The idea is simple: the program can’t make any sense without being written.
It can’t be “just a little bit more complicated” and “make sense.”
It has to be something you can use.
If you write code for an online store, it can’t simply be a simple search engine or some generic search function.
“It’s an interactive tool,” explains the company’s founder and CEO, David Shor.
“You can have all these functions that are just functions and there’s no logic to them.
The more abstract the function is, the more it makes sense.
You can have a function that just prints numbers and a function for selecting an item in a list.”
In other words, the programmer needs to make the function meaningful.
“There’s a very real sense of being creative and being able to make a program that is really interactive,” Shor says.
“When we were designing [the product] we thought about the way that our customers would use it.”
If it’s a game, then it’s “a puzzle,” says Shor, “but it’s also a platform.”
And when you get there, you have to navigate through a series of levels and defeat your way through a variety of enemies.
This is not your ordinary puzzle game.
Shor’s approach to programming involves using an extensive toolkit of pre-made objects, scripts, and algorithms, all written with the help of an extensive database of hundreds of thousands of examples.
And, as the company says, “The idea is that the user doesn’t have to be a programmer to get a sense of the program and be able to apply it in their own code.”
A few key elements of Shor and his team’s philosophy are as follows: A large number of tools are needed to implement the idea.
A small number of programmers will need to write the program.
And a large number will need the help to make it work.
The team believes that the program will be “a little bit like a computer game.”
It’s “very much like the experience of playing a game,” Shors says.
And once you get a handle on how the program works, “you can be more creative.”
To begin with, the company has a large collection of games.
The company is currently developing its first “game” that it hopes to release sometime this year.
“The game is very similar to the way we think about game development,” Shore says.
The basic concept is that, in this game, you take the player on a journey through the game world, solving puzzles to advance through levels.
There are three levels: the level editor, the level builder, and the level viewer.
In each of these, the player needs to interact with objects, interact with levels, and interact with the world around them.
“We are designing a game in which players are in control of the environment and interactively interact with that environment,” Shores says.
There is also a third level called the “level editor,” which is basically the “editor of your own world.”
And that’s where the actual game programming comes in.
“In order to create an interactive experience, we have to use some of the tools and knowledge that we have,” Shoris says.
But in order to actually make the program work, the team has to create its own toolkit.
That means that, for example, the program needs to be able “to perform a function on a list of objects, and it has to handle the fact that objects have multiple levels.”
And it also needs to understand “how the objects interact and interactivity.”
It needs to have a way to control the level of complexity, the amount of interactivity, and so on.
Shores is a “programmer’s programmer,” he says, meaning that he’s a programmer who understands the fundamentals of computer science.
He has an MBA and a PhD from Carnegie Mellon University.
Shore worked as a programmer for a while and was looking for a new job when he joined the company.
The first job he found involved working with a bunch of people at Microsoft who were doing a lot of online gaming.
They needed to create a game called “MVP” that would allow users to play against a computer.
Shored says that he didn’t think the job would be so demanding.
But he says he was wrong.
“I went from a programmer looking for work to a developer who was looking to hire programmers,” he explains.
The next step was to build a game that could be used by the entire company.
Shors began working with the team.
And eventually, “we had a team of programmers who were very passionate about the idea of what they were building,” he tells me.
But “we were still a small company.”
The next challenge was to find a way for the team to build and test the product.
That’s when they decided to go with a crowd-sourced approach. They began