The Exceptional Beauty of Doom 3's Source Code
m.kotaku.com
The Exceptional Beauty of Doom 3's Source Code
1–10 of 11 posts
Re: The Exceptional Beauty of Doom 3's Source Code
#2Re: The Exceptional Beauty of Doom 3's Source Code
#3edit: spelling
Re: The Exceptional Beauty of Doom 3's Source Code
#4Re: The Exceptional Beauty of Doom 3's Source Code
#5I thought this would have been submitted days ago.
Re: The Exceptional Beauty of Doom 3's Source Code
#6Re: The Exceptional Beauty of Doom 3's Source Code
#7In the end, much of the article was yet another articulation of syntactic preferences.
Re: The Exceptional Beauty of Doom 3's Source Code
#8The most tantalizing idea here was that "Local code should explain, or at least hint at the overall system design." I was disappointed that there was no further reference to it after the introduction. In the end, much of the article was yet another articulation of syntactic preferences.
Also code that is not directly dependant on the context (business domain) should be put in a special place, in Java that would be in util-methods "hidden" away in some common-package. This way it does not clutter the rest of the code, and allows for easier reuse.
Re: The Exceptional Beauty of Doom 3's Source Code
#9I find streams much easier to maintain since there is only one list instead of printf's two. I find Niether is really good at large string interpolation jobs, but streams seem to scale better to me.