Chrome will not run properly on first execution, as in ran for the first time after a cold start of the computer, when executed off a HDD. Why? Because the HDD takes too long to read off data. Chrome expects SSD latency and fuck your computer if it's not residing on one.
When executed off a HDD, I've found Chrome only runs properly from second execution onwards after the underlying operating system has cached most of the stuff Chrome wants in RAM in anticipation of subsequent executions.
I want to say this is optimization for ever more powerful hardware, but I'm inclined to say it's also sheer incompetency that Chrome literally can't fallback gracefully if it doesn't get data as quickly as it wants.
"Oh, you know that 32 GB machine you've got? We're replacing it with this new 16 GB one. If the test suite is too slow on your new machine, I guess you'll just have to make the tests faster."
EDIT: Also - client side native software and web dev are insanely different. Web/ serverside people seem to disregard this. Constantly.
I cannot parse this sentence. What does vista having its minimum requirements poorly defined have to do with being forced to develop on underpowered hardware?
If my boss says “we are giving you a worse machine because we think that will make you write better code” I am out of there. There are plenty of ways to emulate weaker hardware and do performance testing and to make it a development priority that don’t involve intentionally hamstringing your engineers.
Basically: An end-user has computer with 4GB of DDR3. Devs for <software> wrote for and tested on a machine with 64GB of DDR5. <Software> ends up running like shit on end-user's computer.
It isn't the end-user's problem that the software runs like shit, because the devs programmed to an unrealistic common denominator. The end-user is going to find <software> that doesn't run like shit on his computer, and the devs only have themselves to blame for losing a customer because they were so out of tune with reality.
It may not be their fault but it almost certainly is their problem…
You’re all over the place. Please explain why you think using underpowered hardware is the only legitimate way to write software that works on that hardware.
Testing only in a VM on a beefy dev box leads to terribly performing software on customer machines. There's a multitude of performance problems that only come up when a system starts paging to disk, a machine has a HDD, or a CPU gets maxed out. These issues will be completely occulted on a dev machine with tons of RAM, 16 cores, and an NVMe disk.
Far too many developers have the beefy dev box with no requirements to test on more prosaic configurations. Even limiting a VM's CPU and memory isn't a good environment for performance testing because it's still faster than actual low end hardware.
In particular I often fight the slowest machine leaving the office. That should stay for a long time, set aside for testing.
I have to say, I appreciate the insane expertise browser engine developers have in making JS and layouting run fast.
Which, unlike making everyone develop on palm-pilots, is the correct solution to performance problems.
The end result is that anything I type gets jumbled or overwritten multiple times before the page settles down and can actually be used.
Obviously, it can be done right, but it seems that most devs who are so eager to jump on the async bandwagon have no idea that they have to make that effort now.
Make sure nothing else is running, start the application, expect failure, start it again, works as expected.
I was a SRE on Gmail, and I can assure you that the experience for devs was not great intentionally. We had a pool of dedicated machines that ran various versions specifically used for development. I made sure those where always on our worst clusters (slowest CPUs and disks) so the dev experience was always the worst case scenario for performance. :-)
They don’t have a real vision for the company. All they know how to do is search and ads.
When you're making a decision like this, you have to go full steam ahead until you decide to stop. Because not going full steam ahead compromises you in the event that you choose not to cancel.
It's like a negotiation. If you're thinking of completely folding to your counterparty, the last thing you ever want to do is tell them that they have you on the ropes.
This is fine for some situations, like games, and can even be fun.
It is not ”fun” if you are a paying customer and and X is ”Suddenly kill the service I’m using.”
The only remedy to this is trust. (Which a simple short term zero sum game theoretic analysis does not account for.)
Google's refunding all Stadia game and hardware purchases.
Disclosure: I work at Google, but not on Stadia.
It looks like it applies to basically any online post/comment, regardless of if it's anonymous.
https://nitter.net/OldeSkuul/status/1575863134857793536
https://nitter.net/burgerbecky/status/1575721820904632320
I don't really know if there's a better way to do it. If you're going to shut down and refund everyone's purchases, you need to disable purchases at the exact moment you make the announcement, otherwise people will buy things for semi-free knowing they'll get refunded in the future. If you tell game devs before the general public, it's going to leak out. If it leaks out you either need to lie and say it's not shutting down, or announce that it is shutting down, in which case the game devs didn't really get much advance notice.
I also guess there are legal complications about telling employees early. Google employees are Google investors.
Never build a business on a Google project, only ever use Google as a side hustle.
Is there even an RCS client for iOS? There is for signal…
[1] https://helios-i.mashable.com/imagery/articles/06gGKvZPUYACk...
[2] https://mashable.com/article/google-engineer-manu-cornet-com...
Those should never have been approved, if the thing was shutting down. In those cases, it's normal to stop making approvals for new games, for anything expected to finish within six months of your termination date. You don't necessarily need to make an announcement yet, but you shouldn't have anyone expecting a launch when the service is dead or dying.
I once casually speculated to a director that product X felt like it was going to get the axe. He was visibly freaked out and responded with a fervent Shakespearean lady-doth-protest-too-much denial, complete with demanding to know where I'd heard this from. Inevitably, it turns out that X's days were already numbered, but he already knew and I didn't.
When you approve something for launch, and then kill the product before it can either launch or launch effectively, then you become liable for the investment in the launched failure. Google can absolutely be sued by those that just had a failed launch. They misrepresented themselves. This risk, tends to be higher for the company, than allowing people to guess that the product is about to die, because game products tend to be rather large investments.
I can “launch” (pun intended) AAA title on a cloud VM in the time it takes for steam to download the game.
I haven’t used stadia; honestly curious.
There's stories like this [0] which suggests that the performance for Stadia was different than other platforms you might deploy for. The threading behaviour is a little bit different than just a VM, which is to be expected, but can come out surprising. So there's probably Stadia-specific patching for different games.
[0] "Stadia Adventures in slow server code on Unity" https://www.youtube.com/watch?v=s-SpWSEWYbU
It just seems like a very poor way to run a business. It feels sloppy and needlessly messy. Especially when providing soft landings is so possible for a company with the absurd revenue that Google gets. It feels like a double warning: Google will withdraw suddenly, whenever they like, and they won't use one iota of their largess to help you deal with the consequences of their actions.