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Security through simplification of source codeReturn to homeWay too many soydevs (especially graduates, which are usually all soydevs anyway) believe that in order to make your code more secure, you’ll need to add even more complexity, add even more abstraction, add even more bloat, make your code even more unreadable, and all that. By making your code more complex, abstract, bloated, and unreadable, you don’t fix security holes, you only create new security holes. But that one experience is what let me to set rules for myself, like keep code short, simple, and to the point, make use of proper indenting to make it easier to see where shit goes wrong, purge all unused code as soon as you no longer use it (so don’t wait until you’re about to release the final product), and so on. Over time I started adding in more rules, like total size of the project (excluding ASSets like images, videos, favicons, databases etc, but including HTML, CSS, JS, PHP or Go) should never exceed 1 MiB (or 1024 KiB, or 1.48 MB), which in many cases is quite a lot of space. For the GenXers and millenials out there, 1 MiB fits on 1 floppy disc. It is however important that you don’t make use of any frameworks at all, because just initiating one alone will shit out somewhere between 10 and 800 MiB of bloat, and that’s before you even write a single letter of code, mind you. However, one mistake game devs often make is that they optimize code to make it use as little resources as possible, only to then make space for over the top bloated graphics and audio. |
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