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Search - "programming stages"
Some fun facts :
☻ Programmers spend approximately 30% of the time surfing the source code 😁
☻ Progress in programming can be classified into 4 stages:
(a). Complex Programming
(b). Making Progress
(c). Slow Progress
☻ Programmers have a tendency to report their problems incompletely
☻ The main error messages, execution times and runtime compilation errors and the average time to solve them
☻ The software maintenance consumes more than 50% of the effort
☻ Ctrl C, Ctrl V, and Ctrl-Z have saved more lives than Batman tbh😇3
There are two stages in programming.
The first is when everything goes smooth as heck, and you're a god.
The second is when everything goes to shit, and you don't understand anything.2
Coding on paper exams actually do help at beginner stages of learning to code.
It makes you at least think how to write things simply, without overthinking the problem, makes you familiar with semicolons (so all you stupid fks wont complain that it has taken you 2 hours to find missing semicolon (actually, who has ever encountered that problem, besides memes?)), makes you learn the syntax, just many benefits that spoiled OOP/FP starting kids cant see, because they relied on autocomplete so much.
God, I hate people who are trying to render things stupid just because they can't see the fking point -.-'
Losing my mind about who goes into "programming" and who calls himself "developer" is just fueled by that.11
How do you guys get better at programming?
I'm very new to this sphere and currently I'm learning C++ (think strings, bools and early stages of if/else) due to university course and I have fun with it during labs, but when I have to do something by myself from scratch, I reach a certain point and then I get stuck. I try re-reading the lectures but I can't find appropriate solution for the issues I face.
Do I keep doing simple tasks or do I just watch/read guides or tutorials? What is your input on the matter, fellows? :)4
Developers more than other groups tend to hold their operating system or programming language of choice dearly, to the point where if someone thinks poorly of the OS or Language, they take it like a personal attack. Then there are those who think poorly of people who who's a certain OS or a specific language. Combine the two and you get hurt feelings and identity crisis.
Can we all just agree that we're all in different stages of learning and that we all generally end up going the same direction for the same types of problems?
Or just have it out and kill each other over it. Will give me great rant material.3
The taboo of not finishing.
(As I prefaced to many posts I made, don't take this too seriously)
It is very normal in the programming world to get recommended to finish projects.
But I was wondering "what if you don't?".
Of course, we can agree that having little patience or persistence is not good for any endeavor.
But what if this recurrent focus on finishing is also bad?
Granted, I have started dozens of things and only finished one or two of them and none have become popular.
So there's not a lot of support to back my take.
But I definitely learned a lot from these projects. And I definitely had a lot of fun at some points.
In fact, I think if I had switched more often early on I would have been less miserable, and maybe I would have learned more by the virtue of not getting stuck with some project.
Of course this applies as long as you stay within the same field; it doesn't help learning gardening one day but karate the following.
But even then, there are so many hobbies in life that the chance of finding the one that you love and are the best at are very slim. So switching out of the least pleasant ones might bring you to a favorite one.
But, let's go back to programming.
Here, people recommend finishing things as means to become profitable. If you want to live as a gamedev, then you need to sell games, and to do that, you need to finish games.
That is understandable.
But if gamedev isn't your main profit, why is finishing games a requirement?
What's the point of publishing a game that you know looks like shit?
Why? Why should you put time and energy, pain and stress, all the way through the end only to finish or even publish a game that you can feel ashamed of how awful it looks? (because most 1st games look awful).
Why would you ever want to finish something that looks horrible?
First tries are always terrible, and that's fine, nothing wrong with that.
What's wrong is this sheepthought that you should publish to the public every turd that you can produce in your early learning stages.
I've been a programmer for almost 8 years now. I'm not the best out there, but I consider myself ok.
And considering I had some pretty deep depression pits thanks to this mentality, here's my advice to folk having stress with unfinished projects: don't give a single fuck.
If a side project has become stressful, shelf that shit, maybe tell someone about your issues with it. But don't care much about it.
In fact, if you manage to finish a project but it has costed you a great deal of stress, maybe that should be the shameful thing.
Life is too short to waste it considering suicide because you're not a prolific programmer.
And i would argue that iterating 100 times on different things is far more productive (and fun) than fetting stuck or spending shitloads of time on the first one, even if you don't finish any of them.3
Started out with C++ when I was 17. Being passionate about programming, loved to learn and explore more of the coding and programming world.
Reached out to the books for different languages such as Java, Python, PHP, etc.
Enjoyed learning anything that I came across.
My initial stages as a programmer, relied on books and video tutorials.
Now, relying upon documentation and other people's source code examples.
You know you can call yourself a developer, when you know how to use a particular language to develop applications that solve real world problems and perform tasks.
Now whenever I start out on a new language, I begin straight away with frameworks, hoping that I can grasp the syntax in parallel.