<sect1 id="developers">
<title>Maintaining a Project: Interacting with Developers</title>
- <indexterm>
- <primary>fswd!developers</primary>
- </indexterm>
+ <indexterm>
+ <primary>fswd!developers</primary>
+ </indexterm>
<para>
Once you have gotten the project started, you have gotten over the
</para>
<para>
- The difference between free software development and propriety
- software development is th developer base. As the leader of a free
+ In releasing your program, your program becomes free software. This
+ transition is more than just a larger user base. By releasing your
+ program as free software, <emphasis>your</emphasis> software
+ becomes the <emphasis>free software community's</emphasis>
+ software. The direction of your software's development will be
+ reshaped, redirected, and fully determined by your users and, to a
+ larger extent, by other developers in the community.
+ </para>
+
+ <para>
+ The major difference between free software development and propriety
+ software development is the developer base. As the leader of a free
software project, you need to attract and keep developers in a way
that leaders of proprietary software projects sipmly don't have to
worry about. <emphasis>As the person leading development of a free
<para>
Like anything, its easier to see how others delegate than to do
- it yourself. In a sentance: <emphasis>Keep an eye out for other
+ it yourself. 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 have to be the best or the
+ brightest. It means you need are responsible for showing good
+ judgement and for recognizing solutions that are maintainable and
+ are not. In a sentance: <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
</sect4>
- <sect4>
+ <sect4 id="releasemanager">
<title>Publicly appoint someone as the release manager for a
specific release.</title>
</para>
</sect4>
- <sect4>
+ <sect4 id="delegatebranch">
<title>Delegate control of an entire branch.</title>
<para>
If your project chooses to have branches (as described in <xref
<sect2 id="patching">
<title>Accepting and Rejecting Patches</title>
- <para></para>
- </sect2>
+ <para>
+ This HOWTO has already touched on the fact that as the maintainer
+ of a free software project, one of primary and most important
+ responsibilities will be accepting and rejecting patches submitted
+ to you by other developers.
+ </para>
+
+ <sect3>
+ <title>Technical judgement</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 are a firm knowledge of the scope of your program
+ (that's the <quote>idea</quote> I talked about in <xref
+ linkend="chooseproject">) and the ability to recognize,
+ facilitate, and direct <quote>evolution</quote> of a free
+ software program so that the program can grow and change and
+ incorporate functionatlity that was orignally unforseen but 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 unweildiness. These are the criteria that you as a
+ project mainatiner should take into account each time you recieve
+ a patch.
+ </para>
+
+ <para>
+ Fogel elaborates on this again 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 straighforward and its
+ very possible (and even likely) that the person who submitted the
+ patch may feel differently about the answer to those questions
+ than you do. However, if you feel that that the answer to either
+ of those questions is <quote>no,</quote> it is your responsiblity
+ to reject the change. If you fail to do this, the project will
+ become unweildy and unmaintainable and will ultimately fail.
+ </para>
+ </sect3>
+
+ <sect3>
+ <title>Rejecting patches</title>
+
+ <para>
+ Rejecting patches is probably the most difficult and the most
+ sesnative 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 any developer needs 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
+ powertrip or being overly bossy or possesive of a community-based
+ project. I recommend that you keep three major facts 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. There will be some patches (bug fixes, etc.) which
+ will definately be accepted and some that you feel are so off
+ base 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 responsible and
+ responsive leadership as it tests and serves the interests of
+ your software's community.
+ </para>
+ </sect4>
+
+ <sect4>
+ <title>Technical issues is not always good justification</title>
+ <para>
+ Especially towards the beginning, you will find that many
+ changes are difficult to implement, introduce new bugs, or have
+ other techincal problems. Try to see past these. Especially with
+ added functionality, good ideas do not always come from good
+ coders. Technical merit is a valid reason to postpone the
+ 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 submittor to iron out bugs and
+ incorporate the change if you thing 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 onto your project and even teach
+ them something that might help them in 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 action 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 incorproate 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 the
+ project. If you have ever had a patch rejected that put a large
+ deal of time, thought, and energy into, 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
+ have to make it as not-unpleasant as possible.
+ </para>
+ </sect4>
+ </sect3>
+ </sect2>
<!-- Section2: branches -->
<sect2 id="branches">
<title>Stable and Development Branches</title>
- <para></para>
+
+ <para>
+ The idea of stable and development branches has already been
+ described briefly in <xref linkend="chooseversioning"> and in
+ <xref linkend="delegatebranch">. These alluses attest to the fact
+ 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 affected 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 development. This is the
+ model followed by the Linux kernel that is described in <xref
+ linkend="chooseversioning">. In this model, there is always 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> 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 begins
+ again on the development branch. Bug fixes and small changes that
+ are unlikely to have any large negative reprocussion are
+ incorporated into the stable branch also to the development
+ branch.
+ </para>
+
+ <para>
+ Linux's model is an extreme one. On many projects, there is no
+ need to have two versions always available. It may make sense ot
+ 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 but their use of
+ branches helps demonstrate how they can be used to balance
+ consitent and effective development with the need to make regular
+ and useable 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 a 5-6 different architectures. Two is a good
+ number. 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 preceeding paragraph, different branches
+ <emphasis>will</emphasis> confuse your users. Do everything
+ you can to avoid this by clearly explaining the different
+ branches in a promenant page on your website and in a Readme
+ file in the <acronym>FTP</acronym> or <acronym>HTTP</acronym>
+ 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 do branches, especially early on, keep in
+ mind that people are conditioned to understand the terms
+ <quote>stable</quote> and <quote>development</quote> and you
+ probaly 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 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 physicall split up
+ different branches in different directories or directory trees
+ on your <acronym>FTP</acronym> or <acronym>HTTP</acronym>
+ site. Linux accomplishes this by having all the v2.2 and a
+ v2.3 subdirectory where it is immediately obvious (after you
+ know their version numbering scheme) which directory is the
+ most recent stable and the current development
+ releases. Debian accomplishes this by naming all their
+ distribution by name 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 their are
+ others. In any case, it is important that different branches
+ are always available, are accessable from consistent
+ locations, and that different branches are clearly
+ distinguished from each other so your users know exactly what
+ they want to be downloading and where to get it.
+ </para>
+ </listitem>
+ </varlistentry>
+
+ </variablelist>
+ </para>
+
</sect2>
<!-- Section2: otherdev -->
<sect2 id="otherdev">
<title>Other Development issues</title>
- <para></para>
- </sect2>
+ <para>
+ There are more issues around surrounding interaction with
+ developers in a free software project that I can touch on in great
+ detail in a HOWTO of this size. Please don't hesitate to contact
+ me if you see any major omissions. Other smaller issues that are
+ worth mentioning are:
+ </para>
+ <sect3>
+ <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>
+ Freeze come in two major forms. A <quote>feature freeze</quote>
+ is a period when no signifigant 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 neede 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 code freeze, all changes to the code are
+ frowned upon and only changes that fix known bugs are
+ permitted. This type of freeze usually follows a <quote>feature
+ freeze</quote> and directly preceeds a release. Most released
+ software is in what could be interpreted as a sort of high
+ level<quote>code freeze.</quote>
+ </para>
+
+ <para>
+ Even you do not 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>
+ <sect3>
+ <title>Forking</title>
+ <para>
+ Forks are the most extreme interpretation of a branch. A fork is
+ when a group of developers takes code from a free software
+ project and actually starts a brand new free software
+ project. The most famous example of a fork is Emacs and
+ XEmacs. Both emacsen are based on an almost identical codebase
+ but for technical, political, and philisophical 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, 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 to avoid it.
+ </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>
+ </sect3>
+ </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, congratuatlions, you are
+ nearing the end of this document. This final section touches upon
+ </para>
- <indexterm>
- <primary>fswd!users</primary>
- </indexterm>
<!-- Section2: testing -->