Jesse's comments about how his code is basically disposable (my word)
is interesting.

I think it reflects the nature of flash and its history.

For example I am working on a fairly complex project. I have been
working on it for more than a year. It has lots of pieces that
interact. And what happens is that I get one piece working. Then it
has to interact with another piece that I get working, so I have to go
back and fix the first piece. And so on. This also relates to ongoing
desires to improve the performance of code and to add features.

But what is interesting to me is every time I go back to a piece of
code I have to relearn it. I do try to comment, and each time I go
back, my comments get better because I see what I needed to comment
the last time I was "in" the code.

Basically, when I go back into an unfamiliar block of code, I find
myself often refactoring. It helps me to "re-understand" the code but
it also it has this funny effect of improving the quality of code. And
each time I do this I add or edit the documentation.

Of course I am writing primarily business logic and algorithms, not
screen display/UI code which is probably more disposable.

And I think this is my point. This issue really does depend not only
on the size of the project but the type of code it is. The closer you
are to the "edge" of the application, the less important documentation
is. Flash and even flex have typically been more UI code than business
logic which is often on the server. The more business logic that ends
up on the client, the more durable and less disposable the client code
will need to be.

In other words, as flash becomes a real software development platform,
real development methodologies will become more important.

Regards
Hank


On 12/22/05, ryanm <[EMAIL PROTECTED]> wrote:
> > Very well said Paul.  Couldn't agree more - mind you this is coming from
> > a guy who still writes crappy code.  :)
> >
>     Don't get the wrong idea, I still write my share of crappy, last minute,
> hacked-together code. But I do try to at least drop a comment in there to
> explain why it's so ugly. ;-)
>
> ryanm
>
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