refacto: no more many component just for texts
This commit is contained in:
@@ -1,36 +1,285 @@
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<script setup lang="ts">
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import SeparatorIcon from '@/icons/SeparatorIcon.vue'
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import FlowConclusion from '@/modules/pull-system/article/FlowConclusion.vue'
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import FlowHypothesis from '@/modules/pull-system/article/FlowHypothesis.vue'
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import FlowIntro from '@/modules/pull-system/article/FlowIntro.vue'
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import FlowMultipleSimulation from '@/modules/pull-system/article/FlowMultipleSimulation.vue'
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import FlowSetup from '@/modules/pull-system/article/FlowSetup.vue'
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import FlowSingleSimulation from '@/modules/pull-system/article/FlowSingleSimulation.vue'
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import type { Feature } from '@/modules/pull-system/feature/feature'
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import FeatureSteps from '@/modules/pull-system/feature/FeatureSteps.vue'
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import FlowDashboard from '@/modules/pull-system/feature/FlowDashboard.vue'
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import SimulationControls from '@/modules/pull-system/simulation/SimulationControls.vue'
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import SimulationDashboard from '@/modules/pull-system/simulation/SimulationDashboard.vue'
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// import ProblemSolvingIcon from '@/icons/ProblemSolvingIcon.vue'
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import PullSystemIcon from '@/icons/PullSystemIcon.vue'
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import PushSystemIcon from '@/icons/PushSystemIcon.vue'
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import FeatureItem from '@/modules/pull-system/feature/FeatureItem.vue'
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import QualityIssue from '@/modules/pull-system/feature/QualityIssue.vue'
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const feature: Feature = {
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name: 'As a user I can have access to the latest news from the homepage.',
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complexity: 3,
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leadTime: 2,
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qualityIssue: 4,
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status: 'doing',
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step: 2
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}
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</script>
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<template>
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<div class="flow-article">
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<h1>Pull system</h1>
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<!-- <h2>Ekiden (駅伝): long-distance running relay race</h2> -->
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<FlowIntro class="text" />
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<div class="flow-intro text">
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<p>
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In lean manufacturing, one key aspect is the notion of
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<em>lead time</em>: the time needed by the company to deliver the
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product requested by the client starting when the client makes the
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order. For lean practitioners, the way to deliver at the right time is
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by improving how their delivery system works with... The pull system!
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</p>
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<p>
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The pull system is in opposition of the push system. Instead of trying
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to make everyone work at their maximum capacity, we try to improve the
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time it needs to deliver a feature.
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</p>
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<p>
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I wanted to create a simulation to see what are the consequences of
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different strategy patterns and which is the most effective.
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</p>
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<p>
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Let's see what happens when we want to create a Newsletter mobile app.
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We have some functionalities to implement and we want to measure how
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long it takes.
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</p>
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<p>
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<em
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>Note: as we'll visualize work done between teams, it needs space so
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this article has a better experience on desktop.</em
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>
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</p>
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</div>
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<SeparatorIcon />
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<FlowHypothesis class="text" />
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<div class="flow-hypothesis">
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We need some hypothesis to start with. Here are ours:
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<ol>
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<li>
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The more feature done in parallel, the more it is difficult to focus
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and it is more likely to introduce a defect.
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</li>
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<li>
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it takes the same amount of time for each team to complete a task
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<span class="meaning">same task time</span>
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</li>
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</ol>
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<!-- <p>Here our hypothesis:</p>
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<ol>
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<li>
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it takes the same amount of time for each team to complete a task
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<span class="meaning">same task time</span>
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</li>
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<li>teams have no other external dependencies</li>
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<li>
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teams know exactly what they need to produce their part, they will tag
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any defects they found when verifying the feature is good.
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</li>
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<li>
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0 defect policy: the team where the defect appears must rework the
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feature.
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</li>
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<li>release team never fails</li>
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<li>there is no limit on how many defects a feature can have.</li>
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</ol> -->
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</div>
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<!-- <SeparatorIcon /> -->
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<FlowSetup class="text" />
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<div class="flow-setup text">
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<p>
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The project who has just started, our goal is to make a product as fast
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as you can. With you, you'll have the product team, designers,
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developers and a release team.
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</p>
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<p>
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First things first, what is a feature? A feature is a piece of software
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that enables <em>things</em> for the user. It can be the capability to
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read articles or to share them or even to be able to read one without
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the need for internet connection. In our simulation, a feature will be
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represented as follow:
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</p>
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<FeatureItem :feature="feature" />
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<p>
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It starts with the intention "<code>{{ feature.name }}</code
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>". This is what we'll add to the mobile app.
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</p>
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<p>
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<span class="numeric">({{ feature.complexity }})</span> is the
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complexity of the feature. The more complex a feature is, the more
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chance we introduce a defect.
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</p>
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<p>
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<span class="numeric">{{ feature.leadTime }}d</span> is the number of
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days the teams work on the feature. The goal is to reduce this number
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and deliver as fast as possible.
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</p>
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<p>
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<QualityIssue class="inline" :quality-issue="feature.qualityIssue" />
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are the number of defects the feature had during the flow. For the sake
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of simplicity, we assume teams are capable of detecting every defects
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and we never deliver defects.
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</p>
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<p>
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Okay! We have 20 features to deliver. It takes one day for each team to
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finish their part for each feature.
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</p>
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<!-- [dps] <p>Each day, you can choose between 3 strategies:</p> -->
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<p>Each day, you can choose between 2 strategies:</p>
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<ol>
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<li>
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<PushSystemIcon />
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Push system
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</li>
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<li>
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<PullSystemIcon />
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Pull system
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</li>
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<!-- [dps]
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<li>
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<ProblemSolvingIcon />
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Problem solving
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</li> -->
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</ol>
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<p>
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In this article we'll focus on how these strategies are efficient and
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what are the impact on the quality the teams produce. Let's dive in each
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strategy!
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</p>
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<h3>The push system: start as many features as possible</h3>
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<p>
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By pushing features from the start, we try to maximize the time worked
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by teams on the product. This way, no money is wasted, everyone has
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everytime something to do.
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</p>
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<h3>
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The pull system: produce features only when the next team needs it
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</h3>
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<p>
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Now, instead of pushing features, we wait for the next team to be ready.
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It comes from the assumptions that we will never reach the best score
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ever aka "the push system where everything goes right". We know we
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prefer waiting for next team to be ready before doing some extra work
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than having stock of feature pre-baked.
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</p>
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<p>
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To make this happen we first need to setup blue bins: our security
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stocks Blue bins make sure teams can work without any blockers. The next
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team will always have material to transform. Here, we'll have 2 blue
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bins per team.
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</p>
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<!-- [dps]
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<h3>Problem solving: no production, just reflection</h3>
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<p>
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We invest days where we are not productive at all to investigate and
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learning from our mistake. We know that we will never reach the best score
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ever and we know that mistakes will reappear. So we take more time to
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understand and limit rework. The more the team investigate, the more the
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team learn and start to be extremely good at problem solving.
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</p> -->
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</div>
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<FlowDashboard class="above" />
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<FeatureSteps alias="playground" />
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<SimulationControls type="single" class="above" />
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<SimulationDashboard />
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<FlowSingleSimulation class="text" />
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<div class="flow-single-simulation text">
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<!-- TODO: Mettre ici le comportement en pull system et en push system.
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En push system, on voit un goulot d'étranglement.
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En pull system, on voit petit à petit du danse avec une passation de plus en plus facile.
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Il n'empêche que dans les deux systèmes il y ai de la création de défaut -->
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<p>
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Not so obvious... So what can we learn? What are the patterns we can
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identify?
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</p>
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<p>
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In a primarly <PushSystemIcon /> push system, we see teams struggling
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and stuck reworking the same features again and again to finally having
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all features live all at once.
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</p>
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<p>
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In a primarly <PullSystemIcon /> pull system however, we see a smoother
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flow of work with teams able to pass on features more easily and
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continuously, leading to a more steady and predictable delivery. It's
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not perfect, but you may have see a balai of features when teams work
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and finish at the same time. 💃🏽
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<!-- TODO complete this sentence -->
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</p>
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<p>
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Before any conclusion, comparing two simulations is not enough. Let's be
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more scientific here and let's generate 200 projects delivering the 20
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features of the Newsletter app and see what happens.
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</p>
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</div>
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<SimulationControls type="multiple" class="above" />
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<SimulationDashboard />
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<FlowMultipleSimulation class="text" />
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<div class="flow-multiple-simulation text">
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<p>
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Okay, now we're pretty sure! For a long time, I wanted a proof
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<em>to trust the process</em>, that's the beauty of simulations. . It's
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quite impossible to convince people when we're in the middle of the
|
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battle. If teams change every time, you are doomed to get this problem
|
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over and over again.
|
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</p>
|
||||
<p>
|
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Teams tend to underestimate how long a project will be. And how hard it
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will be to work with others.
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</p>
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<p>
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Note that problem solving is always a good practice. The capacity of the
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team to stop and think about how they work is critical.
|
||||
</p>
|
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<p>
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If we're not in a good pace, we just have to try harder. Only once.
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"Just in time" becomes "Just this time" many times. So teams
|
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overproduce. Creating stock and latent defects the teams need to rework.
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The worse the project do, the more silot we become and we tend to argue
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with a "I've done my job, if the project fails it's not my fault.". The
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fact is that it's nobody's fault, it's a system.
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</p>
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<p>
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Short term objectives become the norm. It is never the right time to do
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problem solving. To think on how we work.
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</p>
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<p>
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Pull system must be a constrain not a choice with the idea to build
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around.
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</p>
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</div>
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<SeparatorIcon />
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<FlowConclusion class="text" />
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<div class="flow-conclusion text">
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<p>
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||||
The fact that
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<a
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||||
target="_blank"
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||||
rel="noopener noreferrer"
|
||||
href="https://journals.aps.org/pre/abstract/10.1103/PhysRevE.96.052303#:~:text=The%20%E2%80%9Cfaster%2Dis%2Dslower,evacuation%20time%20can%20be%20achieved"
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>faster is slower</a
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||||
>
|
||||
is counter-intuitive but it is a fact. The more we push the more we are
|
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slowing down the system.
|
||||
</p>
|
||||
<p>
|
||||
When money and pressure are in the game, fear, uncertainty, and doubt
|
||||
spread out rapidly. So we rush, as fast as we can, and when a team has
|
||||
nothing to do, it becomes a disaster: money are being burned.
|
||||
</p>
|
||||
<p>
|
||||
Teams will overproduce. They will do every pieces they can as they can:
|
||||
product team will prepare their features, designers will design every
|
||||
screens, developers will rush to code. Then, they struggle to get these
|
||||
pieces to the very end. So the fear of having nothing to give to the
|
||||
next team pushes us to produce just in case. Bugs lead to more bugs that
|
||||
lead to more bugs. The productivity drops.
|
||||
</p>
|
||||
<p>
|
||||
So the <PullSystemIcon /> pull system is here to change our priority.
|
||||
Developpers are the clients of the Designer team, as well as Designers
|
||||
are the client of the Product team. Focusing on the lead time is asking
|
||||
to the next team: "Is this what you need? How can we help each other?".
|
||||
This is the question of team work.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
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@@ -57,5 +306,17 @@ import SimulationDashboard from '@/modules/pull-system/simulation/SimulationDash
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padding-top: 1rem;
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background-color: white;
|
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}
|
||||
|
||||
.flow-hypothesis {
|
||||
ol {
|
||||
li {
|
||||
text-align: left;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.inline {
|
||||
display: inline;
|
||||
}
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -1,42 +0,0 @@
|
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<script setup lang="ts">
|
||||
import PullSystemIcon from '@/icons/PullSystemIcon.vue'
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="flow-conclusion">
|
||||
<p>
|
||||
The fact that
|
||||
<a
|
||||
target="_blank"
|
||||
rel="noopener noreferrer"
|
||||
href="https://journals.aps.org/pre/abstract/10.1103/PhysRevE.96.052303#:~:text=The%20%E2%80%9Cfaster%2Dis%2Dslower,evacuation%20time%20can%20be%20achieved"
|
||||
>faster is slower</a
|
||||
>
|
||||
is counter-intuitive but it is a fact. The more we push the more we are
|
||||
slowing down the system.
|
||||
</p>
|
||||
<p>
|
||||
When money and pressure are in the game, fear, uncertainty, and doubt
|
||||
spread out rapidly. So we rush, as fast as we can, and when a team has
|
||||
nothing to do, it becomes a disaster: money are being burned.
|
||||
</p>
|
||||
<p>
|
||||
Teams will overproduce. They will do every pieces they can as they can:
|
||||
product team will prepare their features, designers will design every
|
||||
screens, developers will rush to code. Then, they struggle to get these
|
||||
pieces to the very end. So the fear of having nothing to give to the next
|
||||
team pushes us to produce just in case. Bugs lead to more bugs that lead
|
||||
to more bugs. The productivity drops.
|
||||
</p>
|
||||
<p>
|
||||
So the <PullSystemIcon /> pull system is here to change our priority.
|
||||
Developpers are the clients of the Designer team, as well as Designers are
|
||||
the client of the Product team. Focusing on the lead time is asking to the
|
||||
next team: "Is this what you need? How can we help each other?". This is
|
||||
the question of team work.
|
||||
|
||||
<!-- Just like in Ekiden, handovers are where the real struggles
|
||||
happen but we're on the same race, together. -->
|
||||
</p>
|
||||
</div>
|
||||
</template>
|
||||
@@ -1,43 +0,0 @@
|
||||
<script setup lang="ts"></script>
|
||||
|
||||
<template>
|
||||
<div class="flow-hypothesis">
|
||||
We need some hypothesis to start with. Here are ours:
|
||||
<ol>
|
||||
<li>
|
||||
The more feature done in parallel, the more it is difficult to focus and
|
||||
it is more likely to introduce a defect.
|
||||
</li>
|
||||
<li>
|
||||
it takes the same amount of time for each team to complete a task
|
||||
<span class="meaning">same task time</span>
|
||||
</li>
|
||||
</ol>
|
||||
<!-- <p>Here our hypothesis:</p>
|
||||
<ol>
|
||||
<li>
|
||||
it takes the same amount of time for each team to complete a task
|
||||
<span class="meaning">same task time</span>
|
||||
</li>
|
||||
<li>teams have no other external dependencies</li>
|
||||
<li>
|
||||
teams know exactly what they need to produce their part, they will tag
|
||||
any defects they found when verifying the feature is good.
|
||||
</li>
|
||||
<li>
|
||||
0 defect policy: the team where the defect appears must rework the
|
||||
feature.
|
||||
</li>
|
||||
<li>release team never fails</li>
|
||||
<li>there is no limit on how many defects a feature can have.</li>
|
||||
</ol> -->
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<style scoped lang="scss">
|
||||
ol {
|
||||
li {
|
||||
text-align: left;
|
||||
}
|
||||
}
|
||||
</style>
|
||||
@@ -1,31 +0,0 @@
|
||||
<template>
|
||||
<div class="flow-intro">
|
||||
<p>
|
||||
In lean manufacturing, one key aspect is the notion of
|
||||
<em>lead time</em>: the time needed by the company to deliver the product
|
||||
requested by the client starting when the client makes the order. For lean
|
||||
practitioners, the way to deliver at the right time is by improving how
|
||||
their delivery system works with... The pull system!
|
||||
</p>
|
||||
<p>
|
||||
The pull system is in opposition of the push system. Instead of trying to
|
||||
make everyone work at their maximum capacity, we try to improve the time
|
||||
it needs to deliver a feature.
|
||||
</p>
|
||||
<p>
|
||||
I wanted to create a simulation to see what are the consequences of
|
||||
different strategy patterns and which is the most effective.
|
||||
</p>
|
||||
<p>
|
||||
Let's see what happens when we want to create a Newsletter mobile app. We
|
||||
have some functionalities to implement and we want to measure how long it
|
||||
takes.
|
||||
</p>
|
||||
<p>
|
||||
<em
|
||||
>Note: as we'll visualize work done between teams, it needs space so
|
||||
this article has a better experience on desktop.</em
|
||||
>
|
||||
</p>
|
||||
</div>
|
||||
</template>
|
||||
@@ -1,35 +0,0 @@
|
||||
<template>
|
||||
<div class="flow-conclusion">
|
||||
<p>
|
||||
Okay, now we're pretty sure! For a long time, I wanted a proof
|
||||
<em>to trust the process</em>, that's the beauty of simulations. . It's
|
||||
quite impossible to convince people when we're in the middle of the
|
||||
battle. If teams change every time, you are doomed to get this problem
|
||||
over and over again.
|
||||
</p>
|
||||
<p>
|
||||
Teams tend to underestimate how long a project will be. And how hard it
|
||||
will be to work with others.
|
||||
</p>
|
||||
<p>
|
||||
Note that problem solving is always a good practice. The capacity of the
|
||||
team to stop and think about how they work is critical.
|
||||
</p>
|
||||
<p>
|
||||
If we're not in a good pace, we just have to try harder. Only once. "Just
|
||||
in time" becomes "Just this time" many times. So teams overproduce.
|
||||
Creating stock and latent defects the teams need to rework. The worse the
|
||||
project do, the more silot we become and we tend to argue with a "I've
|
||||
done my job, if the project fails it's not my fault.". The fact is that
|
||||
it's nobody's fault, it's a system.
|
||||
</p>
|
||||
<p>
|
||||
Short term objectives become the norm. It is never the right time to do
|
||||
problem solving. To think on how we work.
|
||||
</p>
|
||||
<p>
|
||||
Pull system must be a constrain not a choice with the idea to build
|
||||
around.
|
||||
</p>
|
||||
</div>
|
||||
</template>
|
||||
@@ -1,117 +0,0 @@
|
||||
<script setup lang="ts">
|
||||
import ProblemSolvingIcon from '@/icons/ProblemSolvingIcon.vue'
|
||||
import PullSystemIcon from '@/icons/PullSystemIcon.vue'
|
||||
import PushSystemIcon from '@/icons/PushSystemIcon.vue'
|
||||
import FeatureItem from '@/modules/pull-system/feature/FeatureItem.vue'
|
||||
import FlowControls from '@/modules/pull-system/feature/FlowControls.vue'
|
||||
import QualityIssue from '@/modules/pull-system/feature/QualityIssue.vue'
|
||||
import { Feature } from '@/modules/pull-system/feature/feature'
|
||||
|
||||
const feature: Feature = {
|
||||
name: 'As a user I can have access to the latest news from the homepage.',
|
||||
complexity: 3,
|
||||
leadTime: 2,
|
||||
qualityIssue: 4,
|
||||
status: 'doing',
|
||||
step: 2
|
||||
}
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div>
|
||||
<p>
|
||||
The project who has just started, our goal is to make a product as fast as
|
||||
you can. With you, you'll have the product team, designers, developers and
|
||||
a release team.
|
||||
</p>
|
||||
<p>
|
||||
First things first, what is a feature? A feature is a piece of software
|
||||
that enables <em>things</em> for the user. It can be the capability to
|
||||
read articles or to share them or even to be able to read one without the
|
||||
need for internet connection. In our simulation, a feature will be
|
||||
represented as follow:
|
||||
</p>
|
||||
<FeatureItem :feature="feature" />
|
||||
<p>
|
||||
It starts with the intention "<code>{{ feature.name }}</code
|
||||
>". This is what we'll add to the mobile app.
|
||||
</p>
|
||||
<p>
|
||||
<span class="numeric">({{ feature.complexity }})</span> is the complexity
|
||||
of the feature. The more complex a feature is, the more chance we
|
||||
introduce a defect.
|
||||
</p>
|
||||
<p>
|
||||
<span class="numeric">{{ feature.leadTime }}d</span> is the number of days
|
||||
the teams work on the feature. The goal is to reduce this number and
|
||||
deliver as fast as possible.
|
||||
</p>
|
||||
<p>
|
||||
<QualityIssue class="inline" :quality-issue="feature.qualityIssue" />
|
||||
are the number of defects the feature had during the flow. For the sake of
|
||||
simplicity, we assume teams are capable of detecting every defects and we
|
||||
never deliver defects.
|
||||
</p>
|
||||
<p>
|
||||
Okay! We have 20 features to deliver. It takes one day for each team to
|
||||
finish their part for each feature.
|
||||
</p>
|
||||
<!-- [dps] <p>Each day, you can choose between 3 strategies:</p> -->
|
||||
<p>Each day, you can choose between 2 strategies:</p>
|
||||
<ol>
|
||||
<li>
|
||||
<PushSystemIcon />
|
||||
Push system
|
||||
</li>
|
||||
<li>
|
||||
<PullSystemIcon />
|
||||
Pull system
|
||||
</li>
|
||||
<!-- [dps]
|
||||
<li>
|
||||
<ProblemSolvingIcon />
|
||||
Problem solving
|
||||
</li> -->
|
||||
</ol>
|
||||
<p>
|
||||
In this article we'll focus on how these strategies are efficient and what
|
||||
are the impact on the quality the teams produce. Let's dive in each
|
||||
strategy!
|
||||
</p>
|
||||
<h3>The push system: start as many features as possible</h3>
|
||||
<p>
|
||||
By pushing features from the start, we try to maximize the time worked by
|
||||
teams on the product. This way, no money is wasted, everyone has everytime
|
||||
something to do.
|
||||
</p>
|
||||
<h3>The pull system: produce features only when the next team needs it</h3>
|
||||
<p>
|
||||
Now, instead of pushing features, we wait for the next team to be ready.
|
||||
It comes from the assumptions that we will never reach the best score ever
|
||||
aka "the push system where everything goes right". We know we prefer
|
||||
waiting for next team to be ready before doing some extra work than having
|
||||
stock of feature pre-baked.
|
||||
</p>
|
||||
<p>
|
||||
To make this happen we first need to setup blue bins: our security stocks
|
||||
Blue bins make sure teams can work without any blockers. The next team
|
||||
will always have material to transform. Here, we'll have 2 blue bins per
|
||||
team.
|
||||
</p>
|
||||
<!-- [dps]
|
||||
<h3>Problem solving: no production, just reflection</h3>
|
||||
<p>
|
||||
We invest days where we are not productive at all to investigate and
|
||||
learning from our mistake. We know that we will never reach the best score
|
||||
ever and we know that mistakes will reappear. So we take more time to
|
||||
understand and limit rework. The more the team investigate, the more the
|
||||
team learn and start to be extremely good at problem solving.
|
||||
</p> -->
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<style scoped>
|
||||
.inline {
|
||||
display: inline;
|
||||
}
|
||||
</style>
|
||||
@@ -1,35 +0,0 @@
|
||||
<script setup lang="ts">
|
||||
import PullSystemIcon from '@/icons/PullSystemIcon.vue'
|
||||
import PushSystemIcon from '@/icons/PushSystemIcon.vue'
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="flow-conclusion">
|
||||
<!-- TODO: Mettre ici le comportement en pull system et en push system.
|
||||
En push system, on voit un goulot d'étranglement.
|
||||
En pull system, on voit petit à petit du danse avec une passation de plus en plus facile.
|
||||
Il n'empêche que dans les deux systèmes il y ai de la création de défaut -->
|
||||
<p>
|
||||
Not so obvious... So what can we learn? What are the patterns we can
|
||||
identify?
|
||||
</p>
|
||||
<p>
|
||||
In a primarly <PushSystemIcon /> push system, we see teams struggling and
|
||||
stuck reworking the same features again and again to finally having all
|
||||
features live all at once.
|
||||
</p>
|
||||
<p>
|
||||
In a primarly <PullSystemIcon /> pull system however, we see a smoother
|
||||
flow of work with teams able to pass on features more easily and
|
||||
continuously, leading to a more steady and predictable delivery. It's not
|
||||
perfect, but you may have see a balai of features when teams work and
|
||||
finish at the same time. 💃🏽
|
||||
<!-- TODO complete this sentence -->
|
||||
</p>
|
||||
<p>
|
||||
Before any conclusion, comparing two simulations is not enough. Let's be
|
||||
more scientific here and let's generate 200 projects delivering the 20
|
||||
features of the Newsletter app and see what happens.
|
||||
</p>
|
||||
</div>
|
||||
</template>
|
||||
Reference in New Issue
Block a user