[HN Gopher] Semantic Compression (2014)
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Semantic Compression (2014)
Author : tosh
Score : 42 points
Date : 2025-12-07 16:55 UTC (6 hours ago)
(HTM) web link (caseymuratori.com)
(TXT) w3m dump (caseymuratori.com)
| thefourthchime wrote:
| This is exactly how I write code. I never engineer anything until
| I have to. I don't try to get rid of code duplication until it
| works. And I try to be as "least clever" as possible.
| gdulli wrote:
| I'm the same way. Underengineering is so much easier to fix
| than overengineering.
| imron wrote:
| One of my favorite articles of all time.
|
| It helped crystallize a number of concepts I understood but
| hadn't been able to fully realize in the face of the prevailing
| OOP trends of the time.
|
| It was the permission I needed to buck those trends.
| moribunda wrote:
| Well, one might think it's not hard to predict that you will have
| to use buttons in the game editor more than once...
| lijok wrote:
| Not trying to praise OOP at all here but notice a couple of
| things;
|
| - You're not dealing with persistence. No DB, no migration
| headaches, no downtime requirements, etc. Constraints entirely
| devoid of business requirements. - You still arrived at the same
| level of indirection you belabored. - You worked off of an
| established project that didn't go off on any tangents. Building
| bottom up, depending on how much foresight you have, easily leads
| to the kind of mess that you cannot semantically compress without
| rewriting from scratch. In many cases, especially if working on
| projects with multiple people, those reusable patterns will be
| incredibly difficult to spot due to the mess surrounding the
| implementations.
|
| You're definitely on the right track, but for one it's not an xor
| choice which approach you take (semantic compression or OOP),
| secondly, semantic compression is not as simple as it was made
| out here to be, and lastly, businesses do not build bottom up.
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