The word I most misunderstood was 'tact.' As used by adults, it seemed to mean keeping your mouth shut. I assumed it was derived from the same root as 'tacit' and 'taciturn,' and that it literally meant being quiet. I vowed that I would never be tactful; they were never going to shut me up. In fact, it's derived from the same root as 'tactile,' and what it means is to have a deft touch. Tactful is the opposite of clumsy. I don't think I learned this until college.

Nerds aren't the only losers in the popularity rat race. Nerds are unpopular because they're distracted. There are other kids who deliberately opt out because they're so disgusted with the whole process.

Teenage kids, even rebels, don't like to be alone, so when kids opt out of the

system, they tend to do it as a group. At the schools I went to, the focus of

rebellion was drug use, specifically marijuana. The kids in this tribe wore black

concert t-shirts and were called 'freaks.'

Freaks and nerds were allies, and there was a good deal of overlap between them. Freaks were on the whole smarter than other kids, though never studying (or at least never appearing to) was an important tribal value. I was more in the nerd camp, but I was friends with a lot of freaks.

They used drugs, at least at first, for the social bonds they created. It was something to do together, and because the drugs were illegal, it was a shared badge of rebellion.

I'm not claiming that bad schools are the whole reason kids get into trouble with drugs. After a while, drugs have their own momentum. No doubt some of the freaks ultimately used drugs to escape from other problems—trouble at home, for example. But, in my school at least, the reason most kids started using drugs was rebellion. Fourteen-year-olds didn't start smoking pot because they'd heard it would help them forget their problems. They started because they wanted to join a different tribe.

Misrule breeds rebellion; this is not a new idea. And yet the authorities still for the most part act as if drugs were themselves the cause of the problem.

The real problem is the emptiness of school life. We won't see solutions till adults realize that. The adults who may realize it first are the ones who were themselves nerds in school. Do you want your kids to be as unhappy in eighth grade as you were? I wouldn't. Well, then, is there anything we can do to fix things? Almost certainly. There is nothing inevitable about the current system. It has come about mostly by default.

Adults, though, are busy. Showing up for school plays is one thing. Taking on the educational bureaucracy is another. Perhaps a few will have the energy to try to change things. I suspect the hardest part is realizing that you can.

Nerds still in school should not hold their breath. Maybe one day a heavily armed force of adults will show up in helicopters to rescue you, but they probably won't be coming this month. Any immediate improvement in nerds' lives is probably going to have to come from the nerds themselves.

Merely understanding the situation they're in should make it less painful. Nerds aren't losers. They're just playing a different game, and a game much closer to the one played in the real world. Adults know this. It's hard to find successful adults now who don't claim to have been nerds in high school.

It's important for nerds to realize, too, that school is not life. School is a strange, artificial thing, half sterile and half feral. It's all-encompassing, like life, but it isn't the real thing. It's only temporary, and if you look, you can see beyond it even while you're still in it.

If life seems awful to kids, it's neither because hormones are turning you all into monsters (as your parents believe), nor because life actually is awful (as you believe). It's because the adults, who no longer have any economic use for you, have abandoned you to spend years cooped up together with nothing real to do. Any society of that type is awful to live in. You don't have to look any further to explain why teenage kids are unhappy.

I've said some harsh things in this essay, but really the thesis is an optimistic one—that several problems we take for granted are in fact not insoluble after all. Teenage kids are not inherently unhappy monsters. That should be encouraging news to kids and adults both.

Chapter 2. Hackers and Painters

When I finished grad school in computer science I went to art school to study painting. A lot of people seemed surprised that someone interested in computers would also be interested in painting. They seemed to think that hacking and painting were very different kinds of work—that hacking was cold, precise, and methodical, and that painting was the frenzied expression of some primal urge.

Both of these images are wrong. Hacking and painting have a lot in common. In fact, of all the different types of people I've known, hackers and painters are among the most alike.

What hackers and painters have in common is that they're both makers. Along with composers, architects, and writers, what hackers and painters are trying to do is make good things. They're not doing research per se, though if in the course of trying to make good things they discover some new technique, so much the better.

I've never liked the term 'computer science.' The main reason I don't like it is that there's no such thing. Computer science is a grab bag of tenuously related areas thrown together by an accident of history, like Yugoslavia. At one end you have people who are really mathematicians, but call what they're doing computer science so they can get DARPA grants. In the middle you have people working on something like the natural history of computers—studying the behavior of algorithms for routing data through networks, for example. And then at the other extreme you have the hackers, who are trying to write interesting software, and for whom computers are just a medium of expression, as concrete is for architects or paint for painters. It's as if mathematicians, physicists, and architects all had to be in the same department.

Sometimes what the hackers do is called 'software engineering,' but this term is just as misleading. Good software designers are no more engineers than architects are. The border between architecture and engineering is not sharply defined, but it's there. It falls between what and how: architects decide what to do, and engineers figure out how to do it.

What and how should not be kept too separate. You're asking for trouble if you try to decide what to do without understanding how to do it. But hacking can certainly be more than just deciding how to implement some spec. At its best, it's creating the spec– though it turns out the best way to do that is to implement it.

Perhaps one day 'computer science' will, like Yugoslavia, get broken up into its component parts. That might be a good thing. Especially if it meant independence for my native land, hacking.

Bundling all these different types of work together in one department may be convenient administratively, but it's confusing intellectually. That's the other reason I don't like the name 'computer science.' Arguably the people in the middle are doing something like an experimental science. But the people at either end, the hackers and the mathematicians, are not actually doing science.

The mathematicians don't seem bothered by this. They happily set to work proving theorems like the other mathematicians over in the math department, and probably soon stop noticing that the building they work in says 'computer science' on the outside. But for the hackers this label is a problem. If what they're doing is called science, it makes them feel they ought to be acting scientific. So instead of doing what they really want to do, which is to design beautiful software, hackers in universities and research labs feel they ought to be writing research papers.

In the best case, the papers are just a formality. Hackers write cool software, and then write a paper about it, and the paper becomes a proxy for the achievement represented by the software. But often this mismatch causes problems. It's easy to drift away from building beautiful things toward building ugly things that make more suitable subjects for research papers.

Unfortunately, beautiful things don't always make the best subjects for papers. Number one, research must be original—and as anyone who has written a PhD dissertation knows, the way to be sure you're exploring virgin territory is to to stake out a piece of ground that no one wants. Number two, research must be substantial—and awkward systems yield meatier papers, because you can write about the obstacles you have to overcome in order to get things done. Nothing yields meaty problems like starting with the wrong assumptions. Most of AI is an example of this rule; if you assume that knowledge can be represented as a list of predicate logic expressions whose arguments represent abstract concepts, you'll have a lot of papers to write about how to make this work. As Ricky Ricardo used to say, 'Lucy, you got a lot of explaining to do.'

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