The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time.
-Tom Cargill, Bell Labs
You're saying you've got experience with Agile SDLC and supporting collaborative projects? How about dealing with a half-dozen patch approval processes? My question was a joke, you are never done with software.
This isn't programming deterministically for a space probe, it's making software "good enough" for millions of environments. There will be bugs, and the way you get to a release date and to your next project is by presenting your audience with the most polished beta version you can make and then developing it more.
I agree that big installation downloads must suck when you have the physical media, but that's why we've had digital versions for 20 years. Are you saying you're upset because you have a bluray of Cyberpunk 2077 and have to wait an hour before playing an updated version?
The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time.
-Tom Cargill, Bell Labs
You're saying you've got experience with Agile SDLC and supporting collaborative projects? How about dealing with a half-dozen patch approval processes? My question was a joke, you are never done with software.
This isn't programming deterministically for a space probe, it's making software "good enough" for millions of environments. There will be bugs, and the way you get to a release date and to your next project is by presenting your audience with the most polished beta version you can make and then developing it more.
I agree that big installation downloads must suck when you have the physical media, but that's why we've have digital versions for 20 years. Are you saying you're upset because you have a bluray of Cyberpunk 2077 and have to wait an hour before playing an updated version?