It's a lot cheaper to have double the ram than it is to pay for someone to optimize your code.
And if you're working with code that requires that serious of resource optimization you'll invariably end up with low level code libraries that are hard to maintain.
... But fuck the Always on internet connection and DRM for sure.
It'd be nice to have that - yeah. My company issued me a laptop that only had 16gb of RAM to try and build Android projects.
Idk if you know Gradle builds but a multi module project regularly consumes 20+GB of ram during a build. Despite the cost difference being paid for in productivity gains within a month it took 6 months and a lot of fighting to get a 32gb laptop.
My builds immediately went from 8-15 minutes down to 1-4.
It's how big orgs like Google do it, sure. Working there I had 192gb of ram on my cloudtop.
That's not exactly reducing the total spend on dev ram though - quite the opposite. It's getting more ram than you can fit in a device available to the devs.
But you can't have it both ways: you can't bitch and moan about "always on internet connections" and simultaneously push for an always on internet connected IDE to do your builds.
I want to be able to work offline whenever I need to. That's not possible if my resource starved terminal requires an Internet connection to run.
Resource optimization has nothing to do with product quality. Really good experiences can be done with shitty resource consumption. Really bad experiences can be blisteringly fast in optimization.
The reason programmers work in increasingly abstract languages is to do more with less effort at the cost of less efficient resource utilization.
Rollercoaster Tycoon was ASM. Slay the Spire was Java. They're both excellent games.
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