Coming out of the games industry, I am constantly amazed by how rarely people outside of games use debuggers. And, how slow they are to debug everything because of that...
You’re not wrong, but I do feel like the distributed nature of a lot of systems today is a big reason for that.
And Antithesis is (theoretically) one solution to that, which is very neat!
(I know modern games are also often operating in a distributed environment, but to generalize very broadly, there’s a lot more happening “in one place”)
Re:Debugging in the Multiverse
by formalspec on Wednesday September 11, 2024 @12:22AM
(#41507996)
> No language will prevent you from misimplementing the specs
If the spec is written in the language itself, then some languages certainly will.
See Lean, Rocq, Isabelle, etc
No language will prevent you from misimplementing the specs, but languages can be designed in such a way that it easy to trace back why the button is green and not red.
It seems like those who are the most serious about debugging are from the video game industry. They get all the cool stuff with time travel, hot reload, etc... So much that I expected to see something about video games, and was surprised it wasn't.