A Beginner’s Guide To Chrome Tracing
tl;dr: Chrome tracing lets you record a performance trace that captures low-level details of what the browser is doing. It’s mostly used by Chromium engineers themselves, but it can also be helpful for web developers when a DevTools trace is not enough. This post is a short guide on how to use this tool, from a web developer’s point of view. I’m not going to cover everything – just the bare minimum to get up and running."
featured in #383
Twenty Five Thousand Dollars Of Funny Money
tl;dr: "I had been at the company something like six weeks and had changed a line of source code to fix a bug (logging), to uncover another bug (wrong argument count), to enable yet another bug (wrong units, and zero type safety) that gave 25 grand worth of funny money to anyone who clicked! And I had clicked! And I got a friend to click! And other people got it too!"
featured in #372
Debugging Mysterious Traffic From Boardman, OR
tl;dr: "A quick Google search revealed that Boardman, OR hosts a large AWS data center. Turns out that because Boardman has access to electricity from hydropower, it is cheaper than other data centers and is therefore preferred by many."
featured in #369
Some Ways To Get Better At Debugging
tl;dr: Julia read some papers on debugging and found the following categorization very helpful, elaborating on each of the following categories: (1) Learn the codebase. (2) Learn the system. (3) Learn your tools. (4) Learn strategies. (5) Get experience.
featured in #349
Modern Web Debugging In Chrome DevTools
Bramus Van Damme
tl;dr: "As an author, you want to see and debug the code that you wrote, not the deployed code. To make up for it, you can now have the tree show the authored code instead. This makes the tree more closely resemble source files you get to see in your IDE, and these files are now separated from the deployed code." The authors discuss how this works and other additions to Chrome's DevTools.
featured in #348
Weird Monitor Bugs People Sent Me In The Last 5 Years
tl;dr: "I get tons of email about Lunar, a macOS app for getting intelligent adaptive brightness on external monitors. A lot of these complain about bugs, but sometimes, after a good multi day chase, I conclude it’s actually a monitor bug. I try to help and provide a workaround whenever I can. But anyway, here’s a small collection of those bugs."
featured in #347
The Apple GPU And The Impossible Bug
tl;dr: Alyssa dives into the rabbit hole uncovered by reverse-engineering AGX to build open source graphics drivers. "The driver fails to render large amounts of geometry. Spinning a cube is fine, low polygon geometry is okay, but detailed models won’t render. Instead, the GPU renders only part of the model and then faults."
featured in #317
The Worst Bug Ever - Randomly Losing Your Best Players
tl;dr: "Imagine discovering a serious bug in production immediately after releasing your game. Imagine this bug hurts only your paying customers. Imagine it freezes the game immediately after players complete in-app purchases... This is the worst bug I have ever dealt with in 30 years of programming. This is a story of how we tracked it down and worked with Unity to fix it."
featured in #312