permacomputing

Source repository for the main permacomputing wiki site
git clone http://git.permacomputing.net/repos/permacomputing.git # read-only access
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commit f68185da9415a1df4c7bae86c8e9e17b0d839afa
parent 51771a93159b181f8fca1ec88cab6dce5aa34997
Author: Ville-Matias Heikkila <viznut@low.fi>
Date:   Fri, 24 Jun 2022 13:35:23 +0300

add pages

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ANiklaus_Wirth.mdwn | 26++++++++++++++++++++++++++
Ahistory.mdwn | 106+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Atime-sharing.mdwn | 57+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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diff --git a/Niklaus_Wirth.mdwn b/Niklaus_Wirth.mdwn @@ -0,0 +1,26 @@ +**Niklaus Wirth** (born 1934 in Switzerland) is one of the most prominent +computer scientists, mostly known for developing Pascal and several other +programming languages. + +A lot of Wirth's work is related to concretely proving that [[bloat]] is not +a necessity and that smaller and more elegant computing is possible: + +The **Lilith** workstation, the design of which started in the late 1970s, +was Wirth's idea of a personal computer. It was inspired by the +[[Xerox Alto]] but particularly aimed at students with the aim of being +powerful and simple at the same time. Lilith is thoroughly built around the +Modula-2 programming language, even the microcode is compiled from a variant +of Modula-2. The [[stack-based]] instruction set architecture reached +competitive speeds particularly thanks to the high code density, and it also +helped keep the Modula-2 compiler fast and simple. + +**[[Oberon]]** is an operating system centered around the +[[object-oriented]] Oberon programming language, with the guiding principles +of clarity and simplicity. A major reason to its existence was proving that +a full graphical and modern operating system with a software development +environment is possible in a moderate size (a couple of hundred kilobytes). +It has also been used as Wirth as an example of **lean software**. Oberon is +still being developed and maintained, largely by Wirth himself. + +**Wirth's law** is Wirth's variant of the [[Jevons paradox]]: Software +is getting slower more rapidly than hardware is getting faster. diff --git a/history.mdwn b/history.mdwn @@ -0,0 +1,106 @@ +**History** refers to the study, documentation and narrating of +the past. Knowing and understanding of the past is essential +when envisioning, planning and building the future. The way how +history is told affects the ways in which future can be +imagined. + +Since permacomputing envisions a long-term future of the +computing that, it needs to tell the **history of computing** +in ways that make it relevant. + +Problems of mainstream computing history +---------------------------------------- + +A lot of things get eliminated from the mainstream narrative +for various reasons: + +* It is essentially "winners' history": + * The developments in the US are overemphasized in comparison + to what happened in the rest of the world, sometimes even + eliminating prior art: Vannevar Bush's "Memex" vision was + not that original (see Paul Otlet), Douglas Engelbart was + not the first one to invent a mouse (see Telefunken's + Rollkugel), etc. etc. + * The history of computer networking is told in ways that + eliminates non-Internet networks, some of which were still + quite prominent in the 1980s. [[BBS]]es are sometimes + mentioned as a side curiosity because they are part of the + "consumer history", but what about BITNET, DECnet, etc.? + Even Minitel is scarcely mentioned even though it had + millions of users already in the 1980s, maybe because it + was French and therefore irrelevant. + * The history of personal computing very much centers around + a Californian narrative where the young enterpreneurs (such + as Steve Jobs) were the heroes who liberated the world from + the evil mainframe culture. This is sometimes intertwined + with a more general "hacker mythos" even though its + approach to liberation was often largely non-commercial. +* It is also very much "consumer history" especially from the + 1980s onward. Consumer-grade hardware and their applications + (especially games) get a lot of love, and even a lot of + obscure platforms from small countries are documented. + However, it is often very difficult to even find mentions of + prominent institutional or scientific projects, strange + non-US hobbyist subcultures, etc. +* There have been conscious attempts to make earlier + developments irrelevant or obsolete, especially in Internet + history: + * The "Internet years" idea in the late 1990s ("one year in + cyberspace is equivalent to ten years in meatspace" etc.) + was perhaps invented because researchers did not want to do + their homework. The pre-WWW Internet was so long ago in + Internet years that it was in a different era that didn't + need to be studied. + * "Social media" was defined in a way that made it possible + to start its history from the 2000s (again, eliminating + BBSes, Usenet, IRC, etc.) + * In general, each new user generation wants to pretend it + invented more things than it actually did. +* Local histories are understudied, especially those of + non-Western countries. The same applies to minorities, women, + lower social classes and many other group that don't get to + be as loud as the affluent white Californian males. + +Problems in how the story is told: + +* The overarching story is that of economic growth and + maximization. Hardware systems are divided into "generations" + (that may sometimes be only a few years in length) that are + intended to obsolete the previous generation. Big companies + and their business "achievements" (such as the establishment + of [[monoculture]]s) get a lot of praise. +* This "chain of obsolescence" narrows the technological + history down to a one-dimensional "highway of progress" where + there are only two possible directions ("forward" and + "backward"). This makes it difficult to envision other + directions and represent them in ways that don't sound + "backward". +* The concept of "[[retro]]" is used to separate some parts of + history and technology into a different world that is only + relevant to personal memories. This world is also the place + for "backwards" ways of thinking (such as the appreciation of + small and efficient program code that can't be justified from + business perspectives, or the acknowledgement of the benefits + of earlier communications systems in comparison to modern + social media). + +Ideas and examples +------------------ + +* **Siliconization** is a concept that is used in Romania to + refer to how their local technocultural practices + ("șmecherie") were replaced by an imported "silicon valley" + model in the 1990s. This phenomenon was particularly + prominent in Eastern European countries after the fall of the + USSR, but similar replacements also took place in many other + countries at this time. In Western Europe, this era is often + connected to the marginalization of the earlier home computer + cultures by a "Wintel" monoculture and the normalization of + constant hardware "up"grades. +* Eriksson and Pargman have suggested the use of + **counterfactual history** as a tool to imagine computing + futures. It is often difficult for students and other people + to even imagine a computing world that is not built around + [[Moore's law]], so for example imagining how computing might + have evolved in a low-coal world can be helpful at making + this kind of conceptual leap. diff --git a/time-sharing.mdwn b/time-sharing.mdwn @@ -0,0 +1,57 @@ +Time-sharing +============ + +**Time-sharing** usually refers to the shared simultaneous use +of a large computer by several users using small computers or +terminals, but the term can be expanded to any shared or +multi-user use of computer hardware. + +Server-based time-sharing +------------------------- + +This is the oldest type of time-sharing originating from the +decades when computers were very expensive. However, it has +recently returned to prominence of broadband Internet +connections: [[cloud computing]], [[software as a service]], +etc. + +The difference is that while the original form represented a +more efficient use of computing resources (and a more +immediate, [[interactive access|character terminal]] to those +resources), the current trend is more closely connected to +corporate interests and "intellectual property". Software that +depends on an external server cannot be pirated as easily. The +network bandwidth requirements often make the use of this kind +of software consume a lot more energy than running equivalent +software locally. + +Distributed public computing +---------------------------- + +This is the idea of using the spare computing power of small +computers to assist in a large-scale computing task – +essentially the opposite of server-based time-sharing. +Seti@Home was an early prominent example of this. + +This was a particularly relevant idea when a lot of users had +powerful personal computers that consumed a lot of energy even +when running idle, but nowadays more care is needed when +assessing such projects. + +Sharing of computers +-------------------- + +This refers to the use of a single personal computer by several +people. This may be a computer shared within a family or a +community, or a public computers/terminals located in a place +like an Internet Cafe, a computer classroom or a public +library. + +Currently, the industry pushes everyone to own a personal +computing device (especially a smartphone), which is causing a +huge environmental impact which is further multiplied by +[[planned obsolescence]]. This is accompanied by a +psychological impact which is arguably more negative than +positive especially if "online" becomes the default state of +mind. Revitalizing of computer sharing might help tremendously +with these problems.