From: Bill Kelly Date: 2004-12-03T11:48:54+09:00 Subject: Re: SOT gmail invites From: "Gavin Sinclair" > > 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