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Most of those things mentioned aren’t bona fide needs for me. Once a developer is deploying their project, they’re watching it go through the pipeline so they can quickly respond to issues and validate that everything in production looks good before they switch contexts to something else.
I see what you’re saying though, depending on what exactly is being deployed, the policies of your organization, and maybe expectations that developers are working in another context once they kick off a deployment, it could be necessary to have alerting like that. In that case it may be wise to flex some features of your CICD platform (or build a more robust script for deployment that can handle error alerting, which may or may not be worth it).
I come from game dev. We do lots of checks on the data that all kinds of people can screw up. So it’s important these situations are handled automatically with an email to the responsible person. A simple change can break the game, or someone might commit an uncompressed texture so the memory usage jumps up.
What about related tools such as viewing artifacts such as for example total memory usage, and graphing that in the browser.
And sending emails, messages etc in case of a failure or change.
Most of those things mentioned aren’t bona fide needs for me. Once a developer is deploying their project, they’re watching it go through the pipeline so they can quickly respond to issues and validate that everything in production looks good before they switch contexts to something else.
I see what you’re saying though, depending on what exactly is being deployed, the policies of your organization, and maybe expectations that developers are working in another context once they kick off a deployment, it could be necessary to have alerting like that. In that case it may be wise to flex some features of your CICD platform (or build a more robust script for deployment that can handle error alerting, which may or may not be worth it).
I come from game dev. We do lots of checks on the data that all kinds of people can screw up. So it’s important these situations are handled automatically with an email to the responsible person. A simple change can break the game, or someone might commit an uncompressed texture so the memory usage jumps up.