[Go to first, previous, next page; contents; index]
Preface to the Second Edition
Is it possible that software is not like anything else, that it
is meant to be discarded: that the whole point is to always
see it as a soap bubble?
Alan J. Perlis
The material in this book has been the basis of MIT’s entry-level computer science subject since 1980.
We had been teaching this material for four years when the first edition was published, and twelve
more years have elapsed until the appearance of this second edition. We are pleased that our work has
been widely adopted and incorporated into other texts. We have seen our students take the ideas and
programs in this book and build them in as the core of new computer systems and languages. In literal
realization of an ancient Talmudic pun, our students have become our builders. We are lucky to have
such capable students and such accomplished builders.
In preparing this edition, we have incorporated hundreds of clarifications suggested by our own
teaching experience and the comments of colleagues at MIT and elsewhere. We have redesigned most
of the major programming systems in the book, including the generic-arithmetic system, the
interpreters, the register-machine simulator, and the compiler; and we have rewritten all the program
examples to ensure that any Scheme implementation conforming to the IEEE Scheme standard (IEEE
1990) will be able to run the code.
This edition emphasizes several new themes. The most important of these is the central role played by
different approaches to dealing with time in computational models: objects with state, concurrent
programming, functional programming, lazy evaluation, and nondeterministic programming. We have
included new sections on concurrency and nondeterminism, and we have tried to integrate this theme
throughout the book.
The first edition of the book closely followed the syllabus of our MIT one-semester subject. With all
the new material in the second edition, it will not be possible to cover everything in a single semester,
so the instructor will have to pick and choose. In our own teaching, we sometimes skip the section on
logic programming (section 4.4), we have students use the register-machine simulator but we do not
cover its implementation (section 5.2), and we give only a cursory overview of the compiler
(section 5.5). Even so, this is still an intense course. Some instructors may wish to cover only the first
three or four chapters, leaving the other material for subsequent courses.
The World-Wide-Web site
www-mitpress.mit.edu/sicp
provides support for users of this
book. This includes programs from the book, sample programming assignments, supplementary
materials, and downloadable implementations of the Scheme dialect of Lisp.
[Go to first, previous, next page; contents; index]
[Go to first, previous, next page; contents; index]
Preface to the First Edition
A computer is like a violin. You can imagine a novice
trying first a phonograph and then a violin. The latter, he
says, sounds terrible. That is the argument we have heard
from our humanists and most of our computer scientists.
Computer programs are good, they say, for particular
purposes, but they aren’t flexible. Neither is a violin, or a
typewriter, until you learn how to use it.
Marvin Minsky, ‘‘Why Programming Is a Good
Medium for Expressing Poorly-Understood and
Sloppily-Formulated Ideas’’
‘‘The Structure and Interpretation of Computer Programs’’ is the entry-level subject in computer
science at the Massachusetts Institute of Technology. It is required of all students at MIT who major in
electrical engineering or in computer science, as one-fourth of the ‘‘common core curriculum,’’ which
also includes two subjects on circuits and linear systems and a subject on the design of digital systems.
We have been involved in the development of this subject since 1978, and we have taught this material
in its present form since the fall of 1980 to between 600 and 700 students each year. Most of these
students have had little or no prior formal training in computation, although many have played with
computers a bit and a few have had extensive programming or hardware-design experience.
Our design of this introductory computer-science subject reflects two major concerns. First, we want
to establish the idea that a computer language is not just a way of getting a computer to perform
operations but rather that it is a novel formal medium for expressing ideas about methodology. Thus,
programs must be written for people to read, and only incidentally for machines to execute. Second,
we believe that the essential material to be addressed by a subject at this level is not the syntax of
particular programming-language constructs, nor clever algorithms for computing particular functions
efficiently, nor even the mathematical analysis of algorithms and the foundations of computing, but
rather the techniques used to control the intellectual complexity of large software systems.
Our goal is that students who complete this subject should have a good feel for the elements of style
and the aesthetics of programming. They should have command of the major techniques for
controlling complexity in a large system. They should be capable of reading a 50-page-long program,
if it is written in an exemplary style. They should know what not to read, and what they need not
understand at any moment. They should feel secure about modifying a program, retaining the spirit
and style of the original author.
These skills are by no means unique to computer programming. The techniques we teach and draw
upon are common to all of engineering design. We control complexity by building abstractions that
hide details when appropriate. We control complexity by establishing conventional interfaces that
enable us to construct systems by combining standard, well-understood pieces in a ‘‘mix and match’’
way. We control complexity by establishing new languages for describing a design, each of which
emphasizes particular aspects of the design and deemphasizes others.