Ariel is a research project to investigate the design of user interfaces that go beyond the standard mouse and keyboard input modalities. It aims to take advantage of natural means of communication such as speech, gestures, and facial expressions. The challenge is to understand the properties of these new modalities and to uncover the appropriate interface elements to use with them.
Under any of the current window systems, a set of standard elements are used for building a user interface. This includes items like buttons, menus, scrollbars, and dialog boxes. These items have been stable for many years with a few changes like adding hyper-links and image-maps as new basic elements that most user understand. There are also a number of concepts common to these interfaces. Things like "cut and paste" and "drag and drop".
Many people are attempting to take these same elements and implement them using spoken language systems. Ideas like "speakable links" where the user can say the words of a hyperlink instead of clicking on it, or voice menus where the user can speak the items in a traditional menu instead of using the mouse in the typical fashion, are the standard approach to this problem. These interfaces lead to praise such as that found in a recent Time Magazine review of IBM's latest VoiceType software.
"During our demo the system was impressive, though not yet easier than using a mouse." Time, May 13, 1996
I feel that the great lesson to be drawn from all this is that speech recognition makes a lousy mouse. Speech (and the other elements of language based interfaces) differs from mice and keyboards in at least two fundamental ways. First, these interfaces are inherently noisy. It is almost never possible to guarantee any behavior of such a system with less than a 5% error rate. Second, these systems are extremely expressive. Humans have been using gestures and language to communicate with each other. These differing requirements insist that a new set of basic interface elements be discovered.
Ariel is a project to discover these primitives by building a prototype system and working with it every day. The thoroughly overused personal information management task was chosen because of its reasonable size and complexity, as well as the fact that almost everyone uses some version of such a system every day.
The project is currently 4 months old. It consists of minimal e-mail and web browsing capabilities. The basic user interface elements at the moment are the same ones as are found in other similar systems. (Well, you have to start somewhere).
Building a system for research into user interfaces has given me the opportunity to investigate the great variety of graphical modules available for python. I currently have python binaries installed with the following GUI's.
Almost all of these systems (with the exception of OpenGL) make it fairly easy to create a standard GUI under python. Many of them can even produce code that is portable between different operating systems, and some even run with the appropriate native look and feel.
However, I'm not interested in the elements of a standard GUI. If I thought that these were the appropriate elements, then that's what I'd be using. What I wanted in a graphics system is as follows:
The X11 and PythonWin systems are platform specific, so they fail the test immediately. TkInter, Rivet, and WPY are all based on Tk (at least under X). In order to get the sort of generality I desire under Tk, you must use the canvas object. This is unfortunately much to slow to do anything useful. WXWindows was the most promising of the candidates that I looked at (other than OpenGL); however, I found that its great pains to maintain native look-and-feel (which is a big plus to most people) were a big hinderance to my plans.
"The OpenGL graphics system is a software interface to graphics hardware. It allows you to create interactive programs that produce color images of moving three-dimensional (and two-dimensional) objects." - OpenGL Programming Guide
Open GL is a portable graphics standard, currently supported on all major computer platforms. Because the high-performance implementation of OpenGL can be expensive on some platforms, it is reassuring that a freely available implementation of the OpenGL standard exists (Mesa). This implementation compiles almost everywhere that python does (not including DOS) and is an efficient implementation of the API on top of the native window system.
OpenGL is fast. It was designed to produce "color images of moving three-dimensional objects." This is an extremely computationally demanding operation. Speed of the basic drawing primitives was and continues to be a primary motivating factor in the system's design. With systems that have hardware graphics acceleration, this can produce performance that is even faster than raw XLib coding (the fastest (and ugliest) of the other systems considered here).
The library's design is clean, easy to understand and natural to work with. It gives you the power to perform the finest grained manipulations on the graphical output without requiring the sorts of obscure technical details of working with something like Xlib.
The great thing about building this project in python has been the phenomenal speed with which I was able to go from nothing to a working prototype. Now that I have something working, there are one or two chunks of code that are acting as bottle necks in the program. The standard python approach is to move these speed critical blocks of code down into C.
Having translated a fairly large amount of simple python code to C recently, I've noticed that much of the translation is trivial if I include static types in the function specification.
To use the most overused example of function definition, here it is folks, the venerable factorial function.
def factorial(n): if n == 0: return 1 else: return n*factorial(n-1)
Now, what does this look like in C?
long py2c_Factorial_factorial(long n) { if (n == 0) { return 1; } else { return (n*py2c_Factorial_factorial( (n-1) ); } }
The reason that some of the names are a little long, and that there are a few more parenthesis than you might expect in such a piece of code is that this was automatically generated from the python source. Of course, the key to making this work was the addition to the python source file of the following single line.
#DECLARE factorial:(long, long)
This tells the translation program the signature of the factorial function. Without this information, doing anything useful with this function is virtually impossible. Including static types in this manner is definately a sacrifice of python's outstanding dynamic properties, but it's exactly the sacrifice expected in order to translate to efficient C code.
I've just recently discovered the MESS project, and it's interesting to note that that framework involves similar static type declarations for python classes. What it has that this work currently doesn't is the ability to declare a variable as a generic python object. This of course sacrifices much of the speed gains of translating to C, so its not a top priority for me.
The final step in the translation to C is to produce a python interface to the newly generated C function so that it can be used as before. This is done fairly trivially with Bgen (since the function's signature is known).
Obviously I haven't just created a general purpose tool for translating python code to C. If I'd done that there'd have been much more fanfare, and I anticipate that there'd be much rejoicing throughout the land. Instead, I've gone a long way towards automating the process of translating very simple python code to C.
The key idea is that static typing has its uses, and that while all of us love the dynamic nature of python, it can be very useful to abandon it at particular moments. I've had many situations (particularly with my numeric code) where I've wanted to statically type a function, not for speed requirements, but for code reliability. I think that there are some interesting gains to be made by continuing to work in this direction.