(Redirected from Hacker culture)
In academia, a 'hacker' is a person who follows a spirit of playful cleverness and enjoys programming. The context of academic hackers forms a voluntary
subculture termed the academic hacking culture.
History
Before communications between computers and computer users was as
networked as it is now, there were multiple independent and parallel hacker subcultures, often unaware or only partially aware of each others' existence. All of these had certain important traits in common:
★ creating software and sharing it with each other
★ placing a high value on freedom of inquiry; hostility to secrecy
★ information-sharing as both an ideal and a practical strategy
★ upholding the right to
fork
★ emphasis on rationality
★ distaste for authority
★ playful cleverness, taking the serious humorously and their humor seriously
These sorts of subcultures were commonly found at
academic settings such as
college campuses. The
MIT Artificial Intelligence Laboratory, the
University of California, Berkeley and
Carnegie Mellon University were particularly well-known hotbeds of early hacker culture. They evolved in parallel, and largely unconsciously, until the
Internet, where a legendary
PDP-10 machine at MIT, called AI, that was running
ITS, provided an early meeting point of the hacker community. This and other developments such as the rise of the
free software movement drew together a critically large population and encouraged the spread of a conscious, common, and systematic ethos. Symptomatic of this evolution was an increasing adoption of
common slang and a shared view of history, similar to the way in which other occupational groups have professionalized themselves but without the formal credentialling process characteristic of most professional groups.
Over time, the academic hacker subculture has tended to become more conscious, more cohesive, and better organized. The most important consciousness-raising moments have included the composition of the first
Jargon File in 1973, the promulgation of the
GNU Manifesto in 1985, and the publication of ''
The Cathedral and the Bazaar'' in 1997. Correlated with this has been the gradual election of a set of shared culture heroes:
Bill Joy,
Donald Knuth,
Dennis Ritchie,
Alan Kay,
Ken Thompson,
Richard M. Stallman,
Linus Torvalds, and
Larry Wall, among others.
The concentration of academic hacker subculture has paralleled and partly been driven by the commoditization of computer and networking technology, and has in turn accelerated that process. In 1975, hackerdom was scattered across several different families of
operating systems and disparate networks; today it is largely a
Unix and
TCP/IP phenomenon, and is concentrated around various
open-source operating systems.
Artifacts and customs
The academic hacker subculture is defined by shared work and play focused around central artifacts. Some of these artifacts are very large; the Internet itself, the
World Wide Web, the
GNU Project, and the Linux operating system are all hacker creations, works of which the subculture considers itself primary custodian.
Since 1990, the academic hacker subculture has developed a rich range of symbols that serve as recognition symbols and reinforce its group identity.
Tux, the Linux
penguin, the
BSD Daemon, and the
Perl Camel stand out as examples. More recently, the use of the
glider structure from
Conway's Game of Life as a general
Hacker Emblem has been proposed by
Eric S. Raymond. All of these routinely adorn
T-shirts,
mugs, and other paraphernalia.
Notably, the academic hacker subculture appears to have exactly one annual ceremonial day—
April Fool's. There is a long tradition of perpetrating elaborate jokes,
hoaxes, pranks and fake
websites on this date. This is so well established that hackers look forward every year to the publication of the annual
joke RFC, and one is invariably produced.
Documents
The
Jargon File has had a special role in acculturating hackers since its origins in the early 1970s. Many textbooks and some literary works shaped the academic hacker subculture; among the most influential are:
★ '', by
Steven Levy
★ ''
Gödel, Escher, Bach'', by
Douglas Hofstadter
★ ''
The Art of Computer Programming'' (TAOCP), by
Donald Knuth
★ ''
The Mythical Man-Month'', by
Brooks
★ '' ("the Dragon Book"), by
Aho,
Sethi, and
Ullman
★ ''
Structure and Interpretation of Computer Programs'' (SICP), by
Abelson and
Sussman
★ ''
The C Programming Language'' (K&R), by
Kernighan and
Ritchie
★ ''
The Hitchhiker's Guide to the Galaxy'', by
Douglas Adams
★ ''
The Tao of Programming'', by
Geoffrey James
★
The ''Illuminatus!'' Trilogy, by
Robert Shea and
Robert Anton Wilson
★ ''
Principia Discordia'',by
Greg Hill and
Kerry Thornley
★ ''
The Soul of a New Machine'', by
Tracy Kidder
★ ''
The Cuckoo's Egg'', by
Cliff Stoll
★ ''
The Unix System'', by
Stephen R. Bourne
★ ''
Hackers & Painters'', by
Paul Graham
External links
★
A Brief History of Hackerdom - more depth on the history of hackerdom
★
How To Become a Hacker, by
Eric S. Raymond.