+ <sect2 id="delegation">
+ <title>Delegating Work</title>
+
+ <para>
+ By now, you've hypothetically followed me through the early
+ programming of a piece of software, the creation of a website and
+ system of documentation, and we've gone ahead and (as will be
+ discussed in <xref linkend="releasing">) released it to the rest
+ of the world. Times passes, and if things go well, people become
+ interested and want to help. The patches begin flowing in.
+ </para>
+
+ <para>
+ <emphasis>Like the parent of any child who grows up, it's now time
+ to wince, smile and do most difficult thing in any parents
+ life: It's time to let go.</emphasis>
+ </para>
+
+ <para>
+ Delegation is the political way of describing this process of
+ <quote>letting go.</quote> It is the process of handing some of
+ the responsibility and power over your project to other
+ responsible and involved developers. It is difficult for anyone
+ who has invested a large deal of time and energy into a project
+ but it essential for the growth of any free software project. One
+ person can only do so much. A free software project is nothing
+ without the involvement of <emphasis>a group</emphasis> of
+ developers. A group of developers can only be maintained through
+ respectful and responsible leadership and delegation.
+ </para>
+
+ <para>
+ As your project progresses, you will notice people who are putting
+ significant amounts of time and effort into your project. These
+ will be the people submitting the most patches, posting most on
+ the mailing lists, and engaging in long email discussions. It is
+ your responsibility to contact these people and to try and shift
+ some of the power and responsibility of your position as the
+ project's maintainer onto them (if they want it). There are
+ several easy ways you can do this:
+ </para>
+
+ <para>
+ In a bit of a disclaimer, delegation need not mean rule by
+ comittee. In many cases it does and this has been proven to
+ work. In other cases this has created problems. <ulink
+ url="http://news.linuxprogramming.com/news_story.php3?ltsn=2000-10-31-001-05-CD">Managing
+ Projects the Open Source Way</ulink> argues that <quote>OSS
+ projects do best when one person is the clear leader of a team and
+ makes the big decisions (design changes, release dates, and so
+ on).</quote> I think this often true but would urge developers to
+ consider the ideas that the project leader need not be the
+ project's founder and that these important powers need not all rest
+ with one person but that a release manager may be different than a
+ lead developer. These situations are tricky politically so
+ be careful and make sure it's necessary before you go around
+ empowering people.
+ </para>
+
+ <sect3>
+ <title>How to delegate</title>
+
+ <para>
+ You may find that other developers seem even more experienced or
+ knowledgeable than you. Your job as a maintainer does not mean
+ you have to be the best or the brightest. It means you
+ are responsible for showing good judgment and for
+ recognizing which solutions are maintainable and which are not.
+ </para>
+ <para>
+ Like anything, its easier to watch others delegate than to do it
+ yourself. In a sentence: <emphasis>Keep an eye out for other
+ qualified developers who show an interest and sustained
+ involvement with your project and try and shift responsibility
+ towards them.</emphasis> The following ideas might be good places
+ to start or good sources of inspiration:
+ </para>
+
+ <sect4>
+ <title>Allow a larger group of people to have write access to your CVS
+ repository and make real efforts towards rule by a
+ committee</title>
+
+ <para>
+ <ulink url="http://httpd.apache.org/">Apache</ulink> is an
+ example of a project that is run by small group of developers
+ who vote on major technical issues and the admission of new
+ members and all have write access to the main source
+ repository. Their process is detailed <ulink
+ url="http://httpd.apache.org/ABOUT_APACHE.html">online.</ulink>
+ </para>
+
+ <para>
+ The <ulink url="http://www.debian.org/"> Debian Project</ulink>
+ is an extreme example of rule by committee. At current count,
+ more than 700 developers have full responsibility for
+ aspects of the project. All these developers can upload into
+ the main FTP server, and vote on major issues. Direction for
+ the project is determined by the project's <ulink
+ url="http://www.debian.org/social_contract">social
+ contract</ulink> and a <ulink
+ url="http://www.debian.org/devel/constitution">constitution</ulink>. To
+ facilitate this system, there are special teams (i.e. the
+ install team, the Japanese language team) as well as a technical
+ committee and a project leader. The leader's main responsibility
+ is to, <quote>appoint delegates or delegate decisions to the
+ Technical Committee.</quote>
+ </para>
+
+ <para>
+ While both of these projects operate on a scale that your
+ project will not (at least initially), their example is
+ helpful. Debian's idea of a project leader who can do
+ <emphasis>nothing</emphasis> but delegate serves as a
+ caricature of how a project can involve and empower a huge
+ number of developers and grow to a huge size.
+ </para>
+
+ </sect4>
+
+ <sect4 id="releasemanager">
+ <title>Publicly appoint someone as the release manager for a
+ specific release</title>
+
+ <para>
+ A release manager is usually responsible for coordinating
+ testing, enforcing a code freeze, being responsible for
+ stability and quality control, packaging up the software, and
+ placing it in the appropriate places to be downloaded.
+ </para>
+
+ <para>
+ This use of the release manager is a good way to give yourself a
+ break and to shift the responsibility for accepting and
+ rejecting patches onto someone else. It is a good way of very
+ clearly defining a chunk of work on the project as belonging to
+ a certain person and its a great way of giving yourself room to
+ breath.
+ </para>
+ </sect4>
+
+ <sect4 id="delegatebranch">
+ <title>Delegate control of an entire branch</title>
+ <para>
+ If your project chooses to have branches (as described in <xref
+ linkend="branches">), it might be a good idea to appoint someone
+ else to be the the head of a branch. If you like focusing your
+ energy on development releases and the implementation of new
+ features, hand total control over the stable releases to a
+ well-suited developer.
+ </para>
+
+ <para>
+ The author of Linux, Linus Torvalds, came out and crowned Alan
+ Cox as <quote>the man for stable kernels.</quote> All patches
+ for stable kernels go to Alan and, if Linus were to be taken
+ away from work on Linux for any reason, Alan Cox would be more
+ than suited to fill his role as the acknowledged heir to the
+ Linux maintainership.
+ </para>
+ </sect4>
+ </sect3>
+ </sect2>
+
+<!-- Section2: patching -->
+
+ <sect2 id="patching">
+ <title>Accepting and Rejecting Patches</title>
+ <para>
+ This HOWTO has already touched on the fact that as the maintainer
+ of a free software project, one of your primary and most important
+ responsibilities will be accepting and rejecting patches submitted
+ to you by other developers.
+ </para>
+
+ <sect3>
+ <title>Technical judgment</title>
+
+ <para>
+ In <emphasis>Open Source Development with CVS</emphasis>, Karl
+ Fogel makes a convincing argument that the most important things
+ to keep in mind when rejecting or accepting patches are:
+ </para>
+
+ <para>
+ <itemizedlist>
+
+ <listitem>
+ <para>A firm knowledge of the scope of your program (that's the
+ <quote>idea</quote> I talked about in <xref linkend="chooseproject">);</para>
+ </listitem>
+
+ <listitem>
+ <para>The ability to recognize, facilitate, and direct
+ <quote>evolution</quote> of your program so that the program
+ can grow and change and incorporate functionality that was
+ originally unforeseen;</para>
+ </listitem>
+
+ <listitem>
+ <para>The necessity to avoid digressions that might expand the
+ scope of the program too much and result and push the project
+ towards an early death under its own weight and
+ unwieldiness.</para>
+ </listitem>
+
+ </itemizedlist>
+ </para>
+
+ <para>
+ These are the criteria that you as a project maintainer should
+ take into account each time you receive a patch.
+ </para>
+
+ <para>
+ Fogel elaborates on this and states the <quote>the
+ questions to ask yourself when considering whether to implement
+ (or approve) a change are:</quote>
+ </para>
+
+ <para>
+ <itemizedlist>
+
+ <listitem>
+ <para>Will it benefit a significant percentage of the program's
+ user community?</para>
+ </listitem>
+
+ <listitem>
+ <para>Does it fit within the program's domain or within a
+ natural, intuitive extension of that domain?</para>
+ </listitem>
+
+ </itemizedlist>
+ </para>
+
+ <para>
+ The answers to these questions are never straightforward and its
+ very possible (and even likely) that the person who submitted the
+ patch may feel differently about the answer to these questions
+ than you do. However, if you feel that that the answer to either
+ of those questions is <quote>no,</quote> it is your responsibility
+ to reject the change. If you fail to do this, the project will
+ become unwieldy and unmaintainable and many ultimately fail.
+ </para>
+ </sect3>
+
+ <sect3>
+ <title>Rejecting patches</title>
+
+ <para>
+ Rejecting patches is probably the most difficult and sensitive
+ job that the maintainer of any free software project has to
+ face. But sometimes it has to be done. I mentioned earlier (in
+ <xref linkend="developers"> and in <xref linkend="delegation">)
+ that you need to try and balance your responsibility and power to
+ make what you think are the best technical decisions with the
+ fact that you will lose support from other developers if you seem
+ like you are on a power trip or being overly bossy or possessive
+ of the community's project. I recommend that you keep these three
+ major concepts in mind when rejecting patches (or other changes):
+ </para>
+
+ <sect4>
+ <title>Bring it to the community</title>
+ <para>
+ One of the best ways of justifying a decision to reject a patch
+ and working to not seem like you keep an iron grip on your
+ project is by not making the decision alone at all. It might
+ make sense to turn over larger proposed changes or more
+ difficult decisions to a development mailing list where they can
+ be discussed and debated. There will be some patches (bug fixes,
+ etc.) which will definitely be accepted and some that you feel
+ are so offbase that they do not even merit further
+ discussion. It is those that fall into the grey area between
+ these two groups that might merit a quick forward to a mailing
+ list.
+ </para>
+
+ <para>
+ I recommend this process wholeheartedly. As the project
+ maintainer you are worried about making the best decision for
+ the project, for the project's users and developers, and for
+ yourself as a responsible project leader. Turning things over to
+ an email list will demonstrate your own responsibility and
+ responsive leadership as it tests and serves the interests of
+ your software's community.
+ </para>
+ </sect4>
+
+ <sect4>
+ <title>Technical issues are not always good justification</title>
+ <para>
+ Especially towards the beginning of your project's life, you
+ will find that many changes are difficult to implement,
+ introduce new bugs, or have other technical problems. Try to see
+ past these. Especially with added functionality, good ideas do
+ not always come from good programmers. Technical merit is a
+ valid reason to postpone an application of a patch but it is not
+ always a good reason to reject a change outright. Even small
+ changes are worth the effort of working with the developer
+ submitting the patch to iron out bugs and incorporate the change
+ if you think it seems like a good addition to your project. The
+ effort on your part will work to make your project a community
+ project and it will pull a new or less experienced developer
+ into your project and even teach them something that might help
+ them in making their next patch.
+ </para>
+ </sect4>
+
+ <sect4>
+ <title>Common courtesy</title>
+ <para>
+ It should go without saying but, <emphasis>above all and in all
+ cases, just be nice.</emphasis> If someone has an idea and cares
+ about it enough to write some code and submit a patch, they
+ care, they are motivated, and they are already involved. Your
+ goal as the maintainer is make sure they submit again. They may
+ have thrown you a dud this time but next time may be the idea or
+ feature that revolutionizes your project.
+ </para>
+
+ <para>
+ It is your responsibility to first justify your choice to not
+ incorporate their change clearly and concisely. Then thank
+ them. Let them know that you a appreciate their help and feel
+ horrible that you can't incorporate their change. Let them know
+ that you look forward to their staying involved and you hope
+ that the next patch or idea meshes better with your project
+ because you appreciate their work and want to see it in your
+ application. If you have ever had a patch rejected after putting
+ a large deal of time, thought, and energy into it, you remember
+ how it feels and it feels bad. Keep this in mind when you have
+ to let someone down. It's never easy but you need to do
+ everything you can to make it as not-unpleasant as possible.
+ </para>
+ </sect4>
+ </sect3>
+ </sect2>
+
+<!-- Section2: branches -->
+
+ <sect2 id="branches">
+ <title>Stable and Development Branches</title>
+
+ <para>
+ The idea of stable and development branches has already been
+ described briefly in <xref linkend="chooseversioning"> and in
+ <xref linkend="delegatebranch">. These allusions attest to some of
+ the ways that multiple branches can affect your software. Branches
+ can let you avoid (to some extent) some of the problems around
+ rejecting patches (as described in <xref linkend="patching">) by
+ allowing you to temporarily compromise the stability of your
+ project without affecting those users who need that stability.
+ </para>
+
+ <para>
+ The most common way of branching your project is to have one
+ branch that is stable and one that is for development. This is the
+ model followed by the Linux kernel that is described in <xref
+ linkend="chooseversioning">. In this model, there is
+ <emphasis>always</emphasis> one branch that is stable and always
+ one that is in development. Before any new release, the
+ development branch goes into a <quote>feature freeze</quote> as
+ described in <xref linkend="freezing"> where major changes and
+ added features are rejected or put on hold under the development
+ kernel is released as the new stable branch and major development
+ resumes on the development branch. Bug fixes and small changes
+ that are unlikely to have any large negative repercussions are
+ incorporated into the stable branch as well as the development
+ branch.
+ </para>
+
+ <para>
+ Linux's model provides an extreme example. On many projects, there is no
+ need to have two versions constantly available. It may make sense to
+ have two versions only near a release. The Debian project has
+ historically made both a stable and an unstable distribution
+ available but has expanded to this to include: stable, unstable,
+ testing, experimental, and (around release time) a frozen
+ distribution that only incorporates bug fixes during the
+ transition from unstable to stable. There are few projects whose
+ size would necessitate a system like Debian's but this use of
+ branches helps demonstrate how they can be used to balance
+ consistent and effective development with the need to make regular
+ and usable releases.
+ </para>
+
+ <para>
+ In trying to set up a development tree for yourself, there are
+ several things that might be useful to keep in mind:
+ </para>
+
+ <para>
+ <variablelist>
+
+ <varlistentry>
+ <term>Minimize the number of branches</term>
+ <listitem>
+ <para>Debian may be able to make good use of four or five
+ branches but it contains gigabytes of software in over 5000
+ packages compiled for 5-6 different architectures. For you,
+ two is probably a good ceiling. Too many branches will confuse
+ your users (I can't count how many times I had to describe
+ Debian's system when it only had 2 and sometimes 3 branches!),
+ potential developers and even yourself. Branches can help but
+ they come at a cost so use them very sparingly.</para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Make sure that all your different branches are explained</term>
+ <listitem>
+ <para>As I mentioned in the preceding paragraph, different
+ branches <emphasis>will</emphasis> confuse your users. Do
+ everything you can to avoid this by clearly explaining the
+ different branches in a prominent page on your website and in a
+ README file in the <acronym>FTP</acronym> or
+ web directory.</para>
+
+ <para>
+ I might also recommend against a mistake that I think Debian
+ has made. The terms <quote>unstable,</quote>
+ <quote>testing,</quote> and <quote>experimental</quote> are
+ vague and difficult to rank in order of stability (or
+ instability as the case may be). Try explaining to someone
+ that <quote>stable</quote> actually means <quote>ultra
+ stable</quote> and that <quote>unstable</quote> doesn't
+ actually include any unstable software but is really stable
+ software that is untested as a distribution.
+ </para>
+
+ <para>
+ If you are going to use branches, especially early on, keep in
+ mind that people are conditioned to understand the terms
+ <quote>stable</quote> and <quote>development</quote> and you
+ probably can't go wrong with this simple and common division of
+ branches.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ <varlistentry>
+ <term>Make sure all your branches are always available</term>
+ <listitem>
+ <para>Like a lot of this document, this should probably should
+ go without saying but experience has taught me that it's not
+ always obvious to people. It's a good idea to physically split
+ up different branches into different directories or directory
+ trees on your <acronym>FTP</acronym> or web site. Linux
+ accomplishes this by having kernels in a v2.2 and a v2.3
+ subdirectory where it is immediately obvious (after you know
+ their version numbering scheme) which directory is for the most
+ recent stable and the current development releases. Debian
+ accomplishes this by naming all their distribution with names
+ (i.e. woody, potato, etc.) and then changing symlinks named
+ <quote>stable,</quote> <quote>unstable</quote> and
+ <quote>frozen</quote> to point to which ever distribution (by
+ name) is in whatever stage. Both methods work and there are
+ others. In any case, it is important that different branches
+ are always available, are accessible from consistent locations,
+ and that different branches are clearly distinguished from each
+ other so your users know exactly what they want and where to
+ get it.</para>
+ </listitem>
+ </varlistentry>
+
+ </variablelist>
+ </para>
+
+ </sect2>
+
+<!-- Section2: otherdev -->
+
+ <sect2 id="otherdev">
+ <title>Other Project Management issues</title>
+ <para>
+ There are more issues surrounding interaction with developers in a
+ free software project that I can not touch on in great detail in a
+ HOWTO of this size and scope. Please don't hesitate to contact me if you see
+ any major omissions.
+ </para>
+
+ <para>
+ Other smaller issues that are worth mentioning are:
+ </para>
+
+ <sect3 id="freezing">
+ <title>Freezing</title>
+ <para>
+ For those projects that choose to adopt a split development model
+ (<xref linkend="branches">), freezing is a concept that is worth
+ becoming familiar with.
+ </para>
+
+ <para>
+ Freezes come in two major forms. A <quote>feature freeze</quote>
+ is a period when no significant functionality is added to a
+ program. It is a period where established functionality (even
+ skeletons of barely working functionality) can be improved and
+ perfected. It is a period where bugs are fixed. This type of
+ freeze is usually applied some period (a month or two) before a
+ release. It is easy to push a release back as you wait for
+ <quote>one more feature</quote> and a freeze helps to avoid this
+ situation by drawing the much needed line in the sand. It gives
+ developers room they need to get a program ready for release.
+ </para>
+
+ <para>
+ The second type of freeze is a <quote>code freeze</quote> which
+ is much more like a released piece of software. Once a piece of
+ software has entered a <quote>code freeze,</quote> all changes to
+ the code are discouraged and only changes that fix known bugs
+ are permitted. This type of freeze usually follows a
+ <quote>feature freeze</quote> and directly precedes a
+ release. Most released software is in what could be interpreted
+ as a sort of high level <quote>code freeze.</quote>
+ </para>
+
+ <para>
+ Even if you never choose to appoint a release manager (<xref
+ linkend="releasemanager">), you will have an easier time
+ justifying the rejection or postponement of patches (<xref
+ linkend="patching">) before a release with a publicly stated
+ freeze in effect.
+ </para>
+ </sect3>
+ </sect2>
+
+ <sect2>
+ <title>Forks</title>
+ <para>
+ I wasn't sure about how I would deal with forking in this
+ document (or if I would deal with forking at all). A fork is when
+ a group of developers takes code from a free software project and
+ actually starts a brand new free software project with it. The
+ most famous example of a fork was between Emacs and XEmacs. Both
+ emacsen are based on an identical code-base but for technical,
+ political, and philosophical reasons, development was split into
+ two projects which now compete with each other.
+ </para>
+
+ <para>
+ The short version of the fork section is, <emphasis>don't do
+ them.</emphasis> Forks force developers to choose one project to
+ work with, cause nasty political divisions, and redundancy of
+ work. Luckily, usually the threat of the fork is enough to scare
+ the maintainer or maintainers of a project into changing the way
+ they run their project.
+ </para>
+
+ <para>
+ In his chapter on <quote>The Open Source Process,</quote> Karl
+ Fogel describes how to do a fork if you absolutely must. If you
+ have determined that is absolutely necessary and that the
+ differences between you and the people threatening to fork are
+ absolutely unresolvable, I recommend Fogel's book as a good place
+ to start.
+ </para>
+ </sect2>
+ </sect1>
+
+<!-- Section1: users -->
+
+ <sect1 id="users">
+ <title>Maintaining a Project: Interacting with Users</title>
+ <indexterm>
+ <primary>fswd!users</primary>
+ </indexterm>
+
+ <para>
+ If you've worked your way up to here, congratulations, you are
+ nearing the end of this document. This final section describes some
+ of the situations in which you, in your capacity as project
+ maintainer, will be interacting with users. It gives some
+ suggestions on how these situations might be handled effectively.
+ </para>
+
+ <para>
+ Interacting with users is difficult. In our discussion of
+ interaction with developers, the underlying assumption is that in a
+ free software project, a project maintainer must constantly strive to
+ attract and keep developers who can easily leave at any time.
+ </para>
+
+ <para>
+ Users in the free software community are different than developers
+ and are also different than users in the world of proprietary
+ software and they should be treated differently than either
+ group. Some ways in which the groups differ significantly follow:
+ </para>
+
+ <para>
+ <itemizedlist>
+
+ <listitem>
+ <para>The lines between users and developers are blurred in ways
+ that is totally foreign to any proprietary development
+ model. Your users are often your developers and vice
+ versa.</para>
+ </listitem>
+
+ <listitem>
+ <para>In the free software world, you are often your users' only
+ choice. Because there is such an emphasis on not replicating the
+ work of others in the free software community and because the
+ element of competition present in the propriety software model is
+ absent (or at least in an extremely different form) in the free
+ software development model, you will probably be the only project
+ that does what you do (or at least the only one that does what
+ you do in the way that you do it). This means your responsiveness
+ to your users is even more important than in the proprietary
+ software world.</para>
+ </listitem>
+
+ <listitem>
+ <para>In an almost paradoxical situation, free software projects
+ have less immediate or dire consequences for ignoring their users
+ altogether. It is also often easier to do. Because you don't
+ usually need to compete with another product, chances are good
+ that you will not be scrambling to gain the features of your
+ competitor's newest program. This means that your development
+ process will have to be directed either internally, by a
+ commitment to your users, or through both.</para>
+ </listitem>
+ </itemizedlist>
+ </para>
+
+ <para>
+ Trying to tackle this unique situation can only be done
+ indirectly. Developers and maintainers need to listen to users and
+ to try and be as responsive as possible. A solid knowledge of the
+ situation recounted above is any free software developer's best tool
+ for shifting his development or leadership style to fit the unique
+ process of free software project management. This chapters will try and
+ introduce some of the more difficult or important points in any
+ projects interactions with users and give some hints on how to
+ tackle these.
+ </para>
+
+<!-- Section2: testing -->
+
+ <sect2 id="testing">