Hackers, Heroes of the Computer Revolution. Chapters 1 and 2Levy, Steven
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Hackers, Heroes of the Computer Revolution. Chapters 1 and 2
Levy, Steven
Computer hackers; Computer programming
"Oh!" Samson would say delightedly, a minute or so after someone
failed to show up at the time designated in the logbook. "Make
sure it doesn't go to waste!"
It never seemed to, because the hackers were there almost all the
time. If they weren't in the RLE lab waiting for an opening to
occur, they were in the classroom next to the TMRC clubroom, the
Tool Room, playing a "hangman"-style word game that Samson had
devised called "Come Next Door," waiting for a call from someone
who was near the TX-0, monitoring it to see if someone had not
shown up for a session. The hackers recruited a network of
informers to give advance notice of potential openings at the
computer--if a research project was not ready with its program in
time, or a professor was sick, the word would be passed to TMRC
and the hackers would appear at the TX-0, breathless and ready to
jam into the space behind the console.
Though Jack Dennis was theoretically in charge of the operation,
Dennis was teaching courses at the time, and preferred to spend
the rest of his time actually writing code for the machine.
Dennis played the role of benevolent godfather to the hackers:
he would give them a brief hands-on introduction to the machine,
point them in certain directions, be amused at their wild
programming ventures. He had little taste for administration,
though, and was just as happy to let John McKenzie run things.
McKenzie early on recognized that the interactive nature of the
TX-0 was inspiring a new form of computer programming, and the
hackers were its pioneers. So he did not lay down too many
edicts.
The atmosphere was loose enough in 1959 to accommodate the
strays--science-mad people whose curiosity burned like a hunger,
who like Peter Samson would be exploring the uncharted maze of
laboratories at MIT. The noise of the air-conditioning, the
audio output, and the drill-hammer Flexowriter would lure these
wanderers, who'd poke their heads into the lab like kittens
peering into baskets of yarn.
One of those wanderers was an outsider named Peter Deutsch. Even
before discovering the TX-0, Deutsch had developed a fascination
for computers. It began one day when he picked up a manual that
someone had discarded, a manual for an obscure form of computer
language for doing calculations. Something about the orderliness
of the computer instructions appealed to him: he would later
describe the feeling as the same kind of eerily transcendent
recognition that an artist experiences when he discovers the
medium that is absolutely right for him. THIS IS WHERE I BELONG.
Deutsch tried writing a small program, and, signing up for time
under the name of one of the priests, ran it on a computer.
Within weeks, he had attained a striking proficiency in
programming. He was only twelve years old.
Public-domain text, read in full here on John Shaqi.
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