norvig.com — "Researchers...have shown it takes about ten years to develop expertise in any of a wide variety of areas, including chess playing, music composition...and research in neuropsychology and topology. There appear to be no real shortcuts: even Mozart, who was a musical prodigy at age 4, took 13 more years before he began to produce world-class music."
Sep 30, 2006 View in Crawl 4
blackjack75Sep 30, 2006
You could have been the new Mozart.And you chose skateboarding. Luckily, WAM didn't have the choice.
endersadvocateSep 30, 2006
there are definitely exceptions.. hell, at MIT you take many CS courses on Quantum Computing, Optical Computing Etc.far outside the realm of what most schools teach.(ex. my friend who goes to University of Central Florida, his class is nothing but java and basic concepts)
ikioiSep 30, 2006
The terminal is dead, long live the terminal!I'm a simple pico/nano man myself. Never had a use for those "new fangled" editors like vi or emacs. Syntax highlighting makes you lazy! ;)
charlesdarwinSep 30, 2006
Not completely invisible. Some of us (e.g., myself) have our threshold set at 'show all' because we don't want gay morons telling us which comments to read. If only digg could remember my preference...
monkeywizardOct 1, 2006
I became an expert at downloading porn in about 3 hours.
gd007Oct 1, 2006
is it still valid in the internet age?
jamieOct 1, 2006
It's about mastering programming as a skill (understanding algorithms and techniques) not earning money. Dealing with clients should not be something the programmers should be doing in my opinion.
etnuOct 9, 2006
Writing the actual game engine can easily be done by one person. For most games, it usually is (just check the credits). What costs time and money (read: people) is artists (texture / mesh), level designers, music composers, etc. The typical game engine has 3 or 4 developers working on it:- Graphics engine- AI- Physics (frequently purchased)- SoundThe majority of the work that goes into games is NOT in creating the engine...it's in writing the AI scripts, creating the levels, play testing, etc.One programmer can most certainly create a large system, and most of the time you're far better off having a single person build each discreet component. If a component is too large for a single person to do it, then you need to break the component into smaller pieces, or perhaps even rethink the component entirely as it's more likely than not overly complicated.