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

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    Hackers and Painters: Big Ideas from the Computer Age
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    O'Reilly Media
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    2004
  • Язык:
    Английский
  • ISBN:
    0596006624
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Hackers and Painters: Big Ideas from the Computer Age: краткое содержание, описание и аннотация

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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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Both of these images are wrong. Hacking and painting have a lot in common. In fact, of all the different types of people I've known, hackers and painters are among the most alike.

What hackers and painters have in common is that they're both makers. Along with composers, architects, and writers, what hackers and painters are trying to do is make good things. They're not doing research per se, though if in the course of trying to make good things they discover some new technique, so much the better.

I've never liked the term "computer science." The main reason I don't like it is that there's no such thing. Computer science is a grab bag of tenuously related areas thrown together by an accident of history, like Yugoslavia. At one end you have people who are really mathematicians, but call what they're doing computer science so they can get DARPA grants. In the middle you have people working on something like the natural history of computers—studying the behavior of algorithms for routing data through networks, for example. And then at the other extreme you have the hackers, who are trying to write interesting software, and for whom computers are just a medium of expression, as concrete is for architects or paint for painters. It's as if mathematicians, physicists, and architects all had to be in the same department.

Sometimes what the hackers do is called "software engineering," but this term is just as misleading. Good software designers are no more engineers than architects are. The border between architecture and engineering is not sharply defined, but it's there. It falls between what and how: architects decide what to do, and engineers figure out how to do it.

What and how should not be kept too separate. You're asking for trouble if you try to decide what to do without understanding how to do it. But hacking can certainly be more than just deciding how to implement some spec. At its best, it's creating the spec— though it turns out the best way to do that is to implement it.

Perhaps one day "computer science" will, like Yugoslavia, get broken up into its component parts. That might be a good thing. Especially if it meant independence for my native land, hacking.

Bundling all these different types of work together in one department may be convenient administratively, but it's confusing intellectually. That's the other reason I don't like the name "computer science." Arguably the people in the middle are doing something like an experimental science. But the people at either end, the hackers and the mathematicians, are not actually doing science.

The mathematicians don't seem bothered by this. They happily set to work proving theorems like the other mathematicians over in the math department, and probably soon stop noticing that the building they work in says "computer science" on the outside. But for the hackers this label is a problem. If what they're doing is called science, it makes them feel they ought to be acting scientific. So instead of doing what they really want to do, which is to design beautiful software, hackers in universities and research labs feel they ought to be writing research papers.

In the best case, the papers are just a formality. Hackers write cool software, and then write a paper about it, and the paper becomes a proxy for the achievement represented by the software. But often this mismatch causes problems. It's easy to drift away from building beautiful things toward building ugly things that make more suitable subjects for research papers.

Unfortunately, beautiful things don't always make the best subjects for papers. Number one, research must be original—and as anyone who has written a PhD dissertation knows, the way to be sure you're exploring virgin territory is to to stake out a piece of ground that no one wants. Number two, research must be substantial—and awkward systems yield meatier papers, because you can write about the obstacles you have to overcome in order to get things done. Nothing yields meaty problems like starting with the wrong assumptions. Most of AI is an example of this rule; if you assume that knowledge can be represented as a list of predicate logic expressions whose arguments represent abstract concepts, you'll have a lot of papers to write about how to make this work. As Ricky Ricardo used to say, "Lucy, you got a lot of explaining to do."

The way to create something beautiful is often to make subtle tweaks to something that already exists, or to combine existing ideas in a slightly new way. This kind of work is hard to convey in a research paper.

So why do universities and research labs continue to judge hackers by publications? For the same reason that "scholastic aptitude" gets measured by simple-minded standardized tests, or the productivity of programmers by lines of code. These tests are easy to apply, and there is nothing so tempting as an easy test that kind of works.

Measuring what hackers are actually trying to do, designing beautiful software, would be much more difficult. You need a good sense of design to judge good design. And there is no correlation, except possibly a negative one, between people's ability to recognize good design and their confidence that they can.

The only external test is time. Over time, beautiful things tend to thrive, and ugly things tend to get discarded. Unfortunately, the amounts of time involved can be longer than human lifetimes. Samuel Johnson said it took a hundred years for a writer's reputation to converge. You have to wait for the writer's influential friends to die, and then for all their followers to die.

I think hackers just have to resign themselves to having a large random component in their reputations. In this they are no different from other makers. In fact, they're lucky by comparison. The influence of fashion is not nearly so great in hacking as it is in painting.

There are worse things than having people misunderstand your work. A worse danger is that you will yourself misunderstand your work. Related fields are where you go looking for ideas. If you find yourself in the computer science department, there is a natural temptation to believe, for example, that hacking is the applied version of what theoretical computer science is the theory of. All the time I was in graduate school I had an uncomfortable feeling in the back of my mind that I ought to know more theory, and that it was very remiss of me to have forgotten all that stuff within three weeks of the final exam.

Now I realize I was mistaken. Hackers need to understand the theory of computation about as much as painters need to understand paint chemistry. You need to know how to calculate time and space complexity, and perhaps also the concept of a state machine, in case you want to write a parser. Painters have to remember a good deal more about paint chemistry than that.

I've found that the best sources of ideas are not the other fields that have the word "computer" in their names, but the other fields inhabited by makers. Painting has been a much richer source of ideas than the theory of computation.

For example, I was taught in college that one ought to figure out a program completely on paper before even going near a computer. I found that I did not program this way. I found that I liked to program sitting in front of a computer, not a piece of paper. Worse still, instead of patiently writing out a complete program and assuring myself it was correct, I tended to just spew out code that was hopelessly broken, and gradually beat it into shape. Debugging, I was taught, was a kind of final pass where you caught typos and oversights. The way I worked, it seemed like programming consisted of debugging.

For a long time I felt bad about this, just as I once felt bad that I didn't hold my pencil the way they taught me to in elementary school. If I had only looked over at the other makers, the painters or the architects, I would have realized that there was a name for what I was doing: sketching. As far as I can tell, the way they taught me to program in college was all wrong. You should figure out programs as you're writing them, just as writers and painters and architects do.

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