# 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 three-tier pyramid. At the bottom: Automatable. Repeatable. Standardized. Extensible. Understood. In the middle tier: Simple. Fast. Unit tests. Part of the project. Environment independent. At the top: Metrics. Parallel builds. Acceptance tests. Product caching. IDE integration.](/media/dev/builds/buildifesto-pyramid) 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. 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.