| > Your handrolled solution is likely worse than the library anyway This assumption led to a lot of O(n^2) left-padding happening over the years, via left-pad from node.js. Ideally libraries would be well-tested and of high quality, but at this point there may be too many of them to vet. My own 2 cents is that if it's easier to implement the code from scratch than to evaluate and choose a library, perhaps the invent-it-here choice works best. |
And honestly, even throwing those libraries out, it's sometimes not even a question of doing a "better" job than the library. The library is designed for general-use, but my needs aren't always general-use. Sometimes libraries are good, but they're wasting time on stuff that I don't need.
This is the reason why every Unity game on the web takes 4-5 seconds to load, and my custom engine takes on the order of milliseconds to load. It's not because I'm a better programmer, it's not because Unity devs are crap, it's purely because I know exactly what my engine needs to do, and I don't waste time on anything that it doesn't need to do.
I can think of tons of examples where I've started out using an existing library and then realized that getting rid of abstraction made my code faster and easier to debug. Heck, I can think of tons of times where I've privately forked libraries and deleted codepaths or rewritten algorithms to make them more efficient for my use-cases. There are very few JS libraries that I regularly use where I have not at some point needed to care about their internals.
And I am definitely not a crazy, insane, masterful programmer. If I'm occasionally circumventing d3 internals or doing stuff manually, it's not because I'm special. People have this assumption that if something has a bunch of stars on Github, there's no way they could possibly code something more appropriate or efficient, and for a lot of people, that just isn't true.