What Do You Want In A Programming Assistant?

The Propellerheads released a song in 1998 entitled “History Repeating.” If you don’t know it, the lyrics include: “They say the next big thing is here. That the revolution’s near. But to me, it seems quite clear. That it’s all just a little bit of history repeating.” The next big thing today seems to be the AI chatbots. We’ve heard every opinion from the “revolutionize everything” to “destroy everything” camp. But, really, isn’t it a bit of history repeating itself? We get new tech. Some oversell it. Some fear it. Then, in the end, it becomes part of the ordinary landscape and seems unremarkable in the light of the new next big thing. Dynamite, the steam engine, cars, TV, and the Internet were all predicted to “ruin everything” at some point in the past.

History really does repeat itself. After all, when X-rays were discovered, they were claimed to cure pneumonia and other infections, along with other miracle cures. Those didn’t pan out, but we still use them for things they are good at. Calculators were going to ruin math classes. There are plenty of other examples.

This came to mind because a recent post from ACM has the contrary view that chatbots aren’t able to help real programmers. We’ve also seen that — maybe — it can, in limited ways. We suspect it is like getting a new larger monitor. At first, it seems huge. But in a week, it is just the normal monitor, and your old one — which had been perfectly adequate — seems tiny.

But we think there’s a larger point here. Maybe the chatbots will help programmers. Maybe they won’t. But clearly, programmers want some kind of help. We just aren’t sure what kind of help it is. Do we really want CoPilot to write our code for us? Do we want to ask Bard or ChatGPT/Bing what is the best way to balance a B-tree? Asking AI to do static code analysis seems to work pretty well.

So maybe your path to fame and maybe even riches is to figure out — AI-based or not — what people actually want in an automated programming assistant and build that. The home computer idea languished until someone figured out what people wanted to do with them. Video cassette didn’t make it into the home until companies figured out what people wanted most to watch on them.

How much and what kind of help do you want when you program? Or design a circuit or PCB? Or even a 3D model? Maybe AI isn’t going to take your job; it will just make it easier. We doubt, though, that it can much improve on Dame Shirley Bassey’s history lesson.

Contrary View: Chatbots Don’t Help Programmers

[Bertrand Meyer] is a decided contrarian in his views on AI and programming. In a recent Communications of the ACM blog post, he reveals that — unlike many others — he thinks AI in its current state isn’t very useful for practical programming. He was responding, in part, to another article from the ACM entitled “The End of Programming,” which, like many other articles, is claiming that, soon, no one will write software the way we do and have done for the last few decades. You can see [Matt Welsh] describe his thoughts on this in the video below. But [Bertrand] disagrees.

As we have also noted, [Bretrand] says:

“AI in its modern form, however, does not generate correct programs: it generates programs inferred from many earlier programs it has seen. These programs look correct but have no guarantee of correctness.”

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Motion Canvas Helps Get Your Point Across

Generating videos for projects can be difficult. Not only do you have to create the thing, but you film the process and cut it together in a story that a viewer can follow. Explaining complex topics to the viewer often involves a whiteboard of some sort, but as we all know, it’s not always a perfect solution. [Jacob] was working on a video game and making videos to document the progress and built a tool called Motion Canvas to help visualize topics like custom shaders. A few months ago, he decided to release it as an open source project.

Since then, it has seen quite a few forks and GitHub forks with a lively showcase on the community Discord. Looking at the docs, it is pretty easy to see why. The interface allows you to write procedural animations using the async semantics of TypeScript while still offering the GUI interface we expect from our video editors. In particular, the signal system allows dependencies to be defined between values. The system runs in Node, and the GUI runs in your browser locally while you edit the files in your terminal/notepad/IDE. CSS and Flexbox are available as the video is rendered to a web canvas and then compiled into a video via FFMPEG. The documentation is quite extensive, and it’s a great example of a tool someone built to fit a need they had going on to become something a little more fantastic.

This isn’t the first time we’ve discussed how to share your projects with the world, and we’ll freely admit we have a bit of bias toward encouraging folks to document their projects.

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C++17’s Useful Features For Embedded Systems

Although the world of embedded software development languages seem to span somewhere between ASM and C89 all the way to MicroPython, there is a lot to be said for a happy medium between ease of development and features that makes the software more robust without adding overhead or bloat to the final firmware image.

This is where C++ has objectively many advantages over even C99, and as [Çağlayan Dökme] argues in a recent blog post C++17 adds many developer critter comforts to C++98 and the more recent C++11 C++14 standards.

First stepping back a generation (technically two, with C++20 also being a thing already), the addition of binary literals (e.g. 0b1010'1100) in C++14 and the expanded use of constexpr is addressed, with the latter foreshadowing C++17’s increased focus on compile time optimizations. A new attribute in C++17 that is part of this is [[nodiscard]], which when added before to the return type of a function or method requires the return value to be used in some manner, much like with functions in Ada (contrasted with procedures).

As [Çağlayan] notes, the biggest strength of compile-time checks is that it can save a lot of deploy-test-fix round-trips, with the total number of issues caught after deployment that could have been caught during compilation ideally being zero. Here C++17 streamlines the static_assert() mechanism and simplifies using if constexpr to instantiate code depending on compile-time conditions. Beyond compile-time optimizations there are a few other niceties, such as C++17 guaranteeing copy elision (return value optimization) when an object is returned directly, which is a welcome feature in hard real-time environments.

With today even MCUs having enough grunt to run multi-threaded applications and potentially firmware compiled from a many-thousand LoC codebase, picking a programming language that assists the developer with such an arduous task is very important, with Ada being the primary choice for high-reliability embedded platforms, but C++ along with C enjoying the most widespread (free) compiler support. Even if C++ isn’t supported on every single MCU out there (8051-based and most PIC MCUs mostly), whenever it is an option, it’s a pretty solid choice, especially with knowledge of these new language features.

The Glitch That Brought Down Japan’s Lunar Lander

When a computer crashes, it usually doesn’t leave debris. But when a computer happens to be descending towards the lunar surface and glitches out, that’s a very different story. Turns out that’s what happened on April 26th, as the Japanese Hakuto-R Lunar lander made its mark on the Moon…by crashing into it. [Scott Manley] dove in to try and understand the software bug that caused an otherwise flawless mission to go splat.

The lander began the descent sequence as expected at 100 km above the surface. However, as it descended, the altitude sensor reported the altitude as much lower than it was. It thought it was at zero altitude once it reached about 5 km above the surface. Confused by the fact it hadn’t yet detected physical contact with the surface, the craft continued to slowly descend until it ran out of fuel and plunged to the surface.

Ultimately it all came down to sensor fusion. The lander merges several noisy sensors, such as accelerometers, gyroscopes, and radar, into one cohesive source of truth. The craft passed over a particularly large cliff that caused the radar altimeter to suddenly spike up 3 km. Like good filtering software, the craft reasons that the sensor must be getting spurious data and filters it out. It was now just estimating its altitude by looking at its acceleration. As anyone who has tried to track an object through space using just gyros and accelerometers alone can attest, errors accumulate, and suddenly you’re not where you think you are.

We know what you’re thinking: surely they would have run landing simulations to catch errors like these? Ironically they did, it’s just that after the simulations were run, the landing site for Hakuto-R was changed. Unfortunately, nobody thought to re-run the simulations, and now the Moon has a new lawn ornament,

We’ve previously written about why lunar landings are so hard. While knowing what led to the crash will hopefully prevent a similar fate for future missions, the reality is that remotely landing a robot on a dusty world without the help of GPS is fiendishly difficult and likely will be for some time.

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Simple Cubes Show Off AI-Driven Runtime Changes In VR

AR and VR developer [Skarredghost] got pretty excited about a virtual blue cube, and for a very good reason. It marked a successful prototype of an augmented reality experience in which the logic underlying the cube as a virtual object was changed by AI in response to verbal direction by the user. Saying “make it blue” did indeed turn the cube blue! (After a little thinking time, of course.)

It didn’t stop there, of course, and the blue cube proof-of-concept led to a number of simple demos. The first shows off a row of cubes changing color from red to green in response to musical volume, then a bundle of cubes change size in response to microphone volume, and cubes even start moving around in space.

The program accepts spoken input from the user, converts it to text, sends it to a natural language AI model, which then creates the necessary modifications and loads it into the environment to make runtime changes in Unity. The workflow is a bit cumbersome and highlights many of the challenges involved, but it works and that’s pretty nifty.

The GitHub repository is here and a good demonstration video is embedded just under the page break. There’s also a video with a much more in-depth discussion of what’s going on and a frank exploration of the technical challenges.

If you’re interested in this direction, it seems [Skarredghost] has rounded up the relevant details. And should you have a prototype idea that isn’t necessarily AR or VR but would benefit from AI-assisted speech recognition that can run locally? This project has what you need.

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Network Programming

If you want a book on network programming, there are a few classic choices. [Comer’s] TCP/IP books are a great reference but sometimes is too low level. “Unix Networking Programming” by [Stevens] is the usual choice, but it is getting a little long in the tooth, as well. Now we have “Beej’s Guide to Network Programming Using Internet Sockets.” While the title doesn’t exactly roll off the tongue, the content is right on and fresh. Best part? You can read it now in your browser or in PDF format.

All the topics you’d expect are there in ten chapters. Of course, there’s the obligatory description of what a socket is and the types of sockets you commonly encounter. Then there’s coverage of addressing and portability. There’s even a section on IPV6.

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