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Hackers and Painters: Big Ideas from the Computer Age

Hackers and Painters: Big Ideas from the Computer Age
Title: Hackers and Painters: Big Ideas from the Computer Age
Author:
Оценка: 4.4 of 5, readers votes - 26
Genre: publicism
Annotation:'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. And here's a taste of what you'll find in Hackers & Painters: '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 Hackers & Painters: '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.
Table of Contents:

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  1. Hackers and Painters: Big Ideas from the Computer Age
  2. Acknowledgments
  3. Preface
  4. Chapter 1. Why Nerds Are Unpopular
  5. Chapter 2. Hackers and Painters
  6. Chapter 3. What You Can Say
  7. 3.1. The Conformist Test
  8. 3.2. Trouble
  9. 3.3. Heresy
  10. 3.4. Time and Space
  11. 3.5. Prigs
  12. 3.6. Mechanism
  13. 3.7. Why
  14. 3.8. Pensieri Stret ti
  15. 3.9. Viso Sciolto?
  16. 3.10. Always Be Questioning
  17. Chapter 4. Good Bad Attitude
  18. Chapter 5. The Other Road Ahead
  19. 5.1. The Next Thing?
  20. 5.2. The Win for Users
  21. 5.3. City of Code
  22. 5.4. Releases
  23. 5.5. Bugs
  24. 5.6. Support
  25. 5.7. Morale
  26. 5.8. Brooks in Reverse
  27. 5.9. Watching Users
  28. 5.10. Money
  29. 5.11. Customers
  30. 5.12. Son of Server
  31. 5.13. Microsoft
  32. 5.14. Startups but More So
  33. 5.15. Just Good Enough
  34. 5.16. Why Not?
  35. Chapter 6. How to Make Wealth
  36. 6.1. The Proposition
  37. 6.2. Millions, not Billions
  38. 6.3. Money Is Not Wealth
  39. 6.4. The Pie Fallacy
  40. 6.5. Craftsmen
  41. 6.6. What a Job Is
  42. 6.7. Working Harder
  43. 6.8. Measurement and Leverage
  44. 6.9. Smallness = Measurement
  45. 6.10. Technology = Leverage
  46. 6.11. The Catch(es)
  47. 6.12. Get Users
  48. 6.13. Wealth and Power
  49. Chapter 7. Mind the Gap
  50. 7.1. The Daddy Model of Wealth
  51. 7.2. Stealing It
  52. 7.3. The Lever of Technology
  53. 7.4. Alternative to an Axiom
  54. Chapter 8. A Plan for Spam
  55. Chapter 9. Taste for Makers
  56. Chapter 10. Programming Languages Explained
  57. 10.1. Machine Language
  58. 10.2. High-Level Languages
  59. 10.3. Open Source
  60. 10.4. Language Wars
  61. 10.6. Seat Belts or Handcuffs?
  62. 10.7. OO
  63. Chapter 11. The Hundred-Year Language
  64. Chapter 12. Beating the Averages
  65. 12.1. The Secret Weapon
  66. 12.2. The Blub Paradox
  67. 12.3. Aikido for Startups
  68. Chapter 13. Revenge of the Nerds
  69. 13.1. Catching Up with Math
  70. 13.2. What Made Lisp Different
  71. 13.3. Where Languages Matter
  72. 13.4. Centripetal Forces
  73. 13.5. The Cost of Being Average
  74. 13.6. A Recipe
  75. Chapter 14. The Dream Language
  76. 14.1. The Mechanics of Populari ty
  77. 14.2. External Factors
  78. 14.3. Succinctness
  79. 14.4. Hackability
  80. 14.5. Throwaway Programs
  81. 14.6. Libraries
  82. 14.7. Efficiency
  83. 14.8. Time
  84. 14.9. Redesign
  85. 14.10. The Dream Language
  86. Chapter 15. Design and Research


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