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by conartist6 7 hours ago
Oh dear. I think they may fall over in surprise when they realize that this technology become commercially viable while they were busy writing this academic paper...
2 comments

I mean visual programming is standard in game development. Did not get traction in the rest of the dev community.

Now it does not matter anyways. We are not reading/ writing code anymore. Just specifying it and testing it.

Can you elaborate?
You won't find it in any of the academic literature because it's not an academic project: https://bablr.org/

BABLR is just the extensible streaming parser framework, but it has a few key things going for it: 1. Gap support like Hazel has, but for any language it can parse 2. Streaming parse results, which make multi-pass stream transformation easy 3. The ability to consolidate and take over the work currently done by Treesitter, LSP, Git, and the IDE itself.

So bablr is from you?

"BABLR is a parser framework roughly comparable to Tree-sitter, but built from the ground up for the web"

I have to admit, I don't know why I would stop using my wasm build of treesitter that works amazing on the web for something that is "conditionally production ready". Also I don't see where your project mixed visual and textual code like this paper here explores?

Yeah it's by me. It isn't the purpose of the project to be able to make visual widgets, just an ability that arises naturally when your state layer holds both structure and text.
That does not look like a visual programming language?
I assume he's referring to the massive commercial success of Holy-C and TempleOS.

(It's the only programming language with inline graphics I can think of, at least, your average esoteric visual language tend to not mix with normal code.)

You can use images inline in Racket. Decidedly less esoteric :)