Each service handles data from a handful of physical of physical knobs.
At least that way you don't have the UI as a single point of failure.
They are, by very definition, an additional point of failure as you're always adding an additional interface. They're good for scaling, not for redundancy, and even that's wishful thinking for most applications.
EDIT: You could argue that microservices might free up the UI thread from locking mistakes, but if your team is going to make locking mistakes, you're also going to make mistakes in the microservice interfaces, so what's the point?
It's pretty much the only empirical thing we have in software engineering, more code = more bugs.
Lots of little microservices means lots of extra code means lots of extra bugs.
Plus you've got to manage how they all interact. Which microservice has priotity? Did you even think of that? The breaking microservice? Or the volume microservice? Did you even think of that or try and test that? Your breaks get disabled every time you turn up the volume?
Whoops, you just killed a thousand people with your "redundant" microservices.
Even so, a program for processing a switch or dial can be really short and simple. You can print it out on a sheet and check and double check every line of code for to make sure it's correct and all possibilities are accounted for.
A program handling a touchscreen will be complicated. Millions of lines of code. Maybe even billions. The best you can hope for is empirically verifying it's mostly correct most of the time.
I do some. And the last device we built, we still fight with a simple rotary switch. You have to do things like debounce inputs that seem like obvious binary switches. Getting the debounce windowing right can be just as "guessy". And guess what the highest point of failure on said device is. That selector switch. Had similar experience with buttons. I think the software part is just two forms of the Law of Conservation of Ugly.
I do like tactile better, but more for affordance/discoverability (e.g. ergonomic) issues than what you're driving at above.
It's a very common (and lazy) way of programming games (and other more mission-critical apps): naively polling the input device state in the main simulation or rendering loop, instead of actually responding to each and every queued operating system event like mouse clicks.
It's entirely possible to get multiple mouse down/move/up/click events per render frame, if the system has frozen or stalled for any reason (which happens all the time in the real world). But polling just can't deal with that, so it sometimes ignores legitimate user input (often at a critical time, when other things are happening).
So it's still unfortunately quite common for many apps to sometimes miss quick mouse clicks or screen touches, just because the system freezes up for an instant or lags behind (like when the CPU overheats and the fan turns on madly and SpeedStep clocks the CPU waaaay down, or even the web browser opens up another tab, or anything else blocks the user interface thread), and it just doesn't notice the quick down/up mouse button transition that it would have known about if it were actually tracking operating system events instead of polling.
"It’s surprising how many of those derelicts hanging out at the waterfront bars pick an almost random time constant. “The boys ‘n me, we jest figger sumpin like 5 msec”. Shortchanging a real analysis starts even a clean-cut engineer down the slippery slope to the wastrel vagabond’s life."
I'm not sure I buy touchscreens ever being simpler to handle. (or even in the similar range - they're strictly harder)
Hardware debouncing works well for most applications but may not be financially rewarding at scale. With time and effort software debouncing can render sometimes better/good or good enough results as hardware..
Remember the saying, "When all you have is a hammer, everything starts to look like a nail..."
I think you're off by a few orders of magnitude.
I would expect a car to have tons of code.
Think of all the functions...
Engine management, Engine monitoring, Powertrain control, Emissions, Diagnostics, Infotainment, Satnav, Climate Control, Traction Control, ABS, Anti-collision radar, Cruise control, Lane keeping, Backup camera, Parking sensors...
Now keep in mind that these hundreds of components exist in many many possible configurations so the system needs to handle having certain hardware available or not, and also handle a multitude of failure modes gracefully.
With cars, there are certainly many things where it did improve things: satnav, reverse camera, traction control etc, but also some where it made a perfectly working system worse (ie the “fixed” something that wasn’t broken): touchscreen dashboards.
Are there any programs that approach a billion lines of code?
a quick search brought up https://www.freecodecamp.org/news/the-biggest-codebases-in-h... which reports google's codebase is around 2 billion LOC. MS Office comes in close to 50 million, for example.
Not sure how accurate these are, but seem to give some rough comparisons, and yeah, not too many things are billions of LOC.
I can 100% tell from your comment that you've never had to work with one.
It's less science than black magic to avoid double presses or missed presses.
It's the kinda problem that will tend to bite you in the butt if you aren't aware of all the gotchas. Difficulty is they are application specific. But I wouldn't describe the code as particularly complicated.
Most of this stuff a crusty old neckbeard embedded programmer can do half drunk on Friday afternoon.
OP was saying that mechanical switches could be deterministic, which is something that I haven't experienced.
I do agree that there is less to go wrong than a complicated touchscreen interface however.
A modern touch screen is superbly reliable because it has no moving parts, and it can be tested. The (consumer grade) iPad touchscreen is very reliable.
A cheap phone or tablet hardly represent best of breed for the technology as a whole.
Not if it is in an airplane. Think of all the QC steps required to track the production, storage, shipping, installation, testing, etcetera for the replacement of a single switch. If a switch has failed it needs to be inspected to understand the reason for failure (no switch should fail; tracked to understand if it is a batch failure, plus other steps). I am only making an educated guess here.
> A switch can usually be cleaned easily, to restore its function.
Ummm, you think they put known failed parts back in planes? I think not. They do fix major parts, but the QC for that would be insane. You would make a switch to be hermetic and add anti-tampering - a manufacturer of any safety related device doesn’t want it to be “fixed”. Items are designed to be maintained (with proper schedules), or replaced.
> And proper quality switches can be actuated millions of times before failure.
On average? Or does it have a bathtub curve? Yes, quality switches are insanely reliable, but so are touchscreens.
If you have a variety of 50 switches and knobs, then the reliability is worse than 50x worse, because every item has it’s own reliability curve, and it only takes one failure to muck up your day.
Even less so if it's on the space station. Or on a Mars rover. But we're talking about cars. Something a lot of people like to mend for themselves.
I can say that an intermittent switch failure is hard to diagnose and potentially costly. The dash on a 2007 Ford I got cheaply had an intermittent fault where the whole dash would shutdown, and headlights would go off, while driving. Switching ignition off and on would fix it, so I presumed it just needed a reset. It was actually the barrel switch of the key - intermittent enough to cause a lot of dangerous trouble but hard to diagnose.
I don't remember any physical light switch that ever switch on or off by itself.
In an aircraft flying through turbulences I'd feel a lot more comfortable knowing that all switches are pyhsical. Try to use your smartphone while jogging...
Yeah they’re both switches, but size is incredibly important, and small mechanical devices are finicky and don’t produce nice clean digital output (that’s a lie that electronic engineers tell software engineers to keep things simple).
So yeah I’m sure you’ve never seen a light switch fail, but I bet you’ve seen a keyboard fail (especially if you’ve spent any time around a recent MacBook).
But I do agree with your point on using a touchscreen in turbulence. A counter point is that there are probably hundreds of controls or settings on a plane that you never touch during turbulence, possibly that you never touch in flight (like telling the flight computer how much cargo you’re carrying). Stuff like that is ideal for a touchscreen.