Hehe, you don't Jesse too well.  I can't imagine him slowing down for
anything, especially writing comments.  Consider that he probably gets more
done in a day than most of us and he still takes the time to answer many
threads on Flashcoders.

I don't write comments either.  I just write good, clean, easy to understand
code.  I don't over complicate things with classes that extend classes that
extend classes because I'm not coding for job security, I'm coding to get it
done and make it easy to come back to later.  Besides, like Jesse, I could
probably rewrite a bunch of code myself much faster than trying to dig
through somebody else's code even if it is commented.

The fact of the matter is, if I'm being hired to work on a project that
somebody else coded, they probably quit or were fired and won't be working
on the project ever again.  I mean, I'd rather write my own code that I
understand than every time I sit down to work on the app have to dig through
somebody else's mess.  And we're talking about messes here.  We're not
talking about good code.  I can understand good code without comments.

This is Actionscript, not C.

-Steven






> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Rakesh
> Sent: Thursday, December 22, 2005 3:13 AM
> To: [email protected]
> Subject: [Flashcoders] Faster code?
>
>
> JesterXL,
> I can't help but comment on your disdain for commenting/doc-ing.
> You might be missing the wood for the trees.
> A disclaimer - What I say next is for those working in teams
> that are more
> in number than just you and your cup of coffee :).
>
> Commenting/documenting is not for those working with you but for those
> working after you. The poor sop who is asked to go tweak your
> code when you
> are away in the Caribbean doesn't have the guarantee of you,
> the owner being
> available to him/her when they need to work on it.
> Commenting/doc-ing takes a huge amount of time only if it is
> treated as a
> separate endeavor to be done after coding. It's not. Make it
> part of your
> coding and it will neither be taxing nor take too much time.
>
> Forget those who work after you. After implementing numerous
> complex apps,
> don't be surprised if you come back to one of your old
> classes that u were
> really proud of for the wizardry you had employed in it and
> then spend a few
> hours scratching your head wondering what the &*^% does this
> do - and where
> the hell is that global(bad!) var being set?
>
> ".  Secondly,
> the requirements + code-base change so much, that documenting
> is a waste of
> time, when at any moment you could wax a class, and thus
> destroy 20 minutes
> worth of documentation time."
>
> Well, honestly I can see this kind of case where you need to
> 'wax a class'
> happening only when nobody has bothered to design the app
> before coding and
> all coding/classes are being created ad-hoc. If you do indeed
> design (and
> design well) and need to polish a whole class off
> (wax...polish...he he I
> crack myself up.), it's got to be pretty rare.
>
> If your client changes requirements so drastically that u
> need to kill off
> whole classes rather than tweak content of a function here,
> add one there
> ,remove one here, well...my sympathies.
> And anyway, like I said if you comment while coding, that effort you
> mentioned is 5 minutes.  Remember you don't have to write
> stories in your
> comments- that's what the design doc describes for you. You
> just need to
> leave in almost-cryptic comments that can be understood by
> another developer
> who knows his stuff.
> And anyway if you do take 20 minutes to comment the bloody
> thing, its better
> than spending 20 minutes chatting individually with your buddies and
> explaining it to them.
>
>
> "As to your last question, your are apparently in one of the
> few companies
> that do those pratices, and apparently believes they work."
>
> -Yeah. That's how we know don't we now? You do something -
> and then you know
> it really works...
>
> To comment on stuff that came before this note,
> efficiency/performance of
> code has nothing to do commenting or documenting of code and
> one doesn't
> need to come in at the expense of the other.
> You can have cryptic code that is super-efficient that is
> explained by a
> 5-10 word comment just before it that explains what it does.
> Don't mix the
> two up.
>
> Function level and class level commenting is more important
> when u r dealing
> with big teams/big projects that want quality and more
> importantly quality
> on time and quality that is maintainable. You don't want to
> have to keep
> discussing and explaining your code again and again to
> everybody who needs
> to tweak it do you? And to come back to the guy who comes
> after you, you
> gotta make his life a little easier.
> Your note seems to draw from what you have been doing so far
> rather than
> thinking about what you need to be doing to make it better. you know,
> I am used to living in my very messy room and think it's the
> way it should
> be - until I can't find that Playboy which is lying around
> somewhere and my
> mom is about to visit.
>
> " As to your last question, your are apparently in one of the
> few companies
> that do those pratices, and apparently believes they work."
>
> That's how you know pal. You do it, then you know.
>
> Well, what-ever you choose to do, may it be profitable :).
>
> Rakesh
>
>
>
>     
> -----Original Message-----
> From: JesterXL [mailto:[EMAIL PROTECTED]
> Sent: Thursday, December 22, 2005 6:40 AM
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] Faster code?
>
> Re-read your email.  Only recently have I been on bigger
> projects.  Even so,
>
> I'm usually the main developer for a given code-base, and
> others are on
> other projects, so no ones ever looking at the code next to
> me.  Secondly,
> the requirements + code-base change so much, that documenting
> is a waste of
> time, when at any moment you could wax a class, and thus
> destroy 20 minutes
> worth of documentation time.
>
> On the 2 projects I was one where I worked with a team of
> developers, we
> were in constant contact, either in person or over AIM, and
> neither had
> problems reading eachothers code that was comment-less.  We
> were using ARP,
> so it helped communication; when I updated a command, he knew
> where to look,
>
> and vice-versa.
>
> Admittingly, the little commenting we did have, which we
> couldn't live
> without was at the top of the file for Views; it merely
> reported where the
> app the View was and what it represented since we had a lot
> of forms.  That
> was it, though, and I felt things went just fine.
>
> Hanging on the Flex list, apparently my projects, even the
> big ones, are to
> the scope level that others are, although, the more I use
> Flex, the more it
> feels like.  The arguments we have over ViewHelpers in Cairngorm, for
> example, clearly illustrate the differences.  If you have an
> insane amount
> of Views with a lot of developers working on the project with
> no guarentee
> they'll ever be in communication, I can clearly see the need
> for commenting,
>
> at least in the ViewHelper (class that implements functions
> of the View
> without you the developer having to know anything about the
> View).  Same for
>
> Delegates that handle a lot of business logic and
> data-mangling coming from
> the back-end.
>
> So, I guess I've just never been on those types of projects.
> I swear it's
> felt like it in some of them, but it always felt manageable
> to me, no matter
>
> how many Views/Commands we had.  ARP or Cairngorm always
> helped me and my
> team, and scope creep was more easily managed.
>
> As to your last question, your are apparently in one of the
> few companies
> that do those pratices, and apparently believes they work.
>
> ----- Original Message -----
> From: "ryanm" <[EMAIL PROTECTED]>
> To: "Flashcoders mailing list" <[email protected]>
> Sent: Wednesday, December 21, 2005 6:09 PM
> Subject: Re: [Flashcoders] Faster code?
>
>
> > What I want to know is who is paying for #2?  Very rarely
> do I ever get
> > time
> > to comment anything, and even if I did, the code I
> commented changes the
> > next day, rendering the whole endeavor fruitless.
> >
> > ...not to mention most service work is always a custom
> job/rewrite anyway.
> >
>     Wow... that sucks. I hope they're small projects. Without good a
> reusable (and well-commented) code base, most of the larger
> projects I work
> on wouldn't even be possible. I have, at minimum, at least
> something like
> the following before every method (or sometimes groups of
> methods) in my
> classes:
>
> (spacing is jacked, but forms a box in the Flash IDE)
>
> //
> ##############################################################
> ##########
> //
> // ## Function: ShowMessage                                 
>            ##
> //
> // ## Parameters:                                           
>            ##
> //
> // ##             Message msg                               
>            ##
> //
> // ##                                                       
>            ##
> //
> // ## This function determines how to display a message
> object. It       ##
> //
> // ## accepts a single message object as a parameter and
> returns nothing.##
> //
> // ##                                                       
>            ##
> //
> // ## Not all messages are displayed, certain types of system
> messages   ##
> //
> // ## are used to close connections, accept or decline
> private chats,    ##
> //
> // ## etc, and may or may not display any text to the user on
> receipt.   ##
> //
> //
> ##############################################################
> ##########
> //
>
>     I guess it really depends on the types of projects you
> are doing. But if
> there is even a chance that I'll have to come back and edit a
> class later, I
> leave myself comments next to *any* optimization so that I
> know when and why
> I put it there. At my current job, there are actually new
> entries in my
> comments, like this:
>
> // ## Modified:Ryan Mattes 12/20/05   Reviewed:Abraham
> Saldana 12/21/05  ##
> //
>
>     Any code that goes into production has to follow a code
> standard, be
> reviewed by my peers, and have a record of when and why I went in and
> changed it. The upside being that if something breaks,
> everyone knows who
> broke it and when, making it very easy to find and fix, and
> if someone new
> comes in, they can easily figure out what the code does and
> how to use it
> (they're actually crosstraining some C# devs by having them
> read my source).
> What I want to know is who pays people to write code by the
> seat of their
> pants anymore, and why would you want to?
>
> ryanm
>
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