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I do this in my own projects. Specifically, I have them defined as: "Defects" are a deficiency in the project. They come about through a failure of process. We
by moron4hire 6y ago
I do this in my own projects. Specifically, I have them defined as:
"Defects" are a deficiency in the project. They come about through a failure of process. We have to fix them, and fix the failure of process that resulted in them.
"Bugs" are anomalous behavior that get in from outside. A defect in a dependency or external service can cause a bug in my project. We have to fix them, which may require fixing the dependency, working around the bug, or ejecting the dependency completely (I like to call this "deprecated due to infestation").
"Glitches" are anomalous behavior outside of the specification of the system. Example: a user whose cable splitter outside is dangling from a single strand of wire, preventing them from having a reliable enough network connection to use our telecomms system. We might not be able to do anything about glitches other than improve user training.
And finally, "User Error" is a myth.
I find being able to evaluate and define issues by this criteria is really helpful in figuring out the best course of action to take with them. For example, when I realized I was spending the majority of my time working around Bugs caused by Defects in Unity3D, I knew it was time to eject Unity3D. It's kinda like Unity3D had bedbugs, and those bedbugs gave us unsightly sores. It was better to burn the bed completely than be constantly applying bandaids to the sores.