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| Superdistribution: Objects As Property on the Electronic Frontier | 
| Author: Brad Cox Publisher: Addison Wesley Publishing Company Category: Book
List Price: $34.99 Buy New: $4.42 You Save: $30.57 (87%)
Buy New/Used from $4.42
Avg. Customer Rating:   (1 reviews) Sales Rank: 1811415
Languages: English (Original Language), English (Unknown), English (Published) Media: Paperback Edition: 1st Number Of Items: 1 Pages: 205 Shipping Weight (lbs): 0.7 Dimensions (in): 9.3 x 6.4 x 0.6
ISBN: 0201502089 Dewey Decimal Number: 338.47005 EAN: 9780201502084 ASIN: 0201502089
Publication Date: December 1995 Availability: Usually ships in 1-2 business days
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| Editorial Reviews:
Product Description Cox, an early pioneer in the Object-Oriented Technology revolution, anticipates how the electronic frontier will be tamed by putting the information revolution in context with other historic revolutions. He proposes a humancentric framework in relation to electronic goods, with the superdistribution approach detailed.
Amazon.com Review Now that object-oriented technologies ranging from programming languages to graphical user interfaces to the WWW have made it feasible to manufacture readily transferable objects made of bits, what does it mean to buy, sell and own them? Brad Cox proposes "superdistribution" as a solution that allows software to flow freely without resistance from copy protection or piracy--a "charge as you play" model that will work well in a world of Java-like applets. A well-thought-out "modest proposal" from one of the founders of object-oriented programming.
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| Customer Reviews:
  Software Engineering Book of the Decade June 27, 1997 22 out of 24 found this review helpful
Superdistribution is the most important software engineering book of this decade. It is controversial, because it locates the difficulty of software engineering not in development processes or tools---the focus of 99% of the software engineering community---but in the way that software is bought and sold. Cox's claim can be summarized in four points: 1. The reason that software is costly, of low quality, and difficult to construct is that we build it rather than assemble it from prebuilt components, the way that every other engineered product is constructed. 2. the reason we build rather than assemble is that there is not a robust market for buying and selling components. 3. The reason there is not a robust market for components is that there is no standard mechanism for pay-per-use of components. 4. The reason there is no standard mechanism has to do with the difference between information and atoms Get it? Neither did I at first. But I am conviced he is right about all four points. Cox also offers a solution to this problem, a "superdistribution" mechanism that provides pay-per-use. But I think the real value of the book is its compelling explanation of the problem. David Bridgeland Powersim Corporation
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