Iskak Dev
Document cover

My dev page

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Outline links 2

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5 hr. ago
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Test markdown paste and GFM tables

Iskak Dev
30 Sep
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Testing GFM

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8 Sep
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123123

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8 Sep
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GFM

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3 Sep
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Test embed version

Iskak Dev
2 Sep
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Further tests on slot block

Iskak Dev
2 Sep
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Test slot block

Iskak Dev
19 Aug
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Test

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10 Aug
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Testing for github issues

Iskak Dev
Iskak Dev

This document will be used for different github issues reproduction

28 Jul
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Test doc with image

Iskak Dev
Iskak Dev
27 Jul
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Draft embeds Copy

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15 Jul
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Test colors

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8 Jul
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Test table

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Iskak Dev
1 Jul
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Table block test

Iskak Dev
10 Jun
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Test video autoplay

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9 Jun
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Test publish document

Iskak Dev

Testing publishing documents

4 Jun
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Draft embeds

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4 Jun
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New annotation types

Iskak Dev
26 May
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Test doc draft

Iskak Dev

Some summary to test for the facepile

14 May
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Test grid layout

Iskak Dev
13 May
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Test grid implementation

Iskak Dev
5 May
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Test mobile hover buttons

Iskak Dev
29 Apr
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Test embed latest toggle

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30 Mar
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This embedded document has been deleted

Test paste issues

Abstract Most ideas come from previous ideas. The sixties, particularly in the ARPA community, gave rise to a host of notions about "human-computer symbiosis" through interactive time-shared computers, graphics screens and pointing devices. Advanced computer languages were invented to simulate complex systems such as oil refineries and semi-intelligent behavior. The soon-to-follow paradigm shift of modern personal computing, overlapping window interfaces, and object-oriented design came from seeing the work of the sixties as something more than a "better old thing." That is, more than a better way: to do mainframe computing; for end-users to invoke functionality; to make data structures more abstract. Instead the promise of exponential growth in computing/$/volume demanded that the sixties be regarded as "almost a new thing" and to find out what the actual "new things" might be. For example, one would compute with a handheld "Dynabook" in a way that would not be possible on a shared mainframe; millions of potential users meant that the user interface would have to become a learning environment along the lines of Montessori and Bruner; and needs for large scope, reduction in complexity, and end-user literacy would require that data and control structures be done away with in favor of a more biological scheme of protected universal cells interacting only through messages that could mimic any desired behavior. Early Smalltalk was the first complete realization of these new points of view as parented by its many predecessors in hardware, language and user interface design. It became the exemplar of the new computing, in part, because we were actually trying for a qualitative shift in belief structures—a new Kuhnian paradigm in the same spirit as the invention of the printing press—and thus took highly extreme positions which almost forced these new styles to be invented. Table of Contents —To Dan Ingalls, Adele Goldberg and the rest of Xerox PARC LRG gang —To Dave Evens, Bob Barton, Marvin Minsky, and Seymour Papert —To SKETCHPAD, JOSS, LISP, and SIMULA, the 4 great programming conceptions of the sixties Introduction I'm writing this introduction in an airplane at 35,000 feet. On my lap is a five pound notebook computer—1992's "Interim Dynabook"—by the end of the year it sold for under $700. It has a flat, crisp, high-resolution bitmap screen, overlapping windows, icons, a pointing device, considerable storage and computing capacity, and its best software is object-oriented. It has advanced networking built-in and there are already options for wireless networking. Smalltalk runs on this system, and is one of the main systems I use for my current work with children. In some ways this is more than a Dynabook (quantitatively), and some ways not quite there yet (qualitatively). All in all, pretty much what was in mind during the late sixties.

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