【Hacker News搬运】技术债务分类(2018)
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Title: A Taxonomy of Tech Debt (2018)
技术债务分类(2018)
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Url: https://technology.riotgames.com/news/taxonomy-tech-debt
由于我无法直接访问网络内容,我无法直接查看或分析您提供的链接内容。不过,我可以提供一个基于该链接标题的一般性回答。 标题:“Riot Games 技术债务分类法” 总结: Riot Games 是游戏公司,以其开发的《英雄联盟》(League of Legends)而闻名。在这个链接中,可能讨论的是关于技术债务的分类法。技术债务是指在软件开发过程中,为了加快进度而暂时采取的低效或短期的解决方案。这些解决方案可能在短期内提高了开发速度,但长期来看可能导致代码维护困难、性能下降或引入新的bug。 如果内容不是中文,以下是一个可能的中文翻译和总结: 标题:Riot Games 技术债务分类方法 总结: 在软件开发过程中,技术债务是一个常见的问题。Riot Games 的技术债务分类法可能是一种策略,用于识别、评估和管理项目中的技术债务。通过这种分类方法,Riot Games 可以更好地理解技术债务的性质,并采取适当的措施来减少或避免债务的累积。这有助于团队保持代码的健康和项目的长期可持续性。具体内容可能包括如何识别不同类型的技术债务、如何权衡债务与开发速度的关系、以及如何制定减少技术债务的计划等。
Post by: jakey_bakey
Comments:
abc-1: Contagion is exactly why interfaces are one of the most important pieces of design and should be given significant thought. A beautiful interface with a suboptimal implementation can be easily cleaned up when time is allotted. The reverse is rarely true.
abc-1: 感染正是为什么界面是设计中最重要的部分之一,应该给予重视。分配时间后,可以轻松清理具有次优实现的漂亮界面。反之亦然。
resonious: I gotta say, it's pretty amazing to me that this was written by an engineering manager. None of the EMs I've worked with would be capable of discussing our codebase at this level of technical detail. Even the ones that used to be engineers.<p>Although to be fair, we don't have any EMs who were promoted from within. We have a bad habit of hiring managers from outside, as nobody internally really wants to stop doing engineering (myself included).
resonious: 我得说,它;我很惊讶这是一位工程经理写的。没有一个EM I;与我们合作的ve将能够在这个技术细节级别讨论我们的代码库。即使是那些曾经是工程师的人<p> 虽然公平地说,我们不;没有从内部提拔的EM。我们有从外部招聘经理的坏习惯,因为内部没有人真的想停止做工程(包括我自己)。
dang: Discussed at the time:<p><i>A Taxonomy of Technical Debt</i> - <a href="https://news.ycombinator.com/item?id=16810092">https://news.ycombinator.com/item?id=16810092</a> - April 2018 (113 comments)<p>also this bit:<p><i>A Taxonomy of Tech Debt (2018)</i> - <a href="https://news.ycombinator.com/item?id=39782923">https://news.ycombinator.com/item?id=39782923</a> - March 2024 (1 comment)
dang: 当时讨论的内容:<p><i>技术债务分类</i>-<A href=“https:/;/ news.ycombinator.com/-item?id=16810092”>https:/;news.ecombinator.com;项目?id=16810092</a>-2018年4月(113条评论)<p>还有这个位:<p><i>技术债务分类法(2018)</i>-<a href=“https:/;news.ycombinator.comM;item?id=39782923”>https:";x2F/;news.ecombinator.com;项目?id=39782923</a>-2024年3月(1条评论)
bbor: Great article, from a technical perspective! I would say it’s more a “nomenclature” than a “taxonomy” because it’s neither exhaustive nor discrete (by design), but I might be mistaken there. I loved the physical examples for each especially, really thought provoking.<p>As always, I have a philosophical nit to pick: the “three axes” introduced at the top are just “Return” and “Investment” from good ol’ RoI, with a subcategory added for a particular type of forward-looking/conditional Return. I’m guessing this decision has worked in practice and I don’t expect video game development practices to be absolutely scientifically sound, but some extra philosophical certainty never hurts!
bbor: 从技术角度来看,这篇文章很棒!我会说这更像是一个“命名法”而不是“分类法”,因为它既不详尽也不离散(按设计),但我可能会弄错。我特别喜欢每一个的物理例子,真的很发人深省<p> 与往常一样,我有一个哲学上的小问题要挑:顶部介绍的“三个轴”只是来自良好的RoI的“回报”和“投资”,并为特定类型的前瞻性增加了一个子类别;有条件退货。我猜这个决定在实践中是有效的,我不认为电子游戏开发实践在科学上是绝对合理的,但一些额外的哲学确定性永远不会有坏处!
ooterness: Great article. The "contagion" factor is a useful concept that I hadn't seen before. Needs a [2018] tag.
ooterness: 很棒的文章。";传染病";因子是我曾经有过的一个有用的概念;以前没见过。需要一个[2018]标签。