Hah. But to be fair, ATM did have a specific use that it worked great for. That is the move to digital voice circuits. The small fixed cell size and built in QoS meant that if you had a fixed line size you could fit X voice channels, and they would all be extremely low latency and share the bandwidth fairly. You didn't need to buffer beyond one cell of data and you didn't need to include overhead beyond the cell headers.
ATM was designed to handle the "future" or digital network needs. But, the immediate use was about voice frames and that likely dictated a lot of the design I'd expect.
Oh you actually use the stack? I’m surprised you don’t just put all the tickets in a heap. I can give you some pointers on how to do that if you’d like.
I find that when a user continually makes a stink to get their ticket dealt with first, I gently try to correct them, and when that inevitably doesn’t sink in, and they call during a critical issue, I tell them quite firmly that things are down and nobody at x site can work, so your printer will have to wait. Log a ticket and I’ll address it when I’m done Brenda.
… They usually back off when you make it clear to them that they’re not the most important thing you’re dealing with at any given moment.
Every time I see yet another obscure game/platform article or video, I realise that I’ve once again forgotten how little most people delve into the history of their creative media. I’m teaching myself about Soviet clones and niche Japanese systems that came out before I was born, and some 20-something self-proclaimed video game historian is releasing a video titled “The most obscure game that NO-ONE remembers” and it’s about Legacy of Kain or Space Quest or Sly Cooper or some other million-selling franchise that just hasn’t had a new release in the last 5-10 years.
I’m waiting for these guys to get old enough to start seeing “world’s most obscure game” videos about Minecraft and Fortnite.
AIX is pretty obscure as a gaming platform, though, I’ll give you that.
programmer_humor
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