2 ms·
I bet it was true, in the context of the time: Card punches, shared compute time, physical packaging and shipments; imagine the cost of fixing a bug in a progr
by jackcviers3 5y ago
I bet it was true, in the context of the time:
Card punches, shared compute time, physical packaging and shipments; imagine the cost of fixing a bug in a program in the rope ROM of the Apollo guidance computers (had they actually bothered fixing one).
I'd love to see the study redone in our postmodern OTA, client/server, no physical media world. The physical overhead cost of fixing a product bug would likely be orders of magnitude lower than in 76, but the units deployed in the field would be many many orders of magnitude higher; so cost per unit is down, but there are waaaaay more units in production. If the bug caused a material cost to the user, I could easily see it being very expensive.
As for there being no experiments; computer science is more of a mathematical discipline than a scientific one. You might say the same thing about theoretical physics, but I still think it's likely that we can't break the speed of light.
At any rate, the IBM study may not have existed, but others that took me less than ten minutes of googling to find definitely did, and do show results in the same order of magnitude as the questionable IBM study.
The question I have is - what are we really arguing for here by refuting this data, allowing more bugs to reach production? Having more broken code in the wild than we already do? Less rigorous development methods? There's barely any rigor in SWE as it exists today, anyway, yet things mostly work through a generous application of trial and error.