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Sure, I'm not saying design is easy either, but even if you have detailed user requirements, a fully spec'ed out UI, and some general technical requirements, translating that to (working) code is still really, really difficult.

I used to do a lot of interviews in my previous career, and I can't tell you the number of times I'd be interviewing someone who could talk a good game, but the second it got to writing code, if the world depended on them being able to write a simple correct loop, we'd all be dead. I know everyone shits on Lee code, and I agree the "brain teaser-y" nature of it doesn't often match real world development, but often times I'd tell folks almost exactly what the code needed to do, in English, and they still couldn't translate that to sensible code.

Last side note, when this topic comes up I feel some folks are really biking it down to the absurd "typing was never the hard part". Well, yeah, sure. But actually writing correct, maintainable, well-structured code is (was?) very much at least one of the hard parts.



> Last side note, when this topic comes up I feel some folks are really biking it down to the absurd "typing was never the hard part

Compared to the other parts. If you can do the problem solving part and the design part,code is easy. If you can't write code, I strongly doubt your ability to do the first two.

People talking good game always try to keep it high level and full of jargon. Once you ask them to explain part of the design, you'll see the inconsistency and holes of what they are saying very easily.


"Talk is cheap, show me the code" - Linus




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