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1374
docs/HAR2009Transcript.html
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93
docs/HackingAtRandomTalk.txt
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|
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|
|||
Micropolis, the open source version of SimCity, is a fun, engaging
|
||||
game, that helps teach kids about science, language, mathematics, art
|
||||
and politics. Its goal is to fulfill SimCity's potential as a
|
||||
microworld for children's learning and exploration.
|
||||
|
||||
A web based version of Micropolis is the best way to quickly reach the
|
||||
largest audience, and an important step towards the long term goal of
|
||||
developing an open source, collaborative multi player, educationally
|
||||
oriented simulation gaming platform.
|
||||
|
||||
This project is about creating educational open source software. It's
|
||||
the culmination of years of research and development, that is now
|
||||
possible thanks to Electronic Arts making SimCity open source.
|
||||
|
||||
Will Wright wrote the original SimCity city simulation game, first
|
||||
released in 1989. Since 1992, Don Hopkins ported SimCity to various
|
||||
platforms, redesigned the user interface, added multi player support,
|
||||
cleaned and refactored the code, and integrated it with scripting
|
||||
languages and web servers.
|
||||
|
||||
On January 10, 2008 the SimCity source code was released under the
|
||||
free software GPL 3 license, under the name "Micropolis". Now that
|
||||
it's GPL, it can be adapted to many platforms, including Linux, Mac,
|
||||
and Windows guis, as well as web servers, cell phones and embedded
|
||||
devices! And it can be improved and extended to make it a better
|
||||
educational tool and open source programming example.
|
||||
|
||||
The Micropolis project is building an exemplary open source game out
|
||||
of modular reusable components, that other people can learn from,
|
||||
build on top of, integrate with other languages and user interfaces,
|
||||
and use as a starting point for their own projects.
|
||||
|
||||
The plan to develop Micropolis into an educational gaming platform
|
||||
draws heavily on the vision and experience of educators, researchers
|
||||
and designers including Seymour Papert, Hal Abelson, Alan Kay, Will
|
||||
Wright, Ben Shneiderman, and Mark Weiser.
|
||||
|
||||
Accomplishments of the Micropolis project so far:
|
||||
|
||||
Translated the original C SimCity code to C++.
|
||||
|
||||
Cleaned up all the code, organized into types and classes, refactored
|
||||
and rewrote old crappy code, renamed variables and functions, measured
|
||||
performance and optimized bottlenecks, applied a consistent
|
||||
programming style, and heavily commented the code, wrote lots of
|
||||
documentation and designs.
|
||||
|
||||
Used doxygen to generate extensive online documentation from formatted
|
||||
commments in the code, with an html reference manual, member and
|
||||
parameter descriptions, usage cross references, hyperlinked listings,
|
||||
bug and todo lists, etc.
|
||||
|
||||
Removed all of the user interface code from the core simulation engine
|
||||
(called MicropolisCore), and added programming interfaces to
|
||||
efficiently access the internal data and control the simulation.
|
||||
|
||||
Implemented a general purpose TileEngine module, used by but
|
||||
independent of Micropolis. Supports various memory formats, efficient
|
||||
rendering techniques, graphics sets, tile mapping, lazy procedural
|
||||
tile rendering, scaling and panning, caching, and tile animation
|
||||
compressed network protocols. The CellEngine cellular automata machine
|
||||
module also uses the TileEngine.
|
||||
|
||||
Integrated MicropolisCore, TileEngine and CellEngine with Python by
|
||||
using SWIG, a scripting language interface wrapper generator. SWIG
|
||||
makes it easy to develop and change the programming interface (C++
|
||||
classes, etc), and automatically generate all the glue code that makes
|
||||
it possible to access and control the C++ objects from Python (or
|
||||
other languages). SWIG's advantage is that it makes it easy to plug
|
||||
the same C++ code into many other languages like Lua, Ruby, Java, etc.
|
||||
|
||||
Implemented a desktop based GTK user interface to Micropolis, which
|
||||
runs on Mac, Windows and Linux. The user interface is written in
|
||||
Python, and based on PyGTK for user interface widgets, Cairo for
|
||||
graphics, and Pango for text.
|
||||
|
||||
Implemented a desktop based GTK user interface to the CellEngine
|
||||
module, a cellular automata machine simulation, which uses the same
|
||||
TileEngine as Micropolis.
|
||||
|
||||
Implemented a web server based OpenLaszlo (Flash) user interface to
|
||||
Micropolis, which runs the simulation on the web server, and displays
|
||||
the user interface in a web browser with Flash (or eventually any
|
||||
mainstream DHTML browser).
|
||||
|
||||
Internationalized the web based version of Micropolis, and implemented
|
||||
a web based tool for localization, managing and editing translations
|
||||
into different languages.
|
||||
|
||||
Implemented a MediaWiki extension for embedding OpenLaszlo
|
||||
applications in wiki pages, so you can write Wiki pages including live
|
||||
playable views of cities.
|
||||
|
1
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|||
????????
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docs/MicropolisHARTalk.key/thumbs/st3-7.tiff
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196
docs/bibliography.html
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|
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|
|||
<html>
|
||||
|
||||
<head>
|
||||
<title>Bibliography</title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
|
||||
<h1>Bibliography</h1>
|
||||
|
||||
<h2>City Planning Bibliography</h2>
|
||||
|
||||
<ul>
|
||||
|
||||
<li>Boyer, R., and D. Savageau. <em>Places Rated
|
||||
Almanac</em>. Chicago: Rand McNally & Co., 1986.</li>
|
||||
|
||||
<li>Callenbach, Ernest. <em>Ecotopia</em>. Berkeley: Banyan Tree
|
||||
Books, 1975.</li>
|
||||
|
||||
<li>Choay, Francoise. <em>The Modern City: Planning in the 19th
|
||||
Century</em>. New York: George Braziller, 1969.</li>
|
||||
|
||||
<li>Clark, David. <em>Urban Geography</em>. Baltimore: The Johns
|
||||
Hopkins University Press, 1982.</li>
|
||||
|
||||
<li>Clay, Grady. <em>Close-Up, How to Read the American
|
||||
City</em>. Chicago: The University of Chicago Press, 1980.</li>
|
||||
|
||||
<li>Gallion, A., and S. Eisner. <em>The Urban Pattern</em>. New York:
|
||||
Van Nostrand Reinhold Company, 1986.</li>
|
||||
|
||||
<li>Greenburg, M., D. Krueckeberg, and C. Michaelson. <em>Local
|
||||
population and Employment Projection Techniques</em>. New Brunswick:
|
||||
Center for Urban Policy Research, 1987.</li>
|
||||
|
||||
<li>Hoskin, Frank P. <em>The Language of Cities</em>. Cambridge:
|
||||
Schenkman Publishing Company, 1972.</li>
|
||||
|
||||
<li>Jacobs, Jane. <em>The Death and Life of Great American
|
||||
Cities</em>. New York: John Wiley & Sons, 1974.</li>
|
||||
|
||||
<li>Le Corbusier. <em>The City of Tomorrow and Its Planning</em>. New
|
||||
York: Dover Publications, Inc., 1987.</li>
|
||||
|
||||
<li>Lynch, Kevin. <em>A Theory of Good City Form</em>. Cambridge: MIT
|
||||
Press, 1981.</li>
|
||||
|
||||
<li>Register, Richard. <em>Ecocity Berkeley</em>. Berkeley: North
|
||||
Atlantic Books, 1987</li>
|
||||
|
||||
<li><em>Planning: The magazine of the American Planning
|
||||
Association</em>. 1313 E. 60th St. Chicago, IL 60637.</li>
|
||||
|
||||
</ul>
|
||||
|
||||
<h2>Related Reading for Children</h2>
|
||||
|
||||
<h3>Fiction</h3>
|
||||
|
||||
<ul>
|
||||
|
||||
<li>Burton, Virginia Lee. <em>The Little House</em>. Boston: Houghton Mifflin,
|
||||
1942 (reissued 1969).</li>
|
||||
|
||||
<li>Murphy, Shirley, and Murphy, Pat. <em>Mrs. Tortino's Return to the
|
||||
Sun</em>. Shepard Books, 1980.</li>
|
||||
|
||||
<li>Dr. Seuss. <em>The Lorax</em>. New Youk: Random House, 1971.</li>
|
||||
|
||||
</ul>
|
||||
|
||||
<h3>Nonfiction</h3>
|
||||
|
||||
<ul>
|
||||
|
||||
<li>Barker, Albert. <em>From Settlement to City</em>. New York: Julian
|
||||
Messner, 1978.</li>
|
||||
|
||||
<li>Eichner, James A. <em>The First Book of Local Government</em>. New
|
||||
York: Franklin Watts, 1976.</li>
|
||||
|
||||
<li>Macaulay, David. <em>City: A Story of Roman Planning and
|
||||
Construction</em>. Boston: Houghton Mifflin, 1974.</li>
|
||||
|
||||
<li>Macaulay, David. <em>Underground</em>. Boston: Houghton Mifflin,
|
||||
1976.</li>
|
||||
|
||||
<li>Monroe, Roxie. <em>Artchitects Make Zigzags: Looking at
|
||||
Architecture from A to Z</em>. Washington D.C.: National Trust for
|
||||
Historic Preservation, 1986.</li>
|
||||
|
||||
<li>Rhodes, Dorthy. <em>How to Read a City Map</em>. Chicago: Elk
|
||||
Grove Press, 1967.</li>
|
||||
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
For information on city planning and related subjects, contact:
|
||||
</p>
|
||||
|
||||
<blockquote>
|
||||
American Planning Association
|
||||
<br />
|
||||
Planners Bookstore
|
||||
<br />
|
||||
1313 E. 60th St. Chicago, IL 60637
|
||||
<br />
|
||||
(312) 955-9100
|
||||
<br />
|
||||
</blockquote>
|
||||
|
||||
<br />
|
||||
|
||||
<hr>
|
||||
<p>
|
||||
<h2>Micropolis, Unix Version.</h2>
|
||||
This game was released for the Unix platform
|
||||
in or about 1990 and has been modified for inclusion in the One Laptop
|
||||
Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If
|
||||
you need assistance with this program, you may contact:
|
||||
<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
|
||||
href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or (at
|
||||
your option) any later version.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This program is distributed in the hope that it will be useful, but
|
||||
WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
General Public License for more details. You should have received a
|
||||
copy of the GNU General Public License along with this program. If
|
||||
not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
|
||||
|
||||
</p>
|
||||
<p>
|
||||
No trademark or publicity rights are granted. This license does NOT
|
||||
give you any right, title or interest in the trademark SimCity or any
|
||||
other Electronic Arts trademark. You may not distribute any
|
||||
modification of this program using the trademark SimCity or claim any
|
||||
affliation or association with Electronic Arts Inc. or its employees.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
Any propagation or conveyance of this program must include this
|
||||
copyright notice and these terms.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
If you convey this program (or any modifications of it) and assume
|
||||
contractual liability for the program to recipients of it, you agree
|
||||
to indemnify Electronic Arts for any liability that those contractual
|
||||
assumptions impose on Electronic Arts.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
You may not misrepresent the origins of this program; modified
|
||||
versions of the program must be marked as such and not identified as
|
||||
the original program.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This disclaimer supplements the one included in the General Public
|
||||
License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
|
||||
PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
|
||||
OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
|
||||
SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
|
||||
DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
|
||||
INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
|
||||
RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
|
||||
USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
|
||||
INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
|
||||
MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
|
||||
UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
|
||||
WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
|
||||
CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
|
||||
ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
|
||||
JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
|
||||
WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
|
||||
CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
|
||||
NOT APPLY TO YOU.</b>
|
||||
</p>
|
||||
</body>
|
||||
|
||||
</html>
|
131
docs/credits.html
Executable file
|
@ -0,0 +1,131 @@
|
|||
<html>
|
||||
|
||||
<head>
|
||||
<title>Credits</title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
|
||||
<h1>Credits</h1>
|
||||
|
||||
<ul>
|
||||
|
||||
<li>Unix Implementation, User Interface, Graphics and Multi-Player Game Design:
|
||||
Don Hopkins
|
||||
|
||||
<li>TCL/Tk Scripting Language and Toolkit: John Ousterhout (Scriptics).
|
||||
|
||||
<li>HyperLook User Interface System:
|
||||
Arthur van Hoff, Doug Scoular, Don Hopkins (The Turing Institute, Ltd.)
|
||||
|
||||
<li>Original Micropolis Concept and Design:
|
||||
Will Wright (Maxis Software)
|
||||
|
||||
<li>Contributors to Design:
|
||||
Don Hopkins, Arthur van Hoff, Jeff Braun, Robert Strobel, Brian Witt
|
||||
|
||||
<li>Graphic Artwork:
|
||||
Don Bayless, Will Wright, Scott Martindale, Don Hopkins
|
||||
|
||||
<li>Documentation:
|
||||
Michael Bremer, Cliff Ellis, Akila Redmer, Tom Bentlery, Will Wright, Don Hopkins
|
||||
|
||||
<li>Sounds:
|
||||
Will Wright, Steve Hales, Don Hopkins
|
||||
|
||||
<li>City Scenarios:
|
||||
Jonathan Trachtenberg, Brett G. Durrett
|
||||
|
||||
<li>Special Thanks to:
|
||||
Will Wright, Lucy Bradshaw, Upmanu Lall,
|
||||
Arthur van Hoff, Dug Scoular, Marcel van Vuure, Bob Adams, Carol
|
||||
Adams, Rafael Bracho, Josh Siegel, John Gilmore, Tim Niblett,
|
||||
Maxis, Dux Software, The Turing Institute, HyperNeWS Fund Contributers
|
||||
|
||||
</ul>
|
||||
|
||||
Software and Manual Copyright (C) 2002 by Electronic Arts.
|
||||
<p>
|
||||
|
||||
<hr>
|
||||
<p>
|
||||
<h2>Micropolis, Unix Version.</h2>
|
||||
This game was released for the Unix platform
|
||||
in or about 1990 and has been modified for inclusion in the One Laptop
|
||||
Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If
|
||||
you need assistance with this program, you may contact:
|
||||
<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
|
||||
href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or (at
|
||||
your option) any later version.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This program is distributed in the hope that it will be useful, but
|
||||
WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
General Public License for more details. You should have received a
|
||||
copy of the GNU General Public License along with this program. If
|
||||
not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
|
||||
|
||||
</p>
|
||||
<p>
|
||||
No trademark or publicity rights are granted. This license does NOT
|
||||
give you any right, title or interest in the trademark SimCity or any
|
||||
other Electronic Arts trademark. You may not distribute any
|
||||
modification of this program using the trademark SimCity or claim any
|
||||
affliation or association with Electronic Arts Inc. or its employees.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
Any propagation or conveyance of this program must include this
|
||||
copyright notice and these terms.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
If you convey this program (or any modifications of it) and assume
|
||||
contractual liability for the program to recipients of it, you agree
|
||||
to indemnify Electronic Arts for any liability that those contractual
|
||||
assumptions impose on Electronic Arts.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
You may not misrepresent the origins of this program; modified
|
||||
versions of the program must be marked as such and not identified as
|
||||
the original program.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This disclaimer supplements the one included in the General Public
|
||||
License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
|
||||
PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
|
||||
OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
|
||||
SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
|
||||
DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
|
||||
INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
|
||||
RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
|
||||
USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
|
||||
INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
|
||||
MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
|
||||
UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
|
||||
WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
|
||||
CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
|
||||
ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
|
||||
JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
|
||||
WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
|
||||
CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
|
||||
NOT APPLY TO YOU.</b>
|
||||
</p>
|
||||
</body>
|
||||
|
||||
</html>
|
698
docs/history.html
Executable file
|
@ -0,0 +1,698 @@
|
|||
<html>
|
||||
|
||||
<head>
|
||||
<title>History Of Cities And City Planning</title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
|
||||
<h1>History Of Cities And City Planning</h1>
|
||||
|
||||
<h1>By Cliff Ellis</h1>
|
||||
|
||||
<h2>Introduction</h2>
|
||||
|
||||
The building of cities has a long and complex history. Although city
|
||||
planning as an organized profession has existed for less than a
|
||||
century, all cities display various degrees of forethought and
|
||||
conscious design in their layout and functioning. <p>
|
||||
|
||||
Early humans led a nomadic existence, relying on hunting and gathering
|
||||
for sustenance. Between 8,000 and 10,000 years ago, systematic
|
||||
cultivation of plants and the domestication of animals allowed for
|
||||
more permanent settlements. During the fourth millennium B.C., the
|
||||
requirements for the "urban revolution" were finally met: the
|
||||
production of a surplus of storable food, a system of writing, a more
|
||||
complex social organization, and technological advances such as the
|
||||
plough, potter's wheel, loom, and metallurgy.
|
||||
<p>
|
||||
|
||||
Cities exist for many reasons, and the diversity of urban forms can be
|
||||
traced to the complex functions that cities perform. Cities serve as
|
||||
centers of storage, trade, and manufacture. The agricultural surplus
|
||||
from the surrounding countryside is processed and distributed in
|
||||
cities. Cities also grew up around marketplaces, where goods from
|
||||
distant places could be exchanged for local products. Throughout
|
||||
history, cities have been founded at the intersections of
|
||||
transportation routes, or at points where goods must shift from one
|
||||
mode of transportation to another, as at river and ocean ports.
|
||||
<p>
|
||||
|
||||
Religious elements have been crucial throughout urban history. Ancient
|
||||
peoples had sacred places, often associated with cemeteries or
|
||||
shrines, around which cities grew. Ancient cities usually had large
|
||||
temple precincts with monumental religious buildings. Many medieval
|
||||
cities were built near monasteries and cathedrals.
|
||||
<p>
|
||||
|
||||
Cities often provide protection in a precarious world. During attacks,
|
||||
the rural populace could flee behind city walls, where defence forces
|
||||
assembled to repel the enemy. The wall served this purpose for
|
||||
millennia, until the invention of heavy artillery rendered walls
|
||||
useless in warfare. With the advent of modern aerial warfare, cities
|
||||
have become prime targets for destruction rather than safe havens.
|
||||
<p>
|
||||
|
||||
Cities serve as centers of government. In particular, the emergence of
|
||||
the great nation-states of Europe between 1400 and 1800 led to the
|
||||
creation of new capital cities or the investing of existing cities
|
||||
with expanded governmental functions.
|
||||
<p>
|
||||
|
||||
Washington, D.C., for example, displays the monumental buildings,
|
||||
radial street pattern, and large public spaces typical of capital
|
||||
cities.
|
||||
<p>
|
||||
|
||||
Cities, with their concentration of talent, mixture of peoples, and
|
||||
economic surplus, have provided a fertile ground for the evolution of
|
||||
human culture: the arts, scientific research, and technical
|
||||
innovation. They serve as centers of communication, where new ideas
|
||||
and information are spread to the surrounding territory and to foreign
|
||||
lands.
|
||||
<p>
|
||||
|
||||
<h2>Constraints on City Form</h2>
|
||||
|
||||
Cities are physical artifacts inserted into a preexisting natural
|
||||
world, and natural constraints must be respected if a settlement is to
|
||||
survive and prosper. Cities must conform to the landscape in which
|
||||
they are located, although technologies have gradually been developed
|
||||
to reorganize the land to suit human purposes. Moderately sloping land
|
||||
provides the best urban site, but spectacular effects have been
|
||||
achieved on hilly sites such as San Francisco, Rio de Janeiro, and
|
||||
Athens. <p>
|
||||
|
||||
Climate influences city form. For example, streets have been aligned
|
||||
to take advantage of cooling breezes, and arcades designed to shield
|
||||
pedestrians from sun and rain. The architecture of individual
|
||||
buildings often reflects adaptations to temperature, rainfall, snow,
|
||||
wind and other climatic characteristics.
|
||||
<p>
|
||||
|
||||
Cities must have a healthy water supply, and locations along rivers
|
||||
and streams, or near underground watercourses, have always been
|
||||
favored. Many large modern cities have outgrown their local water
|
||||
supplies and rely upon distant water sources diverted by elaborate
|
||||
systems of pipes and canals.
|
||||
<p>
|
||||
|
||||
City location and internal structure have been profoundly influenced
|
||||
by natural transportation routes. Cities have often been sited near
|
||||
natural harbors, on navigable rivers, or along land routes determined
|
||||
by regional topography.
|
||||
<p>
|
||||
|
||||
Finally, cities have had to survive periodic natural disasters such as
|
||||
earthquakes, hurricanes, tornados, and floods. The San Francisco
|
||||
earthquake of 1906 demonstrated how natural forces can undo decades of
|
||||
human labor in a very short time.
|
||||
<p>
|
||||
|
||||
<h2>Elements of Urban Structure</h2>
|
||||
|
||||
City planners must weave a complex, ever-changing array of elements
|
||||
into a working whole: that is the perennial challenge of city
|
||||
planning. The physical elements of the city can be divided into three
|
||||
categories: networks, buildings, and open spaces. Many alternative
|
||||
arrangements of these components have been tried throughout history,
|
||||
but no ideal city form has ever been agreed upon. Lively debates about
|
||||
the best way to arrange urban anatomies continue to rage, and show no
|
||||
signs of abating. <p>
|
||||
|
||||
<h3>Networks</h3>
|
||||
|
||||
Every modern city contains an amazing array of pathways to carry flows
|
||||
of people, goods, water, energy, and information. Transportation
|
||||
networks are the largest and most visible of these. Ancient cities
|
||||
relied on streets, most of them quite narrow by modern standards, to
|
||||
carry foot traffic and carts. The modern city contains a complex
|
||||
hierarchy of transportation channels, ranging from ten-lane freeways
|
||||
to sidewalks. In the United States, the bulk of trips are carried by
|
||||
the private automobile, with mass transit a distant second. American
|
||||
cities display the low-density sprawl characteristic of auto-centered
|
||||
urban development. In contrast, many European cities have the high
|
||||
densities necessary to support rail transit. <p>
|
||||
|
||||
Modern cities rely on complex networks of utilities. When cities were
|
||||
small, obtaining pure water and disposing of wastes was not a major
|
||||
problem, but cities with large populations and high densities require
|
||||
expensive public infrastructure. During the nineteenth century, rapid
|
||||
urban growth and industrialization caused overcrowding, pollution, and
|
||||
disease in urban areas. After the connection between impure water and
|
||||
disease was established, American and European cities began to install
|
||||
adequate sewer and water systems. Since the late nineteenth century,
|
||||
cities have also been laced with wires and conduits carrying
|
||||
electricity, gas, and communications signals.
|
||||
<p>
|
||||
|
||||
<h3>Buildings</h3>
|
||||
|
||||
Buildings are the most visible elements of the city, the features that
|
||||
give each city its unique character. Residential structures occupy
|
||||
almost half of all urban land, with the building types ranging from
|
||||
scattered single-family homes to dense high-rise apartments.
|
||||
Commercial buildings are clustered downtown and at various subcenters,
|
||||
with skyscrapers packed into the central business district and
|
||||
low-rise structures prevailing elsewhere, although tall buildings are
|
||||
becoming more common in the suburbs. Industrial buildings come in many
|
||||
forms ranging from large factory complexes in industrial districts to
|
||||
small workshops. <p>
|
||||
|
||||
City planners engage in a constant search for the proper arrangement
|
||||
of these different types of land use, paying particular attention to
|
||||
the compatibility of different activities, population densities,
|
||||
traffic generation, economic efficiency, social relationships, and the
|
||||
height and bulk of buildings.
|
||||
<p>
|
||||
|
||||
<h3>Open Spaces</h3>
|
||||
|
||||
Open space is sometimes treated as a leftover, but it contributes
|
||||
greatly to the quality of urban life. "Hard" spaces such as plazas,
|
||||
malls, and courtyards provide settings for public activities of all
|
||||
kinds. "Soft" spaces such as parks, gardens, lawns, and nature
|
||||
preserves provide essential relief from harsh urban conditions and
|
||||
serve as space for recreational activities. These "amenities"
|
||||
increasingly influence which cities will be perceived as desirable
|
||||
places to live. <p>
|
||||
|
||||
<h2>Evolution of Urban Form</h2>
|
||||
|
||||
The first true urban settlements appeared around 3,000 B.C. in ancient
|
||||
Mesopotamia, Egypt, and the Indus Valley. Ancient cities displayed
|
||||
both "organic" and "planned" types of urban form. These societies had
|
||||
elaborate religious, political, and military hierarchies. Precincts
|
||||
devoted to the activities of the elite were often highly planned and
|
||||
regular in form. In contrast, residential areas often grew by a slow
|
||||
process of accretion, producing complex, irregular patterns that we
|
||||
term "organic." Two typical features of the ancient city are the wall
|
||||
and the citadel: the wall for defense in regions periodically swept by
|
||||
conquering armies, and the citadel -- a large, elevated precinct
|
||||
within the city -- devoted to religious and state functions. <p>
|
||||
|
||||
Greek cities did not follow a single pattern. Cities growing slowly
|
||||
from old villages often had an irregular, organic form, adapting
|
||||
gradually to the accidents of topography and history. Colonial cities,
|
||||
however, were planned prior to settlement using the grid system. The
|
||||
grid is easy to lay out, easy to comprehend, and divides urban land
|
||||
into uniform rectangular lots suitable for development.
|
||||
<p>
|
||||
|
||||
The Romans engaged in extensive city-building activities as they
|
||||
consolidated their empire. Rome itself displayed the informal
|
||||
complexity created by centuries of organic growth, although particular
|
||||
temple and public districts were highly planned. In contrast, the
|
||||
Roman military and colonial towns were laid out in a variation of the
|
||||
grid. Many European cities, like London and Paris, sprang from these
|
||||
Roman origins.
|
||||
<p>
|
||||
|
||||
We usually associate medieval cities with narrow winding streets
|
||||
converging on a market square with a cathedral and city hall. Many
|
||||
cities of this period display this pattern, the product of thousands
|
||||
of incremental additions to the urban fabric. However, new towns
|
||||
seeded throughout undeveloped regions of Europe were based upon the
|
||||
familiar grid. In either case, large encircling walls were built for
|
||||
defense against marauding armies; new walls enclosing more land were
|
||||
built as the city expanded and outgrew its former container.
|
||||
<p>
|
||||
|
||||
During the Renaissance, architects began to systematically study the
|
||||
shaping of urban space, as though the city itself were a piece of
|
||||
architecture that could be given an aesthetically pleasing and
|
||||
functional order. Many of the great public spaces of Rome and other
|
||||
Italian cities date from this era. Parts of old cities were rebuilt to
|
||||
create elegant squares, long street vistas, and symmetrical building
|
||||
arrangements. Responding to advances in firearms during the fifteenth
|
||||
century, new city walls were designed with large earthworks to deflect
|
||||
artillery, and star-shaped points to provide defenders with sweeping
|
||||
lines of fire. Spanish colonial cities in the New World were built
|
||||
according to rules codified in the Laws of the Indies of 1573,
|
||||
specifying an orderly grid of streets with a central plaza, defensive
|
||||
wall, and uniform building style.
|
||||
<p>
|
||||
|
||||
We associate the baroque city with the emergence of great
|
||||
nation-states between 1600 and 1750. Ambitious monarchs constructed
|
||||
new palaces, courts, and bureaucratic offices. The grand scale was
|
||||
sought in urban public spaces: long avenues, radial street networks,
|
||||
monumental squares, geometric parks and gardens. Versailles is a clear
|
||||
expression of this city-building model; Washington, D.C. is an example
|
||||
from the United States. Baroque principles of urban design were used
|
||||
by Baron Haussmann in his celebrated restructuring of Paris between
|
||||
1853 and 1870. Haussmann carved broad new thoroughfares through the
|
||||
tangled web of old Parisian streets, linking major subcenters of the
|
||||
city with one another in a pattern which has served as a model for
|
||||
many other modernization plans.
|
||||
<p>
|
||||
|
||||
Toward the latter half of the eighteenth century, particularly in
|
||||
America, the city as a setting for commerce assumed primacy. The
|
||||
buildings of the bourgeoisie expand along with their owners'
|
||||
prosperity: banks, office buildings, warehouses, hotels, and small
|
||||
factories. New towns founded during this period were conceived as
|
||||
commercial enterprises, and the neutral grid was the most effective
|
||||
means to divide land up into parcels for sale. The city became a
|
||||
checkerboard on which players speculated on shifting land values. No
|
||||
longer would religious, political, and cultural imperatives shape
|
||||
urban development; rather, the market would be allowed to determine
|
||||
the pattern of urban growth. New York, Philadelphia, and Boston around
|
||||
1920 exemplify the commercial city of this era, with their bustling,
|
||||
mixed-use waterfront districts.
|
||||
<p>
|
||||
|
||||
<h2>Transition to the Industrial City</h2>
|
||||
|
||||
Cities have changed more since the Industrial Revolution than in all
|
||||
the previous centuries of their existence. New York had a population
|
||||
of about 313,000 in 1840 but had reached 4,767,000 in 1910. Chicago
|
||||
exploded from 4.000 to 2,185,000 during the same period. Millions of
|
||||
rural dwellers no longer needed on farms flocked to the cities, where
|
||||
new factories churned out products for the new markets made accessible
|
||||
by railroads and steamships. In the United States, millions of
|
||||
immigrants from Europe swelled the urban populations. Increasingly,
|
||||
urban economies were being woven more rightly into the national and
|
||||
international economies. <p>
|
||||
|
||||
Technological innovations poured forth, many with profound impacts on
|
||||
urban form. Railroad tracks were driven into the heart of the city.
|
||||
Internal rail transportation systems greatly expanded the radius of
|
||||
urban settlement: horsecars beginning in the 1830s, cable cars in the
|
||||
1870s, and electric trolleys in the 1880s. In the 1880s, the first
|
||||
central power plants began providing electrical power to urban areas.
|
||||
The rapid communication provided by the telegraph and the telephone
|
||||
allowed formerly concentrated urban activities to disperse across a
|
||||
wider field.
|
||||
<p>
|
||||
|
||||
The industrial city still focused on the city center, which contained
|
||||
both the central business district, defined by large office buildings,
|
||||
and substantial numbers of factory and warehouse structures. Both
|
||||
trolleys and railroad systems converged on the center of the city,
|
||||
which boasted the premier entertainment and shopping establishments.
|
||||
The working class lived in crowded districts close to the city center,
|
||||
near their place of employment.
|
||||
<p>
|
||||
|
||||
Early American factories were located outside of major cities along
|
||||
rivers which provided water power for machinery. After steam power
|
||||
became widely available in the 1930s, factories could be located
|
||||
within the city in proximity to port facilities, rail lines, and the
|
||||
urban labor force. Large manufacturing zones emerged within the major
|
||||
northeastern and midwestern cities such as Pittsburgh, Detroit, and
|
||||
Cleveland. But by the late nineteenth century, factory
|
||||
decentralization had already begun, as manufacturers sought larger
|
||||
parcels of land away from the congestion of the city. Gary, Indiana,
|
||||
for example, was founded in 1906 on the southern shore of Lake
|
||||
Michigan by the United States Steel Company.
|
||||
<p>
|
||||
|
||||
The increasing crowding, pollution, and disease in the central city
|
||||
produced a growing desire to escape to a healthier environment in the
|
||||
suburbs. The upper classes had always been able to retreat to homes in
|
||||
the countryside. Beginning in the 1830s, commuter railroads enabled
|
||||
the upper middle class to commute in to the city center. Horsecar
|
||||
lines were built in many cities between the 1830s and 1880s, allowing
|
||||
the middle class to move out from the central cities into more
|
||||
spacious suburbs. Finally, during the 1890s electric trolleys and
|
||||
elevated rapid transit lines proliferated, providing cheap urban
|
||||
transportation for the majority of the population.
|
||||
<p>
|
||||
|
||||
The central business district of the city underwent a radical
|
||||
transformation with the development of the skyscraper between 1870 and
|
||||
1900. These tall buildings were not technically feasible until the
|
||||
invention of the elevator and steel-frame construction methods.
|
||||
Skyscrapers reflect the dynamics of the real estate market; the tall
|
||||
building extracts the maximum economic value from a limited parcel of
|
||||
land. These office buildings housed the growing numbers of
|
||||
white-collar employees in banking, finance, management, and business
|
||||
services, all manifestations of the shift from an economy of small
|
||||
firms to one of large corporations.
|
||||
<p>
|
||||
|
||||
<h3>The Form of the Modern City
|
||||
in the Age of the Automobile</h3>
|
||||
|
||||
The city of today may be divided into two parts: <p>
|
||||
|
||||
<ul>
|
||||
|
||||
<li>An inner zone, coextensive with the boundaries of the old industrial city.
|
||||
|
||||
<li>Suburban areas, dating from the 1920s, which have been designed for the automobile from the beginning.
|
||||
|
||||
</ul>
|
||||
|
||||
The central business districts of American cities have become centers
|
||||
of information processing, finance, and administration rather than
|
||||
manufacturing. White-collar employees in these economic sectors
|
||||
commute in from the suburbs on a network of urban freeways built
|
||||
during the 1950s and 1960s; this "hub-and-wheel" freeway pattern can
|
||||
be observed on many city maps. New bridges have spanned rivers and
|
||||
bays, as in New York and San Francisco, linking together formerly
|
||||
separate cities into vast urbanized regions. <p>
|
||||
|
||||
Waves of demolition and rebuilding have produced "Manhattanized"
|
||||
downtowns across the land. During the 1950s and 1960s, urban renewal
|
||||
programs cleared away large areas of the old city, releasing the land
|
||||
for new office buildings, convention centers, hotels, and sports
|
||||
complexes. Building surges have converted the downtowns of American
|
||||
cities into forests of tall office buildings. More recently, office
|
||||
functions not requiring a downtown location have been moved to huge
|
||||
office parks in the suburbs.
|
||||
<p>
|
||||
|
||||
Surrounding the central business area lies a large band of old
|
||||
mixed-use and residential buildings which hose the urban poor. High
|
||||
crime, low income, deteriorating services, inadequate housing, and
|
||||
intractable social problems plague these neglected areas of urban
|
||||
America. The manufacturing jobs formerly available to inner city
|
||||
residents are no longer there, and resources have not been committed
|
||||
to replace them.
|
||||
<p>
|
||||
|
||||
These inner city areas have been left behind by a massive migration to
|
||||
the suburbs, which began in the late nineteenth century but
|
||||
accelerated in the 1920s with the spread of the automobile. Freeway
|
||||
building after World War II opened up even larger areas of suburban
|
||||
land, which were quickly filled by people fleeing central city
|
||||
decline. Today, more people live in suburbs than in cities proper.
|
||||
Manufacturers have also moved their production facilities to suburban
|
||||
locations which have freeway and rail accessibility.
|
||||
<p>
|
||||
|
||||
Indeed, we have reached a new stage of urbanization beyond the
|
||||
metropolis. Most major cities are no longer focused exclusively on the
|
||||
traditional downtown. New subcenters have arisen round the periphery,
|
||||
and these subcenters supply most of the daily needs of their adjacent
|
||||
populations. The old metropolis has become a multi-centered urban
|
||||
region. In turn, many of these urban regions have expanded to the
|
||||
point where they have coalesced into vast belts of urbanization --
|
||||
what the geographer Jean Gottman termed "megalopolis." The prime
|
||||
example is the eastern seaboard of the United States from Boston to
|
||||
Washington. The planner C.A. Doxiadis has speculated that similar vast
|
||||
corridors of urbanization will appear throughout the world during the
|
||||
next century. Thus far, American planners have not had much success in
|
||||
imposing a rational form on this process. However, New Town and
|
||||
greenbelt programs in Britain and the Scandinavian countries have, to
|
||||
some extent, prevented formless sprawl from engulfing the countryside.
|
||||
<p>
|
||||
|
||||
<h3>The Economics of Urban Areas</h3>
|
||||
|
||||
Since the 1950s, city planners have increasingly paid attention to the
|
||||
economics of urban areas. When many American cities experienced fiscal
|
||||
crises during the 1970s, urban financial management assumed even
|
||||
greater importance. Today, planners routinely assess the economic
|
||||
consequences of all major changes in the form of the city. <p>
|
||||
|
||||
Several basic concepts underlie urban and regional economic analysis.
|
||||
First, cities cannot grow if their residents simply provide services
|
||||
for one another. The city must create products which can be sold to an
|
||||
external purchaser, bringing in money which can be reinvested in new
|
||||
production facilities and raw materials. This "economic base" of
|
||||
production for external markets is crucial. Without it, the economic
|
||||
engine of the city grinds to a halt.
|
||||
<p>
|
||||
|
||||
Once the economic base is established, an elaborate internal market
|
||||
can evolve. This market includes the production of goods and services
|
||||
for businesses and residents within the city. Obviously, a large part
|
||||
of the city's physical plant is devoted to facilities for internal
|
||||
transactions: retail stores of all kinds, restaurants, local
|
||||
professional services, and so on.
|
||||
<p>
|
||||
|
||||
Modern cities are increasingly engaged in competition for economic
|
||||
resources such as industrial plants, corporate headquarters,
|
||||
high-technology firms, and government facilities. Cities try to lure
|
||||
investment with an array of features: low tax rates, improved
|
||||
transportation and utility infrastructure, cheap land, and skilled
|
||||
labor force. Amenities such as climate, proximity to recreation,
|
||||
parks, elegant architecture, and cultural activities influence the
|
||||
location decisions of businesses and individuals. Many older cities
|
||||
have difficulty surviving in this new economic game. Abandoned by
|
||||
traditional industries, they're now trying to create a new economic
|
||||
base involving growth sectors such as high technology.
|
||||
<p>
|
||||
|
||||
Today, cities no longer compete in mere regional or national markets:
|
||||
the market is an international one. Multinational firms close plants
|
||||
in Chicago or Detroit and build replacements in Asia or Latin America.
|
||||
Foreign products dominate whole sectors of the American consumer goods
|
||||
market. Huge sums of money shift around the globe in instantaneous
|
||||
electronic transactions. Cities must struggle for survival in a
|
||||
volatile environment in which the rules are always changing. This
|
||||
makes city planning even more challenging than before.
|
||||
<p>
|
||||
|
||||
<h2>Modern City Planning</h2>
|
||||
|
||||
Modern city planning can be divided into two distinct but related
|
||||
types of planning. visionary city planning proposes radical changes in
|
||||
the form of the city, often in conjunction with sweeping changes in
|
||||
the social and economic order. Institutionalized city planning is
|
||||
lodged within the existing structures of government, and modifies
|
||||
urban growth processes in moderate, pragmatic ways. It is constrained
|
||||
by the prevailing alignment of political and economic forces within
|
||||
the city. <p>
|
||||
|
||||
<h3>Visionary or Utopian City Planning</h3>
|
||||
|
||||
People have imagined ideal cities for millennia. Plato's Republic was
|
||||
an ideal city, although lacking in the spatial detail of later
|
||||
schemes. Renaissance architects designed numerous geometric cities,
|
||||
and ever since architects have been the chief source of imaginative
|
||||
urban proposals. In the twentieth century, Le Corbusier, Frank Lloyd
|
||||
Wright, Paolo Soleri, and dozens of other architects have designed
|
||||
cities on paper. Although few have been realized in pure form, they
|
||||
have influenced the layout of many new towns and urban redevelopment
|
||||
projects. <p>
|
||||
|
||||
In his "Contemporary City for Three Million People" of 1922 and
|
||||
"Radiant City" of 1935, Le Corbusier advocated a high-density urban
|
||||
alternative, with skyscraper office buildings and mid-rise apartments
|
||||
placed within park-like open spaces. Different land uses were located
|
||||
in separate districts, forming a rigid geometric pattern with a
|
||||
sophisticated system of superhighways and rail transit.
|
||||
<p>
|
||||
|
||||
Frank Lloyd Wright envisioned a decentralized low-density city in
|
||||
keeping with his distaste for large cities and belief in frontier
|
||||
individualism. The Broadacre City plan of 1935 is a large grid of
|
||||
arterials spread across the countryside, with most of the internal
|
||||
space devoted to single-family homes on large lots. Areas are also
|
||||
carefully set aside for small farms, light industry, orchards,
|
||||
recreation areas, and other urban facilities. A network of
|
||||
superhighways knits the region together, so spatially dispersed
|
||||
facilities are actually very close in terms of travel time. In many
|
||||
ways, Wright's Broadacre City resembles American suburban and exurban
|
||||
developments of the post-WWII period.
|
||||
<p>
|
||||
|
||||
Many other utopian plans could be catalogued, but the point is that
|
||||
planners and architects have generated a complex array of urban
|
||||
patterns from which to draw ideas and inspiration. Most city planners,
|
||||
however, do not work on a blank canvas; they can only make incremental
|
||||
changes to an urban scene already shaped by a complicated historical
|
||||
process.
|
||||
<p>
|
||||
|
||||
<h3>Institutionalized City Planning</h3>
|
||||
|
||||
The form of the city is determined primarily by thousands of private
|
||||
decisions to construct buildings, within a framework of public
|
||||
infrastructure and regulations administered by the city, state, and
|
||||
federal governments. City planning actions can have enormous impacts
|
||||
on land values. From the point of view of land economics, the city is
|
||||
an enormous playing field on which thousands of competitors struggle
|
||||
to capture value by constructing or trading land and buildings. The
|
||||
goal of city planning is to intervene in this game in order to protect
|
||||
widely shared public values such as health, safety, environmental
|
||||
quality, social equality, and aesthetics. <p>
|
||||
|
||||
The roots of American city planning lie in an array of reform efforts
|
||||
of the late nineteenth century: the Parks movement, the City Beautiful
|
||||
movement, campaigns for housing regulations, the Progressive movement
|
||||
for government reform, and efforts to improve public health through
|
||||
the provision of sanitary sewers and clean water supplies. The First
|
||||
National Conference on City Planning occurred in 1909, the same year
|
||||
as Daniel Burnham's famous Plan of Chicago. That date may be used to
|
||||
mark the inauguration of the new profession. The early city planners
|
||||
actually came from diverse backgrounds such as architecture, landscape
|
||||
architecture, engineering, and law, but they shared a common desire to
|
||||
produce a more orderly urban pattern.
|
||||
<p>
|
||||
|
||||
The zoning of land became, and still is, the most potent instrument
|
||||
available to American city planners for controlling urban development.
|
||||
Zoning is basically the dividing of the city into discrete areas
|
||||
within which only certain land uses and types of buildings can be
|
||||
constructed. The rationale is that certain activities of building
|
||||
types don't mix well; factories and homes, for example. Illogical
|
||||
mixtures create nuisances for the parties involved and lower land
|
||||
values. After several decades of gradual development, land-use zoning
|
||||
received legal approval from the Supreme Court in 1926.
|
||||
<p>
|
||||
|
||||
Zoning isn't the same as planning: it is a legal tool for the
|
||||
implementation of plans. Zoning should be closely integrated with a
|
||||
Master Plan or Comprehensive Plan that spells out a logical path for
|
||||
the city's future in areas such as land use, transportation, parks and
|
||||
recreation, environmental quality, and public works construction. In
|
||||
the early days of zoning this was often neglected, but this lack of
|
||||
coordination between zoning and planning is less common now.
|
||||
<p>
|
||||
|
||||
The other important elements of existing city planning are subdivision
|
||||
regulations and environmental regulations. Subdivision regulations
|
||||
require that land being subdivided for development be provided with
|
||||
adequate street, sewers, water, schools, utilities, and various design
|
||||
features. The goal is to prevent shabby, deficient developments that
|
||||
produce headaches for both their residents and the city. Since the
|
||||
late 1960s, environmental regulations have exerted a stronger
|
||||
influence on patterns of urban growth by restricting development in
|
||||
floodplains, on unstable slopes, on earthquake faults, or near
|
||||
sensitive natural areas. Businesses have been forced to reduce smoke
|
||||
emissions and the disposal of wastes has been more closely monitored.
|
||||
Overall, the pace of environmental degradation has been slowed, but
|
||||
certainly not stopped, and a dismaying backlog of environmental
|
||||
hazards remains to be cleaned up. City planners have plenty of work to
|
||||
do as we move into the twenty-first century.
|
||||
<p>
|
||||
|
||||
<h2>Conclusion: Good City Form</h2>
|
||||
|
||||
What is the good city? We are unlikely to arrive at an unequivocal
|
||||
answer; the diversity of human needs and tastes frustrates all
|
||||
attempts to provide recipes or instruction manuals for the building of
|
||||
cities. However, we can identify the crucial dimensions of city
|
||||
performance, and specify the many ways in which cities can achieve
|
||||
success along these dimensions. <p>
|
||||
|
||||
A most useful guide in this enterprise is Kevin Lynch's A Theory of
|
||||
Good City Form (Cambridge, MA, MIT Press, 1981). Lynch offers five
|
||||
basic dimensions of city performance: vitality, sense, fit, access,
|
||||
and control. To these he adds two "meta-criteria," efficiency and
|
||||
justice.
|
||||
<p>
|
||||
|
||||
For Lynch, a vital city successfully fulfils the biological needs of
|
||||
its inhabitants, and provides a safe environment for their activities.
|
||||
A sensible city is organized so that its residents can perceive and
|
||||
understand the city's form and function. A city with good fit provides
|
||||
the buildings, spaces, and networks required for its residents to
|
||||
pursue their projects successfully. An accessible city allows people
|
||||
of all ages and background to gain the activities, resources,
|
||||
services, and information that they need. A city with good control is
|
||||
arranged so that its citizens have a say in the management of the
|
||||
spaces in which they work and reside.
|
||||
<p>
|
||||
|
||||
Finally, an efficient city achieves the goals listed above at the
|
||||
least cost, and balances the achievement of the goals with one
|
||||
another. They cannot all be maximized at the same time. And a just
|
||||
city distributes benefits among its citizens according to some fair
|
||||
standard. Clearly, these two meta-criteria raise difficult issues
|
||||
which will continue to spark debates for the foreseeable future.
|
||||
<p>
|
||||
|
||||
These criteria tell aspiring city builders where to aim, while
|
||||
acknowledging the diverse ways of achieving good city form. Cities are
|
||||
endlessly fascinating because each is unique, the product of decades,
|
||||
centuries, or even millennia of historical evolution. As we walk
|
||||
through city streets, we walk through time, encountering the
|
||||
city-building legacy of past generations. Paris, Venice, Rome, New
|
||||
York, Chicago, San Francisco -- each has its glories and its failures.
|
||||
In theory, we should be able to learn the lessons of history and build
|
||||
cities that our descendants will admire and wish to preserve. That
|
||||
remains a constant challenge for all those who undertake the task of
|
||||
city planning.
|
||||
<p>
|
||||
|
||||
<p>
|
||||
|
||||
<hr>
|
||||
<p>
|
||||
<h2>Micropolis, Unix Version.</h2>
|
||||
This game was released for the Unix platform
|
||||
in or about 1990 and has been modified for inclusion in the One Laptop
|
||||
Per Child program. Copyright © 1989 - 2007 Electronic Arts Inc. If
|
||||
you need assistance with this program, you may contact:
|
||||
<a href="http://wiki.laptop.org/go/Micropolis">http://wiki.laptop.org/go/Micropolis</a> or email <a
|
||||
href="mailto:micropolis@laptop.org">micropolis@laptop.org</a>.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or (at
|
||||
your option) any later version.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This program is distributed in the hope that it will be useful, but
|
||||
WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
General Public License for more details. You should have received a
|
||||
copy of the GNU General Public License along with this program. If
|
||||
not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
<h3 align="center">ADDITIONAL TERMS per GNU GPL Section 7</h3>
|
||||
|
||||
</p>
|
||||
<p>
|
||||
No trademark or publicity rights are granted. This license does NOT
|
||||
give you any right, title or interest in the trademark SimCity or any
|
||||
other Electronic Arts trademark. You may not distribute any
|
||||
modification of this program using the trademark SimCity or claim any
|
||||
affliation or association with Electronic Arts Inc. or its employees.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
Any propagation or conveyance of this program must include this
|
||||
copyright notice and these terms.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
If you convey this program (or any modifications of it) and assume
|
||||
contractual liability for the program to recipients of it, you agree
|
||||
to indemnify Electronic Arts for any liability that those contractual
|
||||
assumptions impose on Electronic Arts.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
You may not misrepresent the origins of this program; modified
|
||||
versions of the program must be marked as such and not identified as
|
||||
the original program.
|
||||
</p>
|
||||
<p>
|
||||
|
||||
This disclaimer supplements the one included in the General Public
|
||||
License. <b>TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
|
||||
PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
|
||||
OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
|
||||
SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
|
||||
DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
|
||||
INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
|
||||
RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
|
||||
USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
|
||||
INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
|
||||
MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
|
||||
UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
|
||||
WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
|
||||
CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
|
||||
ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
|
||||
JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
|
||||
WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
|
||||
CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
|
||||
NOT APPLY TO YOU.</b>
|
||||
</p>
|
||||
</body>
|
||||
|
||||
</html>
|
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