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Optimizing Development For Fun

chromatic writes "Geoff Broadwell has written an analysis of optimizing an open source project for fun, specifically the Pugs project. Broadwell argues that making development fun and easy leads to higher quality code and a faster velocity of development, even when implementing a frivolous project (a toy Perl 6 interpreter) in an uncommon language (Haskell). The Pugs leader, Autrijus Tang, will speak about both Pugs and Haskell at EuroOSCON."

16 of 144 comments (clear)

  1. This is all well and good... by g_dunn · · Score: 4, Insightful

    But, as a programmer, if the project I'm working on isn't something I want to do, and enjoy doing, why am I doing it? Even in the workplace, all of my projects are fun to me - That's why I decided to work there! And as open source projects are generally done as an aside, why volunteer to work their if the project doesn't interest you anyway? If you're not enjoying what you're doing, why are you doing it?

    1. Re:This is all well and good... by NanoGator · · Score: 5, Insightful

      "If you're not enjoying what you're doing, why are you doing it?"

      Food on the table, mainly.

      In any event, I think questions like this are more helpful for management than they are for programmers or anybody else with a similar profession. The article uses the word 'fun', but in practice, I think 'importance' is a more interesting term. (Maybe they're not all that dissimilar?) Constantly changing directions in order to meet arbitrary deadlines or "chasing money" is a real morale killer. Working with well laid plan knowing that you're boring work is going to pay off into an interesting product, that's a lot more interesting. It's important.

      Eh I think I'm mainly just stating the obvious here. When I hear stories of companies like EA demanding tons of unpaid overtime to meet an arbitrary deadline, it seems to me that even the 'fun' parts of asset building turn into a curse real fast. It's not fun to try to shortcut your way to the finish line with the concern that one of those shortcuts will come back and nip your hinder.

      --
      "Derp de derp."
  2. Want to make dev fun? by Anonymous Coward · · Score: 5, Interesting

    Use Python!

    Seriously - we use it except in a few places where C/C++ is a better fit for interfacing with DirectX. The results? People are having real fun and getting a ton done. We couldn't be happier.

    1. Re:Want to make dev fun? by Anonymous Coward · · Score: 5, Interesting

      Except that this article is about people developing in Haskell - a language that's every bit as fun to use as Python (it even has optional syntactic whitespace), but compiles to native code (so it's faster) and infers types at compile-time (so it's robuster).

      Think Pugs is cool? Look at this. These guys have implemented a complete transactional file system - looks like a Unix FS, but provides snapshots, unlimited undo, true copy-on-write handling of links (including link cycles), and perfect concurrency without requiring any OS-level threading. In just 540 lines of Haskell.

      Give it a try. The learning curve's steep at first - it's got some concepts you simply won't have encountered anywhere else. But if you're smart enough to have dropped C++ in favour of Python, you're smart enough to handle Haskell.

    2. Re:Want to make dev fun? by Eil · · Score: 4, Informative


      Mainly, Python is powerful but has a deliberately shallow learning-curve. The most often-cited reasons are the following Python mantras:

      - Everything is an object
      - Syntax is simple and predictable (but feels a little odd if you're coming from C, C++, Perl, Java, etc)
      - There's one obvious way to do it. (Contrast with Perl's, "There's more than one way to do it.")
      - Batteries included (comes with a large library of modules)

      Pretty sure there are more, but these are the biggies that I can recall. These are the same reasons that many quote for using Ruby as well, but I got around to trying it yet.

      I used to be a big fan of Tcl for it's insanely shallow learning curve. (Even more so than Python.) I wrote a usuable Tk (GUI) app within the first hour of even hearing about it. Too bad it didn't really catch on and mature as well as Python and Perl did over the same time-frame because it really is a nifty language.

    3. Re:Want to make dev fun? by jonastullus · · Score: 4, Interesting
      ## I think you underestimate the ability of people to write bad code

      but i don't.

      good python code is extremely readable, and medium python code is a pleasure to WRITE, because many things just seem to solve themselves.

      BUT, writing big software or maintaining medium-to-crappy python code is far worse than many of the alternatives (except perl, of course)... this is exactly why i have become such a big fan of type inference, not to speak of garbage collection which i had my doubts about in the past, but fully embrace nowadays.

      python's shady object-orientation makes many things harder than they need be (compare ruby).
      • lacking private/public flags for methods
      • ugly "__something__" pseudo-access-control
      • implicit creation of attributes on write-access (*hello typos*)
      • not so beautiful handling of "method not implemented" functionality
      • incessant and visually displeasing explicit "self." everywhere
      • lacking abstract/virtual classes, interfaces
      • too frequent "necessity" of metaclass-hacks (although the possibility is very nice)
      • verbose attribute initialization in constructors
      • the evil "param = []" default value pitfall

      and other defects with python's object system have led me to believe that it is not an ideal language for big-scale OO development.

      yet, for rapid prototyping i know few languages that allow the programmer such unhindered experimentation and the *possibility* of resulting readable code. also for applications of a few thousand lines, written by a few people it can actually create a certain fun factor!
  3. Why shouldn't it be fun? by punkdigerati · · Score: 4, Insightful

    I'm sure many more people would have a cleaner house if cleaning their house was fun.

  4. Avoid Recursion by Dante+Shamest · · Score: 5, Interesting
  5. Re:Faster velocity? by hunterx11 · · Score: 4, Funny

    Perhaps they wish to specify a vector, lest they should develop backwards. Unfortunately, even for a play on words this is nonetheless a possibility.

    --
    English is easier said than done.
  6. All we need now is ... by Douglas+Simmons · · Score: 4, Funny

    this to be implemented into apt-get so we the debian community are still superior to those pompous fun-compiling gentoo users.

  7. Mod story +5 Insightful by Spy+Hunter · · Score: 4, Interesting
    Most insightful article about software development I've ever read. Every open source project could learn a thing or two here, and closed-source commercial products could learn a bit too.

    IMHO this philosophy could go a *lot* farther too. We should be building these types of concepts into our software development tools (not just source control but IDEs and compilers and even languages). It should be as easy as possible for users to get the source, build it, modify it, and submit their changes. Ideally as easy as editing a Wiki. Though the inherent complexity of software means that Wiki simplicity will probably never be reached, we could certainly do a *lot* better than we do now.

    In an open source project the ease of the process of getting, compiling, modifying, and submitting changes to the source is directly related to the number of new contributors joining the project, which is directly related to the rate of improvement. Traditional software development tools have far too many pitfalls and require far too much know-how for casual users. The process of contributing to open-source projects could and should be a lot more automatic and foolproof, because attracting contributors is the single most important thing an open source project can do to improve itself.

    --
    main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    1. Re:Mod story +5 Insightful by Spy+Hunter · · Score: 4, Insightful
      If a Wikipedia article gets munged temporarily by someone who's stupid, uninformed, or malicious, it's no big deal, and it will probably get fixed soon. But when it's a piece of software, the consequences are potentially a lot more serious, and there's no guarantee that the damage will be detected or fixed any time soon.

      Why will the damage to wikipedia get fixed soon? Because anybody can fix it. Why will the damage to the software not be fixed soon? Because only a couple of people have the ability to fix it. The idea is to give far more people the ability to fix that problem (a number which is proportional to the number of people who are likely to cause the problem, so the problems shouldn't get out of hand).

      Why is the software problem more serious? Because softare is fragile. Is that inherent to software, or is it just the condition of the software development tools and processes we use today? I believe it is the latter. I believe software development tools and processes could be a lot more robust and forgiving of simple mistakes. And if projects started really opening up contributions, made it as easy as editing a Wiki, then they would be forced to become more robust. This is a good thing, not something to be avoided.

      I'm not sure the conclusions from The Mythical Man Month apply directly here. The main conclusion is that adding developers to a project makes it take longer. Open source software isn't on a strict schedule, and it doesn't have central management with clearly defined lists of requirements. New contributors aren't assigned to speed up existing work, they add their own features and improve the software in their own way.

      Most successful open-source projects also have exactly one author. Massive parallelization works best for something like Wikipedia that's both big and inherently parallelizable. Most software isn't like that.

      I'm thinking about the big projects here. KDE, GNOME, Mozilla, Debian, etc. But why is it that developing software isn't inherently parallelizable? To the extent that is actually true, once again I blame the tools. We need better software development tools to make software development more parallelizable. I don't think there's any inherent reason why "Joe's Yet Another MP3 Database" on SourceForge shouldn't be able to use this type of develoment methodology, given the right tools.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    2. Re:Mod story +5 Insightful by bcrowell · · Score: 4, Insightful
      Why is the software problem more serious? Because softare is fragile.
      No, it's more serious because, e.g.:
      • People depend on software to get their work done.
      • Broken software can mess up your data.
      • Malicious software can do bad things, like give your credit card number to Russian gangsters.
      Vandalizing a Wikipedia article has none of these serious consequences.

      Why will the damage to wikipedia get fixed soon? Because anybody can fix it. Why will the damage to the software not be fixed soon? Because only a couple of people have the ability to fix it.
      If you take the total number of people in the world who are interested in and capable of doing OSS programming, and divide by the number of OSS projects, the result is a number close to 1. This is why most OSS projects have a single author. Imagining that "only a couple of people" have the privileges to fix a bug is actually optimistic -- the most likely case is that only one person is interested.

  8. Re:while by autrijus · · Score: 4, Insightful
    Verily. However, I think a key parts of of the fun is a solid expectation of making a difference in the world, while the current result being immediately useful (for learning and/or production).

    A project generally regarded as pointless will likely have a difficult time finding contributors that sees this kind of fun in it.

  9. Pugs 6.2.10 has just been released. :-) by autrijus · · Score: 4, Informative
    I am delighted to announce Pugs 6.2.10, released during a slashdotting on geoffb's "Optimizing for Fun" column:

    http://developers.slashdot.org/article.pl?sid=05/1 0/09/1831219

    The release tarball will be available from CPAN shortly:

    http://pugscode.org/dist/Perl6-Pugs-6.2.10.tar.gz
    SIZE = 2394516
    SHA1 = 3d8669fdccc3616c99cdde68659759b8b5782859

    With two months of development, this release features more tightly integrated JavaScript and Perl5 code generator backends, a library interface to the Pugs system via support for the Haskell Cabal frameworks, as well as many new tests.

    After the release, the push toward 6.28.0 will begin in earnest, with the newly specified container model and object model integrated back to the main runtime, fleshing out support for the remaining OO features.

    Again, thanks to all the lambdacamels for building this new ship with me. :)

    Enjoy!
    /Autrijus/

    Changes for 6.2.10 (r7520) - Oct 10, 2005

    Feature Changes

    Shared components

    • Support for the Haskell Cabal framework, exposing Pugs as a library to other Haskell users, paving the way for use in IDEs, as well as future Inline::Pugs and Inline::GHC modules
    • Adopted the code convention of expanding literal tab chars to spaces
    • JavaScript backend can be invoked with pugs -B JS
    • Perl 5 backend can be invoked with pugs -B Perl5
    • Pugs will now compile version ranges in use/require statements
    • Significant backend enhancements; see below
    • $?PUGS_BACKEND can be used to tell which runtime is in use
    • exec emulated partially on Win32

    JavaScript backend

    • Passes 91% of the main test suite including TODO failures
    • Integrated with MetaModel 1.0
    • Faster code generation, taking advantage of -CPerl5 output.
    • Switched to continuation passing style CPS to properly support return, ?CALLER_CONTINUATION, coroutines, and sleep
    • Improved support for binding and autodereferentiation
    • Initial support for multi subs
    • Initial support for symbolic dereferentiation
    • List construction no longer creates new containers
    • Miscellaneous performance improvements
    • Named-only arguments +$x and ++$x cant be passed positionally anymore
    • Parts of the Prelude can be written in Perl 5 now to improve performance
    • Perl 5-like regular expressions mostly working
    • Proper UTF-8 handling
    • Support for monkey-but $foo but {...}
    • Support for $CALLER:: and $OUTER::
    • Support for lazy {...} blocks for delayed evaluation
    • Support for temp and let declarations
    • Support for array and hash autovivification
    • Support for array and hash slices
    • Support for evaluating expressions in the PIL2JS shell :e <exp>
    • Support for junctions
    • Support for loading JSAN modules by using use jsan:Module.Name
    • Support for lvalue subroutines foo = ...
    • Support for slurpy hashes in subroutine signatures
    • Support for the Proxy class not yet user-visible
    • Support for the eqv operator
    • Using for with only one element to loop over works now
    • int works correctly on special values like Inf or NaN now
    • substr returns a r/w proxy: substr$str, $pos, $len = $replacement

    Perl 5 backend

    • Passes 33% of the main test suite including TODO failure
  10. Vice Versa? by Maljin+Jolt · · Score: 4, Insightful

    While writing perl in haskell *is* fun, writing haskell in perl would be a horrific nightmare torture. Perhaps all code language disputations/wars should be solved by duel of this kind.

    --
    There you are, staring at me again.