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okay I’m practicing my new spiel:

this focus on coding is the wrong level of abstraction

coding is no longer the problem. the problem is getting the right context to the coding agent. this is much, much harder

“vibe coding” is the new “horseless carriage”

the job of the human engineer is “context wrangling”






> coding is no longer the problem.

"Coding" - The art of literally using your fingers to type weird characters into a computer, was never a problem developers had.

The problem has always been understanding and communication, and neither of those have been solved at this moment. If anything, they have gotten even more important, as usually humans can infer things or pick up stuff by experience, but LLMs cannot, and you have to be very precise and exact about what you're telling them.

And so the problem remains the same. "How do I communicate what I want to this person, while keeping the context as small as possible as to not overflow, yet extensive enough to cover everything?" except you're sending it to endpoint A instead of endpoint B.


I’d take it a step further honestly. You need to be precise and exact but you also have to have enough domain knowledge to know when the LLM is making a huge mistake.

> you also have to have enough domain knowledge

I'm a bit 50/50 on this. Generally I agree, how are you supposed to review it otherwise? Blindly accepting whatever the LLM tells you or gives you is bound to create trouble in the future, you still need to understand and think about what the thing you're building is, and how to design/architect it.

I love making games, but I'm also terrible at math. Sometimes, I end up out of my depth, and sometimes it could take me maybe a couple of days to solve something that probably would be trivial for a lot of people. I try my best to understand the fundamentals and the theory behind it, but also not get lost in rabbit holes, but it's still hard, for whatever reason.

So I end up using LLMs sometimes to write small utility functions used in my games for specific things. It takes a couple of minutes. I know exactly what I want to pass into it, and what I want to get back, but I don't necessarily understand 100% of the math behind it. And I think I'm mostly OK with this, as long as I can verify that the expected inputs get the expected outputs, which I usually do with unit or E2E tests.

Would I blindly accept information about nuclear reactors, another topic I don't understand much about? No, I'd still take everything a LLM outputs with a "grain of probability" because that's how they work. Would I blindly accept it if I can guarantee that for my particular use case, it gives me what I expect from it? Begrudgingly, yeah, because I just wanna create games and I'm terrible at math.


Oh yeah definitely. The context matters.

For making CRUD apps or anything that doesn’t involve security or stores sensitive information I 100 percent agree it’s fine.

The issue I see is that we get some people storing extremely sensitive info in apps made with these and they don’t know enough to verify the security of it. They’ll ask the LLM “is it secure?” But it doesn’t matter if they don’t know it’s not BSing


I will counter this with the fact that sometimes, and depending on the abstraction level that you are trying to solve/work at code or some other determinstic language is the right and easier way language to describe the context. This doesn't just apply to SWE, but all forms of engineering (electrical, civil, mechanical, etc).

We have math notation for maths, diagrams for circuits, plans for houses, etc etc. Would hate to have to give long paragraphs of "English" to my house builder and watch what the result could be. Feels like being a lawyer at this point. English can be appropriate and now we also have that in our toolbox.

Describing context at the abstraction level and accuracy you care about has always been the issue. The context of what matters though as you grow and the same system has to deal with more requirements at once together IMV is always the challenge in ANY engineering discipline.




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