I used to work with internet on trains, and the system was relatively simple by today’s standards. Not so much back then, but:
One carriage had UMTS/LTE and CDMA modems and a router that load balanced between the uplinks. Usually in the restaurant carriage, because there would only be one per train. It also had a short range wireless link in each end for other carriages to connect.
Each carriage that could potentially be in the same train had wireless clients in each end for connecting “upstream” towards the router.
All carriages had a wifi radio
On other words, many potential points of failure. And sometimes we’d get tickets such as this sent our way: “Internet doesn’t work”
I mean, that’s really a software design issue. Like, the system should be set up to have a system log of those.
Most visual novel video game systems provide a history to review messages, if one accidentally skipped through something important.
Many traditional roguelikes have a message log to review for the same reason.
Many systems have a “show a modal alert dialog” API call, but don’t send it to a log, which frankly is a little bit bonkers; instead, they have separate alert and logging systems. I guess maybe you could make a privacy argument for that, not spreading state all over even the local system, but I’d think that it wouldn’t be that hard to make it more-obvious to the user how to clear the log.
This is usually coupled with the expectation that I’m going to use some special knowledge to do it rather than just pasting the contents of the error message into a web search and following the simple instructions contained in the first link.
“I don’t know what the error said, I clicked ok and it went away. Now fix it”.
Bingo.
I used to work with internet on trains, and the system was relatively simple by today’s standards. Not so much back then, but:
On other words, many potential points of failure. And sometimes we’d get tickets such as this sent our way: “Internet doesn’t work”
I mean, that’s really a software design issue. Like, the system should be set up to have a system log of those.
Most visual novel video game systems provide a history to review messages, if one accidentally skipped through something important.
Many traditional roguelikes have a message log to review for the same reason.
Many systems have a “show a modal alert dialog” API call, but don’t send it to a log, which frankly is a little bit bonkers; instead, they have separate alert and logging systems. I guess maybe you could make a privacy argument for that, not spreading state all over even the local system, but I’d think that it wouldn’t be that hard to make it more-obvious to the user how to clear the log.
This is usually coupled with the expectation that I’m going to use some special knowledge to do it rather than just pasting the contents of the error message into a web search and following the simple instructions contained in the first link.