Hackers & Painters: Big Ideas from the Computer Age

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9780596006624: Hackers & Painters: Big Ideas from the Computer Age

"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 Hackers & Painters: Big Ideas from the Computer Age, 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.

Hackers & Painters: Big Ideas from the Computer Age, 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.

Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.

About the Author:

Paul Graham , designer of the new Arc language, was the creator of Yahoo Store, the first web-based application. His technique for spam filtering inspired most current filters. He has a PhD in Computer Science from Harvard and studied painting at RISD and the Accademia in Florence.

Contenuti:

Acknowledgments; Image Credits; Note to readers; Preface; Chapter 1: Why Nerds Are Unpopular; Chapter 2: Hackers and Painters; Chapter 3: What You Can't Say; 3.1 The Conformist Test; 3.2 Trouble; 3.3 Heresy; 3.4 Time and Space; 3.5 Prigs; 3.6 Mechanism; 3.7 Why; 3.8 Pensieri Stretti; 3.9 Viso Sciolto?; 3.10 Always Be Questioning; Chapter 4: Good Bad Attitude; Chapter 5: The Other Road Ahead; 5.1 The Next Thing?; 5.2 The Win for Users; 5.3 City of Code; 5.4 Releases; 5.5 Bugs; 5.6 Support; 5.7 Morale; 5.8 Brooks in Reverse; 5.9 Watching Users; 5.10 Money; 5.11 Customers; 5.12 Son of Server; 5.13 Microsoft; 5.14 Startups but More So; 5.15 Just Good Enough; 5.16 Why Not?; Chapter 6: How to Make Wealth; 6.1 The Proposition; 6.2 Millions, not Billions; 6.3 Money Is Not Wealth; 6.4 The Pie Fallacy; 6.5 Craftsmen; 6.6 What a Job Is; 6.7 Working Harder; 6.8 Measurement and Leverage; 6.9 Smallness = Measurement; 6.10 Technology = Leverage; 6.11 The Catch(es); 6.12 Get Users; 6.13 Wealth and Power; Chapter 7: Mind the Gap; 7.1 The Daddy Model of Wealth; 7.2 Stealing It; 7.3 The Lever of Technology; 7.4 Alternative to an Axiom; Chapter 8: A Plan for Spam; Chapter 9: Taste for Makers; Chapter 10: Programming Languages Explained; 10.1 Machine Language; 10.2 High-Level Languages; 10.3 Open Source; 10.4 Language Wars; 10.5 Abstractness; 10.6 Seat Belts or Handcuffs?; 10.7 OO; 10.8 Renaissance; Chapter 11: The Hundred-Year Language; Chapter 12: Beating the Averages; 12.1 The Secret Weapon; 12.2 The Blub Paradox; 12.3 Aikido for Startups; Chapter 13: Revenge of the Nerds; 13.1 Catching Up with Math; 13.2 What Made Lisp Different; 13.3 Where Languages Matter; 13.4 Centripetal Forces; 13.5 The Cost of Being Average; 13.6 A Recipe; 13.7 Appendix: Power; Chapter 14: The Dream Language; 14.1 The Mechanics of Popularity; 14.2 External Factors; 14.3 Succinctness; 14.4 Hackability; 14.5 Throwaway Programs; 14.6 Libraries; 14.7 Efficiency; 14.8 Time; 14.9 Redesign; 14.10 The Dream Language; Chapter 15: Design and Research; Notes; Chapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 6; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Chapter 11; Chapter 12; Chapter 13; Chapter 14; Glossary;|

  • Acknowledgments
  • Image Credits
  • Note to readers
  • Preface
  • Chapter 1: Why Nerds Are Unpopular
  • Chapter 2: Hackers and Painters
  • Chapter 3: What You Can't Say
  • Chapter 4: Good Bad Attitude
  • Chapter 5: The Other Road Ahead
  • Chapter 6: How to Make Wealth
  • Chapter 7: Mind the Gap
  • Chapter 8: A Plan for Spam
  • Chapter 9: Taste for Makers
  • Chapter 10: Programming Languages Explained
  • Chapter 11: The Hundred-Year Language
  • Chapter 12: Beating the Averages
  • Chapter 13: Revenge of the Nerds
  • Chapter 14: The Dream Language
  • Chapter 15: Design and Research
  • Notes
  • Glossary

Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.

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Descrizione libro O'Reilly Media, 2004. Condizione libro: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: preface ix1. Why Nerds Are Unpopular Their minds are not on the game. 2. Hackers and Painters Hackers are makers, like painters or architects or writers. 3. What You Can't Say How to think heretical thoughts and what to do with them. 4. Good Bad Attitude Like Americans, hackers win by breaking rules. 5. The Other Road Ahead Web-based software offers the biggest opportunity since the arrival of the microcomputer. 6. How to Make Wealth The best way to get rich is to create wealth. And startups are the best way to do that. 7. Mind the Gap Could "unequal income distribution" be less of a problem than we think? 8. A Plan for Spam Till recently most experts thought spam filtering wouldn't work. This proposal changed their minds. 9. Taste for Makers How do you make great things? 10. Programming Languages Explained What a programming language is and why they are a hot topic now. 11. The Hundred-Year Language How will we program in a hundred years? Why not start now? 12. Beating the Averages For web-based applications you can use whatever language you want. So can your competitors. 13. Revenge of the Nerds In technology, "industry best practice" is a recipe for losing. 14. The Dream Language A good programming language is one that lets hackers have their way with it. 15. Design and Research Research has to be original. Design has to be good. notes acknowledgments image credits glossary index. Codice libro della libreria ABE_book_new_0596006624

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