+ 4
Is every line of code treated as intelectual property?
Programs, apps, games are obviously protected, but is every line of code treated as intelectual property? I mean, e.g. to create a frame on a website in a certain language you don't have much choice, right? The code will be the same or at least similar. The same with physics in games, or any other motion in apps? Do you know how it is? I'm obviously not intending to steal things in my life, but I'd like to create my own things but based on tutorials, or maybe as I said find some fixed codes for frames and motions for my projects, which would be only part of something greater and personal - mine. What do you think?
22 Respuestas
+ 8
"Imagine, though, how unlikely it would be for the same thousands of lines of code to be created independently by one not engaged in unauthorized copying"
Source: http://www.freibrun.com/intellectual-property-rights-software-protect/
Imagine using two notes from Let It Be by the Beatles. That would be OK, but copying a larger portion that becomes an obvious rip off, is the problem. Same with code. If you come up with a very similar piece of code for copying a string, that's ok... but if you manage to use almost exactly the same lines of code for a much larger system, then it becomes suspicious.
+ 13
Absolutely agree with you John Wells and great point. I was going to point that out with my code:
https://code.sololearn.com/W5QeTqYuFMlm/?ref=app
+ 12
That is where I see most of them however I also try and target exactly what their contribution or contributions were and where I added their work...
+ 11
You're welcome and if we as a community can help guide you in any way feel free to ask even the smallest question as all questions should be treated with respect and as important... to help you as well as others here on Sololearn.
+ 10
Questions arise when so much of the coding world uses open source common code(s) and libraries. It really depends on what, where, when, how, and permissions if needed. Also if proper credit and attributes are accounted for if again need be.
Google, Microsoft, Apple, Android, and so on have patent(s) and patent pending(s) on thousands of projects.
But again there are numerous open source lines of codes intermixed within these projects.
Every algorithm has some base registration and timestamp.
+ 10
I tend to credit sites or people even if the only thing I got from them is the idea. It costs me nothing to do so and guarentees no future issues.
+ 9
How long have you been coding? Maybe this pdf link would be helpful to you or someone else
https://www.copyright.gov/circs/circ61.pdf
+ 9
I would also point out on most websites including "my model" I have a term of use or term of service link as well as privacy policy for limited liability -
+ 9
chionae is does NOT solve all doubts but like in life we refer to, give examples from, resource base what we do, why we do it, when we should do it, how we will proceed, and what we expect based on past experiences - not necessarily our own... thus we give credit where we believe credit is due.
+ 7
If you copy one line of code, you should definitely credit. If you look at an example and write your own based on it, I'd credit, unless it is a tutorial as their whole purpose for existing is giving away code.
+ 5
I personally think it comes down to your own principles, your integrity. There's no one standard to judge what everyone should do (unless you are submitting code in an environment with clearly stated rules and regulations, e.g. as an assignment or a project submission).
For me, I'd like my work to stay 100% of my own effort and product, except for excerpts which are directly stated otherwise by linking to the original source, on the spot. This includes any source which has aided me in the completion of a project, sources which otherwise, without referring to would I have not been able to complete said project.
+ 4
John Wells Agreed. And also, if you credit them, future people visiting the code, could even find out more information about that code! So it's a win-win.
+ 3
Actually I've just started a week ago so that's why I'm wondering how can I deal with sources in the net.
Thanks for the link!
+ 3
Omg thank you very much! Yeah, I've already noticed that community here is super helpful no matter what question is asked. Hope to give you guys mutual help in the near future!
+ 3
Yeah, that's exactly what I thought. I've never meant copying, but say to borrow some tricks while reading others' codes, not to put less effort on your job, but as you said, to overcome difficulties.
+ 3
@Xan, what I was trying to argue is that never in a programming environment you do 100% of the work, you always build on to the work of others. And in this case it is not seen as stealing the work of others. But it is not 100% your code.
+ 2
Robert Brown Farley (brofarops) yeah maybe that's vase registration and timestamp I'm talking about. But thank you guys for elaborating. I'll try to study the topic more!
+ 2
So you guys are saying that crediting solves doubts here? Of course we're not talking about coping whole stiff
+ 2
Ok noted. So you say tutorials are free to take from by their definition right?
And the credits, where do you put it? As a note in a code with #.... or to public so everyone can see it?
+ 2
But you always build upon code from others, no one is writing assembler. So when you write "for i=1 to 5" the interpreter will transform this instruction into machine code, and this alone is already building upon code from others. No one sane would think of writing a library to draw lines on the screen. There are libraries ready for that, and this is code from others. In the case of libraries that are part of a language I see no problem of using it without citing.
But no code from others, neither fluxograms from others or ideas how to process something.
On physics there are many implementations, mostly simplified from real physics, otherwise processing time would be prohibitive. A software that implements real physics is adams, used to simulate dynamic behavior of cars, trains, bikes, rockets, satellites, etc. You click on simulate, go grab a coffee and when you return the first second of time in the simulation is ready. You might take a look to unreal engine, a platform specialized in game development, with lots of libraries ready for the common tasks needed in games.