On Sep 10, 2015, at 1:57 PM, Jens Alfke 
<[email protected]<mailto:[email protected]>> wrote:


On Sep 10, 2015, at 1:07 PM, Rick Mann 
<[email protected]<mailto:[email protected]>> wrote:

Not that it'll happen, but developers should choose a terrible machine for 
development. That way, you make sure your app works on the lowest end of the 
device spectrum, not only the highest.

Naw. Apple management tried to enforce that for a while during OS X 10.0 
development — developers were only allowed to put 64MB of RAM into their 
machines. It was awful, because builds took forever due to terrible paging. 
They gave up on it after seeing what it did to productivity. 
[https://xkcd.com/303/<https://urldefense.proofpoint.com/v2/url?u=https-3A__xkcd.com_303_&d=BQMFaQ&c=Sqcl0Ez6M0X8aeM67LKIiDJAXVeAw-YihVMNtXt-uEs&r=ie7S-J__EKnfyVOBV7-jV2rZ--p47O6vkyTklpDM3h4&m=uOKPeIbEZbD6KNgRB-w2glD38mwgTCRyjGw5_WHUq_M&s=hDlrt9-d9Yreqy4az0DQ53sV23Lkk9zA3LKmRJtZNFw&e=>]

That’s why I had - what was it, 4 different Macs in my office then? Still do, 
technically - Mac #5 is pretending to be a PC.


In reality you want to give your _testers_ the terrible machines :) Then they 
can complain to you about bad benchmark scores or subjectively slow performance 
or whatever.

My axe is a Retina Macbook Pro with 16GB of RAM. It’s wicked fast at everything 
I need to do, I can work on the train or in bed, and it’s a joy to read text on 
that display. In my experience the only time you need to throw serious hardware 
at your build process to speed it up is if you’re building an entire OS or a 
huge C++ app (*cough* Chrome *cough*).

—Jens
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