcharts is used by the PLAY system [39], which allows children to create anima-
tions by using a ‘‘comic strip’’ representation of the actions to be performed. The VERDI
system [45] uses a form of Petri nets to specify distributed systems. With VERDI, the user
can see an animation of the program running by watching tokens move around the network.
A number of visual programming systems use ‘‘dataflow diagrams.’’ Here, the opera-
tions are typically put in boxes, and the data flows along the wires connecting them. One
example is PROGRAPH [34], which is a structured, functional language that claims to alleviate
the usual problem with functional languages where ‘‘the conventional representation in the
form of a linear script makes it almost unreadable’’ [35]. Another data flow language is Lab-
VIEW [47], which is a commercial product running on Apple Macintoshes for controlling
external instruments. LabVIEW provides procedural abstraction, control structures, and many
useful primitive components such as knobs, switches, graphs, and arithmetic and transcendental
functions (see Figure 5).
A number of systems for automatically generating user interfaces for programs (User
Interface Management Systems [70]) allow the designer to specify the user interface in a
graphical manner. An example of this is the state transition diagram editor by Jacob [37].
Most other UIMSs require that designers specify the programs using some textual representa-
tion, so they do not qualify as Visual Programming systems.
Spreadsheets, such as those in VisiCalc or Lotus 1-2-3 were designed to help non-
programmers manage finances. Spreadsheets incorporate programming features and can be
made to do general purpose calculations [71], and therefore qualify as a very-high level Visual
Programming language. Some of the reasons that spreadsheets are so popular are: (from [43]
V isual Programming & Program Visualization - 10 - Brad A. Myers
_______________________________________________________________________________

(a) (b)
Figure 5.
A LabVIEW window (a) in which a program to generate a graph has been entered. The resulting user
interface after the program has been hidden is shown in (b).

and [1])
(1) the graphics on the screen use a familiar, concrete, and visible representation which
directly maps to the user’s natural model of the data.
(2) they are non-modal and interpretive and therefore provide immediate feedback,
(3) they supply aggregate and high-level operations,
(4) they avoid the notion of variables (all data is visible),
(5) the inner world of computation is suppressed,
(6) each cell typically has a single value throughout the computation,
(7) they are non-declarative and typeless,
(8) consistency is automatically maintained, and
(9) the order of evaluation (flow of control) is entirely derived from the declared cell
dependencies.
B rad A. Myers - 11 - Visual Programming & Program Visualization
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The first point differentiates spreadsheets from many other Visual Programming languages
including flowcharts which are graphical representations derived from textual (linear)
languages; with spreadsheets, the original representation is graphical and there is no natural
textual language.
Action Graphics [41] uses ideas from spreadsheets to try to make it easier to program
graphical animations. The ‘‘Forms’’ system [43] uses more a more conventional spreadsheet
format, but adds sub-sheets (to provide procedural abstraction) which can have an unbounded
size (to handle arbitrary parameters).
A different style of system is SIL-ICON [49], which allows the user to construct ‘‘iconic
sentences’’ consisting of graphics arranged in a meaningful two-dimensional fashion, as shown
in Figure 6. The SIL-ICON interpreter then parses the picture to determine what it means.
The interpreter itself is generated from a description of the legal pictures, in the same way that
conventional compilers can be generated from BNF descriptions of the grammar.

Figure 6.
Five different ‘‘iconic sentences’’ that SIL-ICON can interpret. They
mean: insert a line, insert a string, delete a string, move a string to a new place, and replace a string.
The user constructs these pictures from primitives such as rectangles, lines and arrows [49].
V isual Programming & Program Visualization - 12 - Brad A. Myers
_______________________________________________________________________________

5.4. EBP, Not VP, Compiled


Some systems have attempted to infer the entire program from one or more examples of
what output is produced for a particular input. One program [52] inferred simple recursive
LISP programs from a single I/O pair, such as (A B C D) ==> (D D C C B B A A). This
system was limited to simple list processing programs, and it is clear that systems such as this
one cannot generate all programs, or even be likely to generate the correct program [72]

5.5. EBP, Not VP, Interpretive


Tinker [53] is a ‘‘pictorial’’ system that is not classified as VP. The user chooses a con-
crete example, and the system executes Lisp statements on this example as the code is typed
in. Although Tinker uses windows, menus, and other graphics in its user interface, it is not a
VP system since the user presents all of the code to the system in the conventional, linear, tex-
tual manner. For conditionals, Tinker requires the user to give two examples: one that will
travel down each branch. Tinker notices that two contradictory paths have been specified and
prompts the user to type in a test to distinguish when each branch is desired.
The Editing by Example (EBE) system [54] is based on ideas from input/output pairs.
Here, the system generates a small program that describes a sequence of editing operations.
This program can then be run on any piece of text. The system compares two or more exam-
ples of the editing operations in order to deduce what are variables and what are constants.
The correct programs usually can be generated given only two or three examples, and there are
heuristics to generate programs from single examples. EBE creates the programs from the
results of the editing operations (the input and output), rather than traces of the execution, to
allow the user more flexibility and the ability to correct small errors (typos) while giving the
examples. EBE seems to be relatively successful, chiefly because it limits the domain in which
it performs inferencing.

5.6. EBP, VP, Compiled


Some inferencing systems that attempt to cover a wider class of programs than those that
can be generated from I/O pairs have required the user to specify the data structures and algo-
rithms and then run through a computation on a number of examples. The systems attempt to
infer where loops and conditionals should go to produce the shortest and most general program
that will work for all of the examples. One such system is by Bauer [55], which also decides
which values in the program should be constants and which should be variables. It is visual
since the user can specify the program execution using graphical traces. Unfortunately, these
systems tended to create incorrect programs, and it was difficult to check what the system had
done without studying the generated code.
B rad A. Myers - 13 - Visual Programming & Program Visualization
_______________________________________________________________________________

5.7. EBP, VP, Interpretive


Pygmalion [12] was one of the seminal VP and EBP systems. It provides an iconic and
‘‘analogical’’ method for programming: concrete display images for data and programs, called
icons, are manipulated to create programs1. The emphasis is on ‘‘doing’’ pictorially, rather
than ‘‘telling.’’ Thinglab [73] [74] was designed to allow the user to describe and run com-
plex simulations easily. A VP interface to Thinglab is described in [59]. Here the user can
define new constraints among objects by specifying them graphically. Also, if a class of
objects can be created by combining already existing objects, then it can be programmed by
example in Thinglab.
Smallstar [3] [56] uses EBP to allow the end user to program a prototype version of the
Star office workstation [75]. When programming, the user simply goes into program mode,
performs the operations that are to be remembered, and then leaves program mode. The opera-
tions are executed in the actual user interface of the system, which the user already knows.
Since the system does not use inferencing, the user must differentiate constants from variables
and explicitly add control structures (loops and conditionals). This is done on a textual
representation of the program created while the user is giving the example. Halbert reports
that Star users were able to create procedures for performing their office tasks with his system.
The goal of Rehearsal World [57] [58] is to allow teachers who do not know how to pro-
gram to create computerized lessons easily. Interactive graphics are heavily used to provide a
‘‘collaborative, evolutionary and exploratory’’ environment where programming is ‘‘quick,
easy and fun.’’ The metaphor presented to the user is a theater, where the screen is the stage
and there are predefined performers that the user can direct to create a play. The teacher
developing the program sees at every point exactly what the student-user of the play will see.
In addition, the teacher can have additional performers in the wings (so the student will not see
them) that provide auxiliary functions such as flow control. Everything is made visible to the
teachers, however, which allows their thinking to be concrete, rather than abstract as in con-
ventional programming environments. When a new performer is needed, often its code can be
created using examples, but when this is not possible, some Smalltalk code must be written.
The static representation for all performers is Smalltalk code, which can be edited by those

1 Pygmalionis also credited with inventing the use of icons in computer interfaces. Icons were later used by Smith and others in
commercial products such as the Xerox Star and Apple Lisa and Macintosh.
V isual Programming & Program Visualization - 14 - Brad A. Myers
_______________________________________________________________________________

who know how.


HI-VISUAL [61] allows the user to construct data flow programs out of iconic pictures
(see Figure 7). It is classified as EBP because the user supplies sample data before program-
ming starts, and the system executes the program on the data as each icon is added to the pro-
gram.

Figure 7.
A HI-VISUAL program for performing image processing [61].

A related system uses direct manipulation to configure icons and circuit diagrams to
define sound processing systems [60]. This system is classified as Programming With Exam-
ple because the resulting sound is continuously played while the circuit is being constructed.
The ALEX system [62] allows matrix manipulation algorithms to be specified by exam-
ple. The user points to a typical element, row, or column in a graphical presentation of a sam-
ple matrix, and then specifies how to process it. The system then generalizes this operation to
operate on the entire array.
Peridot [63] [64] is a tool for creating user interfaces by demonstration without program-
ming. The user draws a picture of the desired interface and the system generalizes this picture
to produce a parameterized procedure (see Figure 8). The user gives example values for any
parameters so the system can display a concrete instance of the user interface. Peridot allows a
non-programmer to create menus, scroll-bars, buttons, sliders, etc., and it can create most of
the interaction techniques in the Apple Macintosh Toolbox.
Two data flow systems support Programming with Example. InterCONS [65] and Fabrik
[66] both were developed in Smalltalk and allow the user to wire together low-level primitives
B rad A. Myers - 15 - Visual Programming & Program Visualization
_______________________________________________________________________________

Figure 8.
Creating a scroll bar using Peridot. In (a), the background graphics have been created. The grey bar
will represent percent of file visible in the window. The two extremes of the full file (b) and none of
the file (c) are demonstrated. This will depend on the active value ScrollPercent which ranges from
100 to 0 (d). Next, the two extremes of seeing the end of the file (d) and the beginning of the file (e)
are demonstrated. The active value WhereInFile (which varies from the value of the parameter Chars-
InFile down to one) controls this (f). The designer then demonstrates (f) that the bar should follow the
mouse when the middle button is down using the ‘‘simulated mouse’’ [63].

like arithmetic operators and higher-level user interface elements like scroll bars and buttons.
These systems allow the user to input sample data as the program input, and they continually
adjust the output data based on the input and the program constructed thus far. Fabrik also
handles undefined values on wires by drawing them with dotted lines. Figure 9 shows an
example of an InterCONS program for a calculator.

6. Classification by Specification Technique.


Another way to classify programming systems is by what kind of representation they use
for the code. Figure 10 lists the systems discussed here by what specification technique they
use. As new Visual Programming systems are designed, this list is likely to grow, since new
forms for the specification can be invented.
V isual Programming & Program Visualization - 16 - Brad A. Myers
_______________________________________________________________________________

Figure 9.
A desk calculator program in InterCONS [65].

_ _____________________________________________________________________
Specification Technique: Systems:
_______________________________________________________________________
____________________________________________________________________ _
Textual Languages: Pascal, Ada, Fortran, Lisp, Ada, etc.
Tinker, Smallstar
_ ____________________________________________________________________ _
_Flowcharts: Grail, Pict, FPL, IBGE, OPAL
____________________________________________________________________ _
_Flowchart derivatives: GAL, PIGS, SchemaCode, PLAY
____________________________________________________________________ _
_Petri nets: MOPS-2, VERDI
____________________________________________________________________ _
Data flow graphs: Graphical Program Editor, PROGRAPH,
Graphical Thinglab, Music System, HI-VISUAL,
LabVIEW, Fabrik, InterCONS
_ ____________________________________________________________________ _
_Directed graphs: AMBIT/G/L, State Transition UIMS, Bauer’s Traces _
____________________________________________________________________
_Graph derivatives: HiGraphs, Miro, StateMaster
____________________________________________________________________ _
_Matrices: ALEX, MPL
____________________________________________________________________ _
_Jigsaw puzzle pieces: Proc-BLOX
____________________________________________________________________ _
_Forms: Query by Example, FORMAL
____________________________________________________________________ _
_Iconic Sentences: SIL-ICON
____________________________________________________________________ _
_Spreadsheets*: VisiCalc, Lotus 1-2-3, Action Graphics, ‘‘Forms’’ _
____________________________________________________________________
Demonstrational*: Pygmalion, Rehearsal World, Peridot
______________________________________________ _
_N one*: I/O Pairs, Editing by Example
____________________________________________________________________ _

Figure 10.
Classification of programming systems by specification style. Classifications marked with a star (*) pri-
marily show the data of the program, rather than the code. References for these systems are shown in
Figure 1.
B rad A. Myers - 17 - Visual Programming & Program Visualization
_______________________________________________________________________________

6.1. Discussion
Many of the categories listed in Figure 10 should be clear, but some need additional
explanation.
The ‘‘Textual Language’’ specification style is clearly used by all conventional program-
ming languages. It is also used by Tinker since it is not a Visual Programming Language.
Smallstar is a example-based-programming system and the system generates the appropriate
code while the user is demonstrating the program. Smallstar uses a textual language (aug-
mented with a few decorative icons) to record the user’s program. Many of the other
example-based-programming systems are listed in the figure as having ‘‘no’’ textual language.
This is because they generate code in a conventional computer language (e.g., Lisp for I/O
Pairs and Peridot) which is not shown to the users.
The ‘‘Iconic Sentences’’ are a separate category because here the positions of the picture
are meaningful, and not just how they are connected with arrows as with flowcharts and
graphs.
In ‘‘Demonstrational’’ systems, the program is defined by graphics that change in time.
The meaning and behavior of the icons is demonstrated temporally, and the system remembers
what the user has done. For example, in Pygmalion, to demonstrate that 3 should be added to
the value in a variable, the user would drag the icon for the variable into one of the input slots
of the adder icon, and a ‘‘3’’ to the other input slot. There is no visible representation of the
actions.
The systems classified as using Demonstrational, Spreadsheets, and no language
(‘‘None’’) actually show the data of the program, rather than the code. The current values of
the data is visible on the screen, and the code that caused the data to get to be that way is hid-
den. Sometimes, but not often, there is a way to discover previous states of the data. This is
in contrast to most other systems (including data flow diagrams), where the code of the pro-
gram is represented and the data is implicit. The AMBIT languages are somewhat unique
however, because here both the code and data is shown in a pictorial manner.

7. Taxonomy of Program Visualization Systems.


The systems discussed in this section are not programming systems since code is created
in the conventional manner. Therefore, none of the systems discussed below appears in the
previous sections. Graphics is used here to illustrate some aspect of the program after it is
written. Figure 11 shows some Program Visualization systems classified by whether they
attempt to illustrate the code, data or algorithm of a program, and whether the displays are
static or dynamic. Some systems fit into multiple categories, because they illustrate multiple
V isual Programming & Program Visualization - 18 - Brad A. Myers
_______________________________________________________________________________

aspects or have different modes.


Static Dynamic
______________________________________________________ _
Flowcharts [76] BALSA [16]
SEE Visual Compiler [77] PV Prototype [78]
Code PegaSys [79] MacGnome [80]
Object-Oriented Diagrams [81]
TPM [82] TPM [82]
_______________________________________________________
Data TX2 Display Files [83] Linked Lists [84]
Incense [14] [85] MacGnome [13]
______________________________________________________ _
Two Systems [86]
Stills [87] Sorting out Sorting [15]
BALSA [16] [88]
Algorithm Animation Kit [89]
PV Prototype [78]
ALADDIN [90]
Animation by Demonstration [91]
TANGO [92]
_____________________________________________________ _

Figure 11.
Classification of Program Visualization Systems by whether they illustrate the code, data or algorithm,
and whether they are static or dynamic.

7.1. Static code visualization


The earliest example of a visualization is undoubtably the flowchart. As early as 1959,
there were programs that automatically created graphical flowcharts from Fortran or assembly
language programs [76]. An entirely different approach is taken by SEE [77] which attempts
to make conventional program text easier to read by adding multiple fonts, nice formatting, and
other graphics.
In PegaSys [79], pictures are formal documentation of programs and are drawn by the
user and checked by the system to ensure that they are syntactically meaningful and, to some
extent, whether they agree with the program. The program itself, however, must still be
entered in a conventional language (Ada).
The Prolog logic-programming language has a quite different execution model than con-
ventional languages. In order to try to make it more understandable, TPM (the Transparent
Prolog Machine) [82] generates pictures of the execution of Prolog programs. TPM will pro-
duce nicely formatted pictures after a program has completed (so it is classified as ‘‘static’’),
but it will also show an animation of the code executing on less well-formatted pictures (so it
is also listed as ‘‘dynamic’’). Figure 12 shows a sample of a TPM picture.
B rad A. Myers - 19 - Visual Programming & Program Visualization
_______________________________________________________________________________

Figure 12.
A Prolog program visualized by TPM [82].

7.2. Dynamic code visualization


Most systems in this class do not actually animate the code itself, but rather dynamically
show what parts of the code are being executed as the program is run using some sort of
highlighting. Examples are BALSA [16], PV Prototype [78] and MacGnome [80]. Figure 13
shows the Balsa highlighting the execution of a recursive procedure.

Figure 13.
On the left is a code visualization from BALSA showing the highlight bar that follows the execution
and the recursive nesting of procedures. On the right is the algorithm animation [16].
V isual Programming & Program Visualization - 20 - Brad A. Myers
_______________________________________________________________________________

The Object-Oriented Diagraming system [81] has a somewhat different focus. It is aimed
at illuminating the message-passing structure in object-oriented programs. The system displays
objects as boxes (see Figure 14), and arrows show whether the message is handled by the
object class, or by one of its super-classes.

Figure 14.
Display of message passing from [81]. Each rounded box is one object instance, and super-classes are
shown below sub-classes. The arrows show whether the message was handled by the object class itself
(e.g. add: which calls at:put: of its parent class) or whether it is handled by the super-class (e.g. ad-
dAll:).

7.3. Static data visualization


A very early system for the TX-2 computer could produce static pictures of the display
file to aid in debugging [83]. Incense [14] [85] automatically generated static pictorial displays
for data structures. The pictures included curved lines with arrowheads for pointers and
stacked boxes for arrays and records, as well as user-defined displays (see Figure 15). The
goal was to making debugging easier by presenting data structures to programmers in the way
that they would draw them by hand on paper.

Figure 15.
A display produced automatically by Incense of 3 records containing pointers [85].
B rad A. Myers - 21 - Visual Programming & Program Visualization
_______________________________________________________________________________

7.4. Dynamic data visualization


One of the earliest data visualization systems was the L6 movie of list manipulations
[84]. This system actually falls between dynamic and static since the software created frames
that were filmed. The hardware was not fast enough to animate the structures changing. The
MacGnome system, however, shows the pictures changing as the data is modified [13]. It runs
on the Macintosh, and is similar to Incense in that it automatically produces displays for data
structures from the types of the variables; no extra code is needed to generate the pictures.
The user simply points to a variable with the mouse, and a picture of its data is automatically
displayed (see Figure 16).

Figure 16.
A data visualization automatically produced by MacGnome [13] of a queue of characters implemented
as a linked list of records.

7.5. Static Algorithm visualization


A visualization system that produces static snapshots of the algorithm is Stills [87]. The
user added special commands to the source algorithm, and the system generated troff output
which could be sent to printers.

7.6. Dynamic Algorithm visualization


Most algorithm visualizations systems are dynamic since they produce animations of the
algorithm in action. The first few systems in this class, like the early data visualization sys-
tems, created movies of the algorithms (e.g. sorting) and were used for teaching computer sci-
ence algorithms [86] [15].
V isual Programming & Program Visualization - 22 - Brad A. Myers
_______________________________________________________________________________

Unlike data visualization systems, all algorithm animation systems require that the pro-
grammer explicitly add information to the code to control the animations. In the famous
BALSA system from Brown University [16], special instructions were added to the code to
signal important events. This system was designed to teach students about programming, and
produces the illustrations in real time on an Apollo personal workstation (see Figure 13). An
updated version, called BALSA-II, runs on the Macintosh and allows the user to control the
animation using Macintosh-style menus [88]. The code of the algorithm must still be aug-
mented to tell the system about important events.
The ‘‘PV Prototype’’ [78] was designed to aid in debugging and program understanding,
and it supports dynamic displays of data and easier construction of user-defined displays.
Another system, called Animation Kit, has similar goals. It is written in Smalltalk and features
smooth transitions from one state to another [89].
A recognized problem with these systems is that it is difficult to specify what the data
animations should look like. ALADDIN [90] attempts to alleviate this problem by allowing a
declarative specification of the desired views using a catalog of pre-defined graphical and ani-
mation primitives. A different approach was used by Duisberg [91] in the Animation by
Demonstration system, which allows the desired animations to be specified by demonstration.
The user draws a sample picture and then demonstrates an example of the animation to be per-
formed. This animation can then be triggered when a message is sent to an object in the
underlying Smalltalk environment. The system uses gestures and a music-like score editor to
control the timing of the animations. TANGO [92] uses a similar approach and allows much
of the animations to be created using a graphical editor instead of by writing code.

8. Evaluation of Visual Programming and Program Visualization.


Although there is a great deal of excitement about Visual Programming and Program
Visualization, as well as a large number of working systems, there is still a lot of skepticism
about the success and prospects of the field. For example, Frederick Brooks wrote:

A favorite subject for PhD dissertations in software engineering is graphical, or visual,


programming—the application of computer graphics to software design.... Nothing even convinc-
ing, much less exciting, has yet emerged from such efforts. I am persuaded that nothing will. In
the first place, ... the flowchart is a very poor abstraction of software structure.... It has proved to
be useless as a design tool.... Second, the screens of today are too small, in pixels, to show both
the scope and the resolution of any seriously detailed software diagram.... More fundamentally, ...
software is very difficult to visualize. Whether one diagrams control flow, variable-scope nesting,
variable cross-references, dataflow, hierarchical data structures, or whatever, one feels only one
dimension of the intricately interlocked software elephant. [93, pp. 15-16, emphasis added]

In a similar vein, referring to the MacGnome system (discussed in section 7.4), Edsger
Dijkstra wrote:
B rad A. Myers - 23 - Visual Programming & Program Visualization
_______________________________________________________________________________

I was recently exposed to ... what ... pretended to be educational software for an introductory pro-
gramming course. With its ‘‘visualizations’’ on the screen, it was ... an obvious case of curriculum
infantilization.... We must expect from that system permanent mental damage for most students
exposed to it. [94]

Visual Languages are new paradigms for programming, and clearly the existing systems have
not been completely convincing. The challenge clearly is to demonstrate that Visual Program-
ming and Program Visualization can help with real-world problems. The key to this, in my
opinion, is to find appropriate domains and new domains to apply these technologies to. For
general-purpose programming by professional programmers, textual languages are probably
more appropriate. However, we will find new domains and new forms of Visual Language
where using graphics will be beneficial. The systems discussed in this paper show that some
successful areas so far include:
For Visual Programming:
• helping to teach programming (FPL, Pict, etc.),
• allowing non-programmers to enter information in limited domains (OPAL, spread-
sheets),
• allowing non-programmers to construct animations (PLAY) and simple computerized les-
sons for computer-aided instruction (Rehearsal World),
• helping with the construction of user interfaces (Peridot, State Transition UIMS),
• and, most significantly, financial planning with spreadsheets.

For Program Visualization:


• helping to teach algorithms involving data structures (Sorting out Sorting, BALSA),
• helping to teach program concepts, such as Prolog code execution (TPM), and
• helping to debug programs (MacGnome).

9. General Problems and Areas for Future Research.


As described in the previous section, the largest area for future research is to prove that
Visual Languages will actually help users. In addition, there are a number of more technical
problems that most of these systems share.
V isual Programming & Program Visualization - 24 - Brad A. Myers
_______________________________________________________________________________

9.1. All Visual Languages


The problems mentioned in this section apply to many Visual Programming and Program
Visualization systems.
• Difficulty with large programs or large data. Almost all visual representations are physi-
cally larger than the text they replace, so there is often a problem that too little will fit on
the screen. This problem is alleviated to some extent by scrolling and various abstraction
mechanisms.
• Need for automatic layout. When the program or data gets to be large, it can be very tedi-
ous for the user to have to place each component, so the system should lay out the pic-
ture automatically. Unfortunately, for many graphical representations, generating an
attractive layout can be difficult, and generating a perfect layout may be intractable. For
example, generating an optimal layout of graphs and trees is NP-Complete [95]. More
research is needed, therefore, on fast layout algorithms for graphs that have good user
interface characteristics, such as avoiding large scale changes to the display after a small
edit.
• Lack of formal specification. Currently, there is no formal way to describe a Visual
Language. Something equivalent to the BNFs used for textual languages is needed. This
would provide the field with a ‘‘hard science’’ foundation, and may allow tools to be
created that will make the construction of editors and compilers for Visual Languages
easier. Chang [49] [96], Glinert [97] and Selker [98] have made attempts in this direc-
tion, but much more work is needed.
• Tremendous difficulty in building editors and environments. Most Visual Languages
require a specialized editor, compiler, and debugger to be created to allow the user to use
the language. With textual languages, conventional, existing text editors can be used and
only a compiler and possibly a debugger needs to be written. Currently, each graphical
language requires its own editor and environment, since there are no general purpose
Visual Language editors. These editors are hard to create because there are no ‘‘editor-
compilers’’ or other similar tools to help. The ‘‘compiler-compiler’’ tools used to build
compilers for textual languages are also rarely useful for building compilers and inter-
preters for Visual Languages. In addition, the language designer must create a system to
display the pictures from the language, which usually requires low-level graphics pro-
gramming. Other tools that traditionally exist for textual languages must also be created,
including pretty-printers, hard-copy facilities, program checkers, indexers, cross-
referencers, pattern matching and searching (e.g., ‘‘grep’’ in Unix), etc. These problems
are made worse by the historical lack of portability of most graphics programs.
B rad A. Myers - 25 - Visual Programming & Program Visualization
_______________________________________________________________________________

• Lack of evidence of their worth. There are not many Visual Languages that would be gen-
erally agreed are ‘‘successful,’’ and there is little in the way of formal experiments or
informal experience that shows that Visual Languages are good. It would be interesting
to see experimental results that demonstrated that visual programming techniques or
iconic languages were better than good textual methods for performing the same tasks.
Metrics might include learning time, execution speed, retention, etc. Fortunately, prelim-
inary results are appearing for the advantages of using graphics for teaching students how
to program [36].
• Poor representations. Many visual representations are simply not very good. Programs are
hard to understand once created and difficult to debug and edit. This is especially true
once the programs get to be a non-trivial size.
• Lack of Portability of Programs. A program written in a textual language can be sent
through electronic mail, and used, read and edited by anybody. Graphical languages
require special software to view and edit; otherwise they can only be viewed on hard-
copy.

9.2. Specific Problems for Visual Programming


A primary problem for many Visual Programming languages is that are ‘‘unstructured’’
in the software engineering sense. This is because many of them:
• use gotos and explicit transfer of control (often through wires),
• only have global variables,
• have no procedural abstraction,
• if they have procedural abstraction, they may not have parameters for the procedures,
• have no place for comments.
Another problem is that many Visual Programs do not integrate with programs created in
different languages, such as text. A Visual Program might be appropriate for some aspects of
the programming task but not others. An exception is MPL (section 5.2) which uses a Visual
Language for matrices and a textual language for everything else. Antoerh approach is for the
compiler for the Visual Programming Language to generate conventional computer programs
(e.g., in C), so they can be combined with other programs.
V isual Programming & Program Visualization - 26 - Brad A. Myers
_______________________________________________________________________________

9.3. Specific Problems for Program Visualization

• Difficulty in specifying the display. Newer Program Visualization systems are beginning to
ease the task of specifying the display, but it can still be very difficult to design and pro-
gram the desired graphics. Some systems, such as BALSA-II make it easy to choose
from a pre-defined set of displays, but creating other displays can still be very difficult
because it involves making low-level calls to the graphics primitives.
• Problem of controlling timing. For dynamic data visualization, it is difficult to specify
when the displays should be updated. Issues of aesthetics in timing are very important to
produce useful animations.

10. Conclusions.
Visual Programming and Program Visualization are interesting areas that show promise
for improving the programming process, especially for non-programmers, but more work needs
to be done. The success of spreadsheets demonstrates that if we find the appropriate paradigms,
graphical techniques can revolutionize the way people interact with computers.

ACKNOWLEDGEMENTS
For help and support of this article, I would like to thank Bernita Myers. I would also
like to thank the British Computer Society Displays Group for making it possible for me to
attend the Symposium on Visual Programming and Program Visualisation in London where an
earlier version of this paper was presented.

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