<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Decision-Making on Give 'n' Go</title><link>https://give-n-go.co/tags/decision-making/</link><description>Recent content in Decision-Making on Give 'n' Go</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sun, 20 Oct 2024 00:00:00 +0000</lastBuildDate><atom:link href="https://give-n-go.co/tags/decision-making/index.xml" rel="self" type="application/rss+xml"/><item><title>When CSS Is Enough and When It Isn't</title><link>https://give-n-go.co/notes/when-css-is-enough-and-when-it-isnt/</link><pubDate>Sun, 20 Oct 2024 00:00:00 +0000</pubDate><guid>https://give-n-go.co/notes/when-css-is-enough-and-when-it-isnt/</guid><description>&lt;p>There is a persistent bias in front-end creative circles toward doing everything in CSS. Pure-CSS art, CSS-only animations, CSS-only games. The constraint is the point, and the results are often impressive. But when the goal shifts from creative challenge to production quality, the &amp;ldquo;CSS-only&amp;rdquo; constraint can become a liability. Knowing when CSS is the right tool and when it is not saves time, reduces complexity, and often produces a better result.&lt;/p></description></item></channel></rss>