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ENTER









ACCESS TO COMPUTERS—AND ANYTHING WHICH MIGHT TEACH YOU SOMETHING ABOUT THE WAY THE WORLD WORKS—SHOULD BE UNLIMITED AND TOTAL. ALWAYS YIELD TO THE HANDS-ON IMPERATIVE!


Hackers believe that essential lessons can be learned about the systems—about the world—from taking things apart, seeing how they work, and using this knowledge to create new and even more interesting things. They resent any person, physical barrier, or law that tries to keep them from doing this.

This is especially true when a hacker wants to fix something that (from his point of view) is broken or needs improvement. Imperfect systems infuriate hackers, whose primal instinct is to debug them. This is one reason why hackers generally hate driving cars—the system of randomly programmed red lights and oddly laid out one-way streets causes delays which are so goddamned UNNECESSARY that the impulse is to rearrange signs, open up traffic-light control boxes . . .redesign the entire system.

In a perfect hacker world, anyone pissed off enough to open up a control box near a traffic light and take it apart to make it work better should be perfectly welcome to make the attempt. Rules which prevent you from taking matters like that into your own hands are too ridiculous to even consider abiding by. This attitude helped the Model Railroad Club start, on an extremely informal basis, something called the Midnight Requisitioning Committee. When TMRC needed a set of diodes, or some extra relays, to build some new feature into The System, a few S&P people would wait until dark and find their way into the places where those things were kept. None of the hackers, who were as a rule scrupulously honest in other matters, seemed to equate this with "stealing." A willful blindness.

FCKGW RHQQ2 YXRKT 8TG6W 2B7Q8



ALL INFORMATION SHOULD BE FREE.

If you don't have access to the information you need to improve things, how can you fix them? A free exchange of information particularly when the information was in the form of a computer program, allowed for greater overall creativity. When you were working on a machine like the TX-0, which came with almost no software, everyone would furiously write systems programs to make programming easier—Tools to Make Tools, kept in the drawer by the console for easy access by anyone using the machine. This prevented the dread, time-wasting ritual of reinventing the wheel: instead of everybody writing his own version of the same program, the best version would be available to everyone, and everyone would be free to delve into the code and improve on THAT. A world studded with feature-full programs, bummed to the minimum, debugged to perfection.

The belief, sometimes taken unconditionally, that information should be free was a direct tribute to the way a splendid computer, or computer program, works—the binary bits moving in the most straightforward, logical path necessary to do their complex job, What was a computer but something which benefited from a free flow of information? If, say, the accumulator found itself unable to get information from the input/output (i/o) devices like the tape reader or the switches, the whole system would collapse. In the hacker viewpoint, any system could benefit from that easy flow of information.


MISTRUST AUTHORITY—PROMOTE DECENTRALIZATION.


The best way to promote this free exchange of information is to have an open system, something which presents no boundaries between a hacker and a piece of information or an item of equipment that he needs in his quest for knowledge, improvement, and time on-line. The last thing you need is a bureaucracy. Bureaucracies, whether corporate, government, or university, are flawed systems, dangerous in that they cannot accommodate the exploratory impulse of true hackers. Bureaucrats hide behind arbitrary rules (as opposed to the logical algorithms by which machines and computer programs operate): they invoke those rules to consolidate power, and perceive the constructive impulse of hackers as a threat.

The epitome of the bureaucratic world was to be found at a very large company called International Business Machines—IBM. The reason its computers were batch-processed Hulking Giants was only partially because of vacuum tube technology, The real reason was that IBM was a clumsy, hulking company which did not understand the hacking impulse. If IBM had its way (so the TMRC hackers thought), the world would be batch-processed, laid out on those annoying little punch cards, and only the most privileged of priests would be permitted to actually interact with the computer.

All you had to do was look at someone in the IBM world, and note the button-down white shirt, the neatly pinned black tie, the hair carefully held in place, and the tray of punch cards in hand. You could wander into the Computation Center, where the 704, the 709, and later the 7090 were stored—the best IBM had to offer—and see the stifling orderliness, down to the roped-off areas beyond which non-authorized people could not venture. And you could compare that to the extremely informal atmosphere around the TX-0, where grungy clothes were the norm and almost anyone could wander in.

Now, IBM had done and would continue to do many things to advance computing. By its sheer size and mighty influence, it had made computers a permanent part of life in America. To many people, the words IBM and computer were virtually synonymous. IBM's machines were reliable workhorses, worthy of the trust that businessmen and scientists invested in them. This was due in part to IBM's conservative approach: it would not make the most technologically advanced machines, but would rely on proven concepts and careful, aggressive marketing. As IBM's dominance of the computer field was established, the company became an empire unto itself, secretive and smug.

What really drove the hackers crazy was the attitude of the IBM priests and sub-priests, who seemed to think that IBM had the only "real" computers, and the rest were all trash. You couldn't talk to those people—they were beyond convincing. They were batch-processed people, and it showed not only in their preference of machines, but in their idea about the way a computation center, and a world, should be run. Those people could never understand the obvious superiority of a decentralized system, with no one giving orders: a system where people could follow their interests, and if along the way they discovered a flaw in the system, they could embark on ambitious surgery. No need to get a requisition form. just a need to get something done.

This antibureaucratic bent coincided neatly with the personalities of many of the hackers, who since childhood had grown accustomed to building science projects while the rest of their classmates were banging their heads together and learning social skills on the field of sport. These young adults who were once outcasts found the computer a fantastic equalizer, experiencing a feeling, according to Peter Samson, "like you opened the door and walked through this grand new universe . . ." Once they passed through that door and sat behind the console of a million-dollar computer, hackers had power. So it was natural to distrust any force which might try to limit the extent of that power.




HACKERS SHOULD BE JUDGED BY THEIR HACKING, NOT BOGUS CRITERIA SUCH AS DEGREES, AGE, RACE, OR POSITION.


The ready acceptance of twelve-year-old Peter Deutsch in the TX-0 community (though not by non-hacker graduate students) was a good example. Likewise, people who trotted in with seemingly impressive credentials were not taken seriously until they proved themselves at the console of a computer. This meritocratic trait was not necessarily rooted in the inherent goodness of hacker hearts—it was mainly that hackers cared less about someone's superficial characteristics than they did about his potential to advance the general state of hacking, to create new programs to admire, to talk about that new feature in the system.




YOU CAN CREATE ART AND BEAUTY ON A COMPUTER.


Samson's music program was an example. But to hackers, the art of the program did not reside in the pleasing sounds emanating from the on-line speaker. The code of the program held a beauty of its own. (Samson, though, was particularly obscure in refusing to add comments to his source code explaining what he was doing at a given time. One well-distributed program Samson wrote went on for hundreds of assembly language instructions, with only one comment beside an instruction which contained the number 1750. The comment was RIPJSB, and people racked their brains about its meaning until someone figured out that 1750 was the year Bach died, and that Samson had written an abbreviation for Rest In Peace Johann Sebastian Bach.)

A certain esthetic of programming style had emerged. Because of the limited memory space of the TX-0 (a handicap that extended to all computers of that era), hackers came to deeply appreciate innovative techniques which allowed programs to do complicated tasks with very few instructions. The shorter a program was, the more space you had left for other programs, and the faster a program ran. Sometimes when you didn't need speed or space much, and you weren't thinking about art and beauty, you'd hack together an ugly program, attacking the problem with "brute force" methods. "Well, we can do this by adding twenty numbers," Samson might say to himself, "and it's quicker to write instructions to do that than to think out a loop in the beginning and the end to do the same job in seven or eight instructions." But the latter program might be admired by fellow hackers, and some programs were bummed to the fewest lines so artfully that the author's peers would look at it and almost melt with awe.

Sometimes program bumming became competitive, a macho contest to prove oneself so much in command of the system that one could recognize elegant shortcuts to shave off an instruction or two, or, better yet, rethink the whole problem and devise a new algorithm which would save a whole block of instructions. (An algorithm is a specific procedure which one can apply to solve a complex computer problem; it is sort of a mathematical skeleton key.) This could most emphatically be done by approaching the problem from an offbeat angle that no one had ever thought of before but that in retrospect made total sense. There was definitely an artistic impulse residing in those who could utilize this genius-from-Mars techniques black-magic, visionary quality which enabled them to discard the stale outlook of the best minds on earth and come up with a totally unexpected new algorithm.

This happened with the decimal print routine program. This was a subroutines program within a program that you could sometimes integrate into many different programs—to translate binary numbers that the computer gave you into regular decimal numbers. In Saunders' words, this problem became the "pawn's ass of programming—if you could write a decimal print routine which worked you knew enough about the computer to call yourself a programmer of sorts." And if you wrote a GREAT decimal print routine, you might be able to call yourself a hacker. More than a competition, the ultimate bumming of the decimal print routine became a sort of hacker Holy Grail.

Various versions of decimal print routines had been around for some months. If you were being deliberately stupid about it, or if you were a genuine moron—an out-and-out "loser"—it might take you a hundred instructions to get the computer to convert machine language to decimal. But any hacker worth his salt could do it in less, and finally, by taking the best of the programs, bumming an instruction here and there, the routine was diminished to about fifty instructions.

After that, things got serious. People would work for hours, seeking a way to do the same thing in fewer lines of code. It became more than a competition; it was a quest. For all the effort expended, no one seemed to be able to crack the fifty-line barrier. The question arose whether it was even possible to do it in less. Was there a point beyond which a program could not be bummed?

Among the people puzzling with this dilemma was a fellow named Jenson, a tall, silent hacker from Maine who would sit quietly in the Kluge Room and scribble on printouts with the calm demeanor of a backwoodsman whittling. Jenson was always looking for ways to compress his programs in time and space—his code was a completely bizarre sequence of intermingled Boolean and arithmetic functions, often causing several different computations to occur in different sections of the same eighteen-bit "word." Amazing things, magical stunts.

Before Jenson, there had been general agreement that the only logical algorithm for a decimal print routine would have the machine repeatedly subtracting, using a table of the powers of ten to keep the numbers in proper digital columns. Jenson somehow figured that a powers-of-ten table wasn't necessary; he came up with an algorithm that was able to convert the digits in a reverse order but, by some digital sleight of hand, print them out in the proper order. There was a complex mathematical justification to it that was clear to the other hackers only when they saw Jenson's program posted on a bulletin board, his way of telling them that he had taken the decimal print routine to its limit. FORTY-SIX INSTRUCTIONS. People would stare at the code and their jaws would drop. Marge Saunders remembers the hackers being unusually quiet for days afterward.
"We knew that was the end of it," Bob Saunders later said. "That was Nirvana."



COMPUTERS CAN CHANGE YOUR LIFE FOR THE BETTER.


This belief was subtly manifest. Rarely would a hacker try to impose a view of the myriad advantages of the computer way of knowledge to an outsider. Yet this premise dominated the everyday behavior of the TX-0 hackers, as well as the generations of hackers that came after them.

Surely the computer had changed THEIR lives, enriched their lives, given their lives focus, made their lives adventurous. It had made them masters of a certain slice of fate. Peter Samson later said, "We did it twenty-five to thirty percent for the sake of doing it because it was something we could do and do well, and sixty percent for the sake of having something which was in its metaphorical way alive, our offspring, which would do things on its own when we were finished. That's the great thing about programming, the magical appeal it has . . . Once you fix a behavioral problem [a computer or program] has, it's fixed forever, and it is exactly an image of what you meant."

Hackers, Heroes of the Computer Revolution, by Steven Levy (C)1984 by Steven Levy









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Last update: 2023-02-23, 13:37
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