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10 PRINT CHR$(205.5+RND(1)); : GOTO 10 (Software Studies) Kindle Edition
This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
- Print length309 pages
- LanguageEnglish
- PublisherThe MIT Press
- Publication dateNovember 23, 2012
- File size6.0 MB
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Editorial Reviews
Review
10 PRINT CHR$ (205.5 + RND (1)); : GOTO 10, a new
book collaboratively written by 10 authors, takes a single line of code -- inscribed
in the book's mouthful of a title -- and explodes it. That one line, a seemingly
clumsy scrap of BASIC, generates a fascinatingly complicated maze on a Commodore
64.... Though 10 PRINT CHR$ (205.5 + RND (1)); : GOTO 10 is
occasionally whiplash-inducing in its headlong rush through history, the connections
it makes over 294 pages are inspired. One of the most compelling sections of the
book discusses the cultural history of mazes, relating 10 PRINT's maze back to the
labyrinth of Knossos, where, according to the great Greek myth, Theseus waged battle
with the terrifying Minotaur.
10 Print is a creative adventure in reading source
code as a technical object and cultural icon, as well as a window onto the ways in
which technical and artistic practices mingle. Wildly imaginative and boldly
collaborative, it sets a high bar for the emerging field of critical code studies.
It celebrates the 'Maker' philosophy and the DIY spirit of home computing at its
best. A romp, a scholarly exposition, and an experiment in writing in a
collaborative authorial voice, it is a delight not to be missed.
Media and Contemporary Technogenesis; Professor of Literature, Duke
University)
To see the world in a grain of sand -- or a slice of silicon -- has
always been the great hermeneutical project. Here we find that project disassembled
and recompiled by Nick Montfort and his collaborators, who focus their diverse
training and intellects on a single eponymous line of vintage computer code. The
result, 10 PRINT, is an executable that is also an open source
for a powerful new mode of collective and cooperative scholarship.
Mechanisms: New Media and the Forensic Imagination)
Well before the Web browser and even the desktop metaphor came to be,
there was the blinking cursor of the command line. It sat in silence, submissively
waiting for the incantations of the programmer. Until the C64--a VW Beetle
equivalent in its affordability, reliability, and simplicity--only a precious few
had access to the command line and the order and chaos it could produce. Through an
investigation of one line of code, this book reveals what happened when the C64
opened coding up to 'test driving' hobbyists and began to reveal itself as a
platform for true creativity.
This microscopically close reading of a one-line BASIC program opens to
reveal, fractal-like, the breadth and depth of critical code studies. Taking what
the authors refer to as a 'variorum approach' allows 10 PRINT to
explore not just the multiple forms in which this line of code circulated, but the
rich array of its cultural resonances and technological offspring. Blending ten
scholarly voices in one coherent, collaborative text, 10 PRINT
itself produces a new kind of code, a working system that points the way to one
viable future for scholarship.
Modern Language Association)
About the Author
Jeremy Douglass is a postdoctoral researcher in software studies at the University of California, San Diego, in affiliation with Calit2.
John Bell is Assistant Professor of Innovative Communication Design at the University of Maine.
Ian Bogost is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, a Founding Partner at Persuasive Games LLC, and the coauthor of Newsgames: Journalism at Play (MIT Press, 2010).
Nick Montfort is Associate Professor of Digital Media at MIT and the coauthor of Racing the Beam: The Atari Video Computer System (MIT Press, 2009).
Product details
- ASIN : B08BSXJBJ6
- Publisher : The MIT Press
- Accessibility : Learn more
- Publication date : November 23, 2012
- Language : English
- File size : 6.0 MB
- Screen Reader : Supported
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Print length : 309 pages
- ISBN-13 : 978-0262304573
- Page Flip : Enabled
- Part of series : Software Studies
- Best Sellers Rank: #2,649,051 in Kindle Store (See Top 100 in Kindle Store)
- #2,103 in Programming Languages (Books)
- #2,113 in Communication & Media Studies
- #2,936 in Media Studies (Kindle Store)
- Customer Reviews:
About the authors
Nick Montfort’s writing is a product of, and is about, creative computing. In addition to his books, Montfort has developed digital writing projects including collaborations Sea and Spar Between (with Stephanie Strickland) and The Deletionist (with Amaranth Borsuk and Jesper Juul). He directs The Trope Tank, a lab/studio. He’s professor of digital media at MIT and principal investigator at Center for Digital Narrative the University of Bergen, Norway. He lives in New York.
Dr. Ian Bogost is an author and an award-winning game designer. He is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, where he also holds an appointment in the Scheller College of Business. Bogost is also Founding Partner at Persuasive Games LLC, an independent game studio, and a Contributing Editor at The Atlantic, where he writes regularly about technology and popular culture.
REAS is a professor in the Department of Design Media Arts at UCLA. With Ben Fry, he initiated Processing in 2001. Processing is an open source programming language and environment for creating images, animation, and interaction. More information can be found online at http://processing.org. Reas' software has been featured in numerous solo and group exhibitions at museums and galleries in the United States, Europe, and Asia. This work is archived at http://reas.com.
Mark C. Marino is a writer and scholar of digital literature living in Los Angeles. He is the editor of Bunk Magazine (http://bunkmagazine.com) and the Director of Communication of the Electronic Literature Organization (http://eliterature.org) .
His works of electronic literature include “a show of hands,” “Marginalia in the Library of Babel,” and “The Ballad of Workstudy Seth.” He's also a co-founder of Meanwhile... netprov studios. Also, he co-authors the interactive story series Mrs. Wobbles & the Tangerine House with his two children.
He currently teaches at the University of Southern California where he directs the Humanities and Critical Code Studies (HaCCS Lab) (https://haccslab.com). His complete portfolio is here: https://markcmarino.com
John Bell is a software developer, artist, and writer currently teaching at the University of Maine. His work ranges from straightforward and utilitarian to confounding and aggressively useless, including everything from intermedial art installations to scriptwriting to a 3D Tetris variant for the blind.
Discover more of the author’s books, see similar authors, read book recommendations and more.
Discover more of the author’s books, see similar authors, read book recommendations and more.
Mark Sample is an Associate Professor of Digital Studies at Davidson College, where he teaches and studies contemporary literature, graphic novels, videogames, and new media.
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Customers find the writing quality of the book excellent, with one review noting its deep analysis of each element. They appreciate its entertainment value, with one customer mentioning it made them a better programmer, while another describes it as aesthetically pleasing.
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Customers praise the writing quality of the book, describing it as a great piece of reading with deep analyses of each element, and one customer notes it is written for a lay audience.
"...book necessarily describes some technical subjects, it is written for a lay audience. I think of myself as a unicorn...." Read more
"I rated this a five because it does what a collaboratively written book should do: The analyses of each element are deep and thoughtful and each..." Read more
"...Technically, aesthetically, historically. An excellent examination of an at-first seemingly inconsequential footnote of computing." Read more
"great piece of reading. the "remarks" sections seem a bit off at times, but that really is the only downside...." Read more
Customers find the book entertaining, with one mentioning it's particularly enjoyable for programmers, while another notes it's a fantastic read for academic nerds.
"...And it's more fun to play with something when it's easy -- when there are virtually no barriers to entry...." Read more
"...It has even made me a better programmer just because it provides background into how certain methods came to be and why things are the way they are...." Read more
"This book is very entertaining for a programmer that grew up in the 80s or earlier." Read more
"Supremely Entertaining..." Read more
Customers find the book aesthetically pleasing, with one describing it as thoughtful.
"...written book should do: The analyses of each element are deep and thoughtful and each author is really able to drill deeply into the subject of..." Read more
"...Technically, aesthetically, historically. An excellent examination of an at-first seemingly inconsequential footnote of computing." Read more
"One of the most beautiful books I have read in a long time — Of course, I write this being a geek that had his computer-infested childhood in the..." Read more
Top reviews from the United States
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- Reviewed in the United States on December 8, 2012Format: HardcoverVerified PurchaseThe book is an exploration of it's title: A one-line BASIC program that was intended to run on an early 80s Commodore 64 computer. The program produces the maze-like pattern shown on the book's cover, and inner sleeves.
Each chapter explores a different facet of this program, and by doing so it covers an incredible amount of ground. There is a chapter on mazes, a chapter on randomness, a chapter on grids, a chapter on the BASIC language, and so on. If you think this is a lot of pages to devote to a one-line computer program, you are mistaken. The book barely scratches the surface of each of the diverse subjects it touches upon, from Falcon looms to flying toasters. There have been many books written about mazes, and whole careers built upon studying randomness, and this is a short little book.
It is the surprising depth and far-reaching ramifications of little useless programs like these that got me into this game, back in the early 80s. After my Timex Sinclair, my second computer was a Commodore VIC 20, the precursor to the more successful C64, and I fondly remember writing one-liners like these, staring into the glowing phosphors of a little television, until I could barely keep my eyes open in the early morning light. During the months that I manipulated those phosphors, the symbols they represented were manipulating me. My fevered brain underwent more intellectual growth during that period than any time in my life since my early childhood.
The book was written by a team of what my colleagues call "unicorns" - cross-disciplinary people who straddle the worlds of creativity and technology. I was expecting a set of disconnected essays from different voices, but I didn't get it. The authors used a Wiki to collaborate, and the book feels as if it were written by a single, extremely erudite author. The chapters cover separate subjects, but the whole is very much connected, helped by it's extremely constrained subject - that single one line program. Although the book necessarily describes some technical subjects, it is written for a lay audience.
I think of myself as a unicorn. There are a lot of us out there, but we are not as common as I would like. My feeling is that unicorns provide an important bridge between the liberal arts and the physical sciences, and that unicorn skills should be nurtured. All of my professional career, I have obsessed over a set of subjects which were, until recently, not given sufficient attention in the computer science press.
For example, I've always been fascinated by the RND() function in the BASIC language - I initially thought it was the most important feature of the language. For a long time, the amount of joy I derived from writing software was proportional to the amount that the software depended on randomness. There is a relationship between the RND() function and the perception of utility. To me, programs that are useful, and that do not require randomness, are boring. The RND() function is like a firehose from God, and the programs that use it are fun. They are games, and simulations, and art.
So, as an auto-didact (as many unicorns are), I was surprised that in programming texts that describe programming languages, the RND() (or rand() or random()) feature is always given such brief treatment. I've even met programmers who (gasp!) have never used it! Meanwhile outside of programming language texts, the topic is barely discussed. It's not a topic that non-programmers have been exposed to. To me, it's the first thing you should learn as a neophyte programmer. Yet so many computer science students are not exposed to it early enough - instead, they are compelled to write functions which factor numbers and do other numeric manipulations. Many programmers have thrived in this sterile environment, but it doesn't suit unicorns.
The only way to really appreciate the wonder of what you can do with RND() is to write some code. Immerse yourself in it. Play with it. It's programming as play, rather than programming as work. And it's more fun to play with something when it's easy -- when there are virtually no barriers to entry. The one line BASIC program was my E-ticket to this world of wonder. Useless one line BASIC programs are a kind of activity that used to be called "recreational programming" (There used to be a wonderful recreational programming column in Scientific American by A. K. Dewdney; half my career owes its existence to his column - it was my computer science education). This same activity today tends to be called "creative coding", and we're no longer using BASIC, but a different set of tools: Processing, Cinder, Open Frameworks, Javascript, Node, whatever floats your boat.
It is the love of RND() that separates this particular creative coder from your dyed-in-the-wool computer science nerd. At this late stage in my creative programming career, I no longer make as much use of RND() - I've discovered new ways to achieve the same important thing it gave me: complex and beautiful behavior with very little effort. The holy grail of the unicorn is the perfect one-line program. The one-line program that succeeds in recreating the universe, and making it's own DNA, and breeding with itself so that a new sub-universe is born. This is our philosopher's stone.
Another feature of unicorns is that they don't mind using programming techniques that are no longer on the list of officially approved methodologies by the software engineering orthodoxy. Incantations are only a means to an end. We are not in the business of making incantations, we are in the business of making universes, using incantations as a tool. 10 PRINT, for example, contains a GOTO command. GOTO, of course, has been the bane of readable code almost since the second edition of "The Elements of Style", and the BASIC language itself sits on a lowly plain of derision slightly above COBOL. The book also addresses the unfortunate gulf between recreational coders and the computer science establishment.
Unfortunately, one line programs, like unicorns, have become an endangered species. Those of us who remember one line BASIC despair at the new hurdles that have been raised, which prevent young people from discovering the joys of the random number generator. When we expunged GOTOs from the reserved words of all the new programming languages, when we made our code structured, object-oriented and useable for large complex software engineering projects, we also made it much harder for kids and teens to use those same technologies to explore the imaginary landscape. If the first programming language I had been exposed to was Java, I think I might have ended up in a different profession entirely.
The proceeds of this book go to PLAYPOWER - a charity which aims to give disadvantaged kids access to extremely cheap computers that have a one line BASIC. This seems like a wonderful thing. Damn, I want one of those computers too! I miss my VIC 20.
- Reviewed in the United States on February 17, 2013Format: HardcoverVerified PurchaseI rated this a five because it does what a collaboratively written book should do: The analyses of each element are deep and thoughtful and each author is really able to drill deeply into the subject of computer programming with the best tools of their respective disciplines. I've learned a lot from this book and I think it's a really good read for either engineers/programmers with an artistic side and liberal arts majors with a technical side. There is just so much insight in this book I can't even begin to do it justice in this review. It has even made me a better programmer just because it provides background into how certain methods came to be and why things are the way they are. It's one of those books that leaves me feeling a lot smarter than when I started.
- Reviewed in the United States on January 21, 2014Format: HardcoverVerified Purchase10 PRINT completely and entirely dissects its titular one line of code in every sense possible. Technically, aesthetically, historically. An excellent examination of an at-first seemingly inconsequential footnote of computing.
- Reviewed in the United States on December 11, 2014Format: PaperbackVerified PurchaseOne of the most beautiful books I have read in a long time — Of course, I write this being a geek that had his computer-infested childhood in the 1980s, and that now works as an academic, walking the tightrope between social sciences and technology.
The book might not be for everybody. But if you happen to be in my demographic, or to have similar life history to mine, you will really enjoy it.
A big plus: As the book is Creative Commons-licensed, you can download a full copy from the authors' website. If you like what you see, you can proceed to buy the (beautifully printed) book.
- Reviewed in the United States on July 11, 2013Format: HardcoverVerified PurchaseI liked it - half of the book (at least) a lot of nice history of the early PC Scene, basic etc (very cool), but 50% felt like it was a parody of postmodernist interpretations of the cultural, artistic and philosophical, interpretation of the one line code. Making a mountain out a molehill.
I read it, skipped the bits I didn’t understand, enjoyed it, and passed it on.
- Reviewed in the United States on December 4, 2014Format: PaperbackVerified Purchasegreat piece of reading.
the "remarks" sections seem a bit off at times, but that really is the only downside. the collaborative aspect of how it was written it really shines through.
- Reviewed in the United States on January 16, 2017If you like reading about obscure computer programming from the eighties than this is the book for you. But if you are a remotely interesting person than you will find this book dull in the extreme. The times where it is actually readable you will only find male accomplishments represented. If you don't have to read this then find almost any other book.
- Reviewed in the United States on March 10, 2018Format: PaperbackVerified PurchaseI was hoping that it talked more about programming techniques and tricks in BASIC and not so much about the philosophies behind it. While the commentary is great, it's 95% this, and the only real programming in the book is regarding this single line of BASIC. I would have rather seen more BASIC tricks than listen to how difficult it is to reproduce on systems without a character tile map like the Atari 2600. The trick was easy because of the tile map and the auto scroll in BASIC -- just as trivial things on the Atari 2600 are impossible in BASIC. I think the book should have talked about such things instead.
Top reviews from other countries
- dark horseReviewed in the United Kingdom on December 13, 2013
5.0 out of 5 stars goto10 software studies
Format: HardcoverVerified PurchaseI bought the book for an xmas gift it must be good for my son to request it from santa