Compute!'s Gazette, a beloved magazine for Commodore 8-bit computers, has been revived after a 35-year hiatus. The new publication will maintain its focus on retro computing, specifically covering Commodore 64, VIC-20, PET, Plus/4, and 128 systems. Readers can expect articles on programming, hardware modifications, game reviews, and interviews, aiming to capture the spirit and enthusiasm of the original magazine while offering fresh content for both veteran users and newcomers to the Commodore scene. The magazine will be available in both digital and print formats.
The Jupiter Ace, a British home computer from the early 1980s, stood out due to its use of Forth as its primary programming language instead of the more common BASIC. While Forth offered advantages in speed and efficiency, its steeper learning curve likely contributed to the Ace's commercial failure. Despite its innovative use of a then-obscure language and compact, minimalist design, the Jupiter Ace ultimately lost out in the competitive home computer market, becoming a curious footnote in computing history.
HN commenters discuss the Jupiter Ace's unique use of Forth, some appreciating its educational value and elegance while others find it esoteric and limiting. Several recall fond memories of using the machine, praising its speed and compact design. The limited software library and RAM are mentioned as drawbacks, alongside the challenges of garbage collection in Forth. The unconventional keyboard layout and the machine's overall fragility are also discussed. One commenter notes the irony of its Sinclair connection, being designed by former Sinclair employees yet failing where Sinclair succeeded. A few comments delve into the technicalities of Forth and its implementation on the Ace, while others lament its ultimate commercial failure despite its innovative aspects.
The "Retro Computing Artifacts Stream" showcases a curated, continuously updating feed of historical computing items. It pulls images and descriptions from various online archives like the Internet Archive, the Computer History Museum, and others, presenting them in a visually appealing, infinite-scroll format. The stream aims to offer a serendipitous exploration of vintage computers, peripherals, software, manuals, and other related ephemera, providing a glimpse into the evolution of computing technology.
Hacker News users generally expressed enthusiasm for the Retro Computing Artifacts Stream, praising its unique concept and the nostalgia it evokes. Several commenters shared personal anecdotes about their experiences with the featured hardware, further enriching the discussion. Some questioned the practicality of using a "water stream" analogy for a data stream, suggesting alternatives like "firehose" might be more apt. Others pointed out potential legal issues surrounding copyrighted ROMs and the need for clear disclaimers. There was also interest in expanding the project to include other retro computing resources and platforms beyond ROMs. A few users suggested technical improvements, like adding timestamps and download links.
Bill Gates reflects on the recently released Altair BASIC source code, a pivotal moment in Microsoft's history. He reminisces about the challenges and excitement of developing this early software for the Altair 8800 with Paul Allen, including the limited memory constraints and the thrill of seeing it run successfully for the first time. Gates emphasizes the importance of this foundational work, highlighting how it propelled both Microsoft and the broader personal computer revolution forward. He also notes the collaborative nature of early software development and encourages exploration of the code as a window into the past.
HN commenters discuss the historical significance of Microsoft's early source code release, noting its impact on the industry and the evolution of programming practices. Several commenters reminisce about using these early versions of BASIC and DOS, sharing personal anecdotes about their first experiences with computing. Some express interest in examining the code for educational purposes, to learn from the simple yet effective design choices. A few discuss the legal implications of releasing decades-old code, and the potential for discovering hidden vulnerabilities. The challenges of understanding code written with now-obsolete practices are also mentioned. Finally, some commenters speculate on the motivations behind Microsoft's decision to open-source this historical artifact.
In the 1980s, computer enthusiasts, particularly in Europe, could download games and other software from radio broadcasts. Shows like the UK's "Microdrive" transmitted audio data that could be captured using cassette recorders and then loaded onto computers like the Sinclair ZX Spectrum. This method, while slow and prone to errors, provided access to a wealth of software, often bypassing the cost of commercial cassettes. These broadcasts typically included instructions, checksums for error verification, and even musical interludes while longer programs loaded. The practice demonstrates an early form of digital distribution, leveraging readily available technology to share software within a community.
Hacker News commenters on the article about downloading games from the radio in the 1980s largely reminisce about their own experiences. Several users recalled using cassette recorders to capture data from radio broadcasts, mentioning specific shows like "Bits & Bytes" in the UK. Some shared technical details about the process, including the use of different audio frequencies representing 0s and 1s, and the challenges of getting a clean recording. A few commenters also pointed out the historical context, highlighting the prevalence of BBSs and the slow speeds of early modems as factors contributing to the popularity of radio broadcasts as a distribution method for games and software. Others discussed the variety of content available, including games, utilities, and even early forms of digital art. The discussion also touched upon regional variations in these practices, with some noting that the phenomenon was more common in Europe than in the US.
Acorn Computers, born from a Cambridge-based electronics shop, evolved from early microcomputers like the System 1 to the iconic BBC Micro, fueled by a partnership with the British Broadcasting Corporation. This success spurred further development, including the ARM architecture, born from the Acorn RISC Machine project, and the Archimedes range utilizing this new processor. Despite innovative designs like the Acorn RISC PC and the Network Computer, Acorn struggled against the growing dominance of the PC market. Ultimately, Acorn transitioned into ARM Ltd, focusing solely on the increasingly successful ARM processor design, leaving behind its legacy of influential computers and its profound impact on the UK computing landscape.
Hacker News users discuss the linked history of Acorn Computers, praising its comprehensiveness and detailed technical information. Several commenters reminisce about their experiences with Acorn machines, particularly the BBC Micro and Archimedes, highlighting their role in the UK's computing history and education. Some discuss the innovative features of Acorn's RISC architecture and its influence on ARM processors. Others mention Acorn's business struggles and the eventual dominance of x86, while acknowledging the company's lasting legacy through ARM. A few users also share personal anecdotes about using Acorn machines for programming, gaming, and even running small businesses. The overall sentiment is one of nostalgia and appreciation for Acorn's contributions to the computing world.
56k modems' upstream speeds were limited to 33.6kbps due to analog-to-digital conversion at the phone company. However, downloads could reach 56kbps because they leveraged a mostly-digital path from the telco's server to the user's modem. This asymmetry existed because the phone company's infrastructure used digital signals internally, even for analog phone calls. The digital audio was converted to analog only at the last mile, at the user's local central office. This meant a 56k modem downloading data was essentially receiving a slightly-modified digital signal, bypassing much of the analog conversion process and thus achieving higher throughput. Uploads, originating from the analog modem, had to be fully digitized at the central office, resulting in the lower speed.
Several Hacker News commenters pointed out that the article's title is misleading. They clarified that 56k modems didn't rely on digital phone lines in the way the title implies. Instead, they exploited the fact that the trunk lines between central offices were digital, while the "last mile" to the user's home remained analog. This allowed the modem to receive data digitally at the CO's end and convert it to analog for the final leg, maximizing the speed within the constraints of the analog local loop. Some users also shared anecdotal memories of early modem technology and discussed the limitations imposed by analog lines. One commenter noted the importance of echo cancellation in achieving these higher speeds. A few commenters discussed related topics like the technical reasons behind the asymmetry of upload and download speeds and the different standards used for upstream communication.
"Work at the Mill" tells the story of Digital Equipment Corporation (DEC) through the lens of its unique and influential culture. From its modest beginnings in a Maynard, Massachusetts wool mill, DEC fostered a highly engineering-driven, decentralized environment that prioritized innovation and individual contribution. This culture, while empowering and productive in its early years, ultimately contributed to DEC's downfall as the company struggled to adapt to the changing demands of the personal computer market. The "engineering first" mentality, coupled with internal politics and a resistance to centralized management, prevented DEC from effectively competing with more agile and market-oriented companies, leading to its eventual acquisition by Compaq. The narrative emphasizes how DEC's initial strengths became its weaknesses, offering a cautionary tale about the importance of adapting to a changing technological landscape.
Hacker News users discuss the changing nature of work and the decline of "lifetime employment" exemplified by DEC's history. Some commenters reminisce about their time at DEC, praising its engineering culture and lamenting its downfall, attributing it to factors like mismanagement, arrogance, and an inability to adapt to the changing market. Others draw parallels between DEC and contemporary tech companies, speculating about which of today's giants might be the "next DEC." Several discuss the broader shift away from paternalistic employment models and the rise of a more transactional relationship between employers and employees. Some express nostalgia for the perceived stability and community of the past, while others argue that the current system, despite its flaws, offers greater opportunity and dynamism. The cyclical nature of industries and the importance of continuous adaptation are recurring themes.
The UK has a peculiar concentration of small, highly profitable, often family-owned businesses—"micro behemoths"—that dominate niche global markets. These companies, typically with 10-100 employees and revenues exceeding £10 million, thrive due to specialized expertise, long-term focus, and aversion to rapid growth or outside investment. They prioritize profitability over scale, often operating under the radar and demonstrating remarkable resilience in the face of economic downturns. This "hidden economy" forms a significant, yet often overlooked, contributor to British economic strength, showcasing a unique model of business success.
HN commenters generally praised the article for its clear explanation of the complexities of the UK's semiconductor industry, particularly surrounding Arm. Several highlighted the geopolitical implications of Arm's dependence on global markets and the precarious position this puts the UK in. Some questioned the framing of Arm as a "British" company, given its global ownership and reach. Others debated the wisdom of Nvidia's attempted acquisition and the subsequent IPO, with opinions split on the long-term consequences for Arm's future. A few pointed out the article's omission of details regarding specific chip designs and technical advancements, suggesting this would have enriched the narrative. Some commenters also offered further context, such as the role of Hermann Hauser and Acorn Computers in Arm's origins, or discussed the specific challenges faced by smaller British semiconductor companies.
The frequently misattributed quote, "I think there is a world market for maybe five computers," is almost certainly not something Thomas Watson (Sr. or Jr.) of IBM ever said. While the exact origin remains elusive, the phrase likely emerged in the early days of computing as a reflection of the then-prevailing belief that computers were massive, expensive machines suitable only for government or large corporations. The story's persistence stems from its encapsulating the difficulty of predicting technological advancements and the dramatic evolution of computers from room-sized behemoths to ubiquitous personal devices. Various possible sources and similar quotes exist, but none definitively link the famous phrase to IBM or Watson.
Hacker News commenters discuss the often-misattributed quote about the limited market for computers. Several point out that the quote's origins are murky, with some suggesting it's a distortion of Howard Aiken's or Thomas Watson Sr.'s sentiments, while others link it to anecdotally attributed quotes in the early days of mainframe computing. Some highlight the difficulty of predicting technological adoption and the shifting definition of "computer" over time. One commenter mentions a similar misattribution regarding the market for automobiles, illustrating a broader pattern of underestimating transformative technologies. The overall sentiment reflects a shared understanding that such quotes, while entertaining, are often historically inaccurate and ultimately demonstrate the fallibility of early technological forecasting.
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https://news.ycombinator.com/item?id=43671861
Hacker News users reacted to Compute's Gazette's return with a mix of nostalgia and cautious optimism. Several commenters fondly recalled their childhood experiences with the magazine, specifically mentioning the included type-in programs and the excitement of getting it in the mail. Some expressed concerns about the viability of a print magazine in the digital age, and questioned the focus on retro computing. Others wondered about the target audience and the content's relevance to younger generations. Despite these reservations, there was a general sense of goodwill and hope that the revived publication could capture some of the magic of the original. A few users questioned the business model and suggested exploring digital distribution alongside print. The most compelling comments highlighted the unique community fostered by early computing magazines and expressed hope that the new Compute's Gazette could recapture that spirit.
The Hacker News post about the return of Compute!'s Gazette magazine after 35 years, with a focus on retro computing, generated a fair amount of discussion with a generally positive and nostalgic tone.
Many commenters expressed excitement and fond memories of the original Compute!'s Gazette, recalling typing in programs from the magazine, the thrill of getting a new issue, and the impact it had on their early computing experiences. Several people specifically mentioned the educational value of the publication, teaching them about programming, hardware, and the inner workings of computers. One commenter described it as their "gateway drug to programming." The feeling of community fostered by the magazine was also highlighted.
Some commenters discussed the challenges of recreating the experience of Compute!'s Gazette in a modern context. The tactile experience of the physical magazine, the anticipation of waiting for the next issue, and the shared experience of typing in programs with others are difficult to replicate digitally. However, some suggested that the online format offers advantages, such as the ability to easily copy and paste code, access to a larger community, and the potential for interactive elements.
Several commenters expressed interest in seeing coverage of specific retro platforms or aspects of retro computing, including the Commodore 64, Amiga, Apple II, and early PC gaming. There was also discussion of the potential for the revived magazine to cover modern retro-inspired projects and the demoscene.
A few commenters questioned the viability of a print magazine in the digital age, but others argued that there is still a market for physical publications, particularly among enthusiasts of retro computing. The tactile nature of a physical magazine and the collectibility aspect were cited as reasons for supporting a print edition.
Some discussion focused on the content of the website linked in the post, computesgazette.com. Commenters noted the presence of PDF downloads and the ability to subscribe, indicating that the project appears to be actively producing content.
Overall, the comments reflect a strong interest in the return of Compute!'s Gazette and a sense of nostalgia for the original publication. While there are some concerns about adapting to the modern media landscape, there is also optimism about the potential for the revived magazine to capture the spirit of the original and reach a new generation of retro computing enthusiasts.