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Assorted Rants Tagged ‘post mortem’, page 1:

Deterministic Components for Distributed Systems

Quote: “Then you can recover from any single server failure in a perfectly transparent manner”
Another Quote: “after the program fails in production, we can get the input log and run it in the comfort of a developer’s machine, under a debugger, as many times as we want, and get exactly the same variables at exactly the same points as happened in production”

Avoiding Ugly Afterthoughts. Part a. From Writing for Cross-Platform, to Writing for Debugging and Production Post-Mortem, with Error Handling in between

Quote: “It is strongly recommended to have your build server to compile your game for at least two sufficiently-different platforms from the very beginning”
Another Quote: “If allocation of 50 bytes causes an “out of memory” error, we’re probably already long dead because of unacceptable swapping. And even if we disabled swap file – chances that we will recover from this condition, are infinitesimally small”

On Zero-Side-Effect Interactive Programming, Actors, and FSMs

Abstract: “WHY are functional programming languages not popular for interactive programming purposes?” and “WHAT we can do about it?”
Quote: “IMNSHO, deterministic Actors are the very best thing in existence for interactive programming, with lots of very practical benefits (from production post-mortem, to protection of in-memory state against server faults).”

Chapter V(d). Modular Architecture: Client-Side. Client Architecture Diagram, Threads, and Game Loop

Quote: “To have a good concurrency model, it is not strictly necessary to program in Erlang”
Another Quote: “Most of developers agree that FSM-based programming is beneficial in the medium- to long-run.”