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Steve Jobs in 1983 on what makes computer programming different from every other medium:
This is a 26-year-old Steve Jobs two years before he'd be ousted from Apple reflecting on the strange nature of software.
He starts with an observation:
"It's an odd thing… you've never seen an electron, but computer programs have no physical manifestation at all. They're simply ideas expressed on paper. Computer programs are archetypal."
To make the point land, he compares programming to television.
When you watch tapes of the JFK funeral from 1963, he says, you'll start to cry. You'll feel the same emotions people felt twenty years ago. You can feel the excitement of Neil Armstrong landing on the moon.
That's what television does well. It captures experiences and recreates them.
"It takes a lot of money and it's somewhat limited, but we can do a pretty good job of that."
But computer programming, Jobs argues, does something fundamentally different:
"What computer programming does is it captures the underlying principles of an experience, not the experience itself, but the underlying principles of the experience. And those principles can enable thousands of different experiences that all follow those laws."
His example is the video game.
A Pong game encodes the laws of gravity and angular momentum. It sets up "this stupid little Pong game, but the ball always follows these laws." No two Pong games are ever the same and yet every single one obeys the same underlying principles.
That's the distinction Jobs is drawing: television preserves a moment. Software preserves the rules that generate moments.
A film captures one sunset. A program captures the physics that produce every possible sunset.
It's worth sitting with how early this was. In 1983, most people thought of computers as calculators or word processors, tools for completing tasks. Jobs was already describing them as something closer to a new artistic medium: a way to bottle the laws of a world and let other people run them.
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