Long edit-test-debug cycles really are productivity-sapping (While I wait for the simulation to get to the point where it can be run again...)

Developing Cinemon got really slow sometime late last week, mostly because of the more aggressive scanning parameters and the larger physical map. On the real system these don't have that much of an effect, but the demo/dev system is just crawling. Instead of a 20s cycle it's become a 3 or 4 minute cycle. That just kills productivity, since the actual editing takes maybe 5 or 6 seconds and the checking of the results/tracebacks another 10 seconds or so I can only get about 15 seconds of work out of that period.

Need to figure out a way to get back to 20s.


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