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> Writing automated end-to-end tests? Those are very often best done by those writing the software

This so much - but most of the places I've worked at have insisted that manual testers with zero programming experience should build and maintain the test frameworks. Talk about trying to push a square peg into a round hole. Granted some of the testers have embraced it and not done a terrible job but by and large most of the testers have had no idea and done very little.


Building high-quality test infrastructure often requires more skill than building the software it supports. Some of the most impactful work I've done in staff/principal roles has been test infra.

Yep, very very true. Unfortunately some of the places I've been at more recently have believed that mock servers are the best way to do end to end testing. It was a battle I couldn't win, but no one was willing to see that testing critical UI flows against something that spits back canned JSON could hardly be considered thorough testing.

> "good enough unit tests"

Good enough end to end tests then maybe.


I worked in a team with no QAs for a while - testing was done by developers and there were a lot end to end tests. It worked pretty well - I think a couple of small bugs got through, but whether a QA would have found the issues is debatable. It was for an internal system too so the cost of a defect was low anyway. I've also worked a company with no QAs in some pretty core teams and they had almost no defects either.

Currently working on some legacy stuff with no proper end to end tests and I'm very grateful for competent testers right now.


> It was for an internal system too...

Ya, in that case, IMHO, self QA can be fine.

Customer facing products (deliverables) need QA/Test. Again, IMHO.


Layer on the merge conflicts resulting from this fun scenario...

I am friendly with a project manager at work - he's overseeing a fairly big modernisation project with lots of stakeholders, lots of moving parts, lots of direct reports, and while he seems to have a lot of long lunches, he makes sure that no one working on the project is blocked - he'll do everything he needs to to unblock people - regular meetings to hear about blockers, chase down approvers, just tell his direct reports to do something without approval (as long as it's not something bad) and he'll deal with the consequences. But most people are not this dedicated unfortunately.

Oh did it? I remember using K-9 on my Android phone years ago and being pretty happy with it.

Yes, K-9 has been shut down and Thunderbird for Android is what used to be K-9.

I'm glad it's not just me - I do game modding in my spare time and I figured out how to use Hammer to make maps - it took a day or two but I figured it out.

I wanted to make some models too but when I downloaded Blender and looked at a tutorial to create a cube and I just thought... why is this so complicated? It looks easier now (I was probably looking at doing it close to 20 years ago) but back then it seemed crazy that there was a long tutorial just to create a cube.

I played with a simpler modelling program called Anim8or (https://www.anim8or.com/) and it was quite nice to use though - I could create shapes and drag the vertices and it all seemed quite intuitive.


I created a whole Counterstrike map back in the day in a few days.

Meanwhile, I can't get anything substantially done in Blender in a week. I just gave up.


i mean blender has to support a lot more than a mapping tool for a game. it seems pretty expected to me that it would be more complicated to have complete freedom to do whatever you want vs the strict limits that such a tool imposes on you.

I'm not sure if it is possible in either game... GoldSource had a VGUI surface system (like a flat in-game surface that could have OpenGL-like commands run on it but apparently it wasn't fully implemented), and I'm not sure about Source, but newer versions have more advanced UI frameworks that might make it possible, though none which are available to modders.

> On the other hand, once multiple separate implementations are already in widespread use, there's immense value in working out a least common denominator of language features and standard library APIs that work everywhere

Yeah this was what I thought. I remember Valve Software wrote a paper about cross platform development and said it was useful compiling with Visual C++ and gcc to shake out any iffy syntax that worked in one but not the other. Of course with performance-critical code and code that needs to run on consoles as well there will always be platform-specific stuff, but if you can get 99% of the code working across multiple compilers that's pretty good.


> It's incredible how much traction the completely fabricated anti-data center propaganda has gotten

Agreed - here in Australia one of the big TV networks was heavily advertising a story last week about the big bad data centres coming to suburbia. You can be critical of Australia's local governments all you want, but at least in the big cities, no one is going without water or power for any appreciable amount of time due to data centres or anything else.


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