team C

This is a discussion on team C within the C Programming forums, part of the General Programming Boards category; I am not a professional programmer, so forgive me if this sounds too elementary for you. When I first started ...

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    team C

    I am not a professional programmer, so forgive me if this sounds too elementary for you. When I first started the project I am working on, I asked my co-workers for help with the project since it will benefit them, but nobody else would help out, probably since nobody else knew how to program for windows. Anyway, now that I am about a six months into it, I am wondering how I would have divided up the work had someone agreed to help. I find myself frequently updating routines I wrote earlier as I get a better grip on how things should be. So my question is, how do the pros orchestrate the work? They must have some way of dividing up the work.

    Just curious

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    Just Lurking Dave_Sinkula's Avatar
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    Quote Originally Posted by FOOTOO View Post
    Anyway, now that I am about a six months into it, I am wondering how I would have divided up the work had someone agreed to help. I find myself frequently updating routines I wrote earlier as I get a better grip on how things should be. So my question is, how do the pros orchestrate the work? They must have some way of dividing up the work.
    Modular code and version control play a large part.
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    and the hat of int overfl Salem's Avatar
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    > I find myself frequently updating routines I wrote earlier as I get a better grip on how things should be.
    need help in C programming
    If you dance barefoot on the broken glass of undefined behaviour, you've got to expect the occasional cut.
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    Well, if you've never gone back and changed your routines..... You know, added a parameter, added members, revised a process, then either your project isn't very complex or your simply perfect. I know I am not perfect.

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    and the hat of int overfl Salem's Avatar
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    You've simply missed the point then.

    Sure a good design will mean that you can write the code from end to end without ever changing anything. But even an average design will significantly cut down on the amount of code thrashing that you seem to be complaining about.

    Interfaces in particular get a lot of attention to make sure they're right, because they're the ones hardest to change once the code is written. Particularly if you're dividing up the work between several people, a good set of interfaces allows everyone to work to a known reference which isn't likely to change on a whim.
    If you dance barefoot on the broken glass of undefined behaviour, you've got to expect the occasional cut.
    If at first you don't succeed, try writing your phone number on the exam paper.
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    Quote Originally Posted by Salem View Post

    Interfaces in particular get a lot of attention to make sure they're right, because they're the ones hardest to change once the code is written. Particularly if you're dividing up the work between several people, a good set of interfaces allows everyone to work to a known reference which isn't likely to change on a whim.
    Yes, Yes!! This is very true. I found a great deal of my time and code to be devoted to fine tuning the gui. It looks good when I sketch it out on paper, but when I implement it, things don't always work well and require adjustment. Also, many of the bugs I had in my computational engine didn't become known until I had enough of an interface to play with things, again causing me to go back and redo things. This is probably not the point you are trying to make, but it is good to know I don't stand alone in this.

    Thanks

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    C++ Witch laserlight's Avatar
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    I had the impression that Salem was talking about programming interfaces, not graphical user interfaces (or perhaps both).
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    Quote Originally Posted by laserlight View Post
    I had the impression that Salem was talking about programming interfaces, not graphical user interfaces (or perhaps both).
    Oh, I think you're right. Just got a little too excited I guess.

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