Richard Stallman

I’ve always lived cheaply. I live like a student, basically. And I like that, because it means that money is not telling me what to do. I can do what I think is important for me to do. It freed me to do what seemed worth doing. So make a real effort to avoid getting sucked into all the expensive lifestyle habits of typical Americans. Because if you do that, then people with the money will dictate what you do with your life. You won’t be able to do what’s really important to you.

— Richard Stallman


There is nothing wrong to be a student-having a lot of new learnings and new young friends, as long as you can earn enough money.

— Me@2011.08.20



2018.05.15 Tuesday (c) All rights reserved by ACHK



Quark and Sakonna are sharing the same cell.

I hope you’re happy.

I am a Vulcan. My emotional state is irrelevant.

Well I’m a Ferengi. And my emotional state is very relevant. And right now, I’m miserable. And it’s all your fault.

You were well paid for your assistance.

Not well enough. Look, why don’t you just tell them what they want to know?

Sakonna just stares at him.

DEEP SPACE: “The Maquis, II” – 02/17/94 – ACT FOUR 42.


(continuing, talking confidentially) I know the Cardassians can’t be trusted. I know that the Central Command would like nothing better than to destroy the Federation colonies in the Demilitarized Zone.

Then you agree with our position?

Not for a second.

Why not?

Because your position is… (searching for the right word) Illogical.

This takes Sakonna off guard.

Do you propose to lecture me on logic?

I don’t want to, but you leave me no choice. It all comes down to the third Rule of Acquisition.

(off her blank reaction)

You don’t know that one, do you?

I am not well versed in Ferengi philosophy.

Remind me to get you a copy of the Rules. You never know when they’ll come in handy. Now, the third rule clearly states,

Never pay more for an acquisition than you have to.

Logical. But I fail to see how that applies to my situation.

DEEP SPACE: “The Maquis, II” – 02/17/94 – ACT FOUR 43.


You want to acquire peace. Fine.

Peace is good. But how much are you
willing to pay for it?

Whatever it costs.

That’s the kind of irresponsible spending that causes so many business ventures to fail.

You’re forgetting the third rule. Right now peace could be bought at a bargain price and you don’t even realize it.

I find this very confusing.

Then I’ll make it so simple that even a Vulcan can understand. The Central Command has been caught red-handed smuggling weapons to their settlers. So from now on, every ship approaching the Demilitarized Zone will be searched. Without the support of the Central Command, the Cardassian settlers won’t be so eager to fight.

You forget the weapons they already have.

They have weapons… you have weapons… everyone has weapons. But right now, no one has a clear advantage. So the price of peace is at an all-time low. This is the perfect time to sit down and hammer out an agreement. Don’t you get it… attacking the Cardassians now will only escalate the conflict and make peace more expensive in the long run. Now I ask you, is that logical?

Quark sits down, pleased with his performance.

— Star Trek: Deep Space Nine



2018.03.16 Friday ACHK

Creative constraints

Imagine you were asked to invent something new. It could be whatever you want, made from anything you choose, in any shape or size. That kind of creative freedom sounds so liberating, doesn’t it? Or … does it?

If you’re like most people you’d probably be paralyzed by this task. Why?

Brandon Rodriguez explains how creative constraints actually help drive discovery and innovation.

With each invention, the engineers demonstrated an essential habit of scientific thinking – that solutions must recognize the limitations of current technology in order to advance it.

Understanding constraints guides scientific progress, and what’s true in science is also true in many other fields.

Constraints aren’t the boundaries of creativity, but the foundation of it.

— The power of creative constraints

— Lesson by Brandon Rodriguez

— animation by CUB Animation

— TED-Ed


We cannot change anything until we accept it. Condemnation does not liberate, it oppresses.

— Carl Jung



2018.02.17 Saturday (c) All rights reserved by ACHK

Intellectual Headaches

Game design

They got the key, and then some other stuff happened, and then they reached the door, and were able to open it; but “acquiring the key” and “opening the door” were stored as two separate, disconnected events in the player’s mind.

If the player had encountered the locked door first, tried to open it, been unable to, and then found the key and used it to open the door, the causal link would be unmistakable. You use the key to open the locked door, because you can’t open the locked door without the key.

Math education

I’ve drawn parallels between game design and education before, but it still took me a while to realize that problem-solution ordering issues crop up just as often in the classroom as they do in games.

Remember how, in high school math class, a lot of the work you were doing felt really, really pointless?

Consider Dan Meyer’s question for math educators: if math is the aspirin, then how do you create the headache?

In other words: if you introduce the solution (in this case, a new kind of math) before introducing the kind of problems that it’s meant to solve, the solution is likely to come across as pointless and arbitrary. But if you first let students try to tackle these problems with the math they already understand, they’re likely to come away with a kind of intellectual “headache” – and, therefore, to better understand the purpose of the “aspirin” you’re trying to sell.

Functional programming

— Locked doors, headaches, and intellectual need

— 27 October 2015

— Affording Play

Here are some excerpts of an elegant essay. Please go to the author’s website to read the whole.

— Me@2015-11-03 03:46:41 PM

2015.11.03 Tuesday ACHK

Passion Test

The Top Idea in Your Mind, 6 | 事業愛情觀 6


To check whether a project is your true love, ask yourself:

Am I willing to spend INFINITE time on it?

— Me@2015-07-05 04:26:24 PM


Do you want it to be one of your lifelong projects?

Are you willing to follow it up for your whole life?

— Me@2015-07-12 11:00:11 AM



2015.07.12 Sunday (c) All rights reserved by ACHK

Market price 2

Joel Spolsky


Livingston: If people have to pay more, they take the product more seriously?

Spolsky: Definitely. There was a five-user license that was like $199, and that just feels like shareware, practically. But today, when you say that a ten-user license is $999, it starts to feel like a more substantial product. In that market, it still is actually a good deal. But you really have to have a price point that conveys what you think the product positioning should be. Many people will judge where your product fits in the market based on its price.

— Joel Spolsky, Cofounder, Fog Creek Software




2010.11.23 Tuesday ACHK

兩不合理取其輕 1.2

這段改編自 2010 年 4 月 10 日的對話。





那就是為什麼我會話,我當年有部分科目,A 不到的主要原因是,我當年不肯做,不合理的事情。當年的我以為,數學和物理,是思考的科目,不應背誦,所有東西也應該是,自己想出來的。那想法近乎完全錯誤。




— Me@2014.08.18

2014.08.19 Tuesday (c) All rights reserved by ACHK


這段改編自 2010 年 4 月 10 日的對話。

我現在知道,我當年有部分科目,A 不到的原因。其中一個原因是,我不夠聰明。但是,更重要的原因是,我當年不肯做,不合理的事情。








那就是為什麼我會話,我當年有部分科目,A 不到的主要原因是,我當年不肯做,不合理的事情。

— Me@2014.08.14

2014.08.14 Thursday (c) All rights reserved by ACHK


這段改編自 2010 年 4 月 10 日的對話。












— Me@2014.06.23


If you’re good at something, never do it for free.

— The Dark Knight


When you give a lot of importance to someone in your life, you lose your importance in their life.



2014.06.23 Monday (c) All rights reserved by ACHK

The Nice Guy Paradox, 2

Being a nice guy can be a problem, because “always being nice” gives no feedback and no directions. In effect, “always being nice” gives people an infinite number of choices. Remember,

choices ~ headaches

In other words, you should be nice as often as possible, but not always. Be angry when you have to.

— Me@2011.06.26

— Me@2014.06.22



2014.06.22 Sunday (c) All rights reserved by ACHK

結果為本 3.2

答非所問 4.2

這段改編自 2013 年 11 月 16 日的對話。








— Me@2014.05.11

2014.05.11 Sunday (c) All rights reserved by ACHK

In Time


In 2169, people are born genetically engineered with a digital clock, bearing 1 year of time, on their forearm. When they turn 25, they stop aging, but their clock begins counting down; when it reaches zero, that person “times out” and dies instantly. Time on these clocks are the universal currency; by touching arms, one person can transfer it to another, or to/from a separate clock (a “time capsule”). The country is divided into “time zones” based on the wealth of its population. There are two main time zones: Dayton, which is poor, and New Greenwich, the wealthiest zone, where inhabitants are constantly surrounded by bodyguards.

— Wikipedia on In Time

2014.03.12 Wednesday ACHK