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Software Release Practice HOWTO
Eric Steven Raymond
[http://www.catb.org/~esr/] Thyrsus Enterprises
<esr@thyrsus.com>
Copyright © 2000 Eric S. Raymond
Revision History
Revision 4.1 2013-01-14 Revised by: esr
Check out from a repo to be sure of making patches against fresh
code. Freshmeat changed its name. USENET topic groups aren't very
visible any more.
Revision 4.0 2010-04-11 Revised by: esr
It's no longer necessary to provide RPMS or debs at project level.
The packaging infrastructure has gotten good at that. New caveats
about configuration and autotools. AsciiDOC is now a viable
alternative for documentation masters.
Revision 3.9 2004-11-28 Revised by: esr
New material on good patching practice. Recommend Electric Fence and
valgrind rather than proprietary tools.
Revision 3.8 2003-02-17 Revised by: esr
URL fixups after site move.
Revision 3.7 2002-09-25 Revised by: esr
Point at the DocBook Demystification HOWTO.
Revision 3.6 2002-09-12 Revised by: esr
Incorporated material on portability by Keith Bostic.
Revision 3.6 2002-08-14 Revised by: esr
Rewrote section on documentation practice, since XML-Docbook is
mature now.
Revision 3.5 2002-07-04 Revised by: esr
Added section on providing checksums. Cited doclifter.
Revision 3.4 2002-01-04 Revised by: esr
More about good patching practice.
Revision 3.3 2001-08-16 Revised by: esr
New section about how to send good patches.
Revision 3.2 2001-07-11 Revised by: esr
Note about not relying on proprietary components.
Revision 3.1 2001-02-22 Revised by: esr
LDP Styleguide fixes.
Revision 3.0 2000-08-12 Revised by: esr
First DocBook version. Advice on SourceForge and a major section on
documentation practice added.
This HOWTO describes good release practices for Linux and other
open-source projects. By following these practices, you will make it
as easy as possible for users to build your code and use it, and for
other developers to understand your code and cooperate with you to
improve it.
This document is a must-read for novice developers. Experienced
developers should review it when they are about to release a new
project. It will be revised periodically to reflect the evolution of
good-practice standards.
________________________________________________________________
Table of Contents
1. Introduction
1.1. Why this document?
1.2. New versions of this document
2. Good patching practice
2.1. Do send patches, don't send whole archives or files
2.2. Send patches against the current version of the code.
2.3. Don't include patches for generated files.
2.4. Don't send patch bands that just tweak version-control
$-symbols.
2.5. Do use -c or -u format, don't use the default (-e) format
2.6. Do include documentation with your patch
2.7. Do include an explanation with your patch
2.8. Do include useful comments in your code
2.9. Just one bugfix or new feature per patch.
3. Good project- and archive- naming practice
3.1. Use GNU-style names with a stem and major.minor.patch
numbering.
3.2. But respect local conventions where appropriate
3.3. Try hard to choose a name prefix that is unique and easy to
type
4. Good licensing and copyright practice: the theory
4.1. Open source and copyrights
4.2. What qualifies as open source
5. Good licensing and copyright practice: the practice
5.1. Make yourself or the FSF the copyright holder
5.2. Use a license conformant to the Open Source Definition
5.3. Don't write your own license if you can possibly avoid it.
5.4. Make your license visible in a standard place.
6. Good development practice
6.1. Choose the most portable language you can
6.2. Don't rely on proprietary code
6.3. Build systems
6.4. Test your code before release
6.5. Sanity-check your code before release
6.6. Sanity-check your documentation and READMEs before release
6.7. Recommended C/C++ portability practices
7. Good distribution-making practice
7.1. Make sure tarballs always unpack into a single new
directory
7.2. Have a README
7.3. Respect and follow standard file naming practices
7.4. Design for Upgradability
7.5. Provide checksums
8. Good documentation practice
8.1. Documentation formats
8.2. Good practice recommendations
9. Good communication practice
9.1. Announce to Freecode
9.2. Have a website
9.3. Host project mailing lists
9.4. Release to major archives
10. Good project-management practice
1. Introduction
1.1. Why this document?
There is a large body of good-practice traditions for open-source
code that helps other people port, use, and cooperate with developing
it. Some of these conventions are traditional in the Unix world and
predate Linux; others have developed recently in response to
particular new tools and technologies such as the World Wide Web.
This document will help you learn good practice. It is organized into
topic sections, each containing a series of checklist items. Think of
these as a pre-flight checklist for your patch or software
distribution.
A translation into
[http://www.sschubiger.ch/services/content/documents/computer/softwar
e-release-practice-howto/] German is available.
________________________________________________________________
1.2. New versions of this document
This document will be posted monthly to the newsgroups
[News:comp.os.linux.answers] comp.os.linux.answers. You can also view
the latest version of this HOWTO on the World Wide Web via the URL
[http://tldp.org/HOWTO/Software-Release-Practice-HOWTO.html]
http://tldp.org/HOWTO/Software-Release-Practice.html.
Feel free to mail any questions or comments about this HOWTO to Eric
S. Raymond, <esr@snark.thyrsus.com>.
________________________________________________________________
2. Good patching practice
Most people get involved in open-source software by writing patches
for other peoples' software before releasing projects of their own.
Suppose you've written a set of source-code changes for someone
else's baseline code. Now put yourself in that person's shoes. How is
he to judge whether to include the patch?
The truth is that it is very difficult to judge the quality of code.
So developers tend to evaluate patches by the quality of the
submission. They look for clues in the submitter's style and
communications behavior instead -- indications that the person has
been in their shoes and understands what it's like to have to
evaluate and merge an incoming patch.
This is actually a pretty reliable proxy for code quality. In many
years of dealing with patches from many hundreds of strangers, I have
only seldom seen a patch that was thoughtfully presented and
respectful of my time but technically bogus. On the other hand,
experience teaches me that patches which look careless or are
packaged in a lazy and inconsiderate way are very likely to actually
be bogus.
Here are some tips on how to get your patch accepted:
________________________________________________________________
2.1. Do send patches, don't send whole archives or files
If your change includes a new file that doesn't exist in the code,
then of course you have to send the whole file. But if you're
modifying an already-existing file, don't send the whole file. Send a
diff instead; specifically, send the output of the diff(1) command
run to compare the baseline distributed version against your modified
version.
The diff command and its dual, patch(1) (which automatically applies
a diff to a baseline file) are the most basic tools of open-source
development. Diffs are better than whole files because the developer
you're sending a patch to may have changed the baseline version since
you got your copy. By sending him a diff you save him the effort of
separating your changes from his; you show respect for his time.
________________________________________________________________
2.2. Send patches against the current version of the code.
It is both counterproductive and rude to send a maintainer patches
against the code as it existed several releases ago, and expect him
to do all the work of determining which changes duplicate things he
have since done, versus which things are actually novel in your
patch.
As a patch submitter, it is your responsibility to track the state of
the source and send the maintainer a minimal patch that expresses
what you want done to the main-line codebase. That means sending a
patch against the current version.
Nowadays effectively all open-source projects make their source code
available through public anonymous access to the project's
version-control repositrity. The most effective way to ensure that
you're patching what's current is to check the head version of the
code out of the project's repository. All version-control systems
have a command that lets you make a diff between your working copy
and head; use that.
________________________________________________________________
2.3. Don't include patches for generated files.
Before you send your patch, walk through it and delete any patch
bands for files in it that are going to be automatically regenerated
once he applies the patch and remakes. The classic examples of this
error are C files generated by Bison or Flex.
These days the most common mistake of this kind is sending a diff
with a huge band that is nothing but changebars between your
configure script and his. This file is generated by autoconf.
This is inconsiderate. It means your recipient is put to the trouble
of separating the real content of the patch from a lot of bulky
noise. It's a minor error, not as important as some of the things
we'll get to further on -- but it will count against you.
You will probably avoid this automatically if you have checked out
the code from the project repo and use the version-control system's
diff command to generate your patch.
________________________________________________________________
2.4. Don't send patch bands that just tweak version-control $-symbols.
Some people put special tokens in their source files that are
expanded by the version-control system when the file is checked in:
the $Id$ construct used by RCS, CVS, and Subversion, for example.
If you're using a local version-control system yourself, your changes
may alter these tokens. This isn't really harmful, because when your
recipient checks his code back in after applying your patch they'll
get re-expanded based on his version-control status. But those extra
patch bands are noise. They're distracting. It's more considerate not
to send them.
This is another minor error. You'll be forgiven for it if you get the
big things right. But you want to avoid it anyway.
________________________________________________________________
2.5. Do use -c or -u format, don't use the default (-e) format
The default (-e) format of diff(1) is very brittle. It doesn't
include any context, so the patch tool can't cope if any lines have
been inserted or deleted in the baseline code since you took the copy
you modified.
Getting an -e diff is annoying, and suggests that the sender is
either an extreme newbie, careless, or clueless. Most such patches
get tossed out without a second thought.
________________________________________________________________
2.6. Do include documentation with your patch
This is very important. If your patch makes a user-visible addition
or change to the software's features, include changes to the
appropriate man pages and other documentation files in your patch. Do
not assume that the recipient will be happy to document your code for
you, or else to have undocumented features lurking in the code.
Documenting your changes well demonstrates some good things. First,
it's considerate to the person you are trying to persuade. Second, it
shows that you understand the ramifications of your change well
enough to explain it to somebody who can't see the code. Third, it
demonstrates that you care about the people who will ultimately use
the software.
Good documentation is usually the most visible sign of what separates
a solid contribution from a quick and dirty hack. If you take the
time and care necessary to produce it, you'll find you're already 85%
of the way to having your patch accepted with most developers.
________________________________________________________________
2.7. Do include an explanation with your patch
Your patch should include cover notes explaining why you think the
patch is necessary or useful. This is explanation directed not to the
users of the software but to the maintainer to whom you are sending
the patch.
The note can be short -- in fact, some of the most effective cover
notes I've ever seen just said "See the documentation updates in this
patch". But it should show the right attitude.
The right attitude is helpful, respectful of the maintainer's time,
quietly confident but unassuming. It's good to display understanding
of the code you're patching. It's good to show that you can identify
with the maintainer's problems. It's also good to be up front about
any risks you perceive in applying the patch. Here are some examples
of the sorts of explanatory comments that I like to see in cover
notes:
" I've seen two problems with this code, X and Y. I fixed problem X,
but I didn't try addressing problem Y because I don't think I
understand the part of the code that I believe is involved. "
" Fixed a core dump that can happen when one of the foo inputs is too
long. While I was at it, I went looking for similar overflows
elsewhere. I found a possible one in blarg.c, near line 666. Are you
sure the sender can't generate more than 80 characters per
transmission? "
" Have you considered using the Foonly algorithm for this problem?
There is a good implementation at
<http://www.somesite.com/~jsmith/foonly.html>. "
" This patch solves the immediate problem, but I realize it
complicates the memory allocation in an unpleasant way. Works for me,
but you should probably test it under heavy load before shipping. "
" This may be featurititis, but I'm sending it anyway. Maybe you'll
know a cleaner way to implement the feature. "
________________________________________________________________
2.8. Do include useful comments in your code
Usually as a maintainer, I will want to have strong confidence that I
understand your changes before merging them in. This isn't an
invariable rule; if you have a track record of good work, with me I
may just run a casual eyeball over the changes before checking them
in semi-automatically. But everything you can do to help me
understand your code and decrease my uncertainty increases your
chances that I will accept your patch.
Good comments in your code help me understand it. Bad comments don't.
Here's an example of a bad comment:
/* norman newbie fixed this 13 Aug 2009 */
This conveys no information. It's nothing but a muddy territorial
bootprint you're planting in the middle of my code. If I take your
patch (which you've made less likely) I'll almost certainly strip out
this comment. If you want a credit, include a patch band for the
project NEWS or HISTORY file. I'll probably take that.
Here's an example of a good comment:
/*
* This conditional needs to be guarded so that crunch_data()
* never gets passed a NULL pointer. <norman_newbie@foosite.com>
*/
This comment shows that you understand not only my code but the kind
of information that I need to have confidence in your changes. This
kind of comment gives me confidence in your changes.
________________________________________________________________
2.9. Just one bugfix or new feature per patch.
Don't gather various bugfixes, new features or other stuff and send
them as one single diff file. Instead, build a single diff for every
bugfix or feature. Every single diff should be generated using the
current version of the code and should not depend on any other patch
you or someone else sent before.
This helps the maintainer to read and understand your code, and he
can decide whether he wants to accept or abadon this single bugfix or
feature. For example, if you add a feature garanting full root access
for everyone because it's useful in your special setting, the
maintainer will probably not accept this part of your patch. When you
send a single diff file confounding this root access feature along
with some bugfixes and other useful things, you have a good chance
the maintainer will ignore your complete patch.
With each bugfixes and new feature as a single diff file, the
maintainer could e.g. include your bugfixes in a few minutes and take
later a closer look to your new features or security issues.
Patches depending on other patches raise similar problems. If the
maintainer rejects your basic patch, he won't be able to apply the
others. If you can't avoid such dependencies, offer to the maintainer
that you will bundle a patch with the sections or features he wants
to add.
________________________________________________________________
3. Good project- and archive- naming practice
As the load on maintainers of archives like Metalab, the PSA site and
CPAN increases, there is an increasing trend for submissions to be
processed partly or wholly by programs (rather than entirely by a
human).
This makes it more important for project and archive-file names to
fit regular patterns that computer programs can parse and understand.
________________________________________________________________
3.1. Use GNU-style names with a stem and major.minor.patch numbering.
It's helpful to everybody if your archive files all have GNU-like
names -- all-lower-case alphanumeric stem prefix, followed by a dash,
followed by a version number, extension, and other suffixes.
Let's suppose you have a project you call `foobar' at version 1,
release 2, level 3. If it's got just one archive part (presumably the
sources), here's what its names should look:
foobar-1.2.3.tar.gz
The source archive
foobar.lsm
The LSM file (assuming you're submitting to Metalab).
Please don't use these:
foobar123.tar.gz
This looks to many programs like an archive for a project
called`foobar123' with no version number.
foobar1.2.3.tar.gz
This looks to many programs like an archive for a project
called `foobar1' at version 2.3.
foobar-v1.2.3.tar.gz
Many programs think this goes with a project called
`foobar-v1'.
foo_bar-1.2.3.tar.gz
The underscore is hard for people to speak, type, and
remember.
FooBar-1.2.3.tar.gz
Unless you like looking like a marketing weenie. This is also
hard for people to speak, type, and remember.
If you have to differentiate between source and binary archives, or
between different kinds of binary, or express some kind of build
option in the file name, please treat that as a file extension to go
after the version number. That is, please do this:
foobar-1.2.3.src.tar.gz
sources
foobar-1.2.3.bin.tar.gz
binaries, type not specified
foobar-1.2.3.bin.ELF.tar.gz
ELF binaries
foobar-1.2.3.bin.ELF.static.tar.gz
ELF binaries statically linked
foobar-1.2.3.bin.SPARC.tar.gz
SPARC binaries
Please don't use names like `foobar-ELF-1.2.3.tar.gz', because
programs have a hard time telling type infixes (like `-ELF') from the
stem.
A good general form of name has these parts in order:
1. project prefix
2. dash
3. version number
4. dot
5. "src" or "bin" (optional)
6. dot or dash (dot preferred)
7. binary type and options (optional)
8. archiving and compression extensions
________________________________________________________________
3.2. But respect local conventions where appropriate
Some projects and communities have well-defined conventions for names
and version numbers that aren't necessarily compatible with the above
advice. For instance, Apache modules are generally named like
mod_foo, and have both their own version number and the version of
Apache with which they work. Likewise, Perl modules have version
numbers that can be treated as floating point numbers (e.g., you
might see 1.303 rather than 1.3.3), and the distributions are
generally named Foo-Bar-1.303.tar.gz for version 1.303 of module
Foo::Bar. (Perl itself, on the other hand, switched to using the
conventions described in this document in late 1999.)
Look for and respect the conventions of specialized communities and
developers; for general use, follow the above guidelines.
________________________________________________________________
3.3. Try hard to choose a name prefix that is unique and easy to type
The stem prefix should be easy to read, type, and remember. So please
don't use underscores. Don't capitalize or BiCapitalize without
extremely good reason -- it messes up the natural human-eyeball
search order, among other things.
It confuses people when two different projects have the same stem
name. So try to check for collisions before your first release.
Google is your friend -- and if the stem you're thinking about gets
lots of Google hits, that in itself may be sufficient reason to think
up a different one. Another good place to check is the application
indexes at at [http://www.freecode.com] Freecode and
[http://www.sourceforge.net] SourceForge; do a name search there.
________________________________________________________________
4. Good licensing and copyright practice: the theory
The license you choose defines the social contract you wish to set up
among your co-developers and users. The copyright you put on the
software will function mainly as a legal assertion of your right to
set license terms on the software and derivative works of the
software.
________________________________________________________________
4.1. Open source and copyrights
Anything that is not public domain has a copyright, possibly more
than one. Under the Berne Convention (which has been U.S. law since
1978), the copyright does not have to be explicit. That is, the
authors of a work hold copyright even if there is no copyright
notice.
Who counts as an author can be very complicated, especially for
software that has been worked on by many hands. This is why licenses
are important. By setting out the terms under which material can be
used, they grant rights to the users that protect them from arbitrary
actions by the copyright holders.
In proprietary software, the license terms are designed to protect
the copyright. They're a way of granting a few rights to users while
reserving as much legal territory is possible for the owner (the
copyright holder). The copyright holder is very important, and the
license logic so restrictive that the exact technicalities of the
license terms are usually unimportant.
In open-source software, the situation is usually the exact opposite;
the copyright exists to protect the license. The only rights the
copyright holder always keeps are to enforce the license. Otherwise,
only a few rights are reserved and most choices pass to the user. In
particular, the copyright holder cannot change the terms on a copy
you already have. Therefore, in open-source software the copyright
holder is almost irrelevant -- but the license terms are very
important.
Normally the copyright holder of a project is the current project
leader or sponsoring organization. Transfer of the project to a new
leader is often signaled by changing the copyright holder. However,
this is not a hard and fast rule; many open-source projects have
multiple copyright holders, and there is no instance on record of
this leading to legal problems.
Some projects choose to assign copyright to the Free Software
Foundation, on the theory that it has an interest in defending open
source and lawyers available to do it.
________________________________________________________________
4.2. What qualifies as open source
For licensing purposes, we can distinguish several different kinds of
rights that a license may convey. Rights to copy and redistribute,
rights to use, rights to modify for personal use, and rights to
redistribute modified copies. A license may restrict or attach
conditions to any of these rights.
The Open Source Initiative is the result of a great deal of thought
about what makes software "open source" or (in older terminology)
"free software". Its constraints on licensing require that:
1. An unlimited right to copy be granted.
2. An unlimited right to use be granted.
3. An unlimited right to modify for personal use be granted.
The guidelines prohibit restrictions on redistribution of modified
binaries; this meets the needs of software distributors, who need to
be able to ship working code without encumbrance. It allows authors
to require that modified sources be redistributed as pristine sources
plus patches, thus establishing the author's intentions and an "audit
trail" of any changes by others.
The OSD is the legal definition of the `OSI Certified Open Source'
certification mark, and as good a definition of "free software" as
anyone has ever come up with. All of the standard licenses (MIT, BSD,
Artistic, and GPL/LGPL) meet it (though some, like GPL, have other
restrictions which you should understand before choosing it).
Note that licenses which allow noncommercial use only do not qualify
as open-source licenses, even if they are decorated with "GPL" or
some other standard license. They discriminate against particular
occupations, persons, and groups. They make life too complicated for
CD-ROM distributors and others trying to spread open-source software
commercially.
________________________________________________________________
5. Good licensing and copyright practice: the practice
Here's how to translate the theory above into practice:
________________________________________________________________
5.1. Make yourself or the FSF the copyright holder
In some cases, if you have a sponsoring organization behind you with
lawyers, you might wish to give copyright to that organization.
________________________________________________________________
5.2. Use a license conformant to the Open Source Definition
The Open Source Definition is the community gold standard for
licenses. The OSD is not a license itself; rather, it defines a
minimum set of rights that a license must guarantee in order to be
considered an open-source license. The OSD, and supporting materials,
may be found at the web site of the [http://www.opensource.org] Open
Source Initiative.
________________________________________________________________
5.3. Don't write your own license if you can possibly avoid it.
The widely-known OSD-conformant licenses have well-established
interpretive traditions. Developers (and, to the extent they care,
users) know what they imply, and have a reasonable take on the risks
and tradeoffs they involve. Therefore, use one of the standard
licenses carried on the OSI site if at all possible.
If you must write your own license, be sure to have it certified by
OSI. This will avoid a lot of argument and overhead. Unless you've
been through it, you have no idea how nasty a licensing flamewar can
get; people become passionate because the licenses are regarded as
almost-sacred covenants touching the core values of the open-source
community.
Furthermore, the presence of an established interpretive tradition
may prove important if your license is ever tested in court. At time
of writing (early 2002) there is no case law either supporting or
invalidating any open-source license. However, it is a legal doctrine
(at least in the U.S., and probably in other common-law countries
such as England and the rest of the British Commonwealth) that courts
are supposed to interpret licenses and contracts according to the
expectations and practices of the community in which they originated.
________________________________________________________________
5.4. Make your license visible in a standard place.
As larger and larger volumes of open-source software are deployed,
the problem of auditing these volumes for which licenses cover them
become nontrivial -- in fact, it becomes larger than an unaided human
being can perform. Therefore, it is valuable to have conventions that
support mechanized querying of the licensing information.
Fortunately, existing community practise already tends in this
direction.
As a beginning, the license information for your software should live
in a file named either COPYING or LICENSE in the top-level directory
of your source distribution. If a single license applies to the
entire distribution, that file should include a copy of the license.
If multiple licenses apply, that file should list the applicable
licenses and indicate to which files and subdirectories they apply.
________________________________________________________________
6. Good development practice
Most of these are concerned with ensuring portability across all
POSIX and POSIX-like systems. Being widely portable is not just a
worthy form of professionalism and hackerly politeness, it's valuable
insurance against future changes in Linux.
Finally, other people will try to build your code on non-Linux
systems; portability reduces the amount of support email you receive.
________________________________________________________________
6.1. Choose the most portable language you can
Choose a development language which minimizes the differences of the
underlying environments in which it will run. C/C++ programs are
likely to be more portable than Fortran. Java is preferable to C/C++,
and a high-level scripting language such as Perl, Python or Ruby is
the best choice of all (since scripting languages have only one
cross-platform implementation).
Scripting languages that qualify include Python, Perl, Tcl, Emacs
Lisp, and PHP. Historic Bourne shell (/bin/sh) does not qualify;
there are too many different implementations with subtle
idiosyncrasies, and the shell environment is subject to disruption by
user customizations such as shell aliases.
If you choose a compiled language such as C/C++, do not use compiler
extensions (such as allocating variable-length arrays on the stack,
or indirecting through void pointers). Regularly build using as many
different compilers and test machines as you can.
________________________________________________________________
6.2. Don't rely on proprietary code
Don't rely on proprietary languages, libraries, or other code. In the
open-source community this is considered rude. Open-source developers
don't trust code for which they can't review the source.
________________________________________________________________
6.3. Build systems
A significant advantage of open source distributions is they allow
each source package to adapt at compile-time to the environment it
finds. One of the choices you need to make is of a "build system",
the toolkit you (and other people) will rely on to transform your
source into executables.
One thing your build script cannot do is ask the user for system
information at compile-time. The user installing the package will not
necessarily know the answers to your questions, so this approach is
doomed from the start. Your software, calling the build system tools,
must be able to determine for itself any information that it may need
at compile- or install-time.
Community notions of best practice in build systems are now (rearly
2010) in a starte of some flux.
________________________________________________________________
6.3.1. GNU autotools: fading but still standard
Previous versions of this HOWTO urged using GNU autotools to handle
portability issues, do system-configuration probes, and tailor your
makefiles. This is still the standard and most popular approach, but
it is becoming increasingly problematic because GNU autotools is
showing its age. Autotools was always a pile of crocks upon hacks
upon kluges, implemented in a messy mixture of languages and with
some serious design flaws. The resulting mess was tolerable for many
years, but as projects become more complex it is increasingly
failing.
Still, people building from C sources expect to be able to type
"configure; make; make install" and get a clean build. Supposing you
choose a non-autotools system, you will probably want to emulate this
behavior (which should be easy).
There is a good tutorial on autotools [http://seul.org/docs/autotut/]
here.
________________________________________________________________
6.3.2. SCons: leading a crowded field
The race to replace autotools does not yet have a winner, but it has
a front runner: [http://www.scons.org/] SCons. SCons abolishes
makefiles; it combines the "configure" and "make" parts of the
autotools build sequence into one step. It offers cross-platfoem
builds with a single recipe on Unix/Linux, Maoc OS X, and Windows. It
is written in Python, is extensible in Python, and is to some extent
riding the increasing popularity of that language.
________________________________________________________________
6.3.3. CMake and others
SCons is still a minority choice, and has stiff competition from
several others, of which CMake and WAF are probably the most
prominant. Fairly even-handed cross-comparisons, considering the
source, can be found on the SCons wiki.
________________________________________________________________
6.4. Test your code before release
A good test suite allows the team to buy inexpensive hardware for
testing and then easily run regression tests before releases. Create
a strong, usable test framework so that you can incrementally add
tests to your software without having to train developers up in the
intricacies of the test suite.
Distributing the test suite allows the community of users to test
their ports before contributing them back to the group.
Encourage your developers to use a wide variety of platforms as their
desktop and test machines so that code is continuously being tested
for portability flaws as part of normal development.
________________________________________________________________
6.5. Sanity-check your code before release
If you're writing C/C++ using GCC, test-compile with -Wall and clean
up all warning messages before each release. Compile your code with
every compiler you can find -- different compilers often find
different problems. Specifically, compile your software on true
64-bit machine. Underlying data types can change on 64-bit machines,
and you will often find new problems there. Find a UNIX vendor's
system and run the lint utility over your software.
Run tools that for memory leaks and other run-time errors; Electric
Fence and [http://developer.kde.org/~sewardj] Valgrind are two good
ones available in open source.
For Python projects, the [http://sourceforge.net/projects/pychecker]
PyChecker program can be a useful check. It's not out of beta yet,
but nevertheless often catches nontrivial errors.
If you're writing Perl, check your code with perl -c (and maybe -T,
if applicable). Use perl -w and 'use strict' religiously. (See the
Perl documentation for further discussion.)
________________________________________________________________
6.6. Sanity-check your documentation and READMEs before release
Spell-check your documentation, README files and error messages in
your software. Sloppy code, code that produces warning messages when
compiled, and spelling errors in README files or error messages,
leads users to believe the engineering behind it is also haphazard
and sloppy.
________________________________________________________________
6.7. Recommended C/C++ portability practices
If you are writing C, feel free to use the full ANSI features.
Specifically, do use function prototypes, which will help you spot
cross-module inconsistencies. The old-style K&R compilers are
history.
Do not assume compiler-specific features such as the GCC "-pipe"
option or nested functions are available. These will come around and
bite you the second somebody ports to a non-Linux, non-GCC system.
Code required for portability should be isolated to a single area and
a single set of source files (for example, an "os" subdirectory).
Compiler, library and operating system interfaces with portability
issues should be abstracted to files in this directory. This includes
variables such as "errno", library interfaces such as "malloc", and
operating system interfaces such as "mmap".
Portability layers make it easier to do new software ports. It is
often the case that no member of the development team knows the
porting platform (for example, there are literally hundreds of
different embedded operating systems, and nobody knows any
significant fraction of them). By creating a separate portability
layer it is possible for someone who knows the port platform to port
your software without having to understand it.
Portability layers simplify applications. Software rarely needs the
full functionality of more complex system calls such as mmap or stat,
and programmers commonly configure such complex interfaces
incorrectly. A portability layer with abstracted interfaces
("__file_exists" instead of a call to stat) allows you to export only
the limited, necessary functionality from the system, simplifying the
code in your application.
Always write your portability layer to select based on a feature,
never based on a platform. Trying to create a separate portability
layer for each supported platform results in a multiple update
problem maintenance nightmare. A "platform" is always selected on at
least two axes: the compiler and the library/operating system
release. In some cases there are three axes, as when Linux vendors
select a C library independently of the operating system release.
With M vendors, N compilers and O operating system releases, the
number of "platforms" quickly scales out of reach of any but the
largest development teams. By using language and systems standards
such as ANSI and POSIX 1003.1, the set of features is relatively
constrained.
Portability choices can be made along either lines of code or
compiled files. It doesn't make a difference if you select alternate
lines of code on a platform, or one of a few different files. A rule
of thumb is to move portability code for different platforms into
separate files when the implementations diverged significantly
(shared memory mapping on UNIX vs. Windows), and leave portability
code in a single file when the differences are minimal (using
gettimeofday, clock_gettime, ftime or time to find out the current
time-of-day).
Avoid using complex types such as "off_t" and "size_t". They vary in
size from system to system, especially on 64-bit systems. Limit your
usage of "off_t" to the portability layer, and your usage of "size_t"
to mean only the length of a string in memory, and nothing else.
Never step on the namespace of any other part of the system,
(including file names, error return values and function names). Where
the namespace is shared, document the portion of the namespace that
you use.
Choose a coding standard. The debate over the choice of standard can
go on forever -- regardless, it is too difficult and expensive to
maintain software built using multiple coding standards, and so some
coding standard must be chosen. Enforce your coding standard
ruthlessly, as consistency and cleanliness of the code are of the
highest priority; the details of the coding standard itself are a
distant second.
________________________________________________________________
7. Good distribution-making practice
These guidelines describe how your distribution should look when
someone downloads, retrieves and unpacks it.
________________________________________________________________
7.1. Make sure tarballs always unpack into a single new directory
The single most annoying mistake newbie developers make is to build
tarballs that unpack the files and directories in the distribution
into the current directory, potentially stepping on files already
located there. Never do this!
Instead, make sure your archive files all have a common directory
part named after the project, so they will unpack into a single
top-level directory directly beneath the current one.
Here's a makefile trick that, assuming your distribution directory is
named `foobar' and SRC contains a list of your distribution files,
accomplishes this. SRC may also contain names of subdirectories to be
included whole.
foobar-$(VERS).tar.gz:
@find $(SRC) -type f | sed s:^:foobar-$(VERS)/: >MANIFEST
@(cd ..; ln -s foobar foobar-$(VERS))
(cd ..; tar -czvf foobar/foobar-$(VERS).tar.gz `cat foobar/MANIFEST`)
@(cd ..; rm foobar-$(VERS))
________________________________________________________________
7.2. Have a README
Have a file called README or READ.ME that is a roadmap of your source
distribution. By ancient convention, this is the first file intrepid
explorers will read after unpacking the source.
Good things to have in the README include:
1. A brief description of the project.
2. A pointer to the project website (if it has one)
3. Notes on the developer's build environment and potential
portability problems.
4. A roadmap describing important files and subdirectories.
5. Either build/installation instructions or a pointer to a file
containing same (usually INSTALL).
6. Either a maintainers/credits list or a pointer to a file
containing same (usually CREDITS).
7. Either recent project news or a pointer to a file containing same
(usually NEWS).
________________________________________________________________
7.3. Respect and follow standard file naming practices
Before even looking at the README, your intrepid explorer will have
scanned the filenames in the top-level directory of your unpacked
distribution. Those names can themselves convey information. By
adhering to certain standard naming practices, you can give the
explorer valuable clues about what to look in next.
Here are some standard top-level file names and what they mean. Not
every distribution needs all of these.
README or READ.ME
the roadmap file, to be read first
INSTALL
configuration, build, and installation instructions
AUTHORS
list of project contributers.
An older, still-acceptable convention for this is to name it
CREDITS
NEWS
recent project news
HISTORY
project history
COPYING
project license terms (GNU convention)
LICENSE
project license terms
MANIFEST
list of files in the distribution
FAQ
plain-text Frequently-Asked-Questions document for the project
TAGS
generated tag file for use by Emacs or vi
Note the overall convention that filenames with all-caps names are
human-readable metainformation about the package, rather than build
components (TAGS is an exception to the first, but not to the
second).
Having a FAQ can save you a lot of grief. When a question about the
project comes up often, put it in the FAQ; then direct users to read
the FAQ before sending questions or bug reports. A well-nurtured FAQ
can decrease the support burden on the project maintainers by an
order of magnitude or more.
Having a HISTORY or NEWS file with timestamps in it for each release
is valuable. Among other things, it may help establish prior art if
you are ever hit with a patent-infringement lawsuit (this hasn't
happened to anyone yet, but best to be prepared).
________________________________________________________________
7.4. Design for Upgradability
Your software will change over time as you put out new releases. Some
of these changes will not be backward-compatible. Accordingly, you
should give serious thought to designing your installation layouts so
that multiple installed versions of your code can coexist on the same
system. This is especially important for libraries -- you can't count
on all your client programs to upgrade in lockstep with your API
changes.
The Emacs, Python, and Qt projects have a good convention for
handling this; version-numbered directories. Here's how an installed
Qt library hierarchy looks (${ver} is the version number):
/usr/lib/qt
/usr/lib/qt-${ver}
/usr/lib/qt-${ver}/bin # Where you find moc
/usr/lib/qt-${ver}/lib # Where you find .so
/usr/lib/qt-${ver}/include # Where you find header files
With this organization, you can have multiple versions coexisting.
Client programs have to specify the library version they want, but
that's a small price to pay for not having the interfaces break on
them.
________________________________________________________________
7.5. Provide checksums
Provide checksums with your binaries (tarballs, RPMs, etc.). This
will allow people to verify that they haven't been corrupted or had
Trojan-horse code inserted in them.
While there are several commands you can use for this purpose (such
as sum and cksum) it is best to use a cryptographically-secure hash
function. The GPG package provides this capability via the
--detach-sign option; so does the GNU command md5sum.
For each binary you ship, your project web page should list the
checksum and the command you used to generate it.
________________________________________________________________
8. Good documentation practice
The most important good documentation practice is to actually write
some! Too many programmers omit this. But here are two good reasons
to do it:
1. Your documentation can be your design document. The best time to
write it is before you type a single line of code, while you're
thinking out what you want to do. You'll find that the process of
describing the way you want your program to work in natural
language focuses your mind on the high-level questions about what
it should do and how it should work. This may save you a lot of
effort later.
2. Your documentation is an advertisement for the quality of your
code. Many people take poor, scanty, or illiterate documentation
for a program as a sign that the programmer is sloppy or careless
of potential users' needs. Good documentation, on the other hand,
conveys a message of intelligence and professionalism. If your
program has to compete with other programs, better make sure your
documentation is at least as good as theirs lest potential users
write you off without a second look.
This HOWTO wouldn't be the place for a course on technical writing
even if that were practical. So we'll focus here on the formats and
tools available for composing and rendering documentation.
Though Unix and the open-source community have a long tradition of
hosting powerful document-formatting tools, the plethora of different
formats has meant that documentation has tended to be fragmented and
difficult for users to browse or index in a coherent way. We'll
summarize the uses, strengths, and weaknesses of the common
documentation formats. Then we'll make some recommendations for good
practice.
________________________________________________________________
8.1. Documentation formats
Here are the documentation markup formats now in widespread use among
open-source developers. When we speak of "presentation" markup, we
mean markup that controls the document's appearance explicitly (such
as a font change). When we speak of "structural" markup, we mean
markup that describes the logical structure of the document (like a
section break or emphasis tag.) And when we speak of "indexing", we
mean the process of extracting from a collection of documents a
searchable collection of topic pointers that users can employ to
reliably find material of interest across the entire collection.
man pages
The most most common format, inherited from Unix, a primitive
form of presentation markup. man(1) command provides a pager
and a stone-age search facility. No support for images or
hyperlinks or indexing. Renders to Postscript for printing
fairly well. Doesn't render to HTML at all well (essentially
as flat text). Tools are preinstalled on all Linux systems.
Man page format is not bad for command summaries or short
reference documents intended to jog the memory of an
experienced user. It starts to creak under the strain for
programs with complex interfaces and many options, and
collapses entirely if you need to maintain a set of documents
with rich cross-references (the markup has only weak and
normally unused support for hyperlinks).
HTML
Increasingly common since the Web exploded in 1993-1994.
Markup is partly structural, mostly presentation. Browseable
through any web browser. Good support for images and
hyperlinks. Limited built-in facilities for indexing, but good
indexing and search-engine technologies exist and are widely
deployed. Renders to Postscript for printing pretty well. HTML
tools are now universally available.
HTML is very flexible and suitable for many kinds of
documentation. Actually, it's too flexible; it shares with man
page format the problem that it's hard to index automatically
because a lot of the markup describes presentation rather than
document structure.
Texinfo
Texinfo is the documentation format used by the Free Software
Foundation. It's a set of macros on top of the powerful TeX
formatting engine. Mostly structural, partly presentation.
Browseable through Emacs or a standalone info program. Good
support for hyperlinks, none for images. Good indexing for
both print and on-line forms; when you install a Texinfo
document, a pointer to it is automatically added to a
browsable "dir" document listing all the Texinfo documents on
your system. Renders to excellent Postscript and useable HTML.
Texinfo tools are preinstalled on most Linux systems, and
available at the [http://www.gnu.org] Free Software Foundation
website.
Texinfo is a good design, quite usable for typesetting books
as well as small on-line documents, but like HTML it's a sort
of amphibian -- the markup is part structural, part
presentation, and the presentation part creates problems for
rendering.
DocBook
DocBook is a large, elaborate markup format based on SGML
(more recent versions on XML). Unlike the other formats
described here it is entirely structural with no presentation
markup. Excellent support for images and hyperlinks. Good
support for indexing. Renders well to HTML, acceptably to
Postscript for printing (quality is improving as the tools
evolve). Tools and documentation are available at the
[http://www.docbook.org/] DocBook website.
DocBook is excellent for large, complex documents; it was
designed specifically to support technical manuals and
rendering them in multiple output formats. Its main drawback
is its verbosity. Fortunately, good tools and
introductory-level documentation are now available; see the
DocBook Demystification HOWTO for an introduction.
asciidoc
The one serious drawback of DocBook is that its markup is
rather heavyweight and obtrusive. A clever recent workaround
is [http://www.methods.co.nz/asciidoc/] AsciiDOC. This tool is
a front end to DocBook with a much simpler and more natural
input syntax. Users don't need to be aware of DocBook at all,
but still get nearly the full power of those tools.
AsciiDOC (often referred to by the all-lower-case name of the
formatter it ships) has been seeing very rapid uptake recently
by projects which had previously moved to DocBook.
________________________________________________________________
8.2. Good practice recommendations
Documentation practice has been changing since 2000, when some key
open-source project groups (including the Linux kernel project,
GNOME, KDE, the Free Software Foundation, and the Linux Documentation
Project) agreed on an approach more web-friendly than traditional
Unix's print-oriented tools. Today's best practice, since the
XML-DocBook toolchain reached production status in mid-2001, is this:
1. Maintain your document masters in either XML-DocBook or asciidoc.
Even your man pages can be DocBook RefEntry documents. There is a
very good [http://tldp.org/HOWTO/mini/Man-Page.html] HOWTO on
writing manual pages that explains the sections and organization
your users will expect to see.
2. Ship the XML or asciidoc masters. Also, in case your users'
systems don't have xmlto(1) (standard on all Red Hat
distributions since 7.3), ship the troff sources that you get by
running conversions on your masters. Your software distribution's
installation procedure should install those in the normal way,
but direct people to the XML/asciidoc files if they want to write
documentation patches.
It's easy to tell make(1) to keep the generated man files up to
date. Just do something like this in your makefile:
foo.1: foo.xml
xmlto man foo.xml
If you're using asciidoc, something like this should serve:
foo.1: foo.txt
asciidoc --backend=docbook foo.txt
xmlto man foo.xml
3. Generate XHTML from your masters (with xmlto xhtml, or directly
using asciidoc) and make it available from your project's web
page, where people can browse it in order to decide whether to
download your code and join your project.
For converting legacy documentation in troff formats to DocBook,
check out [http://www.catb.org/~esr//doclifter/] doclifter. If you're
unwilling to move from using man sources as a master format, at least
try to clean them up so doclifter can lift them to XML automatically.
________________________________________________________________
9. Good communication practice
Your software and documentation won't do the world much good if
nobody but you knows it exists. Also, developing a visible presence
for the project on the Internet will assist you in recruiting users
and co-developers. Here are the standard ways to do that.
________________________________________________________________
9.1. Announce to Freecode
See [http://www.freecode.com] Freecode. Distribution watch this
channel to see when new releases are issuing.
________________________________________________________________
9.2. Have a website
If you intend try to build any substantial user or developer
community around your project, it should have a website. Standard
things to have on the website include:
* The project charter (why it exists, who the audience is, etc).
* Download links for the project sources.
* Instructions on how to join the project mailing list(s).
* A FAQ (Frequently Asked Questions) list.
* HTMLized versions of the project documentation
* Links to related and/or competing projects.
Some project sites even have URLs for anonymous access to the master
source tree.
________________________________________________________________
9.3. Host project mailing lists
It's standard practice to have a private development list through
which project collaborators can communicate and exchange patches. You
may also want to have an announcements list for people who want to be
kept informed of the project's process.
If you are running a project named `foo'. your developer list might
be foo-dev or foo-friends; your announcement list might be
foo-announce.
________________________________________________________________
9.4. Release to major archives
Since it was launched in fall 1999, [http://www.sourceforge.net]
SourceForge has exploded in popularity. It is not just an archive and
distribution site, though you can use it that way. It is an entire
free project-hosting service that tries to offer a complete set of
tools for open-source development groups -- web and archive space,
mailing lists, bug-tracking, chat forums, CVS repositories, and other
services.
Other important locations include:
* the [http://www.python.org] Python Software Activity site (for
software written in Python).
* the [http://language.perl.com/CPAN] CPAN, the Comprehensive Perl
Archive Network, (for software written in Perl).
* [https://github.com/] github, and [https://gitorious.org/]
gitorious, two very popular sites hiosting free git repository
access.
________________________________________________________________
10. Good project-management practice
Managing a project well when all the participants are volunteers
presents some unique challenges. This is too large a topic to cover
in a HOWTO. Fortunately, there are some useful white papers available
that will help you understand the major issues.
For discussion of basic development organization and the
release-early-release-often `bazaar mode', see The Cathedral and the
Bazaar.
For discussion of motivational psychology, community customs, and
conflict resolution, see Homesteading the Noosphere.
For discussion of economics and appropriate business models, see The
Magic Cauldron.
These papers are not the last word on open-source development. But
they were the first serious analyses to be written, and have yet to
be superseded (though the author hopes they will be someday).