I have 6 at this account email me with the subject Gmail invite On Fri, 3 Dec 2004 11:48:54 +0900, Bill Kelly <billk / cts.com> wrote: > From: "Gavin Sinclair" <gsinclair / soyabean.com.au> > > > > On Friday, December 3, 2004, 9:25:50 AM, Bill wrote: > > > > > Software patents are like, if you play guitar, Eddie Van Halen > > > patenting Tapping (two-handed hammer-on technique). The damned > > > *IDEA* is the easy part. It's the implementation that's hard. > > > > In building software, though, turning ideas into profit is an > > expensive and risky exercise. Much more so than busting a few guitar > > moves. > > Turning ideas into profit focuses on where the real > work is involved - the implementation. Which is protected > under Copyright law, and which has always seemed pretty > reasonable to me. > > > Once you've seen the benefit of an idea you'd never have thought of > > yourself, the implementation is often trivial. Just like many guitar > > techniques :) > > Hmm... To me, software patents and guitar techniques often > fall into a category I'd say is pretty opposite from that: > trivial to explain, very difficult to implement. > > Anyone can explain Tapping (two-handed hammer-ons) or > Rasgueado (flamenco strum) or Slap/Pop (bass) techniques > conceptually in about 20 seconds. Now hand the instrument > to the student and ... Maybe after about a year of diligent > practice, you'll be listening to a pretty good implementation. > > With software, at least where I hang out, the situation has > seemed pretty similar. It's gotten to where there should be > a FAQ for amateur 3D graphics / game programmers doing voxels. > Someone will post their application/demo to a community site, > saying, "Hey, I was thinking about 3D pixels (voxels) and I > wanted to make a game where I could fly around through a > cave. Here's how I did it, in my spare time, in between > studying for finals. What do you think?" And the standard > answer is, "Neat! It may interest you to know that what you > discovered there looks a lot like the Marching Cubes algorithm, > which someone has decided to patent." > > Over and over, it's NOT about "an idea you'd never have > thought of yourself." Not even remotely. It's about bleeding > obvious* ideas that come up when you get into the nitty gritty > of figuring out how to implement something. ((*) By bleeding > obvious I mean when you're deep, deep into the problem, and > suddenly it's like, Ah-ha!! I.e., bleeding obvious to anyone > who has arrived at that same deep context, driven out of > necessity to solve the problem.) > > http://www.base.com/software-patents/disputes.html > ... The IDEA of host-independent network byte ordering ? ? ? ? > > > Entity A proves the commercial viability of an idea at > > great expense; entities B-Z exploit that idea at no expense. > > Why is the software developed by B-Z less expensive than that > of A to implement? Take a look at Quake (the 3D first-person > shooter playable over the internet.) id Software not only > didn't patent their techniques, they released Quake open source > under the GPL when Quake II came out. And you know what? > Even having the *source code*, let alone just the *idea*, I > can't turn around and snap my fingers and come up with my own > implementation of what their game does. Ideas are easy, > implementation is hard. Even staring at someone else' source > code. > > Regards, > > Bill > >