3 ms·
Long hours is like 10, maybe 16 for a serious emergency (like building-catches-fire level stuff, not like "oh the API is down" stuff - it should happen less tha
by morelisp 7y ago
Long hours is like 10, maybe 16 for a serious emergency (like building-catches-fire level stuff, not like "oh the API is down" stuff - it should happen less than once a year).
48 hours, even once, is a serious problem.
- alexis_fr 7y agoI often work from 9 am to 3am. The problem is when I start something interesting at 5pm. Between 5 and 3am, a box of cookies (Prince, they’re quite addictive). Total 16-17hrs, plus a good lunch break. I think being sugar-high has an amphetamines-like effect. I know it’s not healthy, but I have unresolved issues that remain unresolved after 10 years trying to get help. At least it’s not alcohol. But that’s also perhaps why people don’t see the distress. I work to forget.
- somebodythere 7y agoI'm confused, what is a SWE going to do during a 16 hour shift about their building being on fire?
- morelisp 7y ago"Back in the day" we used to have physical machines places. A DC catching fire (or flooding, getting hit by lightning, or etc. etc.) meant "manual failover" and a day of restoring backups. (And that was best case, if your infrastructure and deployment scripts were up-to-date. Most people's weren't; probably the ratio is only slightly better today.)
- wizzard 7y agoI assumed it was an exaggeration, like 48 hours with a break to sleep, because how could OP even know for sure that it was truly 48 hours without break if the guy was at home? I'm still suspicious whether it was actually 48 hours straight with no rest because -- no matter how brilliant someone is -- I would be extremely leery of the code written toward the end of that session.
- morelisp 7y agoI suspect people who were around for the dotcom bubble, or who have worked on consumer software back when it had gold master dates, don't read it as an exaggeration. I did not, and know several people who worked non-stop 30-60 hour shifts for various reasons. In my case one had genuine clinical manic episodes and was open about his mental illness; another seriously burnt out; older friends in the games industry spoke of multi-month post-launch vacations (back in the late 90s) to cool off.