THE VETERAN NEOPHYTE

LISP, COLOR ICONS, AND LAYERS

DAVE JOHNSON

I recently started learning Lisp, in order to write  a color icon editor for a project in
ACOTSM (that's Apple Classroom of Tomorrow). The people behind ACOT are creating
an environment in which kids can build and explore simulated ecologies, and I wanted
to help, but didn't know Lisp well enough to be of much use. A color icon editor was
needed, and it seemed like a straightforward and painless little project to cut  my Lisp
teeth on. Hah.

I did learn lots of Lisp, but I spent a disproportionate amount of time learning the
low-level system interface in Macintosh Allegro Common Lisp (MCL) and wrestling
Color QuickDraw to the ground.   For you CopyBits fans, did you know that CopyBits
always assumes that the destination PixMap is on the current GDevice? I guess I
already knew this--it's documented all over the place--but the implications never
affected me before. I needed to convert a 4-bit PixMap to 8 bits, so hey, let's use
CopyBits, right? Wrong. The colors got munged every time, because color mapping
kicked in and the source's color table didn't match the GDevice's. For the gory details,
see Technical Note #277, especially the section on color mapping. If you like
CopyBits, you'lllove  this tech note.

I was curious what others thought of Lisp, so I asked around a little. Here are some of
the responses I got:

 Functional languages are cool if you have good libraries, but all those parentheses are
a pain in the ass.
-- Bryan "Beaker" Ressler, C programmer.

 It's the shortest distance between conception and realization.
-- Matthew MacLaurin, self-admitted Lisp junkie.

 I hate it.
-- Neil Day, who was forced to write the  Tower of Hanoi iteratively in an
introductory Lisp course.

 It's a great productivity tool, and Common Lisp provides a rich (though perhaps
Byzantine) programming environment.
--Gregg Williams, technical writer and sometime Lisper.

 (expectant look)
-- Natty, my dog.

There are several immediately apparent things about Lisp that are foreign to people
used to C or Pascal. Data typing is nonexistent unless you want it: Any variable can
hold any type of data at any time. Functions can be data, too, and can be passed around
all over the place. Everything is cozily wrapped in parentheses many levels deep
(after a while, this is somehow comforting). Context is all important and omnipresent.
Changes can be immediately tried out, so forprototyping (and for those of us who
thrive on immediate gratification) it's a joy to work in. For those lacking in
discipline, Lisp can help to create a real mess (of course, any language can do that for
you, it's just easier in Lisp). Because it is so forgiving, it encourages my own built-in
"middle-out" design

strategy, which in the long run isn't terribly efficient, although lots of fun. With a
little self-control, of course, this problem would go  away (left as an exercise for the
reader).

Writing Lisp code that is QuickDraw intensive is kind of a pain at first. MCL provides
great libraries for basic QuickDraw tasks, but if you want to get fancy, you have to do
it yourself. For the icon editor, I needed lots of little utility routines to do stuff like
find a particular color's pixel value in the color table, add a color to a color table, copy
a cicn, change the depth of a cicn, build new cicns from scratch. Nearly half my code
consists of these little utilities. They'd be needed regardless of the language, I guess,
but writing them in Lisp required me to learn the low-level system interface much
more thoroughly than I originally intended. This made me grumble a little, but after
I'd gotten over the initial syntactical hump, low-level access became transparent and
largely effortless.

The other half of the code was much Lispier. I used the built-in object system (Object
Lisp, since I was using MCL 1.3.2. Now, in MCL version 2.0, it's the Common Lisp
Object System, or CLOS), and I found that it successfully isolated me from most of the
grungy system details like events and window handling (that's what it's supposed to do,
right?).  I haven't done a lot of object programming, so I can't make incisive
comparisons with other object systems, but I liked it.

The sort of layered, threaded structure of Lisp, and the continual "level switching" I
had to do during development, got me thinking about how the machine is getting
progressively more distant from the software I write. It seems that I write software to
live on top of other software, not software to live on a machine. Object programming is
a kind of layer creation, in that a well- designed object hides lots of details from the
user of the object. MacApp is a layer (a thick one), HyperCard is also a layer  (a
really thick one), the Mac ® Toolbox is a layer, and so on.

More and more, programmers need to be comfortable stuffed between these layers.
Here's the hard truth: YOU NO LONGER HAVE TOTAL CONTROL OF THE MACHINE. Once
upon a time, in the dim and distant past, programmers had absolute power over every
aspect of the computer.   There wasn't even any such thing as a user! A programmer
was God in a monotheistic universe.   Now there are all sorts of software smoke
screens between your code and the machine itself. You are no longer God; at best, you
are a minor demigod in charge of shoes, or something. A long time ago I read a
discussion of Macintosh programming, and one person compared it to sitting in a dark
closet by yourself, and occasionally answering a note that is passed under the door
from the outside. I think that's exaggerating a little, but the point is valid. You no
longer need to know everything that's going on in the house; you can just be
responsible for your own room. At least, that's the idea . . .

One persistent problem is that you have to depend on the reliability of the other code.
When my icon editor was almost done, I found a memory leak. Two tiny handles were
left on the heap after closing the editor. It took me almost a week (and some expert
help) to track it down to a bug in the MCL object system. Obviously, this diluted the
benefits gained by using the system.

Overall, though, I really do think that this division of labor, this layering, is a good
thing. It lets people find the niche they like best, and ignore much of the rest if they
want to. Often it is an incredible time-saver to learn to use others' code rather than
learning to do what they did from scratch. Ideally, the layers will insulate you
completely from irrelevant detail, and allow you to focus on your task. We're not there
yet, but someday, maybe, you can actually stop inventing the wheel.