Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watmath!clyde!rutgers!sri-spam!mordor!lll-tis!ames!ucbcad!zen!cory.Berkeley.EDU!waterman From: waterman@cory.Berkeley.EDU.UUCP Newsgroups: comp.sys.amiga Subject: Re: True Multitasking, and some history lessons Message-ID: <2952@zen.berkeley.edu> Date: Mon, 29-Jun-87 14:48:05 EDT Article-I.D.: zen.2952 Posted: Mon Jun 29 14:48:05 1987 Date-Received: Tue, 30-Jun-87 04:47:16 EDT References: <8706040024.AA10895@cogsci.berkeley.edu> <163@sugar.UUCP> Sender: news@zen.berkeley.edu Reply-To: waterman@cory.Berkeley.EDU.UUCP (T.S. Alan Waterman) Organization: University of California, Berkeley Lines: 27 [eat this. I dare ya'...] >Some of us remember the days when UNIX systems didn't have tons of RAM. At >one place we had 8 users running on a PDP 11/40 with 256 K words of RAM. On >the PDP-11 you had 128K MAX per process. When faced with these constraints >and the lack of incentive to do much graphics (because you didn't have any) >UNIX programs tended to be small and tight. It used to be that you could code >the world in 64K. And some of us remember when you could code the world in 4K (that's CORE, buddy) on a PDP-8 or a PDP-12 running TECO to edit your assembly files. That is, after you had booted the machine by coding in from the front panel switches the 8 word program to start up the PAPER TAPE reader to read in OS-8 from the tape drive. One of the cooler memory-tight hacks on this machine was Space-War, an arcade- type game with a gravitational sun, in which you piloted the enterprise and a klingon ship around blowing each other up. This game, incidentally, eventually made it to the video arcade ( I don't remember who made it, though :-( ). This is 4k, remember. Just remember, tight code is good code. These 12K "ls" look-alikes drive me nuts. T.S. Waterman "When in the course of human events, it becomes necessary for one people to disclaim themselves....."