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The Principles of Active Development

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Active Development is the concept of how easy it is to actively develop code when using your build tools.

Here, we're not discussing or comparing individual build tools like Make, Autotools, CMake, Bazel, Yocto/OpenEmbedded, Buildroot, Visual Studio Projects, etc., but rather how to compare them by using The Principles of Active Development.

Do they allow you, as a software developer, to have a streamlined workflow to efficiently do what you want these tools to do? Our tools are not perfect -- They get in our way. They frustrate us. They don't do what we want them to do. They delay us from actually solving the issues we want them to solve by making us debug the tools instead of our code.

There are many different scenarios in which we can think of Active Development differently. If you have a single application with all your source code in one spot, you're using libraries from your host system, and you're compiling just a local application -- then "Active Development" means something different for you than a software engineer that is working with multiple (maybe a hundred) different code bases that are being cross-compiled together to build an entire embedded Linux distribution. You're using entirely different tools and different workflows -- maybe the only commonality between these two developers is the programming language they're using and their editor!

Regardless of the situation, The Principles of Active Development boils this down into some simple metrics that can be used to evaluate those tools in your workflow: How are they affecting your ability to iterate on code changes, the speed in which you can build and test those changes, and the reliability of your tools in doing so. The Principles have been written from the viewpoint of a software developer who primarily uses build tools for embedded OS development, but they are intended to be generic enough for any development workflow scenario.

The Principles of Active Development

1) Accessible, Defined Locations

The source code for a project should be in a well-defined and easily accessible area. During a build, that source code should be utilized, but build artifacts should also be in a separate, well-defined, and easily accessible area. A developer should be able to make changes to the source code, but the build should not.

2) Know the Source before the Build

A build tool that also manages source code and dependencies should do so in a distinctly separate stage from the build stage, and place them in the common source location as defined in Principle #1. If you build something, but you don't already have the source, how do you know what you're building?

3) Ease of Inspection

Build tools typically need configuration files to build your project. A developer should be able to find these files, open them, immediately understand what they are doing, and be able to make meaningful changes.

4) Incrementally Safe

When building a project, a change in the source code or build configuration should only cause those changed areas, and any dependent areas, to be re-built.

5) Reproducible Builds

Every point of the build should be reproducible. Re-running any area of a build should produce the same results given the same source code. This also means a developer should be able to re-build any area.

Tests of Active Development

Here are some simple tests you can run on your build tool to test for each of the principles:

  1. Accessible, Defined Locations

    • If I'm working with multiple repositories, they should be in a common place, say a "sources" directory. When I use my build tools to build these, the build artifacts should be in an entirely separate "factory" directory. Any finalized resulting artifacts like an user-facing executable application, or a library, or a whole OS image should be placed in a separate "output" directory. It doesn't have to use these names exactly, but the general idea.
    • If running a build placed artifacts in the same directory as your source, then your build tool has failed this Principle.
    • If your build tool placed your build artifacts in some magical location you can't find easily, then your build tool has failed this Principle.
    • Can a developer take any artifact from this build, the final one, or any intermediate object, and programmatically run tests on it? If not, then your build tool has failed this Principle.
  2. Know the Source before the Build:

    • If your tool does this properly, there should be two distinct commands a developer should run when doing a fresh build: First, downloading the source. Second, running the build.
    • When downloading the source, is it always downloaded to a single common location? (Principle #1) If not, then your build tool has failed this Principle.
    • If running a build caused something to be downloaded, then your build tool has failed this Principle.
    • Is your build tool only downloading the source you need for what you intend to build? If not, then your build tool has failed this Principle.
    • Can you make changes to any point of the source code easily? If not, then your build tool has failed this Principle.
    • Exception: If your build tool utilizes caching and uses a remote server to store cached artifacts, then it does NOT need to download source at any point if you can simply re-use a pre-built cached artifact. This assumes your build tool has a good object identification/hashing system.
  3. Ease of Inspection:

    • If you need to change how your build tool is building your source, you might need to edit your build tool's configuration files for that source.
    • Can you find and read this file without digging into documentation? If not, then your build tool has failed this Principle.
    • Can you easily figure out what individual commands are being generated and ran as a result of this configuration file? (Ideally, these would be placed in some log file) If not, then your build tool has failed this Principle.
    • Can you make edits to this file without it causing unintended side-effects for other parts in your build tool? If not, then your build tool has failed this Principle.
    • If you want to add a new item to your build, with a new build configuration file, is it easy to do so? If not, then your build tool has failed this Principle.
  4. Incrementally Safe:

    • If you build your project once, then make a change to a single source file, what does your build tool need to do in order to build only that change?
    • If your build tool is re-building unrelated areas as a result of your change, then your build tool has failed this Principle.
    • Does your build tool re-build any other objects/areas that are dependent (use this object as a dependency)? What about dependents of dependents? If not, then your build tool has failed this Principle.
    • Does it re-build areas that you have not requested? (e.g. If you only request your tool to build this object, it should only build this object. If you request your tool to build the whole project, then it should build this object and any dependents.) If so, then your build tool has failed this Principle.
  5. Reproducible Builds:

    • If your build tool, given the same source code, environment, and configuration to build that source code, it should produce the exact same artifact. If it does not, then your build tool has failed this Principle.
    • Smart build tools will extend their reproducible build support with Caching. They can do so on an object-level (a single compilation unit), or a component-level basis (an entire source tree) if you're using that type of tool and are using multiple repositories. It can be extended even further if you're working with a team of developers and can share that cache among themselves from a centralized artifact server so two different machines never have to compile the same code more than once.