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When you think you no longer have social life and all.. and you're routine is only code, eat, sleep..
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The most enjoyable for me is progressing & converging towards the planned result …
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Each has its joys, and each has its moments (or hours) of pain.
Latest Article - A Concise Overview of Threads
Learning to code with python is like learning to swim with those little arm floaties. It gives you undeserved confidence and will eventually drown you. - DangerBunny
Artificial intelligence is the only remedy for natural stupidity. - CDP1802
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Dang, where can I hire THEM? LOL
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Me first! Especially if automated testing is your bag!
/ravi
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• Designing the UX (this drives functionality in user facing apps)
• Investigation and research (admittedly, this may not pertain to all projects)
• Other (the most important option! )
/ravi
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Ravi Bhavnani wrote: Other (the most important option! )
Cursing at ...
A very enjoyable activity.
Latest Article - A Concise Overview of Threads
Learning to code with python is like learning to swim with those little arm floaties. It gives you undeserved confidence and will eventually drown you. - DangerBunny
Artificial intelligence is the only remedy for natural stupidity. - CDP1802
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Marc Clifton wrote: Cursing at ... Am doing a bit o' that right now, meself.
Trying to get an Android EditText 's keyboard to display a "Search" go button instead of the standard indicator. The interwebs have yielded the answer, but my code refuses to do my bidding. I'm sure I'm doing something wrong, but right now it's as clear as mud.
/ravi
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There's a dozen more steps that could be added, but I had to stop somewhere!
cheers
Chris Maunder
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Most people I know of that enjoy the design phase are also really bad at it.
A good design is concise, unoriginal, and does the thing it's supposed to do.
You need a lot of constraint, it takes a lot of time and effort for rewrites, and you're not going to get any praise for not even half a page's worth of copied ideas.
Basically, the better you do the design phase, the more people will assume you did nothing at all.
It's a lot easier to get praise with a terrible design, filled to the brim with "good ideas" and "foresight".
In practice, these tacky qualities make your architecture rigid, which either makes it very costly or totally impossible to solve the actual problems you'll run into during development.
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Which is why smart developers may enjoy that phase, but move on to others. If that is the only phase, then it would have to be a position that handles many projects' designs. A smart developer well understands the KISS principle.
The more a designer overtakes the plumbing, the easier it is to stop up the drain.
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KBZX5000 wrote: A good design is concise, unoriginal, and does the thing it's supposed to do.
But I enjoy figuring that out!
KBZX5000 wrote: Basically, the better you do the design phase, the more people will assume you did nothing at all.
Not necessarily - the better you do the design phase, the less the people that code it have to do!
KBZX5000 wrote: the actual problems you'll run into during development.
What I don't like is separating out design from development. Both are a continually iterating process -- the design guide development, the development guides refining the design. That includes throwing out bad design & its code, which people are often reluctant to do.
What particularly pisses me off though is a good design that the manager then tells you you have to dumb down so the junior programmers can understand it.
Latest Article - A Concise Overview of Threads
Learning to code with python is like learning to swim with those little arm floaties. It gives you undeserved confidence and will eventually drown you. - DangerBunny
Artificial intelligence is the only remedy for natural stupidity. - CDP1802
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You make good points, but I'm going to defend the point that a good design must be readable by juniors.
When a junior can understand the design, he can complete a development cycle by him- or herself.
The value of this is has 3 clear benefits:
- you can unload more development cycles on untrained people, which reduces cost and increases your total potential velocity
- your untrained people get trained automatically, while seniors only need to do code reviews --> this doesn't require active stewardship or involvement with the project
- juniors that can't complete a development cycle are early indicators of design issues.. or a terrible junior (if multiple juniors fail at the same task, it's the former)
Initially, we all start out being fond or our own solutions, especially if they're clever.
Over time, you realize the value of a dumb implementation: there's no lead time involved when you need to lift or modify functionality.
I've lost count on how many times I needed a workable prototype, nearly instantaneously, and was able to copy-paste functionality from random projects which both compiled and ran successfully on the first try.
You can't risk that with clever design. You need very dumb designs to pull that off.
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Whether its working as an employee or sculpting your own products, no matter how fun and stimulating, its all futile if you don't release.
I am of course biased by personal experience. I started with one pet project that exploded into a dozen, worked concurrently on them, taking many detours to entertain and discard byproducts, brought them all to a reasonable state, just pre alpha, but the fact of the matter is, irrespective of how wonderful these products are, I have nothing to show for all the time and effort spent, unless you come to my laptop (the computer, sheesh), wait for me to fix the project to build it, and don't touch everything you see on screen. So releasing the damn thing is what matters to me most, and hence most enjoyable.
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I still finding actual coding to be the best part of my job. Perhaps because I have less and less time to actually do it with all the responsibilities that come with senior roles.
Design is fun too.
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Snack time/break time is my favorite part of the process. A small space in time where I don't have to do anything but stuff my face with junk food.
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What else could we expect from a user whose ID is slacker007?
GCS d-- s-/++ a- C++++ U+++ P- L+@ E-- W++ N+ o+ K- w+++ O? M-- V? PS+ PE- Y+ PGP t+ 5? X R+++ tv-- b+(+++) DI+++ D++ G e++ h--- ++>+++ y+++* Weapons extension: ma- k++ F+2 X
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I like prototyping the most, finding an elegant solution to a specific problem.
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I agree that this would be a great option.
Sometimes you can get into serious trouble on a complex project if you haven't prototyped it first. Just don't show your first prototype to the wrong person or you might have your raw prototype put into production right away and be stuck with tons of technical debt right from the start (that's where I'm at right now).
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Scott Serl wrote: Sometimes you can get into serious trouble on a complex project if you haven't prototyped it first.
If only I could get some of my clients to understand this. It's something that I try to keep them focused on without overselling the prototype... They either want to forge through to a finished product without a proof of concept [bad] or [worse] accept the proof of concept as a (edit: ) completed solution!
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That's a part I enjoy as well. There are times when it isn't feasible to develop something new directly in the product, so a throwaway prototype is just the ticket. You can hack/slash/refactor/rework to your heart's content without worrying about the 'big picture'.
Software Zen: delete this;
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or at least a "other" with text input
In my case... I enjoy every part of it, as long as there is no one messing up with me and/or my brain, thinking process, decision making.
M.D.V.
If something has a solution... Why do we have to worry about?. If it has no solution... For what reason do we have to worry about?
Help me to understand what I'm saying, and I'll explain it better to you
Rating helpful answers is nice, but saying thanks can be even nicer.
modified 17-Sep-18 4:31am.
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I agree, any project part is enjoyable when difficulties are over and when it starts to converge …
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I would of rather seen this as a multiple option as I enjoy quiet a few of these depending on the project.
1. Spec a large project.
2. Designing Classes etc
3. Troubleshooting / bug fixes etc
4. Exploring the tech to use.
Every day, thousands of innocent plants are killed by vegetarians.
Help end the violence EAT BACON
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I'm with OG on this one, the survey should have been split into 2 sections, getting paid as the default and only option in section 1 and the rest of the options in section 2.
Yes designing the classes and APIs was my choice
Never underestimate the power of human stupidity
RAH
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