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skydhash a day ago

I’m talking more about architecting code instead of naively writing them. The same point can be made about libraries but the considerations are more subjective.

Most naive approaches to writing software looks like assembly. But instead of opcodes, you have libraries functions. But we move away from assembly and assembly like programming because it’s essentially one shot. Any modification to the program is difficult and/or tedious. So instead of having that one blob of instructions, we introduce gaps so that it becomes more flexible. We have functions, objects, modules… but the actual links between them still needs to be shaped.

A library can have some influence on the shape, but it is minor if you favor the solution over the means. But sometimes you see people really going hard to fill the gaps of the shape, and that’s when you start to shout KISS and YAGNI. Sometimes they want to alter the shape and you bring out SOLID and other principles…

lukan a day ago | parent [-]

"I’m talking more about architecting code instead of naively writing them."

Yeah, we are talking about code designing.

And I got my head filled with all the design patterns back then in university, but my first bigger real world projects were somehow horribly overengineered and still unflexible. And I don't think it was just lack of experience.

Nowdays I prefer a very, very simple and clear approach.

No dark empty space I want to design around.

No clever hidden layers, that prevent the introduction of a pragmatic new API.

I guess I get what you probably mean and it ain't that, but to me it has too much of the vibe of the time when I was amazed at myself for coming up with a seemingly super clever (complex) design, that sounded great in theory.

skydhash a day ago | parent [-]

Yes simplicity is always important, but it does not equate easiness. The axe of simple to complex is independent of the axe of easy to hard. It may be easy to apply patterns blindly to your codebass and make it complex. Just how it is easy to write naive and simple code that then becomes difficult to work with.

The mark of a good programmer is to balance all of these so that it’s easy to work with the codebase on an ongoing basis. And more often than not it’s similar to the sketching process. At each stage, you get enough feedback to judge the right direction for the next iteration. You do not start with all the details, nor with careless doodling. But one aspect that is often overlooked with artists is how often they practice to get that judgement capability.

lukan a day ago | parent [-]

"At each stage, you get enough feedback to judge the right direction for the next iteration."

Depends on the project I would say. What do you do, if all of a sudden the requirements change again? Or the plattform evolved/degraded? Then you compromise - and I can better compromise with simple solution. And I would never claim simple equals easy. Rather the opposite. Like you said, it is easy to make complex things. Also I never applied design patterns for the sake of it(even though it might have sounded like it) KISS was part of the theories as well.. but I did value emphasized cleverness too much as I thought that this is the way it is supposed to be done.

My resume is: simple direct solutions are to be prefered and trying to be clever is not very clever.

I rather have 3 lines of code, than one compressed clever one, no one can understand the first time reading it. And the same goes for the bigger design picture.

airstrike a day ago | parent [-]

Re: this whole conversation, you might find this quick video a worthwhile watch https://www.youtube.com/watch?v=wrwxC9taL8w

a day ago | parent [-]
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