Creation Myth: Xerox PARC, Apple, and the Truth About Innovation
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Vcf Pnw 2019
VCF PNW 2019 http://vcfed.org/vcf-pnw/ Schedule Saturday 10:00 AM Museum opens and VCF PNW 2019 starts 11:00 AM Erik Klein, opening comments from VCFed.org Stephen M. Jones, opening comments from Living Computers:Museum+Labs 1:00 PM Joe Decuir, IEEE Fellow, Three generations of animation machines: Atari and Amiga 2:30 PM Geoff Pool, From Minix to GNU/Linux - A Retrospective 4:00 PM Chris Rutkowski, The birth of the Business PC - How volatile markets evolve 5:00 PM Museum closes - come back tomorrow! Sunday 10:00 AM Day two of VCF PNW 2019 begins 11:00 AM John Durno, The Lost Art of Telidon 1:00 PM Lars Brinkhoff, ITS: Incompatible Timesharing System 2:30 PM Steve Jamieson, A Brief History of British Computing 4:00 PM Presentation of show awards and wrap-up Exhibitors One of the defining attributes of a Vintage Computer Festival is that exhibits are interactive; VCF exhibitors put in an amazing amount of effort to not only bring their favorite pieces of computing history, but to make them come alive. Be sure to visit all of them, ask questions, play, learn, take pictures, etc. And consider coming back one day as an exhibitor yourself! Rick Bensene, Wang Laboratories’ Electronic Calculators, An exhibit of Wang Labs electronic calculators from their first mass-market calculator, the Wang LOCI-2, through the last of their calculators, the C-Series. The exhibit includes examples of nearly every series of electronic calculator that Wang Laboratories sold, unusual and rare peripheral devices, documentation, and ephemera relating to Wang Labs calculator business. -
Myth II 1.4.1 - Manual Install Guide
Myth II 1.4.1 - Manual Install Guide About | Installation | Online Gameplay | Credits | Changelog About Myth II 1.4.1 Myth v1.4 features over 100 enhancements, bug fixes and new features to Myth II: Soulblighter, in the areas of: graphics; interface improvements; elimination of plugin lag; elimination of chat lag; elimination of the 'walking bug', new mapmaking features; AI improvements and bug fixes; optional vTFL (virtual TFL) gameplay, which effectively brings both games and communities to the same program; and much, much more. 1.4.1 adds several improvements over 1.4, including faster OpenGL and Direct3D; 1.3/1.4 film support; melee fixes; better widescreen zooming; separated vTFL and anticlump options; F10 now a toggle; along with many more gameplay fixes and refinements. Installation Steps 1. In this archive you will find an application/executable; put it in your Myth II directory. Overwrite the old file that is present. 2. Also in this archive is a “Myth 2 EEL” file. Put it in the same directory as the application/executable. This file is needed only if you intend to use MariusNet, but it will not hurt PlayMyth users. 3. You will have a “For plugins” folder in the same directory as your new Myth II application/executable. Move all the files from the plugins directory in this archive to that directory. Do not move over the folder itself or you will overwrite all of your plugins. Note: If you are using the Chimera interface do not copy over the "Patch 1.4 Interface" file or you will overwrite the Chimera Interface. -
The Early History of Smalltalk
The Early History of Smalltalk http://www.accesscom.com/~darius/EarlyHistoryS... The Early History of Smalltalk Alan C. Kay Apple Computer [email protected]# Permission to copy without fee all or part of this material is granted provided that the copies are not made or distributed for direct commercial advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/or specific permission. HOPL-II/4/93/MA, USA © 1993 ACM 0-89791-571-2/93/0004/0069...$1.50 Abstract Most ideas come from previous ideas. The sixties, particularly in the ARPA community, gave rise to a host of notions about "human-computer symbiosis" through interactive time-shared computers, graphics screens and pointing devices. Advanced computer languages were invented to simulate complex systems such as oil refineries and semi-intelligent behavior. The soon-to- follow paradigm shift of modern personal computing, overlapping window interfaces, and object-oriented design came from seeing the work of the sixties as something more than a "better old thing." This is, more than a better way: to do mainframe computing; for end-users to invoke functionality; to make data structures more abstract. Instead the promise of exponential growth in computing/$/volume demanded that the sixties be regarded as "almost a new thing" and to find out what the actual "new things" might be. For example, one would compute with a handheld "Dynabook" in a way that would not be possible on a shared mainframe; millions of potential users meant that the user interface would have to become a learning environment along the lines of Montessori and Bruner; and needs for large scope, reduction in complexity, and end-user literacy would require that data and control structures be done away with in favor of a more biological scheme of protected universal cells interacting only through messages that could mimic any desired behavior. -
A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
Worcester Polytechnic Institute DigitalCommons@WPI Collection Guides CPA Collections 2014 A guide to the Josh Brandt video game collection Worcester Polytechnic Institute Follow this and additional works at: http://digitalcommons.wpi.edu/cpa-guides Suggested Citation , (2014). A guide to the Josh Brandt video game collection. Retrieved from: http://digitalcommons.wpi.edu/cpa-guides/4 This Other is brought to you for free and open access by the CPA Collections at DigitalCommons@WPI. It has been accepted for inclusion in Collection Guides by an authorized administrator of DigitalCommons@WPI. Finding Aid Report Josh Brandt Video Game Collection MS 16 Records This collection contains over 100 PC games ranging from 1983 to 2002. The games have been kept in good condition and most are contained in the original box or case. The PC games span all genres and are playable on Macintosh, Windows, or both. There are also guides for some of the games, and game-related T-shirts. The collection was donated by Josh Brandt, a former WPI student. Container List Container Folder Date Title Box 1 1986 Tass Times in Tonestown Activision game in original box, 3 1/2" disk Box 1 1989 Advanced Dungeons & Dragons - Curse of the Azure Bonds 5 1/4" discs, form IBM PC, in orginal box Box 1 1988 Life & Death: You are the Surgeon 3 1/2" disk and related idtems, for IBM PC, in original box Box 1 1990 Spaceward Ho! 2 3 1/2" disks, for Apple Macintosh, in original box Box 1 1987 Nord and Bert Couldn't Make Heads or Tails of It Infocom, 3 1/2" discs, for Macintosh in original -
The Development of Smalltalk Topic Paper #7
The Development of Smalltalk Topic Paper #7 Alex Laird Max Earn Peer CS-3210-01 Reviewer On Time/Format 1 2/4/09 Survey of Programming Languages Correct 5 Spring 2009 Clear 2 Computer Science, (319) 360-8771 Concise 2 [email protected] Grading Rubric Grading Total 10 pts ABSTRACT Dynamically typed languages are easier on the compiler because This paper describes the development of the Smalltalk it has to make fewer passes and the brunt of checking is done on programming language. the syntax of the code. Compilation of Smalltalk is just-in-time compilation, also known Keywords as dynamic translation. It means that upon compilation, Smalltalk code is translated into byte code that is interpreted upon usage and Development, Smalltalk, Programming, Language at that point the interpreter converts the code to machine language and the code is executed. Dynamic translations work very well 1. INTRODUCTION with dynamic typing. Smalltalk, yet another programming language originally developed for educational purposes and now having a much 5. IMPLEMENTATIONS broader horizon, first appeared publically in the computing Smalltalk has been implemented in numerous ways and has been industry in 1980 as a dynamically-typed object-oriented language the influence of many future languages such as Java, Python, based largely on message-passing in Simula and Lisp. Object-C, and Ruby, just to name a few. Athena is a Smalltalk scripting engine for Java. Little Smalltalk 2. EARLY HISTORY was the first interpreter of the programming language to be used Development for Smalltalk started in 1969, but the language outside of the Xerox PARC. -
Halo Engine Ancestry Statistics
HALO ENGINE ANCESTRY The Halo 2 engine is a direct-line descendant of the 1992 Pathways into Darkness engine originally written by Bungie for 68000 Macs using MPW and C. Not much remains except math functions and overall architecture, but the engine definitely has old roots. The path of descent runs through PiD to Marathon to Myth to Halo. In recent years it has shifted away from being primarily a player-driven renderer to being primarily a world simulation. I’m going to talk about two main philosophies that you can trace through the engine and most of its components. 1. The unified resource model, editing and import tools, general memory layout, filesystem and streaming architecture. 2. Our approach to runtime data organization, memory allocation and world state. STATISTICS • 1.5M lines in 3,624 files for 52.9MB of code (mostly C, some C++, very little asm) • Compile time for clean build of typical development build: 7:39 • Compile time for final shipping build (includes LTCG): 10:06 • Final executable size: 4,861,952 bytes • Total assets under source control: 70 GB not counting localization • Time to load a level, development build: 4 minutes • Time to compile a level for shipping build: 9 minutes • Time for complete build of all binaries on build farm: 18 minutes • Time for complete build of all map resources on build farm: 53 minutes • Size of final game: 4.2 GB • Development time: 34 months • Breakdown of production staff (56): o 17 engineers o 11 environment artists o 8 game artists o 7 designers o 6 animators o 3 producers o 3 sound designers o 1 technical artist • Breakdown of support staff (59): o 2 administrative o 8 web / community o 5 test engineers o 10 test staff o 20 hourly testers o 14 localization testers RESOURCE MODEL We use a unified model for the majority of our game resource data called “tags”. -
The Cedar Programming Environment: a Midterm Report and Examination
The Cedar Programming Environment: A Midterm Report and Examination Warren Teitelman The Cedar Programming Environment: A Midterm Report and Examination Warren Teitelman t CSL-83-11 June 1984 [P83-00012] © Copyright 1984 Xerox Corporation. All rights reserved. CR Categories and Subject Descriptors: D.2_6 [Software Engineering]: Programming environments. Additional Keywords and Phrases: integrated programming environment, experimental programming, display oriented user interface, strongly typed programming language environment, personal computing. t The author's present address is: Sun Microsystems, Inc., 2550 Garcia Avenue, Mountain View, Ca. 94043. The work described here was performed while employed by Xerox Corporation. XEROX Xerox Corporation Palo Alto Research Center 3333 Coyote Hill Road Palo Alto, California 94304 1 Abstract: This collection of papers comprises a report on Cedar, a state-of-the-art programming system. Cedar combines in a single integrated environment: high-quality graphics, a sophisticated editor and document preparation facility, and a variety of tools for the programmer to use in the construction and debugging of his programs. The Cedar Programming Language is a strongly-typed, compiler-oriented language of the Pascal family. What is especially interesting about the Ce~ar project is that it is one of the few examples where an interactive, experimental programming environment has been built for this kind of language. In the past, such environments have been confined to dynamically typed languages like Lisp and Smalltalk. The first paper, "The Roots of Cedar," describes the conditions in 1978 in the Xerox Palo Alto Research Center's Computer Science Laboratory that led us to embark on the Cedar project and helped to define its objectives and goals. -
MVC Revival on the Web
MVC Revival on the Web Janko Mivšek [email protected] @mivsek @aidaweb ESUG 2013 Motivation 30 years of Smalltalk, 30 years of MVC 34 years exa!tly, sin!e "#$# %ot in JavaScri&t MVC frameworks 'or Sin(le)*age and +ealtime web a&&s ,e Smalltalkers s-ould respe!t and revive our &earls better Contents MVC e &lained %istory /sa(e in !.rrent JavaScri&t frameworks /sa(e in Smalltalk C.rrent and f.t.re MVC in 0ida/Web MVC Explained events Ar!hite!tural desi(n &attern - Model for domain s&e!ifi! data and logi! View updates Controller ) View for &resentation to t-e .ser ) Controller for intera!tions wit- t-e .ser UI and .&datin( domain model Domain changes Main benefit: actions observing ) se&aration of !on!erns Model MVC based on Observer pattern subscribe ) 3bserver looks at observee Observer changed - 3bservee is not aware of t-at s u 4e&enden!y me!-anism2 B t n - 3bserver is de&endent on 3bservee state e observing v - 3bservee m.st re&ort state !-an(es to 3bserver E b - *.b/S.b Event 6.s de!ou&les 3bservee from u S / 3bserver to &reserve its .nawarnes of observation b u changed P Observee Main benefit: (Observable) ) se&aration of !on!erns Multiple observers subscribe - M.lti&le observers of t-e same 3bservee Observer changed - 7n MVC an 3bservee is View and 3bservee is domain Model, t-erefore2 s u B t - many views of t-e same model n e observing v - many a&&s E b - many .sers u S / - mix of all t-ree !ases b u Observee changed P (Observable) Example: Counter demo in Aida/Web M.lti.ser realtime web !ounter exam&le -ttp://demo.aidaweb.si – !li!k Realtime on t-e left – !li!k De!rease or In!rease to c-an(e counter – !ounter is c-an(ed on all ot-er8s browsers History of MVC (1) 7nvented by 9rygve +eenska.g w-en -e worked in "#$:1$# wit- Alan ;ay's group on <ero *arc on Smalltalk and Dynabook – 'inal term Model)View)Controller !oined 10. -
GAME DEVELOPERS a One-Of-A-Kind Game Concept, an Instantly Recognizable Character, a Clever Phrase— These Are All a Game Developer’S Most Valuable Assets
HOLLYWOOD >> REVIEWS ALIAS MAYA 6 * RTZEN RT/SHADER ISSUE AUGUST 2004 THE LEADING GAME INDUSTRY MAGAZINE >>SIGGRAPH 2004 >>DEVELOPER DEFENSE >>FAST RADIOSITY SNEAK PEEK: LEGAL TOOLS TO SPEEDING UP LIGHTMAPS DISCREET 3DS MAX 7 PROTECT YOUR I.P. WITH PIXEL SHADERS POSTMORTEM: THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ SHADOW OPS: RED MERCURY []CONTENTS AUGUST 2004 VOLUME 11, NUMBER 7 FEATURES 14 COPYRIGHT: THE BIG GUN FOR GAME DEVELOPERS A one-of-a-kind game concept, an instantly recognizable character, a clever phrase— these are all a game developer’s most valuable assets. To protect such intangible properties from pirates, you’ll need to bring out the big gun—copyright. Here’s some free advice from a lawyer. By S. Gregory Boyd 20 FAST RADIOSITY: USING PIXEL SHADERS 14 With the latest advances in hardware, GPU, 34 and graphics technology, it’s time to take another look at lightmapping, the divine art of illuminating a digital environment. By Brian Ramage 20 POSTMORTEM 30 FROM BUNGIE TO WIDELOAD, SEROPIAN’S BEAT GOES ON 34 THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ A decade ago, Alexander Seropian founded a SHADOW OPS: RED MERCURY one-man company called Bungie, the studio that would eventually give us MYTH, ONI, and How do you give a player that vicarious presence in an imaginary HALO. Now, after his departure from Bungie, environment—that “you-are-there” feeling that a good movie often gives? he’s trying to repeat history by starting a new Zombie’s answer was to adopt many of the standard movie production studio: Wideload Games. -
Hopscotch: Towards User Interface Composition Vassili Bykov Cadence Design Systems, 2655 Seely Ave, San Jose, CA 95134
Hopscotch: Towards User Interface Composition Vassili Bykov Cadence Design Systems, 2655 Seely Ave, San Jose, CA 95134 Abstract Hopscotch is the application framework and development environment of Newspeak, a new programming language and platform inspired by Smalltalk, Self and Beta. Hopscotch avoids a number of design limitations and shortcomings of traditional UIs and UI frameworks by favoring an interaction model and implementing a framework architecture that enable composition of interfaces. This paper discusses the deficiencies of the traditional approach, provides an overview of the Hopscotch alternative and analyses how it improves upon the status quo. 1. Introduction Hopscotch are attributable to its revised interaction and navigation model as much as to the underlying Newspeak [1] is a programming language and framework architecture. For this reason, this paper platform being developed by a team led by Gilad pays equal attention to the compositional frame- Bracha at Cadence Design Systems, Inc. The sys- work architecture and to the changes in the inter- tem is currently hosted inside Squeak [2], a descen- action model of Hopscotch compared to more tradi- dent of Smalltalk-80 [3]. Smalltalk, along with Self tional development environments. [4] and Beta [5], is also among the most important influences on the design of the Newspeak language. 2. Traditional Interface Construction This paper focuses on Hopscotch, the applica- tion framework of Newspeak and the Newspeak The art of devising forms to be filled in depends IDE implemented concurrently with the frame- on three elements: obscurity, lack of space, and work. The framework and the IDE allow easy nav- the heaviest penalties for failure. -
Automatic Graph Drawing Lecture 15 Early HCI @Apple/Xerox
Inf-GraphDraw: Automatic Graph Drawing Lecture 15 Early HCI @Apple/Xerox Reinhard von Hanxleden [email protected] 1 [Wikipedia] • One of the first highly successful mass- produced microcomputer products • 5–6 millions produced from 1977 to 1993 • Designed to look like a home appliance • It’s success caused IBM to build the PC • Influenced by Breakout • Visicalc, earliest spreadsheet, first ran on Apple IIe 1981: Xerox Star • Officially named Xerox 8010 Information System • First commercial system to incorporate various technologies that have since become standard in personal computers: • Bitmapped display, window-based graphical user interface • Icons, folders, mouse (two-button) • Ethernet networking, file servers, print servers, and e- mail. • Sold with software based on Lisp (early functional/AI language) and Smalltalk (early OO language) [Wikipedia, Fair Use] Xerox Star Evolution of “Document” Icon Shape [Wikipedia, CC BY-SA 3.0] 1983: Apple Lisa [Wikipedia, CC BY-SA 2.0 fr] Apple Lisa • One of the first personal computers with a graphical user interface (GUI) • In 1982, Steve Jobs (Cofounder of Apple, with Steve Wozniak) was forced out of Lisa project, moved on into existing Macintosh project, and redefined Mac as cheaper, more usable version of Lisa • Lisa was challenged by relatively high price, insufficient SW library, unreliable floppy disks, and immediate release of Macintosh • Sold just about 10,000 units in two years • Introduced several advanced features that would not reappear on Mac or PC for many years Lisa Office -
Dynamic Object-Oriented Programming with Smalltalk
Dynamic Object-Oriented Programming with Smalltalk 1. Introduction Prof. O. Nierstrasz Autumn Semester 2009 LECTURE TITLE What is surprising about Smalltalk > Everything is an object > Everything happens by sending messages > All the source code is there all the time > You can't lose code > You can change everything > You can change things without restarting the system > The Debugger is your Friend © Oscar Nierstrasz 2 ST — Introduction Why Smalltalk? > Pure object-oriented language and environment — “Everything is an object” > Origin of many innovations in OO development — RDD, IDE, MVC, XUnit … > Improves on many of its successors — Fully interactive and dynamic © Oscar Nierstrasz 1.3 ST — Introduction What is Smalltalk? > Pure OO language — Single inheritance — Dynamically typed > Language and environment — Guiding principle: “Everything is an Object” — Class browser, debugger, inspector, … — Mature class library and tools > Virtual machine — Objects exist in a persistent image [+ changes] — Incremental compilation © Oscar Nierstrasz 1.4 ST — Introduction Smalltalk vs. C++ vs. Java Smalltalk C++ Java Object model Pure Hybrid Hybrid Garbage collection Automatic Manual Automatic Inheritance Single Multiple Single Types Dynamic Static Static Reflection Fully reflective Introspection Introspection Semaphores, Some libraries Monitors Concurrency Monitors Categories, Namespaces Packages Modules namespaces © Oscar Nierstrasz 1.5 ST — Introduction Smalltalk: a State of Mind > Small and uniform language — Syntax fits on one sheet of paper >