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+# Nobody Cares About Your Build
+
+Every software system, from simple Python packages to huge enterprise-grade
+systems spanning massive clusters, has a build—a set of steps that must be
+followed to go from a source tree or a checked-out project to a ready-to-use
+build product. A build system's job is to automate these steps.
+
+Build systems are critical to software development.
+
+They're also one of the most common avoidable engineering failures.
+
+A reliable, comfortable build system has measurable benefits for software
+development. Being able to build a testable, deployable system at any point
+during development lets the team test more frequently. Frequent testing
+isolates bugs and integration problems earlier, reducing their impact. Simple,
+working builds allow new team members to ramp up more quickly on a project:
+once they understand how one piece of the system is constructed, they can
+apply that knowledge to the entire system and move on to doing useful work. If
+releases, the points where code is made available outside the development
+team, are done using the same build system that developers use in daily life,
+there will be fewer surprises during releases as the “release” build process
+will be well-understood from development.
+
+## Builds Have Needs, Too
+
+In 1947, Abraham Maslow described a [hierarchy of
+needs](http://en.wikipedia.org/wiki/Maslow's_hierarchy_of_needs) for a
+person's physical and mental well-being on the premise that all the items at
+the lowest level of the hierarchy must be met before a person will be able to
+focus usefully on higher-level needs. Maslow's hierarchy begins with a set of
+needs that, without which, you do not have a person (for long)—physiological
+needs like "breathing," "food," and "water." At the peak, there are extremely
+high-level needs that are about being a happy and enlightened
+person—"creativity," "morality," "curiosity," and so on.
+
+<a
+href="http://codex.grimoire.ca/wp-content/uploads/2008/09/buildifesto-pyramid.png"><img
+src="http://codex.grimoire.ca/wp-content/uploads/2008/09/buildifesto-pyramid.png"
+alt="" title="The Pyramid" width="500" height="365" class="aligncenter
+size-full wp-image-4" /></a>
+
+Builds, and software engineering as a whole, can be described the same way: at
+the top of the hierarchy is a working system that solves a problem, and at the
+bottom are the things you need to have software at all. If you don't meet
+needs at a given level, you will eventually be forced to stop what you're
+doing at a higher level and face them.
+
+Before a build is a build, there are five key needs to meet:
+
+* **It must be repeatable**. Every time you start your build on a given source
+ tree, it must build exactly the same products without any further
+ intervention. Without this, you can't reliably decide whether a given build
+ is "good," and can easily wind up with a build that needs to be run several
+ times, or a build that relies on running several commands in the right
+ order, to produce a build.
+* **It must be automatable**. Build systems are used by developers sitting at
+ their desks, but they’re also used by automatic build systems for nightly
+ builds and continuous integration, and they can be made into parts of other
+ builds. A build system that can only be run by having someone sit down at a
+ keyboard and mouse and kicking it off can’t be integrated into anything
+ else.
+* **It must be standardized**. If you have multiple projects that build
+ similar things—for example, several Java libraries—all of them must be built
+ the same way. Without this, it's difficult for a developer to apply
+ knowledge from one project to another, and it's difficult to debug problems
+ with individual builds.
+* **It must be extensible**. Not all builds are created equal. Where one build
+ compiles a set of source files, another needs five libraries and a WSDL
+ descriptor before it can compile anything. There must be affordances within
+ the standard build that allow developers to describe the ways their build is
+ different. Without this, you have to write what amounts to a second build
+ tool to ensure that all the "extra" steps for certain projects happen.
+* **Someone must understand it**. A build nobody understands is a time bomb:
+ when it finally breaks (and it will), your project will be crippled until
+ someone fixes it or, more likely, hacks around it.
+
+If you have these five things, you have a working build. The next step is to
+make it comfortable. Comfortable builds can be used daily for development
+work, demonstrations, and tests as well as during releases; builds that are
+used constantly don't get a chance to "rust" as developers ignore them until a
+release or a demo and don’t hide surprises for launch day.
+
+* **It must be simple**. When a complicated build breaks, you need someone who
+ understands it to fix it for you. Simple builds mean more people can
+ understand it and fewer things can break.
+* **It must be fast**. A slow build will be hacked around or ignored entirely.
+ Ideally, someone creating a local build for a small change should have a
+ build ready in seconds.
+* **It must be part of the product**. The team responsible for developing a
+ project must be in control of and responsible for its build. Changes to it
+ and bugs against it must be treated as changes to the product or bugs in the
+ product.
+* **It must run unit tests**. Unit tests, which are completely isolated tests
+ written by and for developers, can catch a large number of bugs, but they're
+ only useful if they get run. The build must run the unit test suite for the
+ product it's building every build.
+* **It must build the same thing in any environment**. A build is no good if
+ developers can only get a working build from a specific machine, or where a
+ build from one developer's machine is useless anywhere else. If the build is
+ uniform on any environment, any developer can cook up a build for a test or
+ demo at any time.
+
+Finally, there are "chrome" features that take a build from effective to
+excellent. These vary widely from project to project and from organization to
+organization. Here are some common chrome needs:
+
+* **It should integrate with your IDEs**. This goes both directions: it should
+ be possible to run the build without leaving your IDE or editor suite, and
+ it should be possible to translate the build system into IDE-specific
+ configurations to reduce duplication between IDE settings and the build
+ configuration.
+* **It should generate metrics**. If you gather metrics for test coverage,
+ common bugs, complexity analysis, or generate reports or documentation, the
+ build system should be responsible for it. This keeps all the common
+ administrative actions for the project in the same place as the rest of the
+ configuration, and provides the same consistency that the system gives the
+ rest of the build.
+* **It should support multiple processors**. For medium-sized builds that
+ aren’t yet large enough to merit breaking down into libraries, being able to
+ perform independent build steps in parallel can be a major time-saver. This
+ can extend to distributed build systems, where idle CPU time can be donated
+ to other peoples’ builds.
+* **It should run integration and acceptance tests**. Taking manual work from
+ the quality control phase of a project and running it automatically during
+ builds amplifies the benefits of early testing and, if your acceptance tests
+ are good, when your project is done.
+* **It should not need repeating**. Once you declare a particular set of build
+ products "done", you should be able to use those products as-is any time you
+ need them. Without this, you will eventually find yourself rebuilding the
+ same code from the same release over and over again.
+
+## What Doesn’t Work
+
+Builds, like any other part of software development, have
+antipatterns—recurring techniques for solving a problem that introduce more
+problems.
+
+* **One Source Tree, Many Products**. Many small software projects that
+ survive to grow into large, monolithic projects are eventually broken up
+ into components. It's easy to do this by taking the existing source tree and
+ building parts of it, and it's also wrong. Builds that slice up a single
+ source tree require too much discipline to maintain and too much mental
+ effort to understand. Break your build into separate projects that are built
+ separately, and have each build produce one product.
+* **The Build And Deploy System**. Applications that have a server component
+ often choose to automate deployment and setup using the same build system
+ that builds the project. Too often, the extra build steps that set up a
+ working system from the built project are tacked onto the end of an existing
+ build. This breaks standardization, making that build harder to understand,
+ and means that that one build is producing more than one thing—it's
+ producing the actual project, and a working system around the project.
+* **The Build Button**. IDEs are really good at editing code. Most of them
+ will produce a build for you, too. Don't rely on IDE builds for your build
+ system, and don't let the IDE reconfigure the build process. Most IDEs don't
+ differentiate between settings that apply to the project and settings that
+ apply to the local environment, leading to builds that rely on libraries or
+ other projects being in specific places and on specific IDE settings that
+ are often buried in complex settings dialogs.
+* **Manual Steps**. Anything that gets done by hand will eventually be done
+ wrong. Automate every step.
+
+## What Does Work
+
+Similarly, there are patterns—solutions that recur naturally and can be
+applied to many problems.
+
+* **Do One Thing Well**. The UNIX philosophy of small, cohesive tools works
+ for build systems, too: if you need to build a package, and then install it
+ on a server, write three builds: one that builds the package, one that takes
+ a package and installs it, and a third that runs the first two builds in
+ order. The individual builds will be small enough to easily understand and
+ easy to standardize, and the package ends up installed on the server when
+ the main build finishes.
+* **Dependency Repositories**. After a build is done, make the built product
+ available to other builds and to the user for reuse rather than rebuilding
+ it every time you need it. Similarly, libraries and other inward
+ dependencies for a build can be shared between builds, reducing duplication
+ between projects.
+* **Convention Over Extension**. While it's great that your build system is
+ extensible, think hard about whether you really need to extend your build.
+ Each extension makes that project’s build that much harder to understand and
+ adds one more point of failure.
+
+## Pick A Tool, Any Tool
+
+Nothing here is new. The value of build systems has been
+[discussed](http://www.joelonsoftware.com/articles/fog0000000043.html)
+[in](http://www.gamesfromwithin.com/articles/0506/000092.html)
+[great](http://c2.com/cgi/wiki?BuildSystem)
+[detail](http://www.codinghorror.com/blog/archives/000988.html)
+[elsewhere](http://www.cc2e.com/). Much of the accumulated build wisdom of the
+software industry has already been incorporated to one degree or another into
+build tools. What matters is that you pick one, then use it with the
+discipline needed to get repeatable results without thinking.