:write-only code: /n./

:write-only language: /n./ A language with syntax (or semantics) sufficiently dense and bizarre that any routine of significant size is automatically {write-only code}. A sobriquet applied occasionally to C and often to APL, though {INTERCAL} and {TECO} certainly deserve it more.

:write-only memory: /n./ The obvious antonym to `read-only memory'. Out of frustration with the long and seemingly useless chain of approvals required of component specifications, during which no actual checking seemed to occur, an engineer at Signetics once created a specification for a write-only memory and included it with a bunch of other specifications to be approved. This inclusion came to the attention of Signetics {management} only when regular customers started calling and asking for pricing information. Signetics published a corrected edition of the data book and requested the return of the `erroneous' ones. Later, around 1974, Signetics bought a double-page spread in "Electronics" magazine's April issue and used the spec as an April Fools' Day joke. Instead of the more conventional characteristic curves, the 25120 "fully encoded, 9046 x N, Random Access, write-only-memory" data sheet included diagrams of "bit capacity vs. Temp.", "Iff vs. Vff", "Number of pins remaining vs. number of socket insertions", and "AQL vs. selling price". The 25120 required a 6.3 VAC VFF supply, a +10V VCC, and VDD of 0V, +/- 2%.

:Wrong Thing: /n./ A design, action, or decision that is clearly incorrect or inappropriate. Often capitalized; always emphasized in speech as if capitalized. The opposite of the {Right Thing}; more generally, anything that is not the Right Thing. In cases where `the good is the enemy of the best', the merely good — although good — is nevertheless the Wrong Thing. "In C, the default is for module-level declarations to be visible everywhere, rather than just within the module. This is clearly the Wrong Thing."

:wugga wugga: /wuh'g* wuh'g*/ /n./ Imaginary sound that a computer program makes as it labors with a tedious or difficult task. Compare {cruncha cruncha cruncha}, {grind} (sense 4).

:wumpus: /wuhm'p*s/ /n./ The central monster (and, in many versions, the name) of a famous family of very early computer games called "Hunt The Wumpus", dating back at least to 1972 (several years before {ADVENT}) on the Dartmouth Time-Sharing System. The wumpus lived somewhere in a cave with the topology of an dodecahedron's edge/vertex graph (later versions supported other topologies, including an icosahedron and M"obius strip). The player started somewhere at random in the cave with five `crooked arrows'; these could be shot through up to three connected rooms, and would kill the wumpus on a hit (later versions introduced the wounded wumpus, which got very angry). Unfortunately for players, the movement necessary to map the maze was made hazardous not merely by the wumpus (which would eat you if you stepped on him) but also by bottomless pits and colonies of super bats that would pick you up and drop you at a random location (later versions added `anaerobic termites' that ate arrows, bat migrations, and earthquakes that randomly changed pit locations).

This game appears to have been the first to use a non-random graph-structured map (as opposed to a rectangular grid like the even older Star Trek games). In this respect, as in the dungeon-like setting and its terse, amusing messages, it prefigured {ADVENT} and {Zork} and was directly ancestral to the latter (Zork acknowledged this heritage by including a super-bat colony). Today, a port is distributed with SunOS and as freeware for the Mac. A C emulation of the original Basic game is available at the Retrocomputing Museum, http://www.ccil.org/retro.

:WYSIAYG: /wiz'ee-ayg/ /adj./ Describes a user interface under which "What You See Is *All* You Get"; an unhappy variant of {WYSIWYG}. Visual, `point-and-shoot'-style interfaces tend to have easy initial learning curves, but also to lack depth; they often frustrate advanced users who would be better served by a command-style interface. When this happens, the frustrated user has a WYSIAYG problem. This term is most often used of editors, word processors, and document formatting programs. WYSIWYG `desktop publishing' programs, for example, are a clear win for creating small documents with lots of fonts and graphics in them, especially things like newsletters and presentation slides. When typesetting book-length manuscripts, on the other hand, scale changes the nature of the task; one quickly runs into WYSIAYG limitations, and the increased power and flexibility of a command-driven formatter like {{TeX}} or Unix's {{troff}} becomes not just desirable but a necessity. Compare {YAFIYGI}.

:WYSIWYG: /wiz'ee-wig/ /adj./ Describes a user interface under which "What You See Is What You Get", as opposed to one that uses more-or-less obscure commands that do not result in immediate visual feedback. True WYSIWYG in environments supporting multiple fonts or graphics is a a rarely-attained ideal; there are variants of this term to express real-world manifestations including WYSIAWYG (What You See Is *Almost* What You Get) and WYSIMOLWYG (What You See Is More or Less What You Get). All these can be mildly derogatory, as they are often used to refer to dumbed-down {user-friendly} interfaces targeted at non-programmers; a hacker has no fear of obscure commands (compare {WYSIAYG}). On the other hand, {EMACS} was one of the very first WYSIWYG editors, replacing (actually, at first overlaying) the extremely obscure, command-based {TECO}. See also {WIMP environment}. [Oddly enough, WYSIWYG has already made it into the OED, in lower case yet. —ESR]

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