Just as it's not immediately obvious when looking at a mile of assembly code what particular algorithm is represented, it's similarly difficult to figure out "what's going on" when presented with a pile of C++
For anything much more complicated than undergraduate level academic exercises, the right design media isn't the code itself, it's the modules and their interfaces and how they are interconnected. This sort of thing is much more effectively captured in diagrams than in linear constructs like code.
To put a finer point on it, the design of any non-trivial system is much more effectively communicated as diagrams. You wouldn't try to convey how such a system works to the new hire, by wading through hex dumps of the executables, or even assembly listings. I've been on projects and had 300K (bytes not sloc!) of C++ source dumped on me, though, and something like that is immune to all but the simplest tweaks until you suffer the pain of distilling a set of accurate diagrams of what's going on.
The banana isn't the art. The art is placing the banana in a gallery and art market context to make a funny and ironic comment about the gallery and art market context.
Programming is a craft. It's not an art, because creating code doesn't comment on, criticise, challenge, distill, or otherwise have anything to do with any human experience outside of programming.
Exactly this. You always have to choose what to leave in, what to take out. "Ways to do it" suggest themselves, and you weigh them, "is it the best fit for this project". A lot of what's left out evaporates into the void, but often enough you stumble onto one of these doesn't-fits that's nonetheless a keeper. You know it'll be useful somewhere else, or as the heart of something new.
Sure, you create the product, but it's these other by-the-way ideas that keep one coming back.
As I understand, that was not at all uncommon back in the day. There were no senior developers, the technology simply wasn't old enough. You'd find teenagers with vastly more knowlege and experience than any older developer simply because they could spend more time per day with the tech than an adily with a job could.
When roku decided that Amazon was the rightful owner of my fastforward button about a year and a half ago, that nearly got it tossed, but since Netflix was still behaving, I still have my roku. But if (as I suspect) we're about to behold the power of this fully functional ad-server, it WILL go directly into the e-waste.
> Amazon was the rightful owner of my fastforward button
What do you mean by this? The back button is involved in system UI and apps should be limited in their ability to steal it, but fast forward is an action that makes no sense outside the context of an app
I'm still not seeing the part where this is Roku's fault at all. It's Amazon's app responding to the controls the way Amazon wants it.
There's no platform with a standardized "fast forward" experience - Apple TV, Google TV, Fire Sticks, whatever are apps running on a device and those apps all implement their own navigation controls.
Pretty sure the big A had a problem with older versions of the OS. I'll climb way out on a limb and guess that the API for the apps didn't support embedding control codes in the stream to disable various user controls at points of the content owner's choosing. So yes, the APV app is driving whether to try to force ads on you, buy they couldn't write the app to do that prior to some version of the roku os.
To be completely cynical about it, if APV hadn't demanded the os support, I think some other party probably would have.
Apparently leading up to Amazon prime video inflicting ads where no ads had gone before, they put out a requirement to streaming device manufacturers that said devices needed to support the ability of the source to disable certain buttons. Couldn't have people fast-forwarding through the precious ads, now could they?
So when they just stop your show to try to sell insurance or whatever, and you try to ffwd through that noise, you get a little caption that informs you that "fast forward is not available during ads".
After the first cord or two, the ground around the block should be covered in chips and splinters. That might be easy to add to the sim. Otoh, it's a fun little sim as is.
For anything much more complicated than undergraduate level academic exercises, the right design media isn't the code itself, it's the modules and their interfaces and how they are interconnected. This sort of thing is much more effectively captured in diagrams than in linear constructs like code.
To put a finer point on it, the design of any non-trivial system is much more effectively communicated as diagrams. You wouldn't try to convey how such a system works to the new hire, by wading through hex dumps of the executables, or even assembly listings. I've been on projects and had 300K (bytes not sloc!) of C++ source dumped on me, though, and something like that is immune to all but the simplest tweaks until you suffer the pain of distilling a set of accurate diagrams of what's going on.
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