In tests in a web application/api, your tests can actually be real use cases quite easily and design your api around real use cases.
How would you do that in a game? Check a frame looks a certain way?
I have done proper testing a puzzle game where the game can be represented by abstract state. But modern 3d rending is hard to test well.
1. Say no and disagree with people
2. Walk away from any relationship (personal or professional)
3. Do what you like, believe what you like (as long as you are not harming yourself or others).
4. Move
5. Hire experts to work for you (if you can afford it)
6. Spend your money as you please
7. Engage in conversation with strangers
8. Drastically change your life (new career, new field of study, etc) 9. Talk to strangers.
It took me a long time to realize that being an adult means taking control of my life, make decisions and being okay with their consequences because _I_ made them.
People make music because they want to. They always have, since the dawn of civilization. Even if we end up somehow making music bots that can generate something OK, people won't magically stop wanting to make music.
And for both cases, it's important to remember that ML/LLM/etc can only re-arrange what's already been created. They're not really capable of generating anything novel - which is important for both of those.
Unfortunately the market for art will filled lowest common denominator stuff generated by AI. Only the high end will be driven by non AI. There's not enough of a market for everyone to do high end stuff.
I can see that.
From the other side of the PR though, it involves significantly _more_ work from a reviewer.
The "red tape" of separating commits and opening separate PRs should be removed by the team.
The effort of separating commits and opening separate PRs is minimal once you're comfortable with the tools.
I encourage colleagues to be comfortable with these workflows, because a reviewer's time is generally no less valuable than their's.
The best way of getting changes is through is simply sitting down and talking with the reviewer. Most of these small PRS, splitting things, creating elaborate stacking systems are just technology hacks around a social/process problem. I've seen people make more of a mess trying to split pr's up where they are so fine grained its silly and actually had dependencies on commits they didn't realise they had which reviewers then had to resolve. Literally anything to avoid talking and working with people. People are trying to turn a tightly collaborative process and turn it into isolated single work units with no collaboration that just need a rubber stamp.
Plus, honestly, even if you are relatively careful and configure everything perfectly correct, having the web server execute stuff in a specific folder inside the document root just seems like a recipe for problems.
I've thought about this a lot lately. This is true for the obvious reasons, but it's more true than it seems.
As an older, experienced dev I sometimes flirt with the idea of aiming for a mid-level developer job where I can just cruise. I'd expect the paycheck to be proportionately smaller than where I'm at now, but that's fine.
But there's no way this would actually work out. Red flags would be raised all over the place at most companies like this. For one, it'd be viewed as a red flag that I'm cool taking that huge paycut. And then of course no one appreciates being told that you want to come in, get a week's worth of work done in a day, and then clock out.