This following is from the first appendix of the thesis.
In Greek mythology, Chimera (or Chimaera) was a monster consisting of three parts: the head of a lion, the body of a goat, and a serpent’s tail. The hero Bellerophon was sent on a mission to kill Chimera, but to make the task more tractable he first sought several tools to help him in his quest, most prominently Pegasus. In modern usage, a chimera is an illusive, often unachievable goal. Keeping these facts in mind, below are the top 10 reasons for naming my editor “Chimera.” Can we have a drumroll, please.
Top 10 Reasons for Calling My Editor “Chimera”
10. The Chimera editor and monster both consist of multiple pieces that work together to form a coherent whole. See above.
9. The Chimera editor implementation contains code written in three languages: Lisp, C, and PostScript.
8. Bellerophon sought several tools to slay the monstrous Chimera. Similarly, the Chimera editor system introduces several new tools to help slay monstrous graphical editing tasks.
7. Though Chimera can be extended to edit other types of media, my original editor implementation supports the creation and modification of three classes of objects: graphics, interfaces, and text.
6. Example-based specification has been considered by many to be a chimerical pursuit.
5. Work on Chimera was completed in 1992, the demimillenium of Columbus’ arrival in America. Take “America”, rearrange the letters, and you get “Chimaera”. Why the extra “H”? For all the late night Hacking.
4. Chimera is the first editor to support all of the following three methods of exact graphical measurement and placement: constraints, snap-dragging, and grids.
3. CHIMERA is an acronym: Computer-Human Interface Making Editing Really
2. There is a grand tradition of naming graphical editors after fantastic creatures, for example, Griffin, Gargoyle, Gremlin, Unicorn, and MacDraw.
And finally, the number one reason for naming my editor “Chimera”:
1. I just like the name.