Timeline for Suggestions for a Dungeons and Dragons-like game
Current License: CC BY-SA 3.0
4 events
when toggle format | what | by | license | comment | |
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Mar 30, 2014 at 17:22 | comment | added | 200_success | When code is long and convoluted enough that it needs comments as signposts, it probably needs to be reorganized for clarity, as in @amon's answer. | |
Mar 30, 2014 at 16:52 | comment | added | Woody | I see what you're getting at, when I add comments like that it's merely because I outline what I'm trying to do before the next line of code; I just find it helpful to keep me on track. | |
Mar 30, 2014 at 8:42 | comment | added | 200_success |
Comments should explain why, not reiterate what. A comment like #Get user input adds noise without insight — the call to input() is self-explanatory. (It's like a useless public speaker who just reads bullet points on PowerPoint slides that the audience can already read.) On the other hand, a comment like # Character 1 defeats Character 2 and absorbs strength and skill points equal to the difference in their power could be helpful.
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Mar 30, 2014 at 8:32 | history | answered | Woody | CC BY-SA 3.0 |