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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Enterprise vs Real time embedded systems

    - by JakeFisher
    In university I have 2 options for software architecture: Enterprise Real time embedded systems I would be very glad if someone can give me a brief explanation of what those are. I am interested in following criterias: Brief overview Complexity and interest. So does knowledge costs time? Area of usage Profit(salary) Working tools, programs. Might be some text editor, uml editor. Something else?

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  • What should you do when presented with a horrible design?

    - by plua
    Our firm makes websites. We also design websites. But sometimes our client brings his/her own design. This is often made by an in-house designer, or it is the same design they used for something else. However, sometimes these designs look awful. And I am talking really unprofessional, unbalanced, uncool. But the client really wants this design. I really do not like working with a design that is so awful. It takes away all pleasure in coding. You code. You check the demo. Works great. Looks awful. It's just not fun. And ultimately the client might be happy, but 1) I do not feel proud of the final product and 2) the community sees you 'develop' ugly websites, which is bad for your image. Anybody experiencing this kind of stuff? What do you recommend? I've been thinking: Blocking these clients. If somebody has an 'own' design, ask to see it first. Then somehow politely decline. Drawback: you lose a client. Create a new design. Have our in-house designers work one something really cool. Drawbacks: client would need to pay for this (without asking for it), or it will be declined and the company loses time = money. And it might come as an insult if you propose a new design out of the blue. THEIR designer won't like it for sure. Put a clear disclaimer at the bottom of the site: Website design by XXXXX, Website development by US. Helps for the community-impact (if people pay attention), but not for the uneasy feeling.

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  • Book Recommendation: Web Design

    - by injekt
    I'm looking to get back into advanced Web Design. I'd say I was already fairly advanced but I haven't designed much in a good few years and haven't got any books any more. I was just interested to know if anyone had any good recommendations for Web Design books and resources, I've spent the last couple of days looking around but can't make my mind up. Any contributions are greatly appreciated. PS. I have looked around at other questions on StackOverflow that could be related, but couldn't find any that fitted.

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  • User Interface design books/resources for programmers

    - by mmacaulay
    Hi, I'm going to make my monthly trip to the bookstore soon and I'm kind of interested in learning some user interface and/or design stuff - mostly web related, what are some good books I should look at? One that I've seen come up frequently in the past is Don't Make Me Think, which looks promising. I'm aware of the fact that programmers often don't make great designers, and as such this is more of a potential hobby thing than a move to be a professional designer. I'm also looking for any good web resources on this topic. I subscribed to Jakob Nielsen's Alertbox newsletter, for instance, although it seems to come only once a month or so. Thanks! Somewhat related questions: http://stackoverflow.com/questions/75863/what-are-the-best-resources-for-designing-user-interfaces http://stackoverflow.com/questions/7973/user-interface-design

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  • What software design pattern is best for the following scenario (C#)

    - by askjdh
    I have a gps device that records data e.g. datetime, latitude, longitude I have an sdk that reads the data from the device. The way the data is read: A command packet (basically a combination of int values in a struct) is sent to the device. The device responds with the data in fixed size chunks e.g. 64bytes Depending on the command issued I will get back differect data structs e.g. sending command 1 to the device returns a struct like struct x { id int, name char[20] } command 2 returns a collection of the following structs (basically it boils down to an array of the structs - y[12]) struct y { date datetime, lat decimal, lon decimal } I would then want to convert the struct to a class and save the data to a database. What would be the best way to encapsulate the entire process, preferably using some established design pattern? Many thanks M

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  • Design Solution For Storing-Fetching Images

    - by Chaitanya
    This is a design doubt am facing, I have a collection of 1500 images which are to be displayed on an asp.net page, the images to be displayed differ from one page to another, the count of these images will increase in the time to come, a.) is it a good idea to have the images on the database, but the round trip time to fetch the images from the database might be high. b.) is it good to have all the images on a directory, and have a virtual file system over it, and the application will access the images from the directory Do we have in particular any design strategy in a traditional database for fetching images with the least round trip time, does any solution other than usage of a traditional database exists? ps: I use SQL Server to store these images.

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  • Book Recommendations for Technical/Solutions Architecture [closed]

    - by giant_squid
    I wish to learn more about Technical and Solutions Architecture. Specifically, I'm concerned with designing HA, Fault-Tolerant Scalable web-based solutions (enough buzzwords ;-). Its a topic I'm familiar with on a technical level having worked as a sysadmin, but I don't know all the buzzwords Architects use and have to brush up on my UML and diagram techniques. I would like a book that describes what architecture is as a discipline and explores standard design patterns, and some do's and don'ts. Do you have any recommendations? I apologise if this sounds vague, its because I am still learning what Architecture is as a discipline having come from a sysadmin background. To be 100% clear I'm looking for books or websites that give broad overviews of what System Design patterns exist and how the discipline works. Thanks Instead of closing the question maybe you could comment on what exactly about it you don't like.

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Suggestions on switching from lamp based web design-development to game design-development

    - by Sandeepan Nath
    I have around 2.5 years of experience as a web developer cum designer working mainly on the LAMP platform. Now, I want to try out game development (of the likes of First Person Shooter games like Call of Duty (COD)). It is one of my dreams to some day succeed in making a profitable, popular, commercial game of this type. However, I have never done any kind of business nor even freelancing yet even in the web domain. Okay, first things first, I am just starting and I don't yet have any idea about the technologies, languages, engines (game engines) etc involved in that. I would like this question to be a complete guide for people with similar interests. Best resources for getting hold really fast What would be the best approach to get the basic hold of the domain really fast? Any resource(s) for programmers coming from other domains/experienced in other domains would be the ideal ones for me. E.g., if anybody would ask me some good resource for quickly learning PHP/Mysql, I would suggest books like "How to do everything with PHP & MySql" - because - it introduces all the basics of the domain (not the advanced things which can be later learnt by practice and also a lot by searching in stackoverflow questions) it contains some very nice working projects in the end, which help in applying the skills learnt in the chapters of the book. This is the best way for self learners, I feel. I would appreciate some similar resource which connects all concepts together to get the bigger picture. I have read about C, C++, C#, JAVA being used in game programming but not sure which language to go for (I have previously learnt a little of C and JAVA). I have also read about game engines but there would be various other concepts. Commonly accepted ways of learning Should 3D games like these be tried after 2D games? Are there some commonly accepted ways of learning such kind of games? Like in web development, we should go for frameworks after practising well with basic language, AJAX after getting properly done with simple page-reload processing etc. Apart from these, any useful tips (like language choices etc.) would be much appreciated. Like it is highly recommended to contribute to open source web projects for getting recognition, are there similar open source game projects? Thanks, Sandeepan

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  • Is the PowerPC (G4) architecture better than Intel x86 architecture for certain types of application

    - by ralphc
    I have a PowerMac G4 from around the year 2000. It's a serviceable Unix machine but I don't do much with it since I have plenty of Pentium 4 machines around with Linux on them. I was wondering if the PowerPC based machine is capable of handling certain tasks faster or "better" than Intel based machines, or is it just another computer to use. I have OSX 10.4 Tiger for it, and I don't mind installing Yellow Dog Linux or UbuntuPPC if that will make it more useable.

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  • Getting out of my head

    - by BenCole
    (I put this on SO, but it got a couple close votes saying it belonged here instead...) I've spent the last year as a single person team developing a rich-client application (35,000+ LoC, for what it's worth). It's currently stable and in production. However, I know that my skills were rusty at the beginning of the project, so without a doubt there are major issues to the code. At this point, most of the issues are in architecture, structure, or interactions - the easy problems, even architecture/design problems, have already been weeded out. Unfortunately, I've spent so much time with this project that I'm having a hard time thinking outside of it - approaching it from a new perspective to see the flaws deeply buried or inherent in the design. How do I step outside my head and outside my code so I can get a fresh look at this code so I can make it better? Is this less of an issue than I think it is, or is this a problem for other people as well?

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Does my API design violate RESTful principles?

    - by peta
    Hello everybody, I'm currently (I try to) designing a RESTful API for a social network. But I'm not sure if my current approach does still accord to the RESTful principles. I'd be glad if some brighter heads could give me some tips. Suppose the following URI represents the name field of a user account: people/{UserID}/profile/fields/name But there are almost hundred possible fields. So I want the client to create its own field views or use predefined ones. Let's suppose that the following URI represents a predefined field view that includes the fields "name", "age", "gender": utils/views/field-views/myFieldView And because field views are kind of higher logic I don't want to mix support for field views into the "people/{UserID}/profile/fields" resource. Instead I want to do the following: utils/views/field-views/myFieldView/{UserID} Though Leonard Richardson & Sam Ruby state in their book "RESTful Web Services" that a RESTful design is somehow like an "extreme object oriented" approach, I think that my approach is object oriented and therefore accords to RESTful principles. Or am I wrong? When not: Are such "object oriented" approaches generally encouraged when used with care and in order to avoid query-based REST-RPC hybrids? Thanks for your feedback in advance, peta

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  • Erlang OTP application design

    - by Toby Hede
    I am struggling a little coming to grips with the OTP development model as I convert some code into an OTP app. I am essentially making a web crawler and I just don't quite know where to put the code that does the actual work. I have a supervisor which starts my worker: -behaviour(supervisor). -define(CHILD(I, Type), {I, {I, start_link, []}, permanent, 5000, Type, [I]}). init(_Args) -> Children = [ ?CHILD(crawler, worker) ], RestartStrategy = {one_for_one, 0, 1}, {ok, {RestartStrategy, Children}}. In this design, the Crawler Worker is then responsible for doing the actual work: -behaviour(gen_server). start_link() -> gen_server:start_link(?MODULE, [], []). init([]) -> inets:start(), httpc:set_options([{verbose_mode,true}]), % gen_server:cast(?MODULE, crawl), % ok = do_crawl(), {ok, #state{}}. do_crawl() -> % crawl! ok. handle_cast(crawl}, State) -> ok = do_crawl(), {noreply, State}; do_crawl spawns a fairly large number of processes and requests that handle the work of crawling via http. Question, ultimately is: where should the actual crawl happen? As can be seen above I have been experimenting with different ways of triggering the actual work, but still missing some concept essential for grokering the way things fit together. Note: some of the OTP plumbing is left out for brevity - the plumbing is all there and the system all hangs together

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  • Design pattern for loading multiple message types

    - by lukem00
    As I was looking through SO I came across a question about handling multiple message types. My concern is - how do I load such a message in a neat way? I decided to have a separate class with a method which loads one message each time it's invoked. This method should create a new instance of a concrete message type (say AlphaMessage, BetaMessage, GammaMessage, etc.) and return it as a Message. class MessageLoader { public Message Load() { // ... } } The code inside the method is something which looks really awful to me and I would very much like to refactor it/get rid of it: Message msg = Message.Load(...); // load yourself from whatever source if (msg.Type == MessageType.Alpha) return new AlphaMessage(msg); if (msg.Type == MessageType.Beta) return new BetaMessage(msg); // ... In fact, if the whole design looks just too messy and you guys have a better solution, I'm ready to restructure the whole thing. If my description is too chaotic, please let me know what it's missing and I shall edit the question. Thank you all.

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  • Game software design

    - by L. De Leo
    I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development but, while spotting a big issue about how I was keeping the application state (basically using a global variable), I reached the point that I'm stuck. The thing is that ignoring the design flaw, in a single-threaded environment such as under the Django development server, the game works perfectly. While I tried to design classes cleanly and keep methods short I now have in front of me an issue that has been keeping me busy for the last 2 days and that countless print statements and visual debugging hasn't helped me spot. The reason I think has to do with some side-effects of functions and to solve it I've been wondering if maybe refactoring the code entirely with static classes that keep no state and just passing the state around might be a good option to keep side-effects under control. Or maybe trying to program it in a functional programming style (although I'm not sure Python allows for a purely functional style). I feel that now there's already too many layers that the software (which I plan to make incredibly more complex by adding non trivial features) has already become unmanageable. How would you suggest I re-take control of my code-base that (despite being still only at < 1000 LOC) seems to have taken a life of its own?

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  • How far to go with Domain Driven Design?

    - by synti
    I've read a little about domain driven design and the usage of a rich domain model, as described by Martin Fowler, and I've decided to put it in practice in a personal project, instead of using transaction scripts. Everything went fine until UI implementation started. The thing is some views will use rich components that are backed up by unusual models and, thus, I must transform the domain model into what is used by those components. And that transformation is specially "complex" in the view-to-domain portion, up to the point that some business logic is involved. Wich brings me to the questioning: where should I do these adaptations? So far I've got the following conclusions: Doing it in the presentation layer is good because, well, if that layer imposes restrictions in it's model, then it should be the one to handle them. But it's bad because there'll be some business leakage. If I do it on the services objects (controllers, actions, whatever), then it'd be good because there won't be any change to the domain API just because of presentation layer, but it's bad because then I'd have transaction scripts, wich is not the intended design. Finally, if I do it on the domain model, there'd be no leakage of business logic at all. But in the future I could expect an explosion of the API into a series of methods designed just to handle that view-model <- domain-model adaptation. I hope I could make myself clear on this.

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  • DDD Model Design and Repository Persistence Performance Considerations

    - by agarhy
    So I have been reading about DDD for some time and trying to figure out the best approach on several issues. I tend to agree that I should design my model in a persistent agnostic manner. And that repositories should load and persist my models in valid states. But are these approaches realistic practically? I mean its normal for a model to hold a reference to a collection of another type. Persisting that model should mean persist the entire collection. Fine. But do I really need to load the entire collection every time I load the model? Probably not. So I can have specialized repositories. Some that load maybe a subset of the object graph via DTOs and others that load the entire object graph. But when do I use which? If I have DTOs, what's stopping client code from directly calling them and completely bypassing the model? I can have mappers and factories to create my models from DTOs maybe? But depending on the design of my models that might not always work. Or it might not allow my models to be created in a valid state. What's the correct approach here?

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  • 5 Design Tricks Facebook Uses To Affect Your Privacy Decisions

    - by Jason Fitzpatrick
    If you feel like Facebook increasingly has fewer and fewer options to reject applications and organization access to your private information, you’re not imagining it. Here are five ways Facebook’s design choices in the App Center have minimized your choices over time. Over at TechCrunch they have a guest post by Avi Charkham highlighting five ways recent changes to the Facebook App Center put privacy settings on the back burner. In regard to the comparison seen in the image above, for example, he writes: #1: The Single Button Trick In the old design Facebook used two buttons – “Allow” and “Don’t Allow” – which automatically led you to make a decision. In the new App Center Facebook chose to use a single button. No confirmation, no decisions to make. One click and, boom, your done! Your information was passed on to the app developers and you never even notice it. Hit up the link below to check out the other four redesign choices that minimize the information about privacy and data usage you see and maximize the click-through and acceptance rate for apps. How To Switch Webmail Providers Without Losing All Your Email How To Force Windows Applications to Use a Specific CPU HTG Explains: Is UPnP a Security Risk?

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Design pattern for client/server sessions?

    - by nonot1
    Are there any common patterns or general guidance I can learn from for how to design a client/server system where the both the client and server must maintain some kind per-client session state? I've found any number of libraries that can help with some of the plumbing, but it's the overall design I'm wondering about. Open issues in my mind: How to structure the client/server communication so that bidirectional synchronous and asynchronous requests are possible? The server side needs to spawn a couple of per-connected-client session-long helper process. How to manage that? How to manage the mapping from a given client (and any of it's requests) to server state and helper process instances in the face of multiple clients and intermittent network connectivity. Most communication can be simple blocking request/reply, but some will be long running processing tasks that the client will want to keep tabs on. To the extent that it matters, the platform is Linux/C/C++. Not web based. Just an existing thick-client software app being modified to talk to backend servers for some tasks.

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  • Class Design for special business rules

    - by Samuel Front
    I'm developing an application that allows people to place custom manufacturing orders. However, while most require similar paperwork, some of them have custom paperwork that only they require. My current class design has a Manufacturer class, of which of one of the member variables is an array of RequiredSubmission objects. However, there are two issues that I am somewhat concerned about. First, some manufacturers are willing to accept either a standard form or their own custom form. I'm thinking of storing this in the RequiredSubmission object, with an array of alternate forms that are a valid substitute. I'm not sure that this is ideal, however. The major issue, however, is that some manufacturers have deadline cycles. For example, forms A, B and C have to be delivered by January 1, while payment must be rendered by January 10. If you miss those, you'll have to wait until the next cycle. I'm not exactly sure how I can get this to work with my existing classes—how can I say "this set of dates all belong to the same cycle, with date A for form A, date B for form B, etc." I would greatly appreciate any insights on how to best design these classes.

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  • KISS principle applied to programming language design?

    - by Giorgio
    KISS ("keep it simple stupid", see e.g. here) is an important principle in software development, even though it apparently originated in engineering. Citing from the wikipedia article: The principle is best exemplified by the story of Johnson handing a team of design engineers a handful of tools, with the challenge that the jet aircraft they were designing must be repairable by an average mechanic in the field under combat conditions with only these tools. Hence, the 'stupid' refers to the relationship between the way things break and the sophistication available to fix them. If I wanted to apply this to the field of software development I would replace "jet aircraft" with "piece of software", "average mechanic" with "average developer" and "under combat conditions" with "under the expected software development / maintenance conditions" (deadlines, time constraints, meetings / interruptions, available tools, and so on). So it is a commonly accepted idea that one should try to keep a piece of software simple stupid so that it easy to work on it later. But can the KISS principle be applied also to programming language design? Do you know of any programming languages that have been designed specifically with this principle in mind, i.e. to "allow an average programmer under average working conditions to write and maintain as much code as possible with the least cognitive effort"? If you cite any specific language it would be great if you could add a link to some document in which this intent is clearly expressed by the language designers. In any case, I would be interested to learn about the designers' (documented) intentions rather than your personal opinion about a particular programming language.

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