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Re:Debugging in the Multiverse by GuB-42 on Tuesday September 10, 2024 @02:07PM (#41503766)
From the little I have seen, most programming language folks don't seem to care much about debugging. They care a lot about bugs not happening in the first place, which is good, testability is sometimes taken in consideration, but not much about what to do after a bug happened.

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.

Re:Debugging in the Multiverse by corysama on Tuesday September 10, 2024 @05:57PM (#41506029)
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...
Re:Debugging in the Multiverse by ketzo on Tuesday September 10, 2024 @08:08PM (#41506939)
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

Re:Debugging in the Multiverse by svieira on Wednesday September 11, 2024 @12:17PM (#41512796)
Unfortunately we do not yet have a way to write reality in any of these languages, so there is always at-least-one-level of translation where errors in representation may creep in.