Domain: atariarchives.org
Stories and comments across the archive that link to atariarchives.org.
Stories · 15
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Born To RUN: Dartmouth Throwing BASIC a 50th B-Day Party
theodp writes: "Still hanging on to a dog-eared copy of BASIC Computer Games? Back issues of Creative Computing? Well then, Bunky, mark your calendar for April 30th, because Dartmouth College is throwing BASIC a 50th birthday party that you won't want to miss! From the 'invite' to BASIC at 50: 'At 4 a.m. on May 1, 1964, in the basement of College Hall, Professor John Kemeny and a student programmer simultaneously typed RUN on neighboring terminals. When they both got back correct answers to their simple programs, time-sharing and BASIC were born. Kemeny, who later became Dartmouth's 13th president, Professor Tom Kurtz, and a number of undergraduate students worked together to revolutionize computing with the introduction of time-sharing and the BASIC programming language. Their innovations made computing accessible to all Dartmouth students and faculty, and soon after, to people across the nation and the world [video — young Bill Gates cameo @2:18]. This year, Dartmouth is celebrating 50 years of BASIC with a day of events on Wednesday, April 30. Please join us as we recognize the enduring impact of BASIC, showcase innovation in computing at Dartmouth today, and imagine what the next 50 years may hold.' Be sure to check out the vintage photos on Flickr to see what real cloud computing looks like, kids!" -
Book Review: Terrible Nerd
tgeller writes "It's hard to believe that today's nerdier children will one day bore their grandkids with stories of primitive mobile access, household robotics, and 3-D printers. Some will become rich and famous by latching onto tomorrow's winners; others will find themselves irrelevant as the objects of their obsessions fail in the marketplace. But all with the energy to remember will come away with stories from the dawn of creation. One such witness is Kevin Savetz, a 41-year-old technology journalist and entrepreneur whose new book Terrible Nerd recounts 'true tales of growing up geek' during the '80s computer revolution. It's a rich chronicle that deftly mixes details of his beloved technologies with the zeitgeist a particular time and space. As such, it's an entertaining read for technologists and non-techies alike." Keep reading for the rest of tgeller's review. Terrible Nerd author Kevin Savetz pages 256 pages publisher Savetz Publishing rating 7/10 reviewer Tom Geller ISBN 978-1939169006 summary Kevin Savetz' biography of personal computing, gaming, and online adventures as a child in the '80s Savetz' background was a perfect storm of nerd-incubation factors. Suburban, Californian, white, middle class, and with a statistically improbable number of engineers in the family, he suffered through "special" gym classes and illnesses that drove him further into indoor pursuits. The family's first "computer" appeared around late 1976 in the form of a Fairchild Channel F video game — the first to use ROM cartridges. It was followed by an Intellivision in 1981 before Savetz gained access to his first "real" computer a few months later: an Atari 800 at his father's house, available to him only on bi-weekly visits.
As the Atari opens Savetz' world, Terrible Nerd traces his progress into a computer-geek community that existed even then. Between epic sessions playing text adventures (like Zork) and 8-bit classics (like M.U.L.E.), he discovered programming, software trading and, ultimately, modem-connected bulletin-board systems (BBSes). This, I think, is where the book is at its most interesting: it charts not only the nascent technology, but also a young man's blossoming into an engaged, social animal.
Not that the book is short on personal insights elsewhere. Overall, Savetz does a good job interweaving technology, personal development, and his feelings at the time. It's certainly a personal book, and the author isn't afraid to come off as the bad guy once in a while. He admits to sundry misdeeds, including piracy (ubiquitous then), hacking, forgery, and even rigging a church raffle. But he also shines light on the turbulence of adolescence, from a rocky relationship with his stepfather, to a deceitful boss, to an attempted molestation by a family friend who'd given him a valuable package of software.
In this way, it's far more readable than purely technical histories, such as Peter Salus' otherwise fascinating Casting the Net: From ARPANET to INTERNET and beyond . I would have liked greater cohesion among the stories, though — a story arc, a sense that they were all driving toward something bigger. Without a crystal ball, one doesn't have that sense of purpose at the time; but as this was written in retrospect, he could have done more to tie it all together.
On the other hand, one can't fault the author's dedication to recording details of this time — a venture he nobly continues through sites such as atariarchives.org and Classic Computer Magazine Archives. Given his archivist's heart, it's surprising that the book didn't include a much-needed index.
For me, Terrible Nerd started to slow a bit when Savetz related his college experience in the late '80s. Admittedly, this sense of detachment is partly for personal reasons: my own involvement in computers died down for a few years then, so tales of the IBM PC XT and such awoke no memories. Perhaps those years were just not as technologically interesting, as "hobbyist" computers disappeared, and the focus moved from the family den to the office. Or perhaps adulthood is intrinsically less dramatic than adolescence. In any case, this period of the book is not without its great stories, such as the author's accidental denial-of-service flood that shut down Europe's internet connection, or his involvement with the famous multi-user LambdaMOO. (I regretted that he didn't comment on the attention that that MOO got, first from a notable 1994 Wired article, then from the 1999 book My Tiny Life.)
Around then, his longstanding interest in writing and journalism started to pay off. Advice from established computer journalist John C. Dvorak and a lead from war reporter (and fellow MOO-er) Jacques Leslie led him to his first gig with MicroTimes. That led to many other jobs, including a lucrative position as America Online's "AnswerMan" (for a cut of the service's substantial hourly fees). Writing a FAQ on internet faxing got him into entrepreneurship with FaxZero.com and several other endeavors, and he took part in founding an early community internet service provider (ISP). He continues to write, and to oversee several online businesses, to this day.
Like most personal narratives, Terrible Nerd has its slow moments — some phases of one's life just aren't as interesting as others. And unlike the best of them, it lacks an overriding theme beyond "It was cool to be a computer kid in the '80s!". But that was enough to keep me hooked. For those of us who shared that time and space, it's well-presented nostalgia; for those coming up now, it's a roadmap for enjoying emerging technologies in today's time and space.
You can purchase Terrible Nerd from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
The Passing of the Personal Computer Era
An anonymous reader writes "AllThingsD columnist Arik Hesseldahl noticed another milestone marking the passing of the personal computer era: for the first time since the early '80s, the share of worldwide sales of DRAM chips consumed by PCs (desktop and laptop computers, but not tablets) has dropped below fifty percent. Perhaps a more important milestone was reached last year, when more smartphones were shipped (not sold) worldwide than the combined total of PCs and tablets (also noticed by Microsoft watcher Joe Wilcox). While this is certainly of tremendous marketing and business importance to the likes of Apple, Microsoft, Google, Adobe, and PC OEMs, others may reflect on the impending closing of the history books on the era that started in Silicon Valley a little over 35 years ago." -
Land of Lisp
vsedach writes "Remember the 1980s and BASIC, when programming was simple, brains flew through space, and everyone ate lasers? Computer magazines came with code listings, and classics like David Ahl's BASIC Computer Games offered a fun and easy way to get started in computer programming. Conrad Barski remembers, and with Land of Lisp, he's set out to demystify programming in the 21st century." Keep reading for the rest of Vladimir's review. Land of Lisp: Learn to Program in Lisp, One Game at a Time! author Conrad Barski, M.D. pages 504 publisher No Starch Press rating 10 reviewer Vladimir Sedach ISBN 978-1-59327-281-4 summary Learn to Program in Lisp, One Game at a Time! This is no small feat. Modern computers don't come with anything that looks like BASIC. Getting started with a "real" programming language like Java requires installing and learning hundreds of megabytes worth of compiler and integrated development environment. Barski's thesis is that Lisp is a refreshing alternative - it offers BASIC's ease of getting started (get a prompt, type in code, and it works), while providing a combination of modern features unmatched in other programming languages.
The first thing that immediately jumps out about Land of Lisp is that it has a lot of comics. The book is an outgrowth of Conrad's Casting SPELs in Lisp illustrated online tutorial, which originally appeared in 2004 (incidentally, around the same time as why's (poignant) guide to ruby, probably the most famous and epic programming language comic book). The comics are humorous and irreverent - if you're a C programmer, you might be surprised to know that you're a Cro-Magnon fighting the COBOL dinosaur.
Despite the silly humor and Barski's approach of introducing programming completely from scratch, Land of Lisp builds up to cover topics like graph theory, search algorithms, functional and network programming, and domain-specific languages. All throughout, the book emphasizes various techniques for doing I/O. The topics covered will leave the reader with a solid understanding of what modern programming entails and a good basis from which to explore either application or lower-level systems programming.
The most unintentionally impressive aspect of Land of Lisp is that it manages to completely explain web programming. No more hiding behind complicated software stacks and impenetrable web server packages - chapter 13, titled "Let's Create a Web Server!," does exactly what it promises, in only 15 pages. Later chapters introduce HTML and SVG to build a graphical game as a web application. If nothing else, this book will leave the reader with all the necessary basic skills and total confidence in their understanding to build real-world web applications.
Other introductory programming books use Lisp, but none fall into the same category as Land of Lisp. Abelson, Sussman and Sussman's Structure and Interpretation of Computer Programs, arguably the greatest introductory programming book ever written, requires a solid math background to understand the examples. Felleisen et alia's How to Design Programs offers a much deeper introduction to programming than Land of Lisp, but is an academic textbook, and hence lacks funny cartoons and may be boring. Friedman et alia's The Little Schemer is a favorite of many, but doesn't have LoL's real-world applications.
Land of Lisp is an excellent book for someone who wants to learn how to program, for web programmers who want to move up out of their niche and start learning about CS theory and systems programming, and for anyone who is puzzled about what really goes on behind the web and wants to learn what web programming is really about. Experienced programmers who want to jump into using Lisp are probably better off with Peter Seibel's Practical Common Lisp, though.
Watch Conrad's hilarious promotional music video for the book.
You can purchase Land of Lisp: Learn to Program in Lisp, One Game at a Time! from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
A Modern Day '101 Basic Computer Games'?
pcraven asks: "Back when I learned how to program, I found a book called 101 Basic Computer Games by David H. Ahl. This book had a lot of simple programs that I could type into the Apple //e. It made programming interesting. I'm not sure I would have started a career in programming without it. Today I haven't found any recent equivalent to this book. I want a bunch of sample computer games that students can program that they will find fun and interesting. Something that a CompSci 101 graduate could type in and run. Does anyone know of a book or web site like this?" -
Computer Folklore, Circa 1984
savetz writes "The full text of the classic 1984 computer book Digital Deli, The Comprehensive, User-Lovable Menu of Computer Lore, Culture, Lifestyles and Fancy, is now on the Web. (Autstralian mirror) A wonderful look at technology culture in the golden age of the microcomputer. 20 other old computer books are at the site, too." -
Computer Folklore, Circa 1984
savetz writes "The full text of the classic 1984 computer book Digital Deli, The Comprehensive, User-Lovable Menu of Computer Lore, Culture, Lifestyles and Fancy, is now on the Web. (Autstralian mirror) A wonderful look at technology culture in the golden age of the microcomputer. 20 other old computer books are at the site, too." -
Computer Folklore, Circa 1984
savetz writes "The full text of the classic 1984 computer book Digital Deli, The Comprehensive, User-Lovable Menu of Computer Lore, Culture, Lifestyles and Fancy, is now on the Web. (Autstralian mirror) A wonderful look at technology culture in the golden age of the microcomputer. 20 other old computer books are at the site, too." -
Computer Folklore, Circa 1984
savetz writes "The full text of the classic 1984 computer book Digital Deli, The Comprehensive, User-Lovable Menu of Computer Lore, Culture, Lifestyles and Fancy, is now on the Web. (Autstralian mirror) A wonderful look at technology culture in the golden age of the microcomputer. 20 other old computer books are at the site, too." -
Computer Folklore, Circa 1984
savetz writes "The full text of the classic 1984 computer book Digital Deli, The Comprehensive, User-Lovable Menu of Computer Lore, Culture, Lifestyles and Fancy, is now on the Web. (Autstralian mirror) A wonderful look at technology culture in the golden age of the microcomputer. 20 other old computer books are at the site, too." -
Computer Folklore, Circa 1984
savetz writes "The full text of the classic 1984 computer book Digital Deli, The Comprehensive, User-Lovable Menu of Computer Lore, Culture, Lifestyles and Fancy, is now on the Web. (Autstralian mirror) A wonderful look at technology culture in the golden age of the microcomputer. 20 other old computer books are at the site, too." -
Classic Adventure Game Creation Book Online
The classic computer site Atariarchives.org has managed to secure permission from the copyright holder to publish the text of Tim Hartnell's 1983-published Creating Adventure Games On Your Computer on their site. The system requirements for the actual programming may be a little harsh for many of you, though - you'll need a computer with Basic and at least 24K of RAM. -
Classic Adventure Game Creation Book Online
The classic computer site Atariarchives.org has managed to secure permission from the copyright holder to publish the text of Tim Hartnell's 1983-published Creating Adventure Games On Your Computer on their site. The system requirements for the actual programming may be a little harsh for many of you, though - you'll need a computer with Basic and at least 24K of RAM. -
Classic Adventure Game Creation Book Online
The classic computer site Atariarchives.org has managed to secure permission from the copyright holder to publish the text of Tim Hartnell's 1983-published Creating Adventure Games On Your Computer on their site. The system requirements for the actual programming may be a little harsh for many of you, though - you'll need a computer with Basic and at least 24K of RAM. -
6502 Machine Language for Beginners
savetz writes "If you've always wanted to learn 6502 assembly language, now's your chance. The full text of the classic, best-selling 1983 book Machine Language for Beginners is now on the Web. It includes examples and program code for Atari 8-bit, Apple ][, PET/CBM, VIC-20, and Commodore 64 computers."