99% of most projects is boilerplate. For instance let's say I'm making a video game and I want to add multiplayer. Well, most of the networking code is going to deal with deciding what protocol I will be using (UDP likely) what the packets are going to look like (basically just pushing simple data frames over the wire) and then messing around with writing a UDP reactor (probably epoll backed) to actually get my game to run. This _essentially_ is pointless boilerplate, because you need to mess around with looking up kernel intricacies, how you're supposed to wrangle UDP packets, what the kernel expects what some pointless spec written 50 years ago says (oh no if a UDP packet arrives while the other end has closed connection according to RFC whatever you MUST(!!!!) stop reading otherwise UB occurs). If you want to ignore all this now you need to find some library, hoping it work (it won't) and trying to wrestle it to work in your engine. I do _not_ care about any of this. What I do care about is how my multiplayer game is going to run, how players are going to interact with each other etc. LLMs allow you to focus on that.