https://mastodon.ar.al/@aral/114160190826192080
"Coding is like taking a lump of clay and slowly working it into the thing you want it to become. It is this process, and your intimacy with the medium and the materials you’re shaping, that teaches you about what you’re making – its qualities, tolerances, and limits – even as you make it. You know the least about what you’re making the moment before you actually start making it. That’s when you think you know what you want to make. The process, which is an iterative one, is what leads you towards understanding what you actually want to make, whether you were aware of it or not at the beginning. Design is not merely about solving problems; it’s about discovering what the right problem to solve is and then solving it. Too often we fail not because we didn’t solve a problem well but because we solved the wrong problem.
When you skip the process of creation you trade the thing you could have learned to make for the simulacrum of the thing you thought you wanted to make. Being handed a baked and glazed artefact that approximates what you thought you wanted to make removes the very human element of discovery and learning that’s at the heart of any authentic practice of creation. Where you know everything about the thing you shaped into being from when it was just a lump of clay, you know nothing about the image of the thing you received for your penny from the vending machine."
This is no different than many things. I could grow a tree and cut it into wood but I don't. I could buy wood and nails and brackets and make furniture but I don't. I instead just fill my house/apartment with stuff already made and still feel like it's mine. I made it. I decided what's in it. I didn't have to make it all from scratch.
For me, lots of programming is the same. I just want to assemble the pieces
> When you skip the process of creation you trade the thing you could have learned to make for the simulacrum of the thing you thought you wanted to make
No, your favorite movie is not crap because the creators didn't grind their own lens. Popular and highly acclaimed games not at crap because they didn't write their own physics engine (Zelda uses Havok) or their own game engine (Plenty of great games use Unreal or Unity)
Which spec? Is there a spec that says if you use a particular set of libraries you’d get less than 10 millisecond response? You can’t even know that for sure if you roll your own code, with no 3rd party libraries.
Bugs are by definition issues arise when developers expect they code to do one thing, but it does another thing, because of unforeseen combination of factors. Yet we all are ok with that. That’s why we accept AI code. They work well enough.
For OSes: POSIX, or the MSDN documentation for Windows.
Compiler bugs and OS bugs are extremely rare so we can rely on them to follow their spec.
AI bugs are very much expected when the "spec" (the prompt) is correct, and since the prompt is written using imprecise human language likely by people that are not used to writing precise specifications, the prompt is likely either mistaken or insufficiently specified.