There are all kinds of things I could’ve written about here, but none of them felt quite right. So I decided to write a few wrongs instead.

This year I had the privilege of experiencing a triple retinal detachment. Fortunately, they did two surgeries to correct this. Unfortunately, despite the surgeries, I ended up with a blind spot in half my macula and a paralyzed iris, stuck halfway open. Fortunately, this was all in my “bad” eye, so if I look out the right eye, meaning the wrong eye, things look a little wrong, but if I look out the right eye, meaning the left eye, things still look fine. It’s all very confusing, unless you’re the one looking out the eyes in question, in which case everything is completely clear, except for the fuzzy bits. From the outside, I just look a little crazy, but that’s nothing new.

Similarly, people inside the Perl 6 community have a different viewpoint from people outside the community. We often fret about this “echo chamber” effect, but that’s a problem that will become self-correcting as Perl 6 comes into more widespread use. But for now, it does induce a few distortions in outsiders’ perceptions of our community.

One thing that has never been quite clear to folks outside the community is how our design process works. To the people inside the community, it’s clear that the process works quite well, and that’s why Perl 6 just keeps getting better all the time. Every month we make a new release that is more performant and closer to the ideal of Perl 6 as expressed in the design docs and spec tests, even as those design docs and spec tests continue to converge on an implementable and optimizable design. The whirlpool methodology works. Eventually.

But this whirlpool that we find so strangely attractive depends on a kind of feedback loop that many projects do not achieve, and I think that part of the problem is that these projects get trapped by an inadequate view of the nature of wrongness. They see wrong wrong, as it were. In contrast, we try to see wrong right. Or at least righter.

And that’s really the first step, learning not to ask either/or questions. Most design decisions are not binary, because most ideas are not completely right or wrong. Instead, their degree of rightness is kinda truthy. Which makes them righty or wrongy, I guess. So the first step to figuring out right and wrong is to see how they are mixed together in various contexts. And maybe we have an unfair advantage here. This was a relatively easy principle for the Perl 6 community to learn, because as the original RFCs pointed out, Perl 5 is obviously a mixture of righty and wrongy ideas. That’s why we decided to do Perl 6, after all.

Now, Santa Claus knows that most kids are really a mixture of naughty and nicey. So the next step is to zoom out from ideas or features and also allow the people in your project to be a mixture of wrongy and righty, naughty and nicey. Several decades ago people used to talk a lot about “egoless” programming, but that’s not really what we’re doing. We all have our egos here, but somehow we’ve managed (mostly) to attach those egos to higher community ideals rather than to individual ideas or implementations. This frees people to experiment.

The social contract, frequently expressed as “forgiveness > permission”, really means that you have permission to try things out that might turn out right, as long as the rest of us have permission to back them out again if they turn out to be not-so-right. This operates on different scales, from small bug patches to complete attempts at implementation. We don’t promise to use a particular idea or module or implementation, but we do promise to learn from it, and to learn why it is suboptimal if we don’t use it.

It seems our modern western culture always has to find someone to blame, and even in our community we don’t promise not to blame anyone if something goes haywire. On the other hand, in our community, blame is merely a reason for considering someone human, and forgiving them. It’s not a mechanism for determining pecking order.

So we argue a lot on our IRC channel, but many of us take great delight in arguing both sides of any issue. Eventually we either reach a consensus, or decide we don’t know enough yet, so we’d better argue again later when we know more. Occasionally I have to invoke rule #1, “Larry is always right”—but not as often as you might think. Note that we also have rule #2, “If Larry changes his mind, he’s still right”—which is about letting Larry make mistakes, because Larry knows his brain is a mixture of wrongy and righty too.

So in a sense, this entire Perl 6 process is just a large, complicated experiment that we expect to have mixed success with, because we know our own mental limitations. And we hope this also gives us some empathy with our end users.

Once you’ve decided that mistakes are part of the creative process, you can pretty much view the entire evolution of Perl as a dialectic succession of mistakes and corrections. The original Perl design was a mistake. Letting Perl get typecast as a “CGI scripting language” in order to prototype the Web was a mistake. Letting the community try to redesign Perl was a mistake, hence most of the RFCs were mistakes. Or at least many of the proposed solutions in the RFCs were mistakes, and there was no coherence at all to ideas for fixing Perl 5.

The various attempts at implementation can be viewed as unsuccessful experiments. The early implementors prohibited me from working on the implementation. This may have been a mistake. Nowadays the implementors allow me to work on the implementations, which is certainly a mistake. :)

Another way things go wrong in a design is to pick the wrong principle for guidance. Most of the design principles we derived from thinking about the RFCs can be easily be abused when taken to extremes. And we’ve got lots of principles to pick from.

Just for the fun of it, this last year I finally went back through the 361 original RFCs and reread them to see how we did. (Maybe that’s why my retina detached…) What struck me was how many of Perl 6’s current design principles trace directly back to one or more of the RFCs. Of course, many of these principles came from elsewhere, but we decided to apply them in the new design. After I’d annotated my list of RFCs, I tried to give a talk on them, but there were just too many principles to talk about. Here is a list of principle we’ve used in the design, in no particular order:

☞ Don’t just do the first thing that occurs to you.

☞ YAGNI. (You Ain’t Gonna Need It)

☞ Self-clocking code produces better syntax error messages.

☞ Band-aids won’t regrow your limbs.

☞ Torment the implementors on behalf of the users.

☞ One-pass parsing is darn near mandatory for an extensible, braided language.

☞ Kill two birds with one stone.

☞ Avoid lists of exceptions the user has to memorize.

☞ Think ahead. (You think that’s cute this year…)

☞ Unifications can simplify things, sometimes at little cost.

☞ There’s no reason for an error message to be LTA (Less Than Awesome).

☞ Watch out for XY problems.

☞ There are not enough sigils in ASCII to classify everything. Choose wisely.

☞ Choose the right default, the one that enhances readability when omitted.

☞ Larry is not omniscient.

☞ Stick with Perl’s operator-rich philosophy.

☞ Discourage unrelated overloading of existing operators; define new ops instead.

☞ Don’t buy that special tool you see on TV.

☞ DIHWIDT. (Doctor, it hurts when I do this…)

☞ Hang things on the right peg—and if there isn’t one, install one.

☞ If you’re gonna generalize, do it harder, but not too hard.

☞ Pragmas are like vice grips: they’re the wrong tool for any job, but they’ll do any job.

☞ Languages with Do-What-I-Mean autodeclarations too often Don’t-What-I-Mean.

☞ People really get attached to their preferred methods of sloppy thinking.

☞ Question authority, especially your own.

☞ Avoid accidental genericity. Intentional genericity is okay though.

☞ Late binding sometimes causes your program to be late.

☞ Major features should fix lots of things.

☞ Grammatical categories can create a system of related precedence droppers.

☞ If you’re going to reduce the power of a construct, maybe remove it instead.

☞ Little languages (such as regexes) don’t have to violate one-pass parsing.

☞ Replace weak features with stong ones that degenerate to the weak case.

☞ Plan to know more someday.

☞ Don’t multiply entities without reason.

☞ Sometimes it’s worth making a feature pervasive, such as topicization.

☞ Don’t reinvent OO poorly.

☞ “Everything is an object” doesn’t mean it’s all method calls.

☞ Operational definitions are often weaker than declarative definitions.

☞ Even declarative definitions are implemented by operations at compile time.

☞ There are always tradeoffs.

☞ Good ideas go nowhere without a champion.

☞ Don’t punish the innocent with the guilty.

☞ Math just is. Don’t make people declare it.

☞ The identity is the most important part of the API; the right method on the wrong object is always wrong.

☞ People are like sheep, and will wander out any open gate.

☞ Save your money for power tools.

☞ No battle plan survives first contact with the enemy, or the second, or the third…

☞ The waterbed theory of complexity means if you push here, it goes up over there, unless there’s a leak.

☞ Generalizing is often cheaper than specializing.

☞ Bad features are sometimes not intrinsically bad, but just in the wrong context.

☞ Introspection is nearly always a design smell.

☞ You can’t be both eager and lazy simultaneously. Duh.

☞ Conserve your brackets. ASCII has so few of them.

☞ Encourage Unicode operators, yet provide ASCII workarounds.

☞ Sometimes it’s worthwhile to provide more than one way to do it; sometimes one way is enough.

☞ Fundamental unifications don’t have to hurt. If they do, maybe you’re persecuting the user.

☞ Easy things should be easy, and hard things should be possible (aka “Huffman coding”).

☞ The degenerate case should make sense.

☞ Remove artificial discontinuities (such as special-casing negative subscripts).

☞ Sometimes it’s better to leave where you are and approach the design from a different direction.

☞ Don’t plan to confuse things without a really good reason.

☞ Allow last-ditch escape hatches such as BEGIN and EVAL, but try to take away all their use cases.

☞ Premature failure (always throwing exceptions) is often a kind of premature optimization.

☞ Sometimes you have to retarget your shallow principles to a deeper level.

☞ Perl is not intended so much as a first language as it is a last language.

☞ All generalizations are false, including this one.

Arguably it was also a mistake to adopt so many principles. :)

Despite all these mistakes, a bunch of stubbornly optimistic people keep working on Perl 6. And somehow, after all the years of mistakes, we’ve managed to come out with something rather nice.

And now we’re talking about releasing Perl 6.0.0 “officially” sometime in 2015. After all these years of refusing to name a date, maybe this is a big mistake. On the other hand, maybe NOT announcing would be a mistake.

Either way, it doesn’t really matter, because there’s no stopping Perl 6 now. After a few final tweaks, sometime in 2015 we’ll finally be at a point where we can just decide when to tag the next release as 6.0.0.beta. And maybe we’ll keep it in beta until 2015-12-25 or so.

Of course, I could be wrong.

But what is certainly right is this: someday the Whos will start singing, all the Grinches of the world will be surprised, and perhaps a few of them will decide to be not quite so wrong. And they will be welcomed to our song, because we really do believe in forgiveness.

It’s beginning to look a lot like Christmas.