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Declarative Dragging

https://declarative-dragging.github.io/
Funny story about drag-and-drop:

At my very first job, we had a weekly meeting to assign tickets and estimates.

Our non-technical PM wrote "drag-and-drop" on a whiteboard, and then my name.

"Gavin, how long do you think this will take?"

"All week. At least. Maybe longer?"

PM laughed, then realized I wasn't making a joke.

"What do you mean 'all week'? That's ridiculous, do I need to give this to someone else?"

"Well, you could, but I wouldn't count on you getting it any sooner."

Appalled, he exclaims: "It's just drag-and-drop!"

After 10-15 minutes of a room full of engineers trying to explain the difficulty, he gave up with an unhappy "Fine."

The phrase "it's just drag-and-drop" became an inside joke for the rest of my time there...

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I think non-tech people think that drag and drop is some sort of emergent property because you're pressing the mouse and holding it pressed.
Making something easier and more intuitive for a human is more work as always.
I think the Dragology stuff actually gets to the nub of what makes interactive drag-and-drop challenging: it's speculative live editing of a view into your model data.
One of the more complex early modules that I wrote, was an engine for selecting a crop of an image in a scanner control plugin.

It was crazy complicated.

Simple is not simple.

Dumb question: why? It’s been a long time since I touched GUI code, but I thought it gave you a message with the URI to the file. How is this significantly different than file-open?
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While it's a wrong assumption, I don't really think it's dumb for a non-technical person to assume this is fast to implement, and I don't think it's some epic own that he offered pushback on this even though he was wrong.
> do I need to give this to someone else

If said this way he was a jerk. So good on em for making a joke.

"Why would this take so long?" would be better.

My guess like most things "you wanna retrofit audio and data cabling to your house. Find an electrician who can do that in an hour. Yes it is just wires".

>do I need to give this to someone else

Could mean "I didn't know you had so much stuff on your plate that takes precedence". You're giving 0 benefit of doubt to a PM who in my opinion was right to push back because for a non-technical person it's not easy to grasp why drag and drop should be so much harder than other similar impact features.

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I love when non-technical people think they know better than the technical people about technical things...
good thing you had backup. rough hahaha.
Oh, this is very, very cool, and very, very timely!

Paper here: https://declarative-dragging.github.io/D2.pdf

IMO one of the remaining gaps of agentic coding is that it's hard for even multimodal LLMs to check interactive motion effects for correctness and "feel." Like, sure, they can take screenshots of a few snapshotted states, but in terms of how things react as underlying nodes move and (potentially) reflow. How do you QA the feel of moving your wrist rapidly in the context of nested zones?

The answer is that you avoid the need to: you have a (nearly-provably) correct foundation that ensures that behavior is predictable regardless of state, and just render accordingly.

The paper's approach is incredible here: simultaneous optimistic rendering of multiple possible states, and a composable algebra (a small combinator language) over how drop zones and distance are derived - allowing for an extremely high-level interface in practice. Everything feels snappy and right, and the code you write is about as minimal as you can get - though the paper notes that state management is somewhat complex. But this seems solvable!

Once this is ported to HTML, it'll become an incredible part of the modern dev toolkit. I'm very excited for what this means.

i have a basic html version working with solid, using basically the FLIP technique to get the measurements. dunno in what form we might try to release it though, its a bit awkward to generalize over existing frameworks
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Imagine an agentic coding system with a good memory implementation. It's prompted to build an app with sophisticated drag-and-drop features. And then another one... After twenty such apps it realises there must be better way and comes up with declarative dragging.

It's pretty clear to me how far current models are from this being real. I'd say it's a good example of how AGI it not upon us, despite what the big labs are claiming.

Even the remarkable mathematical achievements are in some ways brute-forcing in a limited space. The space of "how could we build this better" is in an entirely different category of scale.

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I think this is a really cool project, but I also really appreciate the introduction to Hazel[0].

[0]: https://hazel.org/

Hazel is such a god tier system, all the respect. Taking programming and making representing things in this live system good is such a huge bridge to a better programming, programming that welcomes the world in.

In huge "Stop Drawing Dead Fish" / "Stop Writing Dead Programs" ways. Which I'm such a fan of. Asked Astra to chase down references on this a couple weeks ago, quite enjoyed the result. https://news.ycombinator.com/item?id=5634662 https://news.ycombinator.com/item?id=33251799 https://news.ycombinator.com/item?id=33270235 https://chatgpt.com/share/6aea25b4-e294-83e9-b925-431bb13b00...

Thanks for the mention. I ran across Declarative Drawing & I really want excuses to use this. But I don't remember Hazel from the video I watched in it!

The Twisted Trees example is really cool. I would not have been able to implement it that well. After playing with it, I think at the most basic the underlying principle is:

> Write your interface as a function of continuous variables, ui = ui(x1,x2,...) = ui(X). When dragging an element, compute the barycentric coordinates λ₁,λ₂,λ₃ of the cursor between the three nearest dropzones. Then render by interpolating the ui parameters between their values at those three dropzones, ui(λ₁X₁ + λ₂X₂ + λ₃X₃).

Appreciable, but what is the novelty exactly? The API design? I see the paper doesn't call out Sketchpad or any of Ivan Sutherland's work anywhere in the paper, neither ThingLab or Juno(-2). They do call out Apparatus, which already introduced speculative rendering. The work also doesn't seem to generate valid transforms, which you have to supply yourself. Discovering valid transforms or solving a more general inverse rendering problem would have been much cooler research.
Interesting idea, but look too complicated for me. What if there are 1000 places where an element can be dropped? What if we select and drag several elements at a time?

Also this approach seems to introduce new complicated concepts like "composables" and even a DSL. Probably writing custom code for Drag-and-drop would be easier that figuring out how this works. I read the page and did not understand much. For example, this phrase is difficult to understand: "Rather than programming all that visual behavior directly, you simply say, for each element you want to make draggable, which future states of your application dragging it should lead to.". Not "simply" at all. Writing new code would be easier especially with LLM.

The idea is that you can describe the predicates, producers, and goals. If I’m understanding correctly. This is how a ton of stuff works: excel, your IaC, etc.

Here the goal can be a render state and it is the solvers problem to figure out what should be there.

So you define these things very atomically, but the behavior automagically finds a valid render state (usually through converting things into a standard planner or solver language, haven’t dived into this repo yet)

Does this also work when the search space becomes large?

I fear this might lead to an exponential blowup.

(The examples shown are all tiny)

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I suspect this might almost never be a problem. Because say there are n things on the canvas and they have occupied n slots, you lift one of them and want to drop it somewhere, there are only n spots to drop it to. This gives only n next states, even though there are n! permuatations. You have to drag and drop again to reach some other state.
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I didn't read the paper yet, but do you they do space partitioning based on events direction ?
an author here (andrew). down to answer questions though it might be a bit until i get to them
All I have to say is thank you for doing this! This is truly super cool. It’s a rare kind of gem to see thoughtful work like this in our new AI era.
Someone else asked something similiar but basically, how does / should this work when candidate drop targets are many e.g. when dragging a first or second rectangle onto a page in Figma when no relationships have obviously been set.
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Out of curiosity, does your library support physical springs for animation between states? That’d be a great touch.
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Very cool demo! One idea I had in the back of my mind is extending grammar of graphics for interactive visualisations. What you did might be a good way how to approach this! Did you think about doing something like this btw.?
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Nice work! Good to see that someone is still working on making the Human Computer interface that has been around for while and used extensively in many applications more human. Thank you.
This API feels as significant to me as Reactive Extensions did when Netflix first debuted it. Thank you for this research! I have a lot to think about!
Very neat, looking forward to playing around with this. We are sorely in need of of more exploration into UX/UI, HCI of the current era of digital tools.
Is there any hope this could be turned into a vanilla js library and not attached to a particular SPA framework?
Anyone have an idea of what stack/technique would be used to accomplish a task that this is widely superior for. The work seems cool but I'm having trouble imagining what is it replacing.

Edit: nvm, answered by the Background section of the paper

We will continue to reinvent dataflow and planning problems until the end of time; you will be surprised how many fundamental pieces of software use this paradigm
technically all of them since hardware itself is basically a dataflow system
Speculative rendering sounds awfully expensive.
It’s just rendering? I don’t see why it would be more expensive
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This is so cool!
all links and buttons in document header are also draggable demonstrations of the concept. very cool
Fantastic work! The interactive demos are incredibly satisfying to play with, visually delightful, and genuinely educational.
Agreed. It’s really good!!
This is revolutionary! I wonder if there's any similar prior art.

The Hazel programming env is dope. I can already imagine using it to explain refactorings to new programmers.

The twisted tree diagrams is also really neat. Is that a new idea as well? I got the beginnings of an idea where it might be a good diagram to display tangled code paths.

Wow that is an elegant way to do it. This could create a renaissance of drag n drop interactions for the web
It is nice to read a coding article.

Very nice work

Drag-and-drop is a user interface feature. More often we need drag tools for DAG (Directed Acyclic Graph), which is an execution architecture. Most work involves dependencies: something must happen before something else can happen. I didn't see DAG here.