I am putting this here both to help future users and because I need help myself.
(Most of these stem from me being just flat out lazy)
1) Messy code.
I'll keep old crap that doesn't work, just maybe with a new conditional statement, and it will just keep getting bigger and bigger, messier and messier. I've had some (supposedly) easy and quick things rapidly spiral into 250-line monoliths, costing me hours and probably some eye/brain/finger/face damage, too.
I can fix this by choosing to select and delete dysfunctional code, instead of literally dumping more onto the problem. ("Hey, there's a fire. Let's go put it out with gasoline/petrol")
2) I want to know what your opinion on this one is.
I tend to lean towards getting a working model done, then adding shiny bells and whistles (like features, decoration, textures, music, optimization, etc) later, but I also tend to create demonstrations (I.E. Linevolution and Expression Evolution, and... uhhh... I can't tell you ), where it's more focused on showing off a cool concept vs presenting a full project.
Which do you think is better (for small programs):
Get the idea working, then optimize.
Plan everything and optimize while planning.
I definitely think that planning is needed for any real project (any project that isn't sketching your thoughts out), and I learned it the hard way during CC20, where I spent nearly 100 hours doing things that could have been prevented (yes, I counted up my time)
3) Comments.
I rarely comment my code because:
a) not commenting forces me to look back through the program occasionally, and I'll potentially find a bug.
b) it wastes my time. I could have written an entire game in the time it is taking me to write this post in "English"
c) Most of the time, I don't need it. I can probably tell what draw() does. With concise enough variable/struct/class/program/executable names, I find them more of a hassle than not.
d) In Java, <oversimplification, I'll be showing this post to some non-programmers at my school> there are special types of comments that you can attach to variables and functions. They can hold data about that function. I use them very frequently, as my IDE (Eclipse Luna. I really need to update, but I love it so much) generates it for me. (Because settings and addons and fun stuff)
4) I'm very picky with my programming language. 'nuff said.
5) There's probably a lot more, so if you see any glaring flaws in my programming, please tell me.
(I'll edit this post; I have more, but not enough time.)
(Most of these stem from me being just flat out lazy)
1) Messy code.
I'll keep old crap that doesn't work, just maybe with a new conditional statement, and it will just keep getting bigger and bigger, messier and messier. I've had some (supposedly) easy and quick things rapidly spiral into 250-line monoliths, costing me hours and probably some eye/brain/finger/face damage, too.
I can fix this by choosing to select and delete dysfunctional code, instead of literally dumping more onto the problem. ("Hey, there's a fire. Let's go put it out with gasoline/petrol")
2) I want to know what your opinion on this one is.
I tend to lean towards getting a working model done, then adding shiny bells and whistles (like features, decoration, textures, music, optimization, etc) later, but I also tend to create demonstrations (I.E. Linevolution and Expression Evolution, and... uhhh... I can't tell you ), where it's more focused on showing off a cool concept vs presenting a full project.
Which do you think is better (for small programs):
Get the idea working, then optimize.
Plan everything and optimize while planning.
I definitely think that planning is needed for any real project (any project that isn't sketching your thoughts out), and I learned it the hard way during CC20, where I spent nearly 100 hours doing things that could have been prevented (yes, I counted up my time)
3) Comments.
I rarely comment my code because:
a) not commenting forces me to look back through the program occasionally, and I'll potentially find a bug.
b) it wastes my time. I could have written an entire game in the time it is taking me to write this post in "English"
c) Most of the time, I don't need it. I can probably tell what draw() does. With concise enough variable/struct/class/program/executable names, I find them more of a hassle than not.
d) In Java, <oversimplification, I'll be showing this post to some non-programmers at my school> there are special types of comments that you can attach to variables and functions. They can hold data about that function. I use them very frequently, as my IDE (Eclipse Luna. I really need to update, but I love it so much) generates it for me. (Because settings and addons and fun stuff)
4) I'm very picky with my programming language. 'nuff said.
5) There's probably a lot more, so if you see any glaring flaws in my programming, please tell me.
(I'll edit this post; I have more, but not enough time.)