2021-01-21 13:40:28 +01:00
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<p><span class="h1">Historical Papers and Notes</span>
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<br/><br/>
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2021-05-17 19:04:42 +02:00
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<span class="h2">On the Naming of Retro</span>
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2021-01-21 13:40:28 +01:00
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<br/><br/>
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Taken from http://lists.tunes.org/archives/tunes-lll/1999-July/000121.html
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<br/><br/>
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On Fri, Jul 30, 1999 at 07:43:54PM -0400, Paul Dufresne wrote:
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<br/><br/>
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> My brother did found it funny that Retro is called like that.
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> For him retro means going back (generally in time) so this
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> does not looks like a name of a OS to come. So he'd like to
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> know from where the name came.
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<br/><br/>
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Heheh, here's the story: When I started playing with OS stuff
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last year (not seriously), I was reading about some old things
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like FORTH and ITS, dating back to the 1960's and 70's. The
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past few years in America, there's been a revival of disco
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music (along with bell bottoms, platform shoes, and all that
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crap) and they call it "retro". Now, my OS was named by
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musicians.. I was telling a fellow musician about my ideas,
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how it would be cool to have a small OS that isn't bloated and
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unmanageable like Windows... go back to the 70's and resurrect
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a line of software that died out. He goes "hmm.. sounds kinda
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retro.."
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<br/><br/>
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I think it sounds kinda rebellious, which is a Good Thing now
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that everybody hates the M$ empire. :) It seems like other
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people are as sick of the future as I am. Look at TUNES, the
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idea there isn't to make some great new invention, just take
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some decades-old ideas and combine them in one OS. The first
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time I saw Knuth's "Art of Computer Programming" in the library
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I thought "god that looks old.. 1973!!! nevermind.." Now it's
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my programming bible. Find me something better published in
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the 90's.. if such a thing exists, it'll be like a needle in a
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haystack. "Newer" doesn't necessarily mean "better".
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<br/><br/>
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New cars = flimsier
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New farming methods = more devastating
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New version of Netscape = more bloat, more bullshit
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<br/><br/>
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One thing is better now: computer hardware. Give me 70's
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software on 90's and 00's hardware :)
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<br/><br/>
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• Tom Novelli <tcn@tunes.org><br/>
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<br/><br/>
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<br/><br/>
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2021-05-17 19:04:42 +02:00
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<span class="h2">The Design Philosophy of Retro Native Forth</span>
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2021-01-21 13:40:28 +01:00
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<br/><br/>
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Computer software is a technology in its infancy, a mere fifty years
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old. The last 25 years in particular have seen an explosion in the
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software business. However, software has seen little innovation while
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hardware technology has improved phenomenally (notwithstanding the advent
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of lousy slave-made parts). Proven software techniques of forty years ago
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have yet to reach widespread use, in deference to the "latest and
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greatest" proprietary solutions of dubious value. Thanks to agressive
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marketing, we make huge investments in these dead-end technologies
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(through our businesses and governments, if not personally) and we end up
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with a reliance on a heap of complicated, error-prone, poorly understood
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junk software.
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<br/><br/>
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Complexity will dominate the software industry for the foreseeable
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future. The Retro philosophy is a simple alternative for those willing to
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make a clean break with legacy software. A Retro system can communicate
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with other systems, but it won't run much legacy software, especially
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proprietary software without source code. An emulation layer could be
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added, but doing so would defeat the purpose of a simple operating system.
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I think TCP/IP support is all the compatibility that's needed.
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<br/><br/>
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At first Retro will appeal to computer hobbyists and electronic
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engineers. Once the rough edges are smoothed out, it could catch on with
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ordinary folks who don't like waiting five minutes just to check their
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email (not to mention the long hours of setup and maintenance). Game
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programmers who take their craft seriously may also be interested.
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Businesses might even see a use for it, if the managers decide it's more
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cost-effective to carefully design software for specific needs, rather
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than buying off-the-shelf crap and spending countless manhours working
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around the bugs. Since it's not practical for businesses to make a clean
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break, my advice is to run Retro (and its ilk) on separate machines
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connected by a network. Retro is efficient enough to run on older
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machines that would otherwise sit idle, being too slow for the latest
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Microsoft bloatware (or Linux, for that matter).
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<br/><br/>
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I strive to avoid the extraneous. That applies even to proven
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technologies, if I don't need them. If my computer isn't set up for
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people to log in over the network, I don't want security features; they
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just get in the way. If I'm only running programs I wrote, I should be
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able to run them with full access to the hardware; I don't need protection
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from viruses. If I download something I don't trust, then I can run it in
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an isolated process, which is customary with Unix and kin. But that's not
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core functionality. All that's needed is the flexibility to add things
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like security, graphical interfaces, and distributed processing - if the
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need ever arises.
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<br/><br/>
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In programming languagues, I was misled. It's the Tower of Babel all
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over again. The thousands of languages in existence all fall into a
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handful of archetypes: Assembler, LISP, FORTRAN and FORTH represent the
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earliest descendants of nearly all languages. I hesitate to name a
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definitive "object-oriented" language, and here's why: Object-Oriented
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programming is just a technique, and any language will suffice, even
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Assembler. The complexites of fancy languages like Ada and C++ are a
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departure from reality -- the reality of the actual physical machine.
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When it all boils down, even LISP, FORTRAN and FORTH are only extensions
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of the machine.
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<br/><br/>
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I chose FORTH as the "native tongue" of Retro. LISP, FORTRAN, and
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other languages can be efficiently implemented as extensions of FORTH, but
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the reverse isn't so efficient. Theoretically all languages are
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equivalent, but when design time, compilation time, and complexity are
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accounted for, FORTH is most efficient. FORTH also translates most
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directly to the hardware. (In fact, FORTH has been implemented in
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hardware; these "stack machines" are extremely efficient.) FORTH is also
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the easiest language to implement from scratch - a major concern when
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you're trying to make a clean break. So with simplicity in mind, FORTH
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was the obvious choice.
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<br/><br/>
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I'm perfectly happy working with text only, and I go to great lengths
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to avoid using the standard graphical environments, which have major
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problems: windows, pulldown menus, and mice. Windows can't share the
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screen nicely; that idea is hopeless. Pulldowns are tedious. Mice get in
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the way of typing without reducing the need for it; all they give me is
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tendonitis. Their main use is for drawing.
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<br/><br/>
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Some of my favorite interfaces: Telix, Telegard BBS, Pine, Pico, Lynx,
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and ScreamTracker. All "hotkey" interfaces where you press a key or two
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to perform an action. Usually the important commands are listed at the
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bottom of the screen, or at least on a help screen. The same principles
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apply to graphical interfaces: use the full screen, except for a status
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and menu area on one edge. Resist the temptation to clutter up the
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screen.
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<br/><br/>
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As for switching between programs, the Windows methods suck; the only
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thing worse is Unix job control (jobs, fg, and such). The Linux method is
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tolerable: Alt-Arrows, Alt-F1, Alt-F2, etc. Still, things could be
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better: F11 and F12 cycle back and forth through all open programs; Alt-F1
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assigns the currently selected program to F1, and likewise for the other
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function keys. Programs just won't use function keys - Control and Alt
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combinations are less awkward and easier to remember, besides. I'll also
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want a "last channel" key and a "task list" key; maybe I'll borrow those
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stupid Win95 keys. The Pause key will do like it says - pause the current
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program - and Ctrl-Pause (Break) will kill it.
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<br/><br/>
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One more thing: consistency. I like programs to look different so I
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can tell them apart, but the keys should be the same as much as possible.
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Keys should be configured in one place, for all programs. Finally,
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remember the most consistent interface, one of the few constants
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throughout the history of computing - the text screen and keyboard, and
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the teletypewriter before that. Don't overlook it.
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<br/><br/>
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More to come, maybe... :)
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<br/><br/>
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"If it's on line, it's a work in progress."
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<br/><br/>
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Tom Novelli, 3/4/2000
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</p>
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