Re: Harsher action for copy paste

@27-28, very valid points. See post 25 for the code issue; there is no definitive way to determine if code has been stolen. The only way to determine that (and even then that's not foolproof) is to employ all the items I listed in post 12. And even then you'll miss some. Code theft is so ridiculously hard to prove because everyone will compile the code into machine language, rendering most comparison methods impractical, impossible to employ or completely invalid. If I disassemble two BGT games and compare the first 131072 lines of asm and they match, that doesn't mean that the code wwas stolen by any stretch of the imagination; it just means that both of those games happen to have the same code up to that point in the sections that those 131072 lines happen to cover. Add to that the fact that every modern compiler will include files in the compilation process that hardcodes strings that are not from your application in there (which are from other libraries or from the OS) and you've got yourself a downright mess. The only way to do that is to compare, side-by-side, asm diffs, but who wants to sit and do that? Your source code may be 20-100 pages of source code alone, but the asm output would be 8-10 times that length.

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