Paul Graham - Hackers and Painters - Big Ideas from the Computer Age

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"The computer world is like an intellectual Wild West, in which you can shoot anyone you wish with your ideas, if you're willing to risk the consequences. " —from
, by Paul Graham We are living in the computer age, in a world increasingly designed and engineered by computer programmers and software designers, by people who call themselves hackers. Who are these people, what motivates them, and why should you care? Consider these facts: Everything around us is turning into computers. Your typewriter is gone, replaced by a computer. Your phone has turned into a computer. So has your camera. Soon your TV will. Your car was not only designed on computers, but has more processing power in it than a room-sized mainframe did in 1970. Letters, encyclopedias, newspapers, and even your local store are being replaced by the Internet.
, by Paul Graham, explains this world and the motivations of the people who occupy it. In clear, thoughtful prose that draws on illuminating historical examples, Graham takes readers on an unflinching exploration into what he calls "an intellectual Wild West." The ideas discussed in this book will have a powerful and lasting impact on how we think, how we work, how we develop technology, and how we live. Topics include the importance of beauty in software design, how to make wealth, heresy and free speech, the programming language renaissance, the open-source movement, digital design, Internet startups, and more. And here's a taste of what you'll find in
: "In most fields the great work is done early on. The paintings made between 1430 and 1500 are still unsurpassed. Shakespeare appeared just as professional theater was being born, and pushed the medium so far that every playwright since has had to live in his shadow. Albrecht Durer did the same thing with engraving, and Jane Austen with the novel. Over and over we see the same pattern. A new medium appears, and people are so excited about it that they explore most of its possibilities in the first couple generations. Hacking seems to be in this phase now. Painting was not, in Leonardo's time, as cool as his work helped make it. How cool hacking turns out to be will depend on what we can do with this new medium." Andy Hertzfeld, co-creator of the Macintosh computer, says about
: "Paul Graham is a hacker, painter and a terrific writer. His lucid, humorous prose is brimming with contrarian insight and practical wisdom on writing great code at the intersection of art, science and commerce." Paul Graham, designer of the new Arc language, was the creator of Yahoo Store, the first web-based application. In addition to his PhD in Computer Science from Harvard, Graham also studied painting at the Rhode Island School of Design and the Accademia di Belle Arti in Florence.

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Dangerous territory, that. If anything, you should cultivate dissatisfaction. In Leonardo's drawings there are often five or six attempts to get a line right. The distinctive back of the Porsche 911 only appeared in the redesign of an awkward prototype. In Wright's early plans for the Guggenheim, the right half was a ziggurat; he inverted it to get the present shape.

Mistakes are natural. Instead of treating them as disasters, make them easy to acknowledge and easy to fix. Leonardo more or less invented the sketch, as a way to make drawing bear a greater weight of exploration. Open source software has fewer bugs because it admits the possibility of bugs.

It helps to have a medium that makes change easy. When oil paint replaced tempera in the fifteenth century, it helped painters to deal with difficult subjects like the human figure because, unlike tempera, oil can be blended and overpainted.

GOOD DESIGN CAN COPY. Attitudes to copying often make a round trip. A novice imitates without knowing it; next he tries consciously to be original; finally, he decides it's more important to be right than original.

Unknowing imitation is almost a recipe for bad design. If you don't know where your ideas are coming from, you're probably imitating an imitator. Raphael so pervaded mid-nineteenth century taste that almost anyone who tried to draw was imitating him, often at several removes. It was this, more than Raphael's own work, that bothered the Pre-Raphaelites.

The ambitious are not content to imitate. The second phase in the growth of taste is a conscious attempt at originality.

I think the greatest masters go on to achieve a kind of selflessness. They just want to get the right answer, and if part of the right answer has already been discovered by someone else, that's no reason not to use it. They're confident enough to take from anyone without feeling that their own vision will be lost in the process.

Figure 9-4. Lockheed SR-71, 1964.

GOOD DESIGN IS OFTEN STRANGE Some of the very best work has an uncanny - фото 11

GOOD DESIGN IS OFTEN STRANGE. Some of the very best work has an uncanny quality: Euler's Formula, Bruegel's Hunters in the Snow, the SR-71, Lisp. They're not just beautiful, but strangely beautiful.

I'm not sure why. It may just be my own stupidity. A can opener must seem miraculous to a dog. Maybe if I were smart enough it would seem the most natural thing in the world that eip = -1. It is after all necessarily true.

Most of the qualities I've mentioned are things that can be cultivated, but I don't think it works to cultivate strangeness. The best you can do is not squash it if it starts to appear. Einstein didn't try to make relativity strange. He tried to make it true, and the truth turned out to be strange.

At an art school where I once studied, the students wanted most of all to develop a personal style. But if you just try to make good things, you'll inevitably do it in a distinctive way, just as each person walks in a distinctive way. Michelangelo was not trying to paint like Michelangelo. He was just trying to paint well; he couldn't help painting like Michelangelo.

The only style worth having is the one you can't help. And this is especially true for strangeness. There is no shortcut to it. The Northwest Passage that the Mannerists, the Romantics, and two generations of American high school students have searched for does not seem to exist. The only way to get there is to go through good and come out the other side.

Figure 9-5. Bruegel's Hunters in the Snow, 1565.

GOOD DESIGN HAPPENS IN CHUNKS The inhabitants of fifteenth century Florence - фото 12

GOOD DESIGN HAPPENS IN CHUNKS. The inhabitants of fifteenth century Florence included Brunelleschi, Ghiberti, Donatello, Masaccio, Filippo Lippi, Fra Angelico, Verrocchio, Botticelli, Leonardo, and Michelangelo. Milan at the time was as big as Florence. How many fifteenth century Milanese artists can you name?

Something was happening in Florence in the fifteenth century. And it can't have been genetic, because it isn't happening now. You have to assume that whatever inborn ability Leonardo and Michelangelo had, there were people born in Milan with just as much. What happened to the Milanese Leonardo?

There are roughly a thousand times as many people alive in the US right now as lived in Florence during the fifteenth century. A thousand Leonardos and a thousand Michel Angelos walk among us. If DNA ruled, we should be greeted daily by artistic marvels. We aren't, and the reason is that to make Leonardo you need more than his innate ability. You also need Florence in 1450.

Nothing is more powerful than a community of talented people working on related problems. Genes count for little by comparison: being a genetic Leonardo was not enough to compensate for having been born near Milan instead of Florence. Today we move around more, but great work still comes disproportionately from a few hotspots: the Bauhaus, the Manhattan Project, The New Yorker , Lockheed's Skunk Works, Xerox Parc.

At any given time there are a few hot topics and a few groups doing great work on them, and it's nearly impossible to do good work yourself if you're too far removed from one of these centers. You can push or pull these trends to some extent, but you can't break away from them. (Maybe you can, but the Milanese Leonardo couldn't.)

GOOD DESIGN IS OFTEN DARING. At every period of history, people have believed things that were just ridiculous, and believed them so strongly that you risked ostracism or even violence by saying otherwise.

If our own time were any different, that would be remarkable. As far as I can tell it isn't.

This problem afflicts not just every era, but in some degree every field. Much Renaissance art was in its time considered shockingly secular: according to Vasari, Botticelli repented and gave up painting, and Fra Bartolommeo and Lorenzo di Credi actually burned some of their work. Einstein's theory of relativity offended many contemporary physicists, and was not fully accepted for decades—in France, not until the 1950s.

Today's experimental error is tomorrow's new theory. If you want to discover great new things, then instead of turning a blind eye to the places where conventional wisdom and truth don't quite meet, you should pay particular attention to them.

In practice I think it's easier to see ugliness than to imagine beauty. Most of the people who've made beautiful things seem to have done it by fixing something they thought ugly. Great work usually seems to happen because someone sees something and thinks, I could do better than that . Giotto saw traditional Byzantine madonnas painted according to a formula that had satisfied everyone for centuries, and to him they looked wooden and unnatural. Copernicus was so troubled by a hack that all his contemporaries could tolerate that he felt there must be a better solution.

Intolerance for ugliness is not in itself enough. You have to understand a field well before you develop a good nose for what needs fixing. You have to do your homework. But as you become expert in a field, you'll start to hear little voices saying, What a hack! There must be a better way. Don't ignore those voices. Cultivate them. The recipe for great work is: very exacting taste, plus the ability to gratify it.

Chapter 10. Programming Languages Explained

Any machine has a list of things you can tell it to do. Sometimes the list is short. There are only two things I can do to my electronic kettle: turn it on and turn it off. My CD player is more complicated. As well as turning it on and off, I can turn the volume up and down, tell it to play or pause, move back or forward one song, and ask it to play songs in random order.

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