1. O & M Monitoring Platform Design
In cluster O & M monitoring, it is necessary to ensure that problems are detected, recorded, reported, and located, especially accurate identification of problems. In the design and development stages of the O & M monitoring platform, an accurate problem locating mechanism can be established so that the system can record the original points of the problem, so that the system will not be in the actual O & M process, after a problem occurs, it is difficult to troubleshoot the problem, or the spread of the problem causes new problems, increasing the operation difficulty of O & M personnel.
For some enterprises that are currently mainly engaged in value-added telecommunications services, the developers and O & M personnel on their O & M platforms overlap with each other, and their O & M personnel and developers are not clearly defined, or the O & M personnel training is not in place, or the responsibilities of the two are unclear. As a result, the O & M personnel only report problems, the actual troubleshooting and positioning work has been carried out by developers, seriously affecting the normal operation of developers.
At present, many enterprises are combined with O & M and development. The two roles are independent and independent. One O & M personnel is both development and O & M personnel. For O & M objects with similar geographical locations, this combination is good at giving full play to its advantages. If the O & M objects are geographically distant, the complexity of the field will make it more difficult to locate the problem. At this time, we need to combine existing experience and good design, to develop a good O & M monitoring platform.
2. Why programmers and companies grow together
I thought about the reasons why programmers (or people engaged in technology in the company) grow with the company, rather than the reasons why programmers are getting harder and harder in the company, maybe I am not limited to programmers. A third-Stream company is a product, a second-Stream company is a talent, and a first-class company is a culture.
What kind of culture does a top-notch company do? For our programmers, what we need is an open, free, efficient, and employee-focused culture. Companies should encourage employees to broaden their horizons and input knowledge from the outside world. They should have an open mind to export knowledge from themselves and turn themselves into a pool of living water. When doing a project, you can draw on the ideas of other excellent projects and do not constantly make bad code and design changes worse. Encourage employees to express their opinions and turn good ideas into reality.
Encourage employees to make meaningless work, find ways to improve their work, and reward them with great rewards. Do not give employees the same virtual rewards and benefits (generally, companies that make profits by cutting employee benefits are 3-stream or 3 + +-stream companies). Do not work overtime, this reduces the time for employees to learn and think.
3. How to make better designs
What is a poor "design ":
I. Limited designer capabilities, poor project design, and 12306 of ticket booking websites.
II. the design itself is good, but the design is not clearly expressed and the definition is not clear.
A project should be well designed and clearly defined from the very beginning. In the process of collaborative development, the owners of each module have clearly designed documents to follow.
The consequence of a poorly-designed document or specification is that the conflicts between module functions and implementation are getting deeper and deeper. It may be that the existing poor design is stuck and the code is constantly modified, it may also be that the design compromises the code and makes the design worse. However, no matter who sticks to and compromises, it will make the entire project worse. The complexity of modifying a project is difficult to predict, and the project duration is difficult to predict.
How to make a good "design ":
(1) For I. designers should improve their design capabilities, learn from the design ideas of cool people, design ideas of excellent projects, learn others' ideas, develop their own thinking, and improve their abstract thinking abilities. At the same time, the design experience in the work is summarized into the design ideas for reference.
(2) For II. Designers should make the expression language more rigorous and concise. Designers should also promptly follow up the actual implementation process of the design to identify problems as soon as possible.
Source: hackers and painters