Simple system: Difference between revisions
Amwelladmin (talk | contribs) No edit summary Tags: Mobile edit Mobile web edit |
Amwelladmin (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{a|devil|{{subtable|{{simple capsule}}}}}} | {{a|devil|{{subtable|{{simple capsule}}}}}} | ||
In the pantheon of [[Systems theory|controlled systems]], simple systems are the easiest. They are [[deterministic]]: fully scoped out, “solved” systems where objects may interact with each other, but do so according to settled rules, and even component failures can be anticipated and pre-solved. Other than when components fail (for example, a snapped bungee rope, or stale yeast that doesn’t rise) the components interact in linear, binary ways. | |||
Managing a simple system involves no greater skill than competently following a comprehensive set of instructions in time to accommodate any actions or reactions in the system. There is usually limited “if/then” conditionality (except where a component fails. | Managing a simple system involves no greater skill than competently following a comprehensive set of instructions in time to accommodate any actions or reactions in the system. There is usually limited “if/then” conditionality (except where a component fails). No operator has to react “depending on what the system does”, and so skill, experience and expertise are of limited additional value, beyond bringing greater speed and efficiency to operation of the process. | ||
That said, when he is tired, [[JC]] does struggle with inanimate object when they conspire to frustrate, injure or disobey him. Sellotape does this. And Bluetooth keyboards. | That said, when he is tired, [[JC]] does struggle with inanimate object when they conspire to frustrate, injure or disobey him. Sellotape does this. And Bluetooth keyboards. | ||
Simple systems can still be extremely ornate, elaborate things. [[Conway’s Game of Life]] is a simple system, despite reductionists (winsomely) believing it could be the model for life on earth. | |||
Simple systems can form part of or interact with [[complicated system|complicated]] and [[complex system]]s. It is here where the fun begins. | Simple systems can form part of or interact with [[complicated system|complicated]] and [[complex system]]s. It is here where the fun begins. | ||
{{Sa}} | {{Sa}} | ||
*[[complicated system]]s | *[[complicated system|Complicated system]]s | ||
*[[complex system]]s | *[[complex system|Complex system]]s | ||
*[[Conway’s Game of Life]] | |||
{{Ref}} | {{Ref}} |
Revision as of 11:24, 6 November 2022
|
In the pantheon of controlled systems, simple systems are the easiest. They are deterministic: fully scoped out, “solved” systems where objects may interact with each other, but do so according to settled rules, and even component failures can be anticipated and pre-solved. Other than when components fail (for example, a snapped bungee rope, or stale yeast that doesn’t rise) the components interact in linear, binary ways.
Managing a simple system involves no greater skill than competently following a comprehensive set of instructions in time to accommodate any actions or reactions in the system. There is usually limited “if/then” conditionality (except where a component fails). No operator has to react “depending on what the system does”, and so skill, experience and expertise are of limited additional value, beyond bringing greater speed and efficiency to operation of the process.
That said, when he is tired, JC does struggle with inanimate object when they conspire to frustrate, injure or disobey him. Sellotape does this. And Bluetooth keyboards.
Simple systems can still be extremely ornate, elaborate things. Conway’s Game of Life is a simple system, despite reductionists (winsomely) believing it could be the model for life on earth.
Simple systems can form part of or interact with complicated and complex systems. It is here where the fun begins.
See also
References
- ↑ See: The Checklist Manifesto.