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Peter Samson

Peter Samson is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Peter Samson rather than just read about it. In short: Peter R. Samson (born 1941) is an American computer scientist, best known for creating pioneering computer software for the TX-0 and PDP-1.

Key takeaways

  • Peter Samson belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Peter Samson to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Peter Samson from memory before moving on to harder problems.

Reference excerpt

Peter R. Samson (born 1941) is an American computer scientist, best known for creating pioneering computer software for the TX-0 and PDP-1. Samson studied at the Massachusetts Institute of Technology (MIT) between 1958 and 1963. He wrote, with characteristic wit, the first editions of the Tech Model Railroad Club (TMRC) dictionary, a predecessor to the Jargon File. He appears in Hackers: Heroes of the Computer Revolution by Steven Levy.

Career

The Tech Model Railroad Club As a member of the Tech Model Railroad Club in his student days at MIT, Samson was noted for his contributions to the Signals and Power Subcommittee, the technical side of the club. Steven Levy's Hackers: Heroes of the Computer Revolution outlines Samson's interest in trains and electronics, and his influence in the club. Levy explains how the club was in fact Samson's gateway into hacking and his ability to manipulate electronics and machine code to create computer programs. Levy explains how Samson discovered his programming passion with the IBM 704, but frustration with the high level of security around the machine. Only those with very high clearance were able to actually handle the computer, with all programs submitted to be processed through the machine by someone else. This meant Samson would not find out the results of his programs until a few days after submitting them. Because of these restrictions to the IBM 704, it was not until Samson was introduced to the TX-0 that he could explore his obsession with computer programming, as members of the Railroad Club were able to access the computer directly without having to go through a superior.

Dawn of software Working with Jack Dennis on the TX-0 at MIT Building 26, he developed an interest in computing waveforms to synthesize music. For the PDP-1 he wrote the Harmony Compiler with which PDP-1 users coded music. He wrote the Expensive Planetarium star display for Spacewar!. Also for the PDP-1 he wrote TJ-2 (Type Justifying Program), the predecessor of the troff and nroff page layout programs developed at Bell Labs, a War card game, and, with Alan Kotok, T-Square, a drafting program that used a Spacewar! controller for an input device.

DEC Samson was a contributing architect to the Digital Equipment Corporation (DEC) PDP-6, and wrote the machine's first Fortran compiler, for Fortran II.

Chinese At Systems Concepts, he programmed the first Chinese-character digital communication system, while he was director of marketing and director of program development.

Synthesized music Samson designed the Systems Concepts Digital Synthesizer. Built at Systems Concepts, for ten years it was the primary engine for the computer music group at Stanford University Center for Computer Research in Music and Acoustics (CCRMA).

NASA Samson oversaw manufacturing and engineering for hardware, including the central memory subsystem for the ILLIAC IV supercomputer complex at the NASA Ames Research Center.

Autodesk At Autodesk, he contributed to rendering, animation, Web browsing, and scripting languages. He received U.S. patents in software anti-piracy and virtual reality.

Subway racing In 1966 Samson attempted to ride all lines of the New York City Subway in the shortest possible time. True to the MIT hacker culture he enlisted a computer in planning for the event. Despite missing out on the then fastest time, Samson's attempt was to act as the inspiration for many similar subway racing attempts.

Current Samson appears in the Computer History Museum Mouse That Roared panel discussion recorded in May 2006 to celebrate the restoration of a PDP-1. For the restoration project he reverse-engineered music tapes from the PDP-1 era and built a player for the museum where he is currently a docent.

Notes

External links Peter Samson personal home page Abridged Dictionary of the TMRC Language Music Playing on the PDP-6, by Donald Sordillo, 1996, contains Music Compiler for PDP-1 by Peter Samson PDP-1 Music, Daniel P. B. Smith, Web site and post to alt.folklore.computers (Google link) (accessed June 10, 2006)

Worked examples

Example 1 — a first encounter with Peter Samson

Start with the simplest possible case. Write down what Peter Samson claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Peter Samson before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Peter Samson ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Peter Samson

In research
Peter Samson appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Peter Samson in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Peter Samson is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1941 births, American video game designers, American video game programmers, so understanding it makes those chapters shorter.
In everyday life
Look for Peter Samson outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Peter Samson in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Peter Samson means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Peter Samson out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Peter Samson in simple terms?

Peter R. Samson (born 1941) is an American computer scientist, best known for creating pioneering computer software for the TX-0 and PDP-1.

Why does Peter Samson matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Peter Samson?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Peter Samson.

Tags

  • 1941 births
  • American video game designers
  • American video game programmers
  • Computer designers
  • Living people
  • Massachusetts Institute of Technology alumni

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