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Guess where the companies got the ideas and schemas from?


It's not a question of languages or frameworks, but hardware. I cannot finance servers large enough to keep up with AI bots constantly scrapping my host, bypassing cache indications, or changing IP to avoid bans.


So much thought works for not accepting the only real, future-proof, safe, and deterministic solution that is downloading your dependencies' code next to your code forever (a.k.a. vendoring)....


NIH is cool and all for greenfield projects but please remember that most of industrial work today is compatibility with old standards and behaviors, dealing with their bugs and edge cases. In that case, a third-party dependency that has been existing for 20 years will be better.


If you have a third-party dependency that survived for 20 years. But what if you are trying to choose what to rely on today, and to decide if it will even exist in 20 years? Certainly none of the fashionable JavaScript frameworks will.


> Say something everyone lives everyday around the world. > "This is an extremely ignorant take."


You also have to remember the context.

First that visual debugging was still small and niche, probably not suited to the environment at Bell Labs at the time, given they were working with simpler hardware that might not provide an acceptable graphical environment (which can be seen as a lot of the UNIX system is oriented around the manipulation of lines of text). This is different from the workplace where most game developers, including J. Carmack were, with access to powerful graphical workstations and development tools.

Secondly there’s also a difference on the kind of work achieved: the work on UNIX systems mostly was about writing tools than big systems, favoring composition of these utilities. And indeed, I often find people working on batch tools not using visual debuggers since the integration of tools pretty much is a problem of data structure visualization (the flow being pretty linear), which is still cumbersome to do in graphical debuggers. The trend often is inverted when working on interactive systems where the main problem actually is understanding the control flow than visualizing data structures: I see a lot more of debuggers used.

Also to keep in mind that a lot of engineers today work on Linux boxes, which has yet to have acceptable graphical debuggers compared to what is offered in Visual Studio or XCode.


Why the emphasis on the use of cartoons (graphical debuggers) for analyzing problems with the text of computer code?


I think graphical debuggers are a big help: 1. It separates the meta-information of the debugger into the graphical domain. 2. It's easier to browse code and set/clear breakpoints using the mouse than the keyboard.


It's not really a question of fame but more of respect, we are not relatives, so you do not use tu.


it's ok if we both do it, not just one


agree to disagree


For the people interested in a good VCS system to achieve such monorepos, have a look at Ark [0]. It works really well for huge codebases, it is really fast, faster than Perforce Helix, it has an ethical and respectful pricing scheme, with a self-hosting mentality. Also it's indie, which is typically better than greedy corporate.

[0]: https://ark-vcs.com


Amen brother, hope everything is good for you now


As far as I know, most of the developed and in development countries have this kind of database, I also know some poor countries does too, but they often lack security measures


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