You're obviously being sarcastic when you say "I don't care." Otherwise you would have let the topic drop a long time ago.

The timeline proves how idiotic it was for you to complain that Scott's dissertation wasn't as good as Photoshop (while his stay at Xerox PARC was SPONSORED by John Warnock, president of Adobe). Again: Photoshop was released AFTER Scott's dissertation. And a commercial product developed and supported by thousands of full time people over decades is in no way comparable to a PhD dissertation written by one person that is clearly labeled "Caution: this is basic research, not a proposal for a practical piece of software."

Do you also attack Scott's thesis advisor Donald Knuth, because Metafont isn't as powerful as Adobe Illustrator?

You're baselessly attacking Scott for his "exploratory research" that was completed BEFORE Photoshop was even released. So your indefensible position is that it was wrong for me to post his thesis to this discussion because his exploratory research wasn't better than a product released AFTER he received his PhD thesis from the guy you claim not to know, Donald Knuth.

It's ironic you'd criticize Scott for his exploratory research not being better than a commercial product from Adobe that was released later, since Adobe respects him enough to invite him to give distinguished lectures like this:

https://research.adobe.com/distinguished-lecture-series/

>The Adobe Distinguished Lecture Series brings our industry’s most eminent researchers and creative professionals to the Adobe campus for a lecture and full day of informal discussions. Sponsored by the Adobe Research, the series provides an opportunity to meet and learn from visionaries at the cutting edge of digital media.

>FEBRUARY 05, 2009. 12:30PM. Scott Kim (Shufflebrain)

https://research.adobe.com/lecture/scott-kim-shufflebrain/

>Scott Kim (Shufflebrain). February 05, 2009 12:30pm. Games for Visual Thinking.

>In this talk veteran puzzle designer Scott Kim will show you original puzzles that stimulate visual imagination. You will see magazine puzzles that introduce ideas is visual design. You will see animated ambigrams that playfully combine typography and illusion. And you will see how his new online game Photograb exercises visual thinking skills. Finally Scott will discuss what makes a good puzzle, and how games can change the way you think.

>BIO: Scott Kim is one of the world’s most prolific and versatile puzzle designers. He has designed thousands of puzzles for such web game companies as PopCap, Gamehouse and the Tetris Company. He is the puzzle columnist for Discover magazine, and writes the annual Brainteasers page-a-day calendar. His strategy game MetaSquares is now available on iPhone. He has designed educational games for puzzle toy company ThinkFun. Scott has a PhD in Computers and Graphic Design from Stanford University. He is now designing smart games for his new company Shufflebrain.

Do you really believe you're infallible? And that I and everyone else is infallible too? Or was that just your sarcastic spelling?

Which visual programming languages have you actually developed or even used? Or are you just all talk and baseless criticism for other people with decades more experience than you?

I worked on developing and documenting and programming in the visual programming language in The Sims, SimAntics, which worked well enough to ship in an award winning product that was the top selling PC game of all time, so a lot of people have used it (over 200 million copies sold, making EA over $5 billion), and it works quite well. So by any measure, that's at least one example of a successful visual programming language.

https://www.ladbible.com/technology/gaming-the-sims-franchis...

>The Sims Franchise Has Officially Made Over $5 Billion

https://www.youtube.com/watch?v=-exdu4ETscs

>The Sims, Pie Menus, Edith Editing, and SimAntics Visual Programming Demo. This is a demonstration of the pie menus, architectural editing tools, and Edith visual programming tools that I developed for The Sims with Will Wright at Maxis and Electronic Arts.

https://www.youtube.com/watch?v=zC52jE60KjY

>The Sims Steering Committee - June 4 1998. A demo of an early pre-release version of The Sims for The Sims Steering Committee at EA, developed June 4 1998.

Documentation that I wrote about the visual programming language in The Sims:

https://donhopkins.com/home/TheSimsDesignDocuments/VirtualMa...

Ken Forbus taught SimAntics programming with Edith it in his game design course:

https://donhopkins.com/home/TheSimsDesignDocuments/Programmi...

And I've also worked on developing other visual programming languages, like Bounce / Body Electric, and others that weren't released as commercial products. And I've actually used (and studied the visual code and source code and extension APIs of) a bunch of other visual programming languages, too.

https://medium.com/@donhopkins/bounce-stuff-8310551a96e3

https://www.donhopkins.com/home/archive/visual-programming/b...

Which visual programming languages have you used, and what did you use them for? Have you ever actually designed or developed any yourself?

So now are you finally willing to share any of your great ideas and experiences, since you admit that you'll never get around to actually implementing those ideas yourself? What do you have to lose by sharing them, then? And if you refuse to share your ideas that you'll never implement, then why did you even bring them up in the first place?