4 ms·
Micro and macro are both important. I've built crash collection and deduplication systems, I've heard of triage that helps discount crashes generated by hardwa
by MaulingMonkey 4y ago
Micro and macro are both important.
I've built crash collection and deduplication systems, I've heard of triage that helps discount crashes generated by hardware failures or overeager overclocking. I've collected telemetry and setup symbol servers and source indexing to streamline bug squishing, and helped build systems which verify game content up-front to discover even non-code bugs before they're shipped to users, and to properly attribute said errors to the content that generated said errors in an easily navigatable and fixable way. I've helped engineer error-tollerant systems that won't require handholding by engineering to recover from bugs. Plenty of focus on the macro.
But all it takes is a single uncaught exception slipping past QA to cause one to consider a recall of physical product, even in this era of ubiquitous internet, for a handheld console game for something as trivial as a missing or corrupt sound effect. If things at the micro level are neglected too much, and nothing you do at the macro level can really mitigate that in a sane manner... except use tools that check you're doing things right at the micro level. And I have yet to see exceptions handle that micro level particularly well.