Why Software Builds Fail
itwbennett writes: A group of researchers from Google, the Hong Kong University of Science and Technology and the University of Nebraska undertook a study of over 26 million builds by 18,000 Google engineers from November 2012 through July 2013 to better understand what causes software builds to fail and, by extension, to improve developer productivity. And, while Google isn't representative of every developer everywhere, there are a few findings that stand out: Build frequency and developer (in)experience don't affect failure rates, most build errors are dependency-related, and C++ generates more build errors than Java (but they're easier to fix).
Once code is checked in and goes through the standard build process, that's where this is expected to occur because in my experience it's the local environment where the developer does the coding that's the root problem. Why? Developers don't refresh their build environment because of the potential for other problems it may create. I had one gig to unfuck some code at a company a couple of years ago and found out that in order to set up a Dev environment in this place could take two weeks or more depending on what team you were on. You had to go through a script, download this, install that, change this.. A nightmare. Updating dependencies on a local desktop created panics amongst the developers who were reluctant to ever change anything they had which "was working" because you could spend days trying to fix what was broken. Naturally any time they migrated code into test or production (there was no build system) things failed there because of dependency related issues. Also depending on who the developer was, they naturally felt that bypassing the Test/QA cycle was a job perk.
I found dozens of dependencies on desktops that were out of date, deprecated or had major vulnerabilities and that went for the production systems as well. It was bad all the way around from a best practices perspective. Daily production crashes were the norm, the VP of Dev had a monitor on his desk so he could "troubleshoot" production problems it was that bad.
Yes there's shops like this that are still out there.
Harrison's Postulate - "For every action there is an equal and opposite criticism"
Please, give up the C++ slander.
Like any compiler output, read the first error. If you are a developer of any calibre, having a few pages of errors shouldn't phase you and it's not unique to C++ to generate a few erroneous errors. All it requires is a basic level of competence and if you don't possess that then any programming
language that facilitates you generating anything that compiles is doing noone any favours.
I'm a fan of warnings as much as the next guy, but there are plenty of times that's not practical. Even if you accept nothing else I say, there are plenty of times where third party code (say, for example, Boost...) has warning-producing stuff in it. Do you fix it and maintain your own branch? Submit it upstream, hope it gets accepted, then wait a month for the new release, then demand everyone upgrade to the latest bleeding-edge? That's often (maybe usually) not feasible, which means it should probably just disable it. Fortunately, GCC finally got around to adding #pragmas that sometimes let you disable and re-enable warnings for just the offending headers.
But beyond that, there's also a reason that compilers have most warnings off by default. And why -Wall doesn't turn on anything close to all warnings. And why even -Wall -Wextra isn't all warnings. Because there's a gradation of false positive/false negative tradeoffs, and what's appropriate for you isn't appropriate for everyone. Do you really compile with all warnings, or do you suppress some? Because I can almost guarantee it's the latter, even if you're suppressing them through inaction.