Hackers: Heroes of the Computer Revolution

458 pages

English language

Published Dec. 26, 1984

ISBN:
978-0-385-19195-1
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Goodreads:
1069823

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3 stars (1 review)

Today, technology is cool. Owning the most powerful computer, the latest high-tech gadget, and the whizziest website is a status symbol on a par with having a flashy car or a designer suit. And a media obsessed with the digital explosion has reappropriated the term "computer nerd" so that it's practically synonymous with "entrepreneur." Yet, a mere fifteen years ago, wireheads hooked on tweaking endless lines of code were seen as marginal weirdos, outsiders whose world would never resonate with the mainstream. That was before one pioneering work documented the underground computer revolution that was about to change our world forever.

With groundbreaking profiles of Bill Gates, Steve Wozniak, MIT's Tech Model Railroad Club, and more, Steven Levy's Hackers brilliantly captures a seminal moment when the risk takers and explorers were poised to conquer twentieth-century America's last great frontier. And in the Internet age, "the hacker ethic" -- first espoused …

15 editions

Review of 'Hackers' on 'Goodreads'

3 stars

The book published in 1980s covers the early years of hacking from 1958 to 1983. The book is divided into 4 parts:

1. True Hackers: The first known hackers at MIT AI Lab who played with the rudimentary hardware of the time and coded on punch cards. Includes Marvin Minsky, Greenblatt, Samson, Steve Russell, Stew Nelson and others. Except for Minsky, I hadn't even heard the other names before. The significant creations of this era include the Hacker Ethic, Lisp, Spacewar and LIFE.

2. Hardware Hackers: Soon after, a hardware hacking community started on the West Coast around the Homebrew Computer Club. Familiar names start appearing from this period. Steve "The Wiz" Wozniak's brilliant hardware designs for Apple and Bill Gates' ALTAIR BASIC catch the limelight. In this period, Apple grows from a garage venture to a multi-million dollar company which brings computing into homes.

3. Game Hackers: After home …