In the Beginning was the Command Line

by Neal Stephenson

pages 46-90

THE INTERFACE CULTURE


A few years ago I walked into a grocery store somewhere and was presented with the following tableau vivant: near the entrance a young couple were standing in front of a large cosmetics display. The man was stolidly holding a shopping basket between his hands while his mate raked blister-packs of makeup off the display and piled them in. Since then I've always thought of that man as the personification of an interesting human tendency: not only are we not offended to be dazzled by manufactured images, but we like it. We practically insist on it. We are eager to be complicit in our own dazzlement: to pay money for a theme park ride, vote for a guy who's obviously lying to us, or stand there holding the basket as it's filled up with cosmetics.

I was in Disney World recently, specifically the part of it called the Magic Kingdom, walking up Main Street USA. This is a perfect gingerbready Victorian small town that culminates in a Disney castle. It was very crowded; we shuffled rather than walked. Directly in front of me was a man with a camcorder. It was one of the new breed of camcorders where instead of peering through a viewfinder you gaze at a flat-panel color screen about the size of a playing card, which televises live coverage of whatever the camcorder is seeing. He was holding the appliance close to his face, so that it obstructed his view. Rather than go see a real small town for free, he had paid money to see a pretend one, and rather than see it with the naked eye he was watching it on television.

And rather than stay home and read a book, I was watching him.

Americans' preference for mediated experiences is obvious enough, and I'm not going to keep pounding it into the ground. I'm not even going to make snotty comments about it--after all, I was at Disney World as a paying customer. But it clearly relates to the colossal success of GUIs and so I have to talk about it some. Disney does mediated experiences better than anyone. If they understood what OSes are, and why people use them, they could crush Microsoft in a year or two.

In the part of Disney World called the Animal Kingdom there is a new attraction, slated to open in March 1999, called the Maharajah Jungle Trek. It was open for sneak previews when I was there. This is a complete stone-by-stone reproduction of a hypothetical ruin in the jungles of India. According to its backstory, it was built by a local rajah in the 16th Century as a game reserve. He would go there with his princely guests to hunt Bengal tigers. As time went on it fell into disrepair and the tigers and monkeys took it over; eventually, around the time of India's independence, it became a government wildlife reserve, now open to visitors.

The place looks more like what I have just described than any actual building you might find in India. All the stones in the broken walls are weathered as if monsoon rains had been trickling down them for centuries, the paint on the gorgeous murals is flaked and faded just so, and Bengal tigers loll amid stumps of broken columns. Where modern repairs have been made to the ancient structure, they've been done, not as Disney's engineers would do them, but as thrifty Indian janitors would--with hunks of bamboo and rust-spotted hunks of rebar. The rust is painted on, or course, and protected from real rust by a plastic clear-coat, but you can't tell unless you get down on your knees.

In one place you walk along a stone wall with a series of old pitted friezes carved into it. One end of the wall has broken off and settled into the earth, perhaps because of some long-forgotten earthquake, and so a broad jagged crack runs across a panel or two, but the story is still readable: first, primordial chaos leads to a flourishing of many animal species. Next, we see the Tree of Life surrounded by diverse animals. This is an obvious allusion (or, in showbiz lingo, a tie-in) to the gigantic Tree of Life that dominates the center of Disney's Animal Kingdom just as the Castle dominates the Magic Kingdom or the Sphere does Epcot. But it's rendered in historically correct style and could probably fool anyone who didn't have a Ph.D. in Indian art history.

The next panel shows a mustachioed H. sapiens chopping down the Tree of Life with a scimitar, and the animals fleeing every which way. The one after that shows the misguided human getting walloped by a tidal wave, part of a latter-day Deluge presumably brought on by his stupidity.

The final panel, then, portrays the Sapling of Life beginning to grow back, but now Man has ditched the edged weapon and joined the other animals in standing around to adore and praise it.

It is, in other words, a prophecy of the Bottleneck: the scenario, commonly espoused among modern-day environmentalists, that the world faces an upcoming period of grave ecological tribulations that will last for a few decades or centuries and end when we find a new harmonious modus vivendi with Nature.

Taken as a whole the frieze is a pretty brilliant piece of work. Obviously it's not an ancient Indian ruin, and some person or people now living deserve credit for it. But there are no signatures on the Maharajah's game reserve at Disney World. There are no signatures on anything, because it would ruin the whole effect to have long strings of production credits dangling from every custom-worn brick, as they do from Hollywood movies.

Among Hollywood writers, Disney has the reputation of being a real wicked stepmother. It's not hard to see why. Disney is in the business of putting out a product of seamless illusion--a magic mirror that reflects the world back better than it really is. But a writer is literally talking to his or her readers, not just creating an ambience or presenting them with something to look at; and just as the command-line interface opens a much more direct and explicit channel from user to machine than the GUI, so it is with words, writer, and reader.

The word, in the end, is the only system of encoding thoughts--the only medium--that is not fungible, that refuses to dissolve in the devouring torrent of electronic media (the richer tourists at Disney World wear t-shirts printed with the names of famous designers, because designs themselves can be bootlegged easily and with impunity. The only way to make clothing that cannot be legally bootlegged is to print copyrighted and trademarked words on it; once you have taken that step, the clothing itself doesn't really matter, and so a t-shirt is as good as anything else. T-shirts with expensive words on them are now the insignia of the upper class. T-shirts with cheap words, or no words at all, are for the commoners).

But this special quality of words and of written communication would have the same effect on Disney's product as spray-painted graffiti on a magic mirror. So Disney does most of its communication without resorting to words, and for the most part, the words aren't missed. Some of Disney's older properties, such as Peter Pan, Winnie the Pooh, and Alice in Wonderland, came out of books. But the authors' names are rarely if ever mentioned, and you can't buy the original books at the Disney store. If you could, they would all seem old and queer, like very bad knockoffs of the purer, more authentic Disney versions. Compared to more recent productions like Beauty and the Beast and Mulan, the Disney movies based on these books (particularly Alice in Wonderland and Peter Pan) seem deeply bizarre, and not wholly appropriate for children. That stands to reason, because Lewis Carroll and J.M. Barrie were very strange men, and such is the nature of the written word that their personal strangeness shines straight through all the layers of Disneyfication like x-rays through a wall. Probably for this very reason, Disney seems to have stopped buying books altogether, and now finds its themes and characters in folk tales, which have the lapidary, time-worn quality of the ancient bricks in the Maharajah's ruins.

If I can risk a broad generalization, most of the people who go to Disney World have zero interest in absorbing new ideas from books. Which sounds snide, but listen: they have no qualms about being presented with ideas in other forms. Disney World is stuffed with environmental messages now, and the guides at Animal Kingdom can talk your ear off about biology.

If you followed those tourists home, you might find art, but it would be the sort of unsigned folk art that's for sale in Disney World's African- and Asian-themed stores. In general they only seem comfortable with media that have been ratified by great age, massive popular acceptance, or both.

In this world, artists are like the anonymous, illiterate stone carvers who built the great cathedrals of Europe and then faded away into unmarked graves in the churchyard. The cathedral as a whole is awesome and stirring in spite, and possibly because, of the fact that we have no idea who built it. When we walk through it we are communing not with individual stone carvers but with an entire culture.

Disney World works the same way. If you are an intellectual type, a reader or writer of books, the nicest thing you can say about this is that the execution is superb. But it's easy to find the whole environment a little creepy, because something is missing: the translation of all its content into clear explicit written words, the attribution of the ideas to specific people. You can't argue with it. It seems as if a hell of a lot might be being glossed over, as if Disney World might be putting one over on us, and possibly getting away with all kinds of buried assumptions and muddled thinking.

But this is precisely the same as what is lost in the transition from the command-line interface to the GUI.

Disney and Apple/Microsoft are in the same business: short-circuiting laborious, explicit verbal communication with expensively designed interfaces. Disney is a sort of user interface unto itself--and more than just graphical. Let's call it a Sensorial Interface. It can be applied to anything in the world, real or imagined, albeit at staggering expense.

Why are we rejecting explicit word-based interfaces, and embracing graphical or sensorial ones--a trend that accounts for the success of both Microsoft and Disney?

Part of it is simply that the world is very complicated now--much more complicated than the hunter-gatherer world that our brains evolved to cope with--and we simply can't handle all of the details. We have to delegate. We have no choice but to trust some nameless artist at Disney or programmer at Apple or Microsoft to make a few choices for us, close off some options, and give us a conveniently packaged executive summary.

But more importantly, it comes out of the fact that, during this century, intellectualism failed, and everyone knows it. In places like Russia and Germany, the common people agreed to loosen their grip on traditional folkways, mores, and religion, and let the intellectuals run with the ball, and they screwed everything up and turned the century into an abbatoir. Those wordy intellectuals used to be merely tedious; now they seem kind of dangerous as well.

We Americans are the only ones who didn't get creamed at some point during all of this. We are free and prosperous because we have inherited political and values systems fabricated by a particular set of eighteenth-century intellectuals who happened to get it right. But we have lost touch with those intellectuals, and with anything like intellectualism, even to the point of not reading books any more, though we are literate. We seem much more comfortable with propagating those values to future generations nonverbally, through a process of being steeped in media. Apparently this actually works to some degree, for police in many lands are now complaining that local arrestees are insisting on having their Miranda rights read to them, just like perps in American TV cop shows. When it's explained to them that they are in a different country, where those rights do not exist, they become outraged. Starsky and Hutch reruns, dubbed into diverse languages, may turn out, in the long run, to be a greater force for human rights than the Declaration of Independence.

A huge, rich, nuclear-tipped culture that propagates its core values through media steepage seems like a bad idea. There is an obvious risk of running astray here. Words are the only immutable medium we have, which is why they are the vehicle of choice for extremely important concepts like the Ten Commandments, the Koran, and the Bill of Rights. Unless the messages conveyed by our media are somehow pegged to a fixed, written set of precepts, they can wander all over the place and possibly dump loads of crap into people's minds.

Orlando used to have a military installation called McCoy Air Force Base, with long runways from which B-52s could take off and reach Cuba, or just about anywhere else, with loads of nukes. But now McCoy has been scrapped and repurposed. It has been absorbed into Orlando's civilian airport. The long runways are being used to land 747-loads of tourists from Brazil, Italy, Russia and Japan, so that they can come to Disney World and steep in our media for a while.

To traditional cultures, especially word-based ones such as Islam, this is infinitely more threatening than the B-52s ever were. It is obvious, to everyone outside of the United States, that our arch-buzzwords, multiculturalism and diversity, are false fronts that are being used (in many cases unwittingly) to conceal a global trend to eradicate cultural differences. The basic tenet of multiculturalism (or "honoring diversity" or whatever you want to call it) is that people need to stop judging each other-to stop asserting (and, eventually, to stop believing) that this is right and that is wrong, this true and that false, one thing ugly and another thing beautiful, that God exists and has this or that set of qualities.

The lesson most people are taking home from the Twentieth Century is that, in order for a large number of different cultures to coexist peacefully on the globe (or even in a neighborhood) it is necessary for people to suspend judgment in this way. Hence (I would argue) our suspicion of, and hostility towards, all authority figures in modern culture. As David Foster Wallace has explained in his essay "E Unibus Pluram," this is the fundamental message of television; it is the message that people take home, anyway, after they have steeped in our media long enough. It's not expressed in these highfalutin terms, of course. It comes through as the presumption that all authority figures--teachers, generals, cops, ministers, politicians--are hypocritical buffoons, and that hip jaded coolness is the only way to be.

The problem is that once you have done away with the ability to make judgments as to right and wrong, true and false, etc., there's no real culture left. All that remains is clog dancing and macrame. The ability to make judgments, to believe things, is the entire it point of having a culture. I think this is why guys with machine guns sometimes pop up in places like Luxor, and begin pumping bullets into Westerners. They perfectly understand the lesson of McCoy Air Force Base. When their sons come home wearing Chicago Bulls caps with the bills turned sideways, the dads go out of their minds.

The global anti-culture that has been conveyed into every cranny of the world by television is a culture unto itself, and by the standards of great and ancient cultures like Islam and France, it seems grossly inferior, at least at first. The only good thing you can say about it is that it makes world wars and Holocausts less likely--and that is actually a pretty good thing!

The only real problem is that anyone who has no culture, other than this global monoculture, is completely screwed. Anyone who grows up watching TV, never sees any religion or philosophy, is raised in an atmosphere of moral relativism, learns about civics from watching bimbo eruptions on network TV news, and attends a university where postmodernists vie to outdo each other in demolishing traditional notions of truth and quality, is going to come out into the world as one pretty feckless human being. And--again--perhaps the goal of all this is to make us feckless so we won't nuke each other.

On the other hand, if you are raised within some specific culture, you end up with a basic set of tools that you can use to think about and understand the world. You might use those tools to reject the culture you were raised in, but at least you've got some tools.

In this country, the people who run things--who populate major law firms and corporate boards--understand all of this at some level. They pay lip service to multiculturalism and diversity and non-judgmentalness, but they don't raise their own children that way. I have highly educated, technically sophisticated friends who have moved to small towns in Iowa to live and raise their children, and there are Hasidic Jewish enclaves in New York where large numbers of kids are being brought up according to traditional beliefs. Any suburban community might be thought of as a place where people who hold certain (mostly implicit) beliefs go to live among others who think the same way.

And not only do these people feel some responsibility to their own children, but to the country as a whole. Some of the upper class are vile and cynical, of course, but many spend at least part of their time fretting about what direction the country is going in, and what responsibilities they have. And so issues that are important to book-reading intellectuals, such as global environmental collapse, eventually percolate through the porous buffer of mass culture and show up as ancient Hindu ruins in Orlando.

You may be asking: what the hell does all this have to do with operating systems? As I've explained, there is no way to explain the domination of the OS market by Apple/Microsoft without looking to cultural explanations, and so I can't get anywhere, in this essay, without first letting you know where I'm coming from vis-a-vis contemporary culture.

Contemporary culture is a two-tiered system, like the Morlocks and the Eloi in H.G. Wells's The Time Machine, except that it's been turned upside down. In The Time Machine the Eloi were an effete upper class, supported by lots of subterranean Morlocks who kept the technological wheels turning. But in our world it's the other way round. The Morlocks are in the minority, and they are running the show, because they understand how everything works. The much more numerous Eloi learn everything they know from being steeped from birth in electronic media directed and controlled by book-reading Morlocks. So many ignorant people could be dangerous if they got pointed in the wrong direction, and so we've evolved a popular culture that is (a) almost unbelievably infectious and (b) neuters every person who gets infected by it, by rendering them unwilling to make judgments and incapable of taking stands.

Morlocks, who have the energy and intelligence to comprehend details, go out and master complex subjects and produce Disney-like Sensorial Interfaces so that Eloi can get the gist without having to strain their minds or endure boredom. Those Morlocks will go to India and tediously explore a hundred ruins, then come home and built sanitary bug-free versions: highlight films, as it were. This costs a lot, because Morlocks insist on good coffee and first-class airline tickets, but that's no problem because Eloi like to be dazzled and will gladly pay for it all.

Now I realize that most of this probably sounds snide and bitter to the point of absurdity: your basic snotty intellectual throwing a tantrum about those unlettered philistines. As if I were a self-styled Moses, coming down from the mountain all alone, carrying the stone tablets bearing the Ten Commandments carved in immutable stone--the original command-line interface--and blowing his stack at the weak, unenlightened Hebrews worshipping images. Not only that, but it sounds like I'm pumping some sort of conspiracy theory.

But that is not where I'm going with this. The situation I describe, here, could be bad, but doesn't have to be bad and isn't necessarily bad now:
 

MORLOCKS AND ELOI AT THE KEYBOARD


Back in the days of the command-line interface, users were all Morlocks who had to convert their thoughts into alphanumeric symbols and type them in, a grindingly tedious process that stripped away all ambiguity, laid bare all hidden assumptions, and cruelly punished laziness and imprecision. Then the interface-makers went to work on their GUIs, and introduced a new semiotic layer between people and machines. People who use such systems have abdicated the responsibility, and surrendered the power, of sending bits directly to the chip that's doing the arithmetic, and handed that responsibility and power over to the OS. This is tempting because giving clear instructions, to anyone or anything, is difficult. We cannot do it without thinking, and depending on the complexity of the situation, we may have to think hard about abstract things, and consider any number of ramifications, in order to do a good job of it. For most of us, this is hard work. We want things to be easier. How badly we want it can be measured by the size of Bill Gates's fortune.

The OS has (therefore) become a sort of intellectual labor-saving device that tries to translate humans' vaguely expressed intentions into bits. In effect we are asking our computers to shoulder responsibilities that have always been considered the province of human beings--we want them to understand our desires, to anticipate our needs, to foresee consequences, to make connections, to handle routine chores without being asked, to remind us of what we ought to be reminded of while filtering out noise.

At the upper (which is to say, closer to the user) levels, this is done through a set of conventions--menus, buttons, and so on. These work in the sense that analogies work: they help Eloi understand abstract or unfamiliar concepts by likening them to something known. But the loftier word "metaphor" is used.

The overarching concept of the MacOS was the "desktop metaphor" and it subsumed any number of lesser (and frequently conflicting, or at least mixed) metaphors. Under a GUI, a file (frequently called "document") is metaphrased as a window on the screen (which is called a "desktop"). The window is almost always too small to contain the document and so you "move around," or, more pretentiously, "navigate" in the document by "clicking and dragging" the "thumb" on the "scroll bar." When you "type" (using a keyboard) or "draw" (using a "mouse") into the "window" or use pull-down "menus" and "dialog boxes" to manipulate its contents, the results of your labors get stored (at least in theory) in a "file," and later you can pull the same information back up into another "window." When you don't want it anymore, you "drag" it into the "trash."

There is massively promiscuous metaphor-mixing going on here, and I could deconstruct it 'til the cows come home, but I won't. Consider only one word: "document." When we document something in the real world, we make fixed, permanent, immutable records of it. But computer documents are volatile, ephemeral constellations of data. Sometimes (as when you've just opened or saved them) the document as portrayed in the window is identical to what is stored, under the same name, in a file on the disk, but other times (as when you have made changes without saving them) it is completely different. In any case, every time you hit "Save" you annihilate the previous version of the "document" and replace it with whatever happens to be in the window at the moment. So even the word "save" is being used in a sense that is grotesquely misleading---"destroy one version, save another" would be more accurate.

Anyone who uses a word processor for very long inevitably has the experience of putting hours of work into a long document and then losing it because the computer crashes or the power goes out. Until the moment that it disappears from the screen, the document seems every bit as solid and real as if it had been typed out in ink on paper. But in the next moment, without warning, it is completely and irretrievably gone, as if it had never existed. The user is left with a feeling of disorientation (to say nothing of annoyance) stemming from a kind of metaphor shear--you realize that you've been living and thinking inside of a metaphor that is essentially bogus.

So GUIs use metaphors to make computing easier, but they are bad metaphors. Learning to use them is essentially a word game, a process of learning new definitions of words like "window" and "document" and "save" that are different from, and in many cases almost diametrically opposed to, the old. Somewhat improbably, this has worked very well, at least from a commercial standpoint, which is to say that Apple/Microsoft have made a lot of money off of it. All of the other modern operating systems have learned that in order to be accepted by users they must conceal their underlying gutwork beneath the same sort of spackle. This has some advantages: if you know how to use one GUI operating system, you can probably work out how to use any other in a few minutes. Everything works a little differently, like European plumbing--but with some fiddling around, you can type a memo or surf the web.

Most people who shop for OSes (if they bother to shop at all) are comparing not the underlying functions but the superficial look and feel. The average buyer of an OS is not really paying for, and is not especially interested in, the low-level code that allocates memory or writes bytes onto the disk. What we're really buying is a system of metaphors. And--much more important--what we're buying into is the underlying assumption that metaphors are a good way to deal with the world.

Recently a lot of new hardware has become available that gives computers numerous interesting ways of affecting the real world: making paper spew out of printers, causing words to appear on screens thousands of miles away, shooting beams of radiation through cancer patients, creating realistic moving pictures of the Titanic. Windows is now used as an OS for cash registers and bank tellers' terminals. My satellite TV system uses a sort of GUI to change channels and show program guides. Modern cellular telephones have a crude GUI built into a tiny LCD screen. Even Legos now have a GUI: you can buy a Lego set called Mindstorms that enables you to build little Lego robots and program them through a GUI on your computer.

So we are now asking the GUI to do a lot more than serve as a glorified typewriter. Now we want to become a generalized tool for dealing with reality. This has become a bonanza for companies that make a living out of bringing new technology to the mass market.

Obviously you cannot sell a complicated technological system to people without some sort of interface that enables them to use it. The internal combustion engine was a technological marvel in its day, but useless as a consumer good until a clutch, transmission, steering wheel and throttle were connected to it. That odd collection of gizmos, which survives to this day in every car on the road, made up what we would today call a user interface. But if cars had been invented after Macintoshes, carmakers would not have bothered to gin up all of these arcane devices. We would have a computer screen instead of a dashboard, and a mouse (or at best a joystick) instead of a steering wheel, and we'd shift gears by pulling down a menu:

PARK
---
REVERSE
---
NEUTRAL
----
3
2
1
---
Help...

A few lines of computer code can thus be made to substitute for any imaginable mechanical interface. The problem is that in many cases the substitute is a poor one. Driving a car through a GUI would be a miserable experience. Even if the GUI were perfectly bug-free, it would be incredibly dangerous, because menus and buttons simply can't be as responsive as direct mechanical controls. My friend's dad, the gentleman who was restoring the MGB, never would have bothered with it if it had been equipped with a GUI. It wouldn't have been any fun.

The steering wheel and gearshift lever were invented during an era when the most complicated technology in most homes was a butter churn. Those early carmakers were simply lucky, in that they could dream up whatever interface was best suited to the task of driving an automobile, and people would learn it. Likewise with the dial telephone and the AM radio. By the time of the Second World War, most people knew several interfaces: they could not only churn butter but also drive a car, dial a telephone, turn on a radio, summon flame from a cigarette lighter, and change a light bulb.

But now every little thing--wristwatches, VCRs, stoves--is jammed with features, and every feature is useless without an interface. If you are like me, and like most other consumers, you have never used ninety percent of the available features on your microwave oven, VCR, or cellphone. You don't even know that these features exist. The small benefit they might bring you is outweighed by the sheer hassle of having to learn about them. This has got to be a big problem for makers of consumer goods, because they can't compete without offering features.

It's no longer acceptable for engineers to invent a wholly novel user interface for every new product, as they did in the case of the automobile, partly because it's too expensive and partly because ordinary people can only learn so much. If the VCR had been invented a hundred years ago, it would have come with a thumbwheel to adjust the tracking and a gearshift to change between forward and reverse and a big cast-iron handle to load or to eject the cassettes. It would have had a big analog clock on the front of it, and you would have set the time by moving the hands around on the dial. But because the VCR was invented when it was--during a sort of awkward transitional period between the era of mechanical interfaces and GUIs--it just had a bunch of pushbuttons on the front, and in order to set the time you had to push the buttons in just the right way. This must have seemed reasonable enough to the engineers responsible for it, but to many users it was simply impossible. Thus the famous blinking 12:00 that appears on so many VCRs. Computer people call this "the blinking twelve problem". When they talk about it, though, they usually aren't talking about VCRs.

Modern VCRs usually have some kind of on-screen programming, which means that you can set the time and control other features through a sort of primitive GUI. GUIs have virtual pushbuttons too, of course, but they also have other types of virtual controls, like radio buttons, checkboxes, text entry boxes, dials, and scrollbars. Interfaces made out of these components seem to be a lot easier, for many people, than pushing those little buttons on the front of the machine, and so the blinking 12:00 itself is slowly disappearing from America's living rooms. The blinking twelve problem has moved on to plague other technologies.

So the GUI has gone beyond being an interface to personal computers, and become a sort of meta-interface that is pressed into service for every new piece of consumer technology. It is rarely an ideal fit, but having an ideal, or even a good interface is no longer the priority; the important thing now is having some kind of interface that customers will actually use, so that manufacturers can claim, with a straight face, that they are offering new features.

We want GUIs largely because they are convenient and because they are easy-- or at least the GUI makes it seem that way Of course, nothing is really easy and simple, and putting a nice interface on top of it does not change that fact. A car controlled through a GUI would be easier to drive than one controlled through pedals and steering wheel, but it would be incredibly dangerous.

By using GUIs all the time we have insensibly bought into a premise that few people would have accepted if it were presented to them bluntly: namely, that hard things can be made easy, and complicated things simple, by putting the right interface on them. In order to understand how bizarre this is, imagine that book reviews were written according to the same values system that we apply to user interfaces: "The writing in this book is marvelously simple-minded and glib; the author glosses over complicated subjects and employs facile generalizations in almost every sentence. Readers rarely have to think, and are spared all of the difficulty and tedium typically involved in reading old-fashioned books." As long as we stick to simple operations like setting the clocks on our VCRs, this is not so bad. But as we try to do more ambitious things with our technologies, we inevitably run into the problem of:
 

METAPHOR SHEAR


I began using Microsoft Word as soon as the first version was released around 1985. After some initial hassles I found it to be a better tool than MacWrite, which was its only competition at the time. I wrote a lot of stuff in early versions of Word, storing it all on floppies, and transferred the contents of all my floppies to my first hard drive, which I acquired around 1987. As new versions of Word came out I faithfully upgraded, reasoning that as a writer it made sense for me to spend a certain amount of money on tools.

Sometime in the mid-1980's I attempted to open one of my old, circa-1985 Word documents using the version of Word then current: 6.0 It didn't work. Word 6.0 did not recognize a document created by an earlier version of itself. By opening it as a text file, I was able to recover the sequences of letters that made up the text of the document. My words were still there. But the formatting had been run through a log chipper--the words I'd written were interrupted by spates of empty rectangular boxes and gibberish.

Now, in the context of a business (the chief market for Word) this sort of thing is only an annoyance--one of the routine hassles that go along with using computers. It's easy to buy little file converter programs that will take care of this problem. But if you are a writer whose career is words, whose professional identity is a corpus of written documents, this kind of thing is extremely disquieting. There are very few fixed assumptions in my line of work, but one of them is that once you have written a word, it is written, and cannot be unwritten. The ink stains the paper, the chisel cuts the stone, the stylus marks the clay, and something has irrevocably happened (my brother-in-law is a theologian who reads 3250-year-old cuneiform tablets--he can recognize the handwriting of particular scribes, and identify them by name). But word-processing software--particularly the sort that employs special, complex file formats--has the eldritch power to unwrite things. A small change in file formats, or a few twiddled bits, and months' or years' literary output can cease to exist.

Now this was technically a fault in the application (Word 6.0 for the Macintosh) not the operating system (MacOS 7 point something) and so the initial target of my annoyance was the people who were responsible for Word. But. On the other hand, I could have chosen the "save as text" option in Word and saved all of my documents as simple telegrams, and this problem would not have arisen. Instead I had allowed myself to be seduced by all of those flashy formatting options that hadn't even existed until GUIs had come along to make them practicable. I had gotten into the habit of using them to make my documents look pretty (perhaps prettier than they deserved to look; all of the old documents on those floppies turned out to be more or less crap). Now I was paying the price for that self-indulgence. Technology had moved on and found ways to make my documents look even prettier, and the consequence of it was that all old ugly documents had ceased to exist.

It was--if you'll pardon me for a moment's strange little fantasy--as if I'd gone to stay at some resort, some exquisitely designed and art-directed hotel, placing myself in the hands of past masters of the Sensorial Interface, and had sat down in my room and written a story in ballpoint pen on a yellow legal pad, and when I returned from dinner, discovered that the maid had taken my work away and left behind in its place a quill pen and a stack of fine parchment--explaining that the room looked ever so much finer this way, and it was all part of a routine upgrade. But written on these sheets of paper, in flawless penmanship, were long sequences of words chosen at random from the dictionary. Appalling, sure, but I couldn't really lodge a complaint with the management, because by staying at this resort I had given my consent to it. I had surrendered my Morlock credentials and become an Eloi.
 

LINUX

During the late 1980's and early 1990's I spent a lot of time programming Macintoshes, and eventually decided for fork over several hundred dollars for an Apple product called the Macintosh Programmer's Workshop, or MPW. MPW had competitors, but it was unquestionably the premier software development system for the Mac. It was what Apple's own engineers used to write Macintosh code. Given that MacOS was far more technologically advanced, at the time, than its competition, and that Linux did not even exist yet, and given that this was the actual program used by Apple's world-class team of creative engineers, I had high expectations. It arrived on a stack of floppy disks about a foot high, and so there was plenty of time for my excitement to build during the endless installation process. The first time I launched MPW, I was probably expecting some kind of touch-feely multimedia showcase. Instead it was austere, almost to the point of being intimidating. It was a scrolling window into which you could type simple, unformatted text. The system would then interpret these lines of text as commands, and try to execute them.

It was, in other words, a glass teletype running a command line interface. It came with all sorts of cryptic but powerful commands, which could be invoked by typing their names, and which I learned to use only gradually. It was not until a few years later, when I began messing around with Unix, that I understood that the command line interface embodied in MPW was a re-creation of Unix.

In other words, the first thing that Apple's hackers had done when they'd got the MacOS up and running--probably even before they'd gotten it up and running--was to re-create the Unix interface, so that they would be able to get some useful work done. At the time, I simply couldn't get my mind around this, but: as far as Apple's hackers were concerned, the Mac's vaunted Graphical User Interface was an impediment, something to be circumvented before the little toaster even came out onto the market.

Even before my Powerbook crashed and obliterated my big file in July 1995, there had been danger signs. An old college buddy of mine, who starts and runs high-tech companies in Boston, had developed a commercial product using Macintoshes as the front end. Basically the Macs were high-performance graphics terminals, chosen for their sweet user interface, giving users access to a large database of graphical information stored on a network of much more powerful, but less user-friendly, computers. This fellow was the second person who turned me on to Macintoshes, by the way, and through the mid-1980's we had shared the thrill of being high-tech cognoscenti, using superior Apple technology in a world of DOS-using knuckleheads. Early versions of my friend's system had worked well, he told me, but when several machines joined the network, mysterious crashes began to occur; sometimes the whole network would just freeze. It was one of those bugs that could not be reproduced easily. Finally they figured out that these network crashes were triggered whenever a user, scanning the menus for a particular item, held down the mouse button for more than a couple of seconds.

Fundamentally, the MacOS could only do one thing at a time. Drawing a menu on the screen is one thing. So when a menu was pulled down, the Macintosh was not capable of doing anything else until that indecisive user released the button.

This is not such a bad thing in a single-user, single-process machine (although it's a fairly bad thing), but it's no good in a machine that is on a network, because being on a network implies some kind of continual low-level interaction with other machines. By failing to respond to the network, the Mac caused a network-wide crash.

In order to work with other computers, and with networks, and with various different types of hardware, an OS must be incomparably more complicated and powerful than either MS-DOS or the original MacOS. The only way of connecting to the Internet that's worth taking seriously is PPP, the Point-to-Point Protocol, which (never mind the details) makes your computer--temporarily--a full-fledged member of the Global Internet, with its own unique address, and various privileges, powers, and responsibilities appertaining thereunto. Technically it means your machine is running the TCP/IP protocol, which, to make a long story short, revolves around sending packets of data back and forth, in no particular order, and at unpredictable times, according to a clever and elegant set of rules. But sending a packet of data is one thing, and so an OS that can only do one thing at a time cannot simultaneously be part of the Internet and do anything else. When TCP/IP was invented, running it was an honor reserved for Serious Computers--mainframes and high-powered minicomputers used in technical and commercial settings--and so the protocol is engineered around the assumption that every computer using it is a serious machine, capable of doing many things at once. Not to put too fine a point on it, a Unix machine. Neither MacOS nor MS-DOS was originally built with that in mind, and so when the Internet got hot, radical changes had to be made.

When my Powerbook broke my heart, and when Word stopped recognizing my old files, I jumped to Unix. The obvious alternative to MacOS would have been Windows. I didn't really have anything against Microsoft, or Windows. But it was pretty obvious, now, that old PC operating systems were overreaching, and showing the strain, and, perhaps, were best avoided until they had learned to walk and chew gum at the same time.

The changeover took place on a particular day in the summer of 1995. I had been San Francisco for a couple of weeks, using my PowerBook to work on a document. The document was too big to fit onto a single floppy, and so I hadn't made a backup since leaving home. The PowerBook crashed and wiped out the entire file.

It happened just as I was on my way out the door to visit a company called Electric Communities, which in those days was in Los Altos. I took my PowerBook with me. My friends at Electric Communities were Mac users who had all sorts of utility software for unerasing files and recovering from disk crashes, and I was certain I could get most of the file back.

As it turned out, two different Mac crash recovery utilities were unable to find any trace that my file had ever existed. It was completely and systematically wiped out. We went through that hard disk block by block and found disjointed fragments of countless old, discarded, forgotten files, but none of what I wanted. The metaphor shear was especially brutal that day. It was sort of like watching the girl you've been in love with for ten years get killed in a car wreck, and then attending her autopsy, and learning that underneath the clothes and makeup she was just flesh and blood.

I must have been reeling around the offices of Electric Communities in some kind of primal Jungian fugue, because at this moment three weirdly synchronistic things happened.

(1) Randy Farmer, a co-founder of the company, came in for a quick visit along with his family--he was recovering from back surgery at the time. He had some hot gossip: "Windows 95 mastered today." What this meant was that Microsoft's new operating system had, on this day, been placed on a special compact disk known as a golden master, which would be used to stamp out a jintillion copies in preparation for its thunderous release a few weeks later. This news was received peevishly by the staff of Electric Communities, including one whose office door was plastered with the usual assortment of cartoons and novelties, e.g.

(2) a copy of a Dilbert cartoon in which Dilbert, the long-suffering corporate software engineer, encounters a portly, bearded, hairy man of a certain age--a bit like Santa Claus, but darker, with a certain edge about him. Dilbert recognizes this man, based upon his appearance and affect, as a Unix hacker, and reacts with a certain mixture of nervousness, awe, and hostility. Dilbert jabs weakly at the disturbing interloper for a couple of frames; the Unix hacker listens with a kind of infuriating, beatific calm, then, in the last frame, reaches into his pocket. "Here's a nickel, kid," he says, "go buy yourself a real computer."

(3) the owner of the door, and the cartoon, was one Doug Barnes. Barnes was known to harbor certain heretical opinions on the subject of operating systems. Unlike most Bay Area techies who revered the Macintosh, considering it to be a true hacker's machine, Barnes was fond of pointing out that the Mac, with its hermetically sealed architecture, was actually hostile to hackers, who are prone to tinkering and dogmatic about openness. By contrast, the IBM-compatible line of machines, which can easily be taken apart and plugged back together, was much more hackable.

So when I got home I began messing around with Linux, which is one of many, many different concrete implementations of the abstract, Platonic ideal called Unix. I was not looking forward to changing over to a new OS, because my credit cards were still smoking from all the money I'd spent on Mac hardware over the years. But Linux's great virtue was, and is, that it would run on exactly the same sort of hardware as the Microsoft OSes--which is to say, the cheapest hardware in existence. As if to demonstrate why this was a great idea, I was, within a week or two of returning home, able to get my hand on a then-decent computer (a 33-MHz 486 box) for free, because I knew a guy who worked in an office where they were simply being thrown away. Once I got it home, I yanked the hood off, stuck my hands in, and began switching cards around. If something didn't work, I went to a used-computer outlet and pawed through a bin full of components and bought a new card for a few bucks.

The availability of all this cheap but effective hardware was an unintended consequence of decisions that had been made more than a decade earlier by IBM and Microsoft. When Windows came out, and brought the GUI to a much larger market, the hardware regime changed: the cost of color video cards and high-resolution monitors began to drop, and is dropping still. This free-for-all approach to hardware meant that Windows was unavoidably clunky compared to MacOS. But the GUI brought computing to such a vast audience that volume went way up and prices collapsed. Meanwhile Apple, which so badly wanted a clean, integrated OS with video neatly integrated into processing hardware, had fallen far behind in market share, at least partly because their beautiful hardware cost so much.

But the price that we Mac owners had to pay for superior aesthetics and engineering was not merely a financial one. There was a cultural price too, stemming from the fact that we couldn't open up the hood and mess around with it. Doug Barnes was right. Apple, in spite of its reputation as the machine of choice of scruffy, creative hacker types, had actually created a machine that discouraged hacking, while Microsoft, viewed as a technological laggard and copycat, had created a vast, disorderly parts bazaar--a primordial soup that eventually self-assembled into Linux.
 

THE HOLE HAWG OF OPERATING SYSTEMS


Unix has always lurked provocatively in the background of the operating system wars, like the Russian Army. Most people know it only by reputation, and its reputation, as the Dilbert cartoon suggests, is mixed. But everyone seems to agree that if it could only get its act together and stop surrendering vast tracts of rich agricultural land and hundreds of thousands of prisoners of war to the onrushing invaders, it could stomp them (and all other opposition) flat.

It is difficult to explain how Unix has earned this respect without going into mind-smashing technical detail. Perhaps the gist of it can be explained by telling a story about drills.

The Hole Hawg is a drill made by the Milwaukee Tool Company. If you look in a typical hardware store you may find smaller Milwaukee drills but not the Hole Hawg, which is too powerful and too expensive for homeowners. The Hole Hawg does not have the pistol-like design of a cheap homeowner's drill. It is a cube of solid metal with a handle sticking out of one face and a chuck mounted in another. The cube contains a disconcertingly potent electric motor. You can hold the handle and operate the trigger with your index finger, but unless you are exceptionally strong you cannot control the weight of the Hole Hawg with one hand; it is a two-hander all the way. In order to fight off the counter-torque of the Hole Hawg you use a separate handle (provided), which you screw into one side of the iron cube or the other depending on whether you are using your left or right hand to operate the trigger. This handle is not a sleek, ergonomically designed item as it would be in a homeowner's drill. It is simply a foot-long chunk of regular galvanized pipe, threaded on one end, with a black rubber handle on the other. If you lose it, you just go to the local plumbing supply store and buy another chunk of pipe.

During the Eighties I did some construction work. One day, another worker leaned a ladder against the outside of the building that we were putting up, climbed up to the second-story level, and used the Hole Hawg to drill a hole through the exterior wall. At some point, the drill bit caught in the wall. The Hole Hawg, following its one and only imperative, kept going. It spun the worker's body around like a rag doll, causing him to knock his own ladder down. Fortunately he kept his grip on the Hole Hawg, which remained lodged in the wall, and he simply dangled from it and shouted for help until someone came along and reinstated the ladder.

I myself used a Hole Hawg to drill many holes through studs, which it did as a blender chops cabbage. I also used it to cut a few six-inch-diameter holes through an old lath-and-plaster ceiling. I chucked in a new hole saw, went up to the second story, reached down between the newly installed floor joists, and began to cut through the first-floor ceiling below. Where my homeowner's drill had labored and whined to spin the huge bit around, and had stalled at the slightest obstruction, the Hole Hawg rotated with the stupid consistency of a spinning planet. When the hole saw seized up, the Hole Hawg spun itself and me around, and crushed one of my hands between the steel pipe handle and a joist, producing a few lacerations, each surrounded by a wide corona of deeply bruised flesh. It also bent the hole saw itself, though not so badly that I couldn't use it. After a few such run-ins, when I got ready to use the Hole Hawg my heart actually began to pound with atavistic terror.

But I never blamed the Hole Hawg; I blamed myself. The Hole Hawg is dangerous because it does exactly what you tell it to. It is not bound by the physical limitations that are inherent in a cheap drill, and neither is it limited by safety interlocks that might be built into a homeowner's product by a liability-conscious manufacturer. The danger lies not in the machine itself but in the user's failure to envision the full consequences of the instructions he gives to it.

A smaller tool is dangerous too, but for a completely different reason: it tries to do what you tell it to, and fails in some way that is unpredictable and almost always undesirable. But the Hole Hawg is like the genie of the ancient fairy tales, who carries out his master's instructions literally and precisely and with unlimited power, often with disastrous, unforeseen consequences.

Pre-Hole Hawg, I used to examine the drill selection in hardware stores with what I thought was a judicious eye, scorning the smaller low-end models and hefting the big expensive ones appreciatively, wishing I could afford one of them babies. Now I view them all with such contempt that I do not even consider them to be real drills--merely scaled-up toys designed to exploit the self-delusional tendencies of soft-handed homeowners who want to believe that they have purchased an actual tool. Their plastic casings, carefully designed and focus-group-tested to convey a feeling of solidity and power, seem disgustingly flimsy and cheap to me, and I am ashamed that I was ever bamboozled into buying such knicknacks.

It is not hard to imagine what the world would look like to someone who had been raised by contractors and who had never used any drill other than a Hole Hawg. Such a person, presented with the best and most expensive hardware-store drill, would not even recognize it as such. He might instead misidentify it as a child's toy, or some kind of motorized screwdriver. If a salesperson or a deluded homeowner referred to it as a drill, he would laugh and tell them that they were mistaken--they simply had their terminology wrong. His interlocutor would go away irritated, and probably feeling rather defensive about his basement full of cheap, dangerous, flashy, colorful tools.

Unix is the Hole Hawg of operating systems, and Unix hackers, like Doug Barnes and the guy in the Dilbert cartoon and many of the other people who populate Silicon Valley, are like contractor's sons who grew up using only Hole Hawgs. They might use Apple/Microsoft OSes to write letters, play video games, or balance their checkbooks, but they cannot really bring themselves to take these operating systems seriously.
 

THE ORAL TRADITION


Unix is hard to learn. The process of learning it is one of multiple small epiphanies. Typically you are just on the verge of inventing some necessary tool or utility when you realize that someone else has already invented it, and built it in, and this explains some odd file or directory or command that you have noticed but never really understood before.

For example there is a command (a small program, part of the OS) called whoami, which enables you to ask the computer who it thinks you are. On a Unix machine, you are always logged in under some name--possibly even your own! What files you may work with, and what software you may use, depends on your identity. When I started out using Linux, I was on a non-networked machine in my basement, with only one user account, and so when I became aware of the whoami command it struck me as ludicrous. But once you are logged in as one person, you can temporarily switch over to a pseudonym in order to access different files. If your machine is on the Internet, you can log onto other computers, provided you have a user name and a password. At that point the distant machine becomes no different in practice from the one right in front of you. These changes in identity and location can easily become nested inside each other, many layers deep, even if you aren't doing anything nefarious. Once you have forgotten who and where you are, the whoami command is indispensible. I use it all the time.

The file systems of Unix machines all have the same general structure. On your flimsy operating systems, you can create directories (folders) and give them names like Frodo or My Stuff and put them pretty much anywhere you like. But under Unix the highest level--the root--of the filesystem is always designated with the single character "/" and it always contains the same set of top-level directories:

/usr
/etc
/var
/bin
/proc
/boot
/home
/root
/sbin
/dev
/lib
/tmp
 

and each of these directories typically has its own distinct structure of subdirectories. Note the obsessive use of abbreviations and avoidance of capital letters; this is a system invented by people to whom repetitive stress disorder is what black lung is to miners. Long names get worn down to three-letter nubbins, like stones smoothed by a river.

This is not the place to try to explain why each of the above directories exists, and what is contained in it. At first it all seems obscure; worse, it seems deliberately obscure. When I started using Linux I was accustomed to being able to create directories wherever I wanted and to give them whatever names struck my fancy. Under Unix you are free to do that, of course (you are free to do anything) but as you gain experience with the system you come to understand that the directories listed above were created for the best of reasons and that your life will be much easier if you follow along (within /home, by the way, you have pretty much unlimited freedom).

After this kind of thing has happened several hundred or thousand times, the hacker understands why Unix is the way it is, and agrees that it wouldn't be the same any other way. It is this sort of acculturation that gives Unix hackers their confidence in the system, and the attitude of calm, unshakable, annoying superiority captured in the Dilbert cartoon. Windows 95 and MacOS are products, contrived by engineers in the service of specific companies. Unix, by contrast, is not so much a product as it is a painstakingly compiled oral history of the hacker subculture. It is our Gilgamesh epic.

What made old epics like Gilgamesh so powerful and so long-lived was that they were living bodies of narrative that many people knew by heart, and told over and over again--making their own personal embellishments whenever it struck their fancy. The bad embellishments were shouted down, the good ones picked up by others, polished, improved, and, over time, incorporated into the story. Likewise, Unix is known, loved, and understood by so many hackers that it can be re-created from scratch whenever someone needs it. This is very difficult to understand for people who are accustomed to thinking of OSes as things that absolutely have to be bought.

Many hackers have launched more or less successful re-implementations of the Unix ideal. Each one brings in new embellishments. Some of them die out quickly, some are merged with similar, parallel innovations created by different hackers attacking the same problem, others still are embraced, and adopted into the epic. Thus Unix has slowly accreted around a simple kernel and acquired a kind of complexity and asymmetry about it that is organic, like the roots of a tree, or the branchings of a coronary artery. Understanding it is more like anatomy than physics.

For at least a year, prior to my adoption of Linux, I had been hearing about it. Credible, well-informed people kept telling me that a bunch of hackers had got together an implentation of Unix that could be downloaded, free of charge, from the Internet. For a long time I could not bring myself to take the notion seriously. It was like hearing rumors that a group of model rocket enthusiasts had created a completely functional Saturn V by exchanging blueprints on the Net and mailing valves and flanges to each other.

But it's true. Credit for Linux generally goes to its human namesake, one Linus Torvalds, a Finn who got the whole thing rolling in 1991 when he used some of the GNU tools to write the beginnings of a Unix kernel that could run on PC-compatible hardware. And indeed Torvalds deserves all the credit he has ever gotten, and a whole lot more. But he could not have made it happen by himself, any more than Richard Stallman could have. To write code at all, Torvalds had to have cheap but powerful development tools, and these he got from Stallman's GNU project.

And he had to have cheap hardware on which to write that code. Cheap hardware is a much harder thing to arrange than cheap software; a single person (Stallman) can write software and put it up on the Net for free, but in order to make hardware it's necessary to have a whole industrial infrastructure, which is not cheap by any stretch of the imagination. Really the only way to make hardware cheap is to punch out an incredible number of copies of it, so that the unit cost eventually drops. For reasons already explained, Apple had no desire to see the cost of hardware drop. The only reason Torvalds had cheap hardware was Microsoft.

Microsoft refused to go into the hardware business, insisted on making its software run on hardware that anyone could build, and thereby created the market conditions that allowed hardware prices to plummet. In trying to understand the Linux phenomenon, then, we have to look not to a single innovator but to a sort of bizarre Trinity: Linus Torvalds, Richard Stallman, and Bill Gates. Take away any of these three and Linux would not exist.