@article{ReinRamsonLinckeetal.2017, author = {Rein, Patrick and Ramson, Stefan and Lincke, Jens and Felgentreff, Tim and Hirschfeld, Robert}, title = {Group-Based Behavior Adaptation Mechanisms in Object-Oriented Systems}, series = {IEEE software}, volume = {34}, journal = {IEEE software}, number = {6}, publisher = {Inst. of Electr. and Electronics Engineers}, address = {Los Alamitos}, issn = {0740-7459}, doi = {10.1109/MS.2017.4121224}, pages = {78 -- 82}, year = {2017}, abstract = {Dynamic and distributed systems require behavior adaptations for groups of objects. Group-based behavior adaptation mechanisms scope adaptations to objects matching conditions beyond class membership. The specification of groups can be explicit or implicit.}, language = {en} } @article{MattisBeckmannReinetal.2022, author = {Mattis, Toni and Beckmann, Tom and Rein, Patrick and Hirschfeld, Robert}, title = {First-class concepts}, series = {Journal of object technology : JOT / ETH Z{\"u}rich, Department of Computer Science}, volume = {21}, journal = {Journal of object technology : JOT / ETH Z{\"u}rich, Department of Computer Science}, number = {2}, publisher = {ETH Z{\"u}rich, Department of Computer Science}, address = {Z{\"u}rich}, issn = {1660-1769}, doi = {10.5381/jot.2022.21.2.a6}, pages = {1 -- 15}, year = {2022}, abstract = {Ideally, programs are partitioned into independently maintainable and understandable modules. As a system grows, its architecture gradually loses the capability to accommodate new concepts in a modular way. While refactoring is expensive and not always possible, and the programming language might lack dedicated primary language constructs to express certain cross-cutting concerns, programmers are still able to explain and delineate convoluted concepts through secondary means: code comments, use of whitespace and arrangement of code, documentation, or communicating tacit knowledge.
Secondary constructs are easy to change and provide high flexibility in communicating cross-cutting concerns and other concepts among programmers. However, such secondary constructs usually have no reified representation that can be explored and manipulated as first-class entities through the programming environment.
In this exploratory work, we discuss novel ways to express a wide range of concepts, including cross-cutting concerns, patterns, and lifecycle artifacts independently of the dominant decomposition imposed by an existing architecture. We propose the representation of concepts as first-class objects inside the programming environment that retain the capability to change as easily as code comments. We explore new tools that allow programmers to view, navigate, and change programs based on conceptual perspectives. In a small case study, we demonstrate how such views can be created and how the programming experience changes from draining programmers' attention by stretching it across multiple modules toward focusing it on cohesively presented concepts. Our designs are geared toward facilitating multiple secondary perspectives on a system to co-exist in symbiosis with the original architecture, hence making it easier to explore, understand, and explain complex contexts and narratives that are hard or impossible to express using primary modularity constructs.}, language = {en} } @article{ReinTaeumelHirschfeld2017, author = {Rein, Patrick and Taeumel, Marcel and Hirschfeld, Robert}, title = {Making the domain tangible}, series = {Design Thinking Research}, journal = {Design Thinking Research}, publisher = {Springer}, address = {New York}, isbn = {978-3-319-60967-6}, doi = {10.1007/978-3-319-60967-6_9}, pages = {171 -- 194}, year = {2017}, abstract = {Programmers collaborate continuously with domain experts to explore the problem space and to shape a solution that fits the users' needs. In doing so, all parties develop a shared vocabulary, which is above all a list of named concepts and their relationships to each other. Nowadays, many programmers favor object-oriented programming because it allows them to directly represent real-world concepts and interactions from the vocabulary as code. However, when existing domain data is not yet represented as objects, it becomes a challenge to initially bring existing domain data into object-oriented systems and to keep the source code readable. While source code might be comprehensible to programmers, domain experts can struggle, given their non-programming background. We present a new approach to provide a mapping of existing data sources into the object-oriented programming environment. We support keeping the code of the domain model compact and readable while adding implicit means to access external information as internal domain objects. This should encourage programmers to explore different ways to build the software system quickly. Eventually, our approach fosters communication with the domain experts, especially at the beginning of a project. When the details in the problem space are not yet clear, the source code provides a valuable, tangible communication artifact.}, language = {en} } @book{BerovHenningMattisetal.2013, author = {Berov, Leonid and Henning, Johannes and Mattis, Toni and Rein, Patrick and Schreiber, Robin and Seckler, Eric and Steinert, Bastian and Hirschfeld, Robert}, title = {Vereinfachung der Entwicklung von Gesch{\"a}ftsanwendungen durch Konsolidierung von Programmierkonzepten und -technologien}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-231-5}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-64045}, publisher = {Universit{\"a}t Potsdam}, pages = {186}, year = {2013}, abstract = {Die Komplexit{\"a}t heutiger Gesch{\"a}ftsabl{\"a}ufe und die Menge der zu verwaltenden Daten stellen hohe Anforderungen an die Entwicklung und Wartung von Gesch{\"a}ftsanwendungen. Ihr Umfang entsteht unter anderem aus der Vielzahl von Modellentit{\"a}ten und zugeh{\"o}rigen Nutzeroberfl{\"a}chen zur Bearbeitung und Analyse der Daten. Dieser Bericht pr{\"a}sentiert neuartige Konzepte und deren Umsetzung zur Vereinfachung der Entwicklung solcher umfangreichen Gesch{\"a}ftsanwendungen. Erstens: Wir schlagen vor, die Datenbank und die Laufzeitumgebung einer dynamischen objektorientierten Programmiersprache zu vereinen. Hierzu organisieren wir die Speicherstruktur von Objekten auf die Weise einer spaltenorientierten Hauptspeicherdatenbank und integrieren darauf aufbauend Transaktionen sowie eine deklarative Anfragesprache nahtlos in dieselbe Laufzeitumgebung. Somit k{\"o}nnen transaktionale und analytische Anfragen in derselben objektorientierten Hochsprache implementiert werden, und dennoch nah an den Daten ausgef{\"u}hrt werden. Zweitens: Wir beschreiben Programmiersprachkonstrukte, welche es erlauben, Nutzeroberfl{\"a}chen sowie Nutzerinteraktionen generisch und unabh{\"a}ngig von konkreten Modellentit{\"a}ten zu beschreiben. Um diese abstrakte Beschreibung nutzen zu k{\"o}nnen, reichert man die Dom{\"a}nenmodelle um vormals implizite Informationen an. Neue Modelle m{\"u}ssen nur um einige Informationen erweitert werden um bereits vorhandene Nutzeroberfl{\"a}chen und -interaktionen auch f{\"u}r sie verwenden zu k{\"o}nnen. Anpassungen, die nur f{\"u}r ein Modell gelten sollen, k{\"o}nnen unabh{\"a}ngig vom Standardverhalten, inkrementell, definiert werden. Drittens: Wir erm{\"o}glichen mit einem weiteren Programmiersprachkonstrukt die zusammenh{\"a}ngende Beschreibung von Abl{\"a}ufen der Anwendung, wie z.B. Bestellprozesse. Unser Programmierkonzept kapselt Nutzerinteraktionen in synchrone Funktionsaufrufe und macht somit Prozesse als zusammenh{\"a}ngende Folge von Berechnungen und Interaktionen darstellbar. Viertens: Wir demonstrieren ein Konzept, wie Endnutzer komplexe analytische Anfragen intuitiver formulieren k{\"o}nnen. Es basiert auf der Idee, dass Endnutzer Anfragen als Konfiguration eines Diagramms sehen. Entsprechend beschreibt ein Nutzer eine Anfrage, indem er beschreibt, was sein Diagramm darstellen soll. Nach diesem Konzept beschriebene Diagramme enthalten ausreichend Informationen, um daraus eine Anfrage generieren zu k{\"o}nnen. Hinsichtlich der Ausf{\"u}hrungsdauer sind die generierten Anfragen {\"a}quivalent zu Anfragen, die mit konventionellen Anfragesprachen formuliert sind. Das Anfragemodell setzen wir in einem Prototypen um, der auf den zuvor eingef{\"u}hrten Konzepten aufsetzt.}, language = {de} } @unpublished{GrapentinHeidlerKorschetal.2014, author = {Grapentin, Andreas and Heidler, Kirstin and Korsch, Dimitri and Kumar Sah, Rakesh and Kunzmann, Nicco and Henning, Johannes and Mattis, Toni and Rein, Patrick and Seckler, Eric and Groneberg, Bj{\"o}rn and Zimmermann, Florian}, title = {Embedded operating system projects}, number = {90}, editor = {Hentschel, Uwe and Richter, Daniel and Polze, Andreas}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-296-4}, issn = {1613-5652}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-69154}, pages = {xi, 87}, year = {2014}, abstract = {In today's life, embedded systems are ubiquitous. But they differ from traditional desktop systems in many aspects - these include predictable timing behavior (real-time), the management of scarce resources (memory, network), reliable communication protocols, energy management, special purpose user-interfaces (headless operation), system configuration, programming languages (to support software/hardware co-design), and modeling techniques. Within this technical report, authors present results from the lecture "Operating Systems for Embedded Computing" that has been offered by the "Operating Systems and Middleware" group at HPI in Winter term 2013/14. Focus of the lecture and accompanying projects was on principles of real-time computing. Students had the chance to gather practical experience with a number of different OSes and applications and present experiences with near-hardware programming. Projects address the entire spectrum, from bare-metal programming to harnessing a real-time OS to exercising the full software/hardware co-design cycle. Three outstanding projects are at the heart of this technical report. Project 1 focuses on the development of a bare-metal operating system for LEGO Mindstorms EV3. While still a toy, it comes with a powerful ARM processor, 64 MB of main memory, standard interfaces, such as Bluetooth and network protocol stacks. EV3 runs a version of 1 1 Introduction Linux. Sources are available from Lego's web site. However, many devices and their driver software are proprietary and not well documented. Developing a new, bare-metal OS for the EV3 requires an understanding of the EV3 boot process. Since no standard input/output devices are available, initial debugging steps are tedious. After managing these initial steps, the project was able to adapt device drivers for a few Lego devices to an extent that a demonstrator (the Segway application) could be successfully run on the new OS. Project 2 looks at the EV3 from a different angle. The EV3 is running a pretty decent version of Linux- in principle, the RT_PREEMPT patch can turn any Linux system into a real-time OS by modifying the behavior of a number of synchronization constructs at the heart of the OS. Priority inversion is a problem that is solved by protocols such as priority inheritance or priority ceiling. Real-time OSes implement at least one of the protocols. The central idea of the project was the comparison of non-real-time and real-time variants of Linux on the EV3 hardware. A task set that showed effects of priority inversion on standard EV3 Linux would operate flawlessly on the Linux version with the RT_PREEMPT-patch applied. If only patching Lego's version of Linux was that easy... Project 3 takes the notion of real-time computing more seriously. The application scenario was centered around our Carrera Digital 132 racetrack. Obtaining position information from the track, controlling individual cars, detecting and modifying the Carrera Digital protocol required design and implementation of custom controller hardware. What to implement in hardware, firmware, and what to implement in application software - this was the central question addressed by the project.}, language = {en} } @book{BaltzerHradilakPfennigschmidtetal.2021, author = {Baltzer, Wanda and Hradilak, Theresa and Pfennigschmidt, Lara and Prestin, Luc Maurice and Spranger, Moritz and Stadlinger, Simon and Wendt, Leo and Lincke, Jens and Rein, Patrick and Church, Luke and Hirschfeld, Robert}, title = {An individual-centered approach to visualize people's opinions and demographic information}, number = {136}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-504-0}, issn = {1613-5652}, doi = {10.25932/publishup-49145}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-491457}, publisher = {Universit{\"a}t Potsdam}, pages = {326}, year = {2021}, abstract = {The noble way to substantiate decisions that affect many people is to ask these people for their opinions. For governments that run whole countries, this means asking all citizens for their views to consider their situations and needs. Organizations such as Africa's Voices Foundation, who want to facilitate communication between decision-makers and citizens of a country, have difficulty mediating between these groups. To enable understanding, statements need to be summarized and visualized. Accomplishing these goals in a way that does justice to the citizens' voices and situations proves challenging. Standard charts do not help this cause as they fail to create empathy for the people behind their graphical abstractions. Furthermore, these charts do not create trust in the data they are representing as there is no way to see or navigate back to the underlying code and the original data. To fulfill these functions, visualizations would highly benefit from interactions to explore the displayed data, which standard charts often only limitedly provide. To help improve the understanding of people's voices, we developed and categorized 80 ideas for new visualizations, new interactions, and better connections between different charts, which we present in this report. From those ideas, we implemented 10 prototypes and two systems that integrate different visualizations. We show that this integration allows consistent appearance and behavior of visualizations. The visualizations all share the same main concept: representing each individual with a single dot. To realize this idea, we discuss technologies that efficiently allow the rendering of a large number of these dots. With these visualizations, direct interactions with representations of individuals are achievable by clicking on them or by dragging a selection around them. This direct interaction is only possible with a bidirectional connection from the visualization to the data it displays. We discuss different strategies for bidirectional mappings and the trade-offs involved. Having unified behavior across visualizations enhances exploration. For our prototypes, that includes grouping, filtering, highlighting, and coloring of dots. Our prototyping work was enabled by the development environment Lively4. We explain which parts of Lively4 facilitated our prototyping process. Finally, we evaluate our approach to domain problems and our developed visualization concepts. Our work provides inspiration and a starting point for visualization development in this domain. Our visualizations can improve communication between citizens and their government and motivate empathetic decisions. Our approach, combining low-level entities to create visualizations, provides value to an explorative and empathetic workflow. We show that the design space for visualizing this kind of data has a lot of potential and that it is possible to combine qualitative and quantitative approaches to data analysis.}, language = {en} } @book{SeitzLinckeReinetal.2021, author = {Seitz, Klara and Lincke, Jens and Rein, Patrick and Hirschfeld, Robert}, title = {Language and tool support for 3D crochet patterns}, number = {137}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-505-7}, issn = {1613-5652}, doi = {10.25932/publishup-49253}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-492530}, publisher = {Universit{\"a}t Potsdam}, pages = {vii, 94}, year = {2021}, abstract = {Crochet is a popular handcraft all over the world. While other techniques such as knitting or weaving have received technical support over the years through machines, crochet is still a purely manual craft. Not just the act of crochet itself is manual but also the process of creating instructions for new crochet patterns, which is barely supported by domain specific digital solutions. This leads to unstructured and often also ambiguous and erroneous pattern instructions. In this report, we propose a concept to digitally represent crochet patterns. This format incorporates crochet techniques which allows domain specific support for crochet pattern designers during the pattern creation and instruction writing process. As contributions, we present a thorough domain analysis, the concept of a graph structure used as domain specific language to specify crochet patterns and a prototype of a projectional editor using the graph as representation format of patterns and a diagramming system to visualize them in 2D and 3D. By analyzing the domain, we learned about crochet techniques and pain points of designers in their pattern creation workflow. These insights are the basis on which we defined the pattern representation. In order to evaluate our concept, we built a prototype by which the feasibility of the concept is shown and we tested the software with professional crochet designers who approved of the concept.}, language = {en} } @book{EichenrothReinHirschfeld2022, author = {Eichenroth, Friedrich and Rein, Patrick and Hirschfeld, Robert}, title = {Fast packrat parsing in a live programming environment}, series = {Technische Berichte des Hasso-Plattner-Instituts f{\"u}r Digital Engineering an der Universit{\"a}t Potsdam}, journal = {Technische Berichte des Hasso-Plattner-Instituts f{\"u}r Digital Engineering an der Universit{\"a}t Potsdam}, number = {135}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-503-3}, issn = {1613-5652}, doi = {10.25932/publishup-49124}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-491242}, publisher = {Universit{\"a}t Potsdam}, pages = {79}, year = {2022}, abstract = {Language developers who design domain-specific languages or new language features need a way to make fast changes to language definitions. Those fast changes require immediate feedback. Also, it should be possible to parse the developed languages quickly to handle extensive sets of code. Parsing expression grammars provides an easy to understand method for language definitions. Packrat parsing is a method to parse grammars of this kind, but this method is unable to handle left-recursion properly. Existing solutions either partially rewrite left-recursive rules and partly forbid them, or use complex extensions to packrat parsing that are hard to understand and cost-intensive. We investigated methods to make parsing as fast as possible, using easy to follow algorithms while not losing the ability to make fast changes to grammars. We focused our efforts on two approaches. One is to start from an existing technique for limited left-recursion rewriting and enhance it to work for general left-recursive grammars. The second approach is to design a grammar compilation process to find left-recursion before parsing, and in this way, reduce computational costs wherever possible and generate ready to use parser classes. Rewriting parsing expression grammars is a task that, if done in a general way, unveils a large number of cases such that any rewriting algorithm surpasses the complexity of other left-recursive parsing algorithms. Lookahead operators introduce this complexity. However, most languages have only little portions that are left-recursive and in virtually all cases, have no indirect or hidden left-recursion. This means that the distinction of left-recursive parts of grammars from components that are non-left-recursive holds great improvement potential for existing parsers. In this report, we list all the required steps for grammar rewriting to handle left-recursion, including grammar analysis, grammar rewriting itself, and syntax tree restructuring. Also, we describe the implementation of a parsing expression grammar framework in Squeak/Smalltalk and the possible interactions with the already existing parser Ohm/S. We quantitatively benchmarked this framework directing our focus on parsing time and the ability to use it in a live programming context. Compared with Ohm, we achieved massive parsing time improvements while preserving the ability to use our parser it as a live programming tool. The work is essential because, for one, we outlined the difficulties and complexity that come with grammar rewriting. Also, we removed the existing limitations that came with left-recursion by eliminating them before parsing.}, language = {en} } @book{KlinkeVerhoevenRothetal.2022, author = {Klinke, Paula and Verhoeven, Silvan and Roth, Felix and Hagemann, Linus and Alnawa, Tarik and Lincke, Jens and Rein, Patrick and Hirschfeld, Robert}, title = {Tool support for collaborative creation of interactive storytelling media}, number = {141}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-521-7}, issn = {1613-5652}, doi = {10.25932/publishup-51857}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-518570}, publisher = {Universit{\"a}t Potsdam}, pages = {x, 167}, year = {2022}, abstract = {Scrollytellings are an innovative form of web content. Combining the benefits of books, images, movies, and video games, they are a tool to tell compelling stories and provide excellent learning opportunities. Due to their multi-modality, creating high-quality scrollytellings is not an easy task. Different professions, such as content designers, graphics designers, and developers, need to collaborate to get the best out of the possibilities the scrollytelling format provides. Collaboration unlocks great potential. However, content designers cannot create scrollytellings directly and always need to consult with developers to implement their vision. This can result in misunderstandings. Often, the resulting scrollytelling will not match the designer's vision sufficiently, causing unnecessary iterations. Our project partner Typeshift specializes in the creation of individualized scrollytellings for their clients. Examined existing solutions for authoring interactive content are not optimally suited for creating highly customized scrollytellings while still being able to manipulate all their elements programmatically. Based on their experience and expertise, we developed an editor to author scrollytellings in the lively.next live-programming environment. In this environment, a graphical user interface for content design is combined with powerful possibilities for programming behavior with the morphic system. The editor allows content designers to take on large parts of the creation process of scrollytellings on their own, such as creating the visible elements, animating content, and fine-tuning the scrollytelling. Hence, developers can focus on interactive elements such as simulations and games. Together with Typeshift, we evaluated the tool by recreating an existing scrollytelling and identified possible future enhancements. Our editor streamlines the creation process of scrollytellings. Content designers and developers can now both work on the same scrollytelling. Due to the editor inside of the lively.next environment, they can both work with a set of tools familiar to them and their traits. Thus, we mitigate unnecessary iterations and misunderstandings by enabling content designers to realize large parts of their vision of a scrollytelling on their own. Developers can add advanced and individual behavior. Thus, developers and content designers benefit from a clearer distribution of tasks while keeping the benefits of collaboration.}, language = {en} } @book{DuerschReinMattisetal.2022, author = {D{\"u}rsch, Falco and Rein, Patrick and Mattis, Toni and Hirschfeld, Robert}, title = {Learning from failure}, number = {145}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-528-6}, issn = {1613-5652}, doi = {10.25932/publishup-53755}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-537554}, publisher = {Universit{\"a}t Potsdam}, pages = {87}, year = {2022}, abstract = {Regression testing is a widespread practice in today's software industry to ensure software product quality. Developers derive a set of test cases, and execute them frequently to ensure that their change did not adversely affect existing functionality. As the software product and its test suite grow, the time to feedback during regression test sessions increases, and impedes programmer productivity: developers wait longer for tests to complete, and delays in fault detection render fault removal increasingly difficult. Test case prioritization addresses the problem of long feedback loops by reordering test cases, such that test cases of high failure probability run first, and test case failures become actionable early in the testing process. We ask, given test execution schedules reconstructed from publicly available data, to which extent can their fault detection efficiency improved, and which technique yields the most efficient test schedules with respect to APFD? To this end, we recover regression 6200 test sessions from the build log files of Travis CI, a popular continuous integration service, and gather 62000 accompanying changelists. We evaluate the efficiency of current test schedules, and examine the prioritization results of state-of-the-art lightweight, history-based heuristics. We propose and evaluate a novel set of prioritization algorithms, which connect software changes and test failures in a matrix-like data structure. Our studies indicate that the optimization potential is substantial, because the existing test plans score only 30\% APFD. The predictive power of past test failures proves to be outstanding: simple heuristics, such as repeating tests with failures in recent sessions, result in efficiency scores of 95\% APFD. The best-performing matrix-based heuristic achieves a similar score of 92.5\% APFD. In contrast to prior approaches, we argue that matrix-based techniques are useful beyond the scope of effective prioritization, and enable a number of use cases involving software maintenance. We validate our findings from continuous integration processes by extending a continuous testing tool within development environments with means of test prioritization, and pose further research questions. We think that our findings are suited to propel adoption of (continuous) testing practices, and that programmers' toolboxes should contain test prioritization as an existential productivity tool.}, language = {en} } @book{BeinBraunDaaseetal.2020, author = {Bein, Leon and Braun, Tom and Daase, Bj{\"o}rn and Emsbach, Elina and Matthes, Leon and Stiede, Maximilian and Taeumel, Marcel and Mattis, Toni and Ramson, Stefan and Rein, Patrick and Hirschfeld, Robert and M{\"o}nig, Jens}, title = {SandBlocks}, number = {132}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-482-1}, issn = {1613-5652}, doi = {10.25932/publishup-43926}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-439263}, publisher = {Universit{\"a}t Potsdam}, pages = {viii, 212}, year = {2020}, abstract = {Visuelle Programmiersprachen werden heutzutage zugunsten textueller Programmiersprachen nahezu nicht verwendet, obwohl visuelle Programmiersprachen einige Vorteile bieten. Diese reichen von der Vermeidung von Syntaxfehlern, {\"u}ber die Nutzung konkreter dom{\"a}nenspezifischer Notation bis hin zu besserer Lesbarkeit und Wartbarkeit des Programms. Trotzdem greifen professionelle Softwareentwickler nahezu ausschließlich auf textuelle Programmiersprachen zur{\"u}ck. Damit Entwickler diese Vorteile visueller Programmiersprachen nutzen k{\"o}nnen, aber trotzdem nicht auf die ihnen bekannten textuellen Programmiersprachen verzichten m{\"u}ssen, gibt es die Idee, textuelle und visuelle Programmelemente gemeinsam in einer Programmiersprache nutzbar zu machen. Damit ist dem Entwickler {\"u}berlassen wann und wie er visuelle Elemente in seinem Programmcode verwendet. Diese Arbeit stellt das SandBlocks-Framework vor, das diese gemeinsame Nutzung visueller und textueller Programmelemente erm{\"o}glicht. Neben einer Auswertung visueller Programmiersprachen, zeigt es die technische Integration visueller Programmelemente in das Squeak/Smalltalk-System auf, gibt Einblicke in die Umsetzung und Verwendung in Live-Programmiersystemen und diskutiert ihre Verwendung in unterschiedlichen Dom{\"a}nen.}, language = {de} }