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gareve

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I think it all depends on the size of the team.

Very small team and too many design docs, not good.

Huge team, multiple timezones, multiple squads, and few design docs, not good either.

And then you balance with all the values in between depending on your team size & culture.

Even within the same company, your approach will/should change as it grows. There's a critical point where move fast and break things approach will eventually end up with too many outages, production bugs, unpolished/confusing product, and last but not least, FTC eye watering fines.

baby steps baby!

this is great strategy for debugging & so code reviewers have an easier time reviewing your incremental changes.

On newer teammates, I usually reject code reviews if they don't follow these practices (if the company's engineerimg culture is compatible with it)

I was there when lifehack blogs will continuously talk about a newly released note taking app(Wunderlist, Evernote, OneNote, etc.)

After trying several apps, including evernote, it felt they had too many features that made them too complex for my simple use case.

After trying several methods, my stable workflow is: - Dropbox markdown file for year long notes. - Google Keep for (shared) checkbox lists & multimedia notes. - Unread emails + snoozing for TODO tasks.

for the db schema definition for this tool, where does the source of truth lives?

I'm trying to think what happens when a column gets deleted or added in the prod, ci, or dev db tier. Ideally those db schema changes should happen at the same time but real life doesn't work like that.

with some basic extrapolation, at how many users they'll hit the extra expensive Hertzner servers? or in other words, at which point they'll need to improve their architecture?

Games made by passionate small dev teams that really love what they are doing will still produce indie success hits.

If there's 5 indie games that fit that description, people can easily enjoy, & more importantly, remember them.

What happens when 20, 30, 50 games fit that description? There's no way no good games fall through the cracks. The amount of games developed in a year increases while people's retention remains constant.

Great Visualization! My perception was that only 10% of the subs were going to go private. At the time of this comment, 87% of reddits are private

True! Some books take a while to take off into the meaty part of the topic/story.

Until you reach that point, you may be disappointed due to mismatched expectations.

A good cover + summary + intro + PR can help to reduce it.

I haven't been able to apply to a real project yet, but I like the idea of building to refactor.

You execute for today, but make it easier to replace parts on the future