iDante comments on What are your rules of thumb? - Less Wrong

19 Post author: DataPacRat 15 February 2013 03:59PM

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Comment author: iDante 15 February 2013 05:28:33PM 27 points [-]

Check boundary cases. Check extreme cases. Check trivial cases.

Comment author: Thomas 16 February 2013 07:44:16AM 3 points [-]

And check the inverse case as well! Like "Hadn't I missed that plane, would there still be a midair collision? Maybe not."

Comment author: [deleted] 16 February 2013 03:38:31AM 2 points [-]

What's the difference between a boundary case and an extreme case?

Comment author: Alexei 17 February 2013 10:00:16PM 2 points [-]

Example: testing a multiplayer game. Boundary cases: a game running with no players / max players. Extreme case: game running with a lot of lag and interference.

Generalizing this to: boundary cases lie on some kind of natural boundary. Extreme cases are for things that don't have boundaries (e.g. you can always have more lag).

Comment author: Eugine_Nier 18 February 2013 08:58:48AM 4 points [-]

Also boundary cases aren't necessarily extreme, e.g., if you have some kind of optimizing buffer that kicks in when there are at least 10 players, 9 player and 10 players (and going from 9 to 10 and conversely) are boundary cases but not extreme cases.

Comment author: iDante 16 February 2013 05:51:38AM 0 points [-]

I don't think there is one. At least not mathematically, which is where I do all these checks anyway. Solving PDEs ho!

Comment author: James_Miller 15 February 2013 06:51:58PM 1 point [-]

I wonder how this works with dating?

Comment author: Luke_A_Somers 15 February 2013 07:43:45PM 2 points [-]

Extreme cases and the trivial case (no SO) make sense and might be looking into. Not sure about 'boundary cases'.

Comment author: FiftyTwo 15 February 2013 09:30:26PM 6 points [-]

Awkward "so are we a thing?" conversations.

Comment author: prase 15 February 2013 07:49:17PM 1 point [-]

Not sure I want to know that.