Books & Videos

Table of Contents

  1. Chapter 1 Why Nerds Are Unpopular

  2. Chapter 2 Hackers and Painters

  3. Chapter 3 What You Can't Say

    1. The Conformist Test

    2. Trouble

    3. Heresy

    4. Time and Space

    5. Prigs

    6. Mechanism

    7. Why

    8. Pensieri Stretti

    9. Viso Sciolto?

    10. Always Be Questioning

  4. Chapter 4 Good Bad Attitude

  5. Chapter 5 The Other Road Ahead

    1. The Next Thing?

    2. The Win for Users

    3. City of Code

    4. Releases

    5. Bugs

    6. Support

    7. Morale

    8. Brooks in Reverse

    9. Watching Users

    10. Money

    11. Customers

    12. Son of Server

    13. Microsoft

    14. Startups but More So

    15. Just Good Enough

    16. Why Not?

  6. Chapter 6 How to Make Wealth

    1. The Proposition

    2. Millions, not Billions

    3. Money Is Not Wealth

    4. The Pie Fallacy

    5. Craftsmen

    6. What a Job Is

    7. Working Harder

    8. Measurement and Leverage

    9. Smallness = Measurement

    10. Technology = Leverage

    11. The Catch(es)

    12. Get Users

    13. Wealth and Power

  7. Chapter 7 Mind the Gap

    1. The Daddy Model of Wealth

    2. Stealing It

    3. The Lever of Technology

    4. Alternative to an Axiom

  8. Chapter 8 A Plan for Spam

  9. Chapter 9 Taste for Makers

  10. Chapter 10 Programming Languages Explained

    1. Machine Language

    2. High-Level Languages

    3. Open Source

    4. Language Wars

    5. Abstractness

    6. Seat Belts or Handcuffs?

    7. OO

    8. Renaissance

  11. Chapter 11 The Hundred-Year Language

  12. Chapter 12 Beating the Averages

    1. The Secret Weapon

    2. The Blub Paradox

    3. Aikido for Startups

  13. Chapter 13 Revenge of the Nerds

    1. Catching Up with Math

    2. What Made Lisp Different

    3. Where Languages Matter

    4. Centripetal Forces

    5. The Cost of Being Average

    6. A Recipe

    7. Appendix: Power

  14. Chapter 14 The Dream Language

    1. The Mechanics of Popularity

    2. External Factors

    3. Succinctness

    4. Hackability

    5. Throwaway Programs

    6. Libraries

    7. Efficiency

    8. Time

    9. Redesign

    10. The Dream Language

  15. Chapter 15 Design and Research

  1. Appendix Notes

    1. Chapter 1

    2. Chapter 2

    3. Chapter 3

    4. Chapter 4

    5. Chapter 5

    6. Chapter 6

    7. Chapter 7

    8. Chapter 8

    9. Chapter 9

    10. Chapter 10

    11. Chapter 11

    12. Chapter 12

    13. Chapter 13

    14. Chapter 14

  2. Glossary