January 2018: New Year's Resolutions

In lieu of a speaker last month, a group of us gathered wrote down some pieces of code-writing advice. Some of them were purely a New Year's Resolutions, as they're something we intend to stick with, and some other items were more like recommendations to a younger version of yourself. And some are things we keep telling ourselves but just can't hear enough!

  1. Avoid side effects and unrelated actions
  2. Keep the logic close in lines of code (so you don't have to go down the rabbit hole)
  3. Stay focused on the task at hand
  4. Leave good comments
  5. Leave good in-line documentation
  6. Write good commit messages! Links to a bug, or explains what's really happening in the change.
  7. UI bugs are a big deal! If they bother you, they'll bother your users.
  8. Follow the system that works for you. Maybe it's paper!
  9. Don't be afraid to test a change, no matter how trivial it seems.
  10. You're a pro: use Dash or a powerful document browser
  11. Subscribe to helpful dev mailing lists (digests like iOS Weekly)
  12. Spend 1 hour a week learning something
  13. Take time AFK for non-code work
  14. Take notes for yourself and leave breadcrumbs ("Left off on <technical error>")
  15. Clean up prototypes and keep them for later!
  16. Try not to hate Swift
  17. Keep your timesheet better: improve bookkeeping
  18. Avoid ill-defined projects
  19. DocumentĀ why you're doing something and why not something else
  20. Remember: the best place for documentation is in the code
  21. Automate UI Testing!
  22. Don't forget your quarterly estimated taxes šŸ™
  23. Learn back-end best practices (logging, microservices, unit tests)
  24. Test-driven development
  25. Try out different frameworks and look for other solutions
  26. Finish a side project
  27. Keep editing your coding standards / pull request guidelines
  28. Maybe the dice *are* loaded! (SceneKit life lesson: don't use die with divots.)

Also, we had a spirited conversation about obscure code involving John Carmack's algorithm for calculating the square root of a float in Quake 3. It's here if you're curious!

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