Tuesday 9 August 2011

Development Philosophy

In his 1997 essay The Cathedral and the Bazaar, open source evangelist Eric S. Raymond suggests a model for developing OSS known as the bazaar model. Raymond likens the development of software by traditional methodologies to building a cathedral, "carefully crafted by individual wizards or small bands of mages working in splendid isolation". He suggests that all software should be developed using the bazaar style, which he described as "a great babbling bazaar of differing agendas and approaches."

In the traditional model of development, which he called the cathedral model, development takes place in a centralized way. Roles are clearly defined. Roles include people dedicated to designing (the architects), people responsible for managing the project, and people responsible for implementation. Traditional software engineering follows the cathedral model. Fred P. Brooks in his book The Mythical Man-Month advocates this model. He goes further to say that in order to preserve the architectural integrity of a system, the system design should be done by as few architects as possible.

The bazaar model, however, is different. In this model, roles are not clearly defined. Gregorio Robles suggests that software developed using the bazaar model should exhibit the following patterns:-

1. Users should be treated as co-developers
The users are treated like co-developers and so they should have access to the source code of the software. Furthermore users are encouraged to submit additions to the software, code fixes for the software, bug reports, documentation etc. Having more co-developers increases the rate at which the software evolves. Linus's law states that, "Given enough eyeballs all bugs are shallow." This means that if many users view the source code they will eventually find all bugs and suggest how to fix them. Note that some users have advanced programming skills, and furthermore, each user's machine provides an additional testing environment. This new testing environment offers that ability to find and fix a new bug.

2. Early releases
The first version of the software should be released as early as possible so as to increase one's chances of finding co-developers early.

3. Frequent integration
Code changes should be integrated (merged into a shared code base) as often as possible so as to avoid the overhead of fixing a large number of bugs at the end of the project life cycle. Some open source projects have nightly builds where integration is done automatically on a daily basis.

4. Several versions
There should be at least two versions of the software. There should be a buggier version with more features and a more stable version with fewer features. The buggy version (also called the development version) is for users who want the immediate use of the latest features, and are willing to accept the risk of using code that is not yet thoroughly tested. The users can then act as co-developers, reporting bugs and providing bug fixes.

5. High modularization
The general structure of the software should be modular allowing for parallel development on independent components.

6. Dynamic decision making structure
There is a need for a decision making structure, whether formal or informal, that makes strategic decisions depending on changing user requirements and other factors. Cf. Extreme programming.

Data suggests, however, that OSS is not quite as democratic as the bazaar model suggests. An analysis of five billion bytes of free/open source code by 31,999 developers shows that 74% of the code was written by the most active 10% of authors. The average number of authors involved in a project was 5.1, with the median at 2.

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