I was actually thinking that the way one develops code is highly non-linear. According to me, the way we study e comprehend it too. Moving from this principle could be useful for books, as I said in my previous message. Or for teamworks, so that different programmers at different levels could communicate between them.
Code provide at the same time all levels of details: documentation, comments, high-level code, tricks and so on. Good programmers organize this stuff so that one can easily dig trough their code (for example, with POD you can separate documentation from code). I think this could be done more effectively, using principles of graphic design.
I'd rather judge how beautiful code is by 1 set of standards & how beautiful a illustration or painting is by a completely different set of standards.
Me too. But, for example, maps of undergrounds are illustrations, and I think I can judge them by aesthetic and readibility standards. I'd like to try to transform computer programs in illustrations. Perhaps this is a complete waste of time. I hope not :)
It's better I provide an example of what I'm talking about: if I'll have time, I'll do it this weekend.
see you. larsen
In reply to Re: Re: Beyond literate programming...
by larsen
in thread Beyond literate programming...
by larsen
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