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Unix philosophy

From Wikipedia, the free encyclopedia
Software development philosophy
Ken Thompson andDennis Ritchie, key proponents of the Unix philosophy

TheUnix philosophy, originated byKen Thompson, is a set of cultural norms and philosophical approaches tominimalist,modularsoftware development. It is based on the experience of leading developers of theUnixoperating system. Early Unix developers were important in bringing the concepts of modularity and reusability into software engineering practice, spawning a "software tools" movement. Over time, the leading developers of Unix (and programs that ran on it) established a set of cultural norms for developing software; these norms became as important and influential as the technology of Unix itself, and have been termed the "Unix philosophy."

The Unix philosophy emphasizes building simple, compact, clear, modular, andextensible code that can be easily maintained and repurposed by developers other than its creators. The Unix philosophy favorscomposability as opposed tomonolithic design.

Origin

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The Unix philosophy is documented byDoug McIlroy[1] in theBell System Technical Journal from 1978:[2]

  1. Make each program do one thing well. To do a new job, build afresh rather than complicate old programs by adding new "features".
  2. Expect the output of every program to become the input to another, as yet unknown, program. Don't clutter output with extraneous information. Avoid stringently columnar or binary input formats. Don't insist on interactive input.
  3. Design and build software, even operating systems, to be tried early, ideally within weeks. Don't hesitate to throw away the clumsy parts and rebuild them.
  4. Use tools in preference to unskilled help to lighten a programming task, even if you have to detour to build the tools and expect to throw some of them out after you've finished using them.

It was later summarized byPeter H. Salus in A Quarter-Century of Unix (1994):[1]

  • Write programs that do one thing and do it well.
  • Write programs to work together.
  • Write programs to handle text streams, because that is a universal interface.

In their Unix paper of 1974, Ritchie and Thompson quote the following design considerations:[3]

  • Make it easy to write, test, and run programs.
  • Interactive use instead ofbatch processing.
  • Economy andelegance of design due to size constraints ("salvation through suffering").
  • Self-supporting system: all Unix software is maintained under Unix.

Parts

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The UNIX Programming Environment

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In their preface to the 1984 book,The UNIX Programming Environment,Brian Kernighan andRob Pike, both fromBell Labs, give a brief description of the Unix design and the Unix philosophy:[4]

Rob Pike, co-author ofThe UNIX Programming Environment

Even though the UNIX system introduces a number of innovative programs and techniques, no single program or idea makes it work well. Instead, what makes it effective is the approach to programming, a philosophy of using the computer. Although that philosophy can't be written down in a single sentence, at its heart is the idea that the power of a system comes more from the relationships among programs than from the programs themselves. Many UNIX programs do quite trivial things in isolation, but, combined with other programs, become general and useful tools.

The authors further write that their goal for this book is "to communicate the UNIX programming philosophy."[4]

Program Design in the UNIX Environment

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Brian Kernighan has written at length about the Unix philosophy

In October 1984, Brian Kernighan and Rob Pike published a paper calledProgram Design in the UNIX Environment. In this paper, they criticize the accretion of program options and features found in some newer Unix systems such as4.2BSD andSystem V, and explain the Unix philosophy of software tools, each performing one general function:[5]

Much of the power of the UNIX operating system comes from a style of program design that makes programs easy to use and, more important, easy to combine with other programs. This style has been called the use ofsoftware tools, and depends more on how the programs fit into the programming environment and how they can be used with other programs than on how they are designed internally. [...] This style was based on the use oftools: using programs separately or in combination to get a job done, rather than doing it by hand, by monolithic self-sufficient subsystems, or by special-purpose, one-time programs.

The authors contrast Unix tools such ascat with larger program suites used by other systems.[5]

The design ofcat is typical of most UNIX programs: it implements one simple but general function that can be used in many different applications (including many not envisioned by the original author). Other commands are used for other functions. For example, there are separate commands for file system tasks like renaming files, deleting them, or telling how big they are. Other systems instead lump these into a single "file system" command with an internal structure and command language of its own. (ThePIP file copy program[6] found on operating systems likeCP/M orRSX-11 is an example.) That approach is not necessarily worse or better, but it is certainly against the UNIX philosophy.

Doug McIlroy on Unix programming

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Doug McIlroy (left) withDennis Ritchie

McIlroy, then head of the Bell Labs Computing Sciences Research Center, and inventor of theUnix pipe,[7] summarized the Unix philosophy as follows:[1]

This is the Unix philosophy: Write programs that do one thing and do it well. Write programs to work together. Write programs to handletext streams, because that is a universal interface.

Beyond these statements, he has also emphasized simplicity andminimalism in Unix programming:[1]

The notion of "intricate and beautiful complexities" is almost an oxymoron. Unix programmers vie with each other for "simple and beautiful" honors — a point that's implicit in these rules, but is well worth making overt.

Conversely, McIlroy has criticized modernLinux as havingsoftware bloat, remarking that, "adoring admirers have fed Linux goodies to a disheartening state ofobesity."[8] He contrasts this with the earlier approach taken at Bell Labs when developing and revisingResearch Unix:[9]

Everything was small... and my heart sinks for Linux when I see the size of it. [...] Themanual page, which really used to be a manualpage, is now a small volume, with a thousand options... We used to sit around in the Unix Room saying, 'What can we throw out? Why is there this option?' It's often because there is some deficiency in the basic design — you didn't really hit the right design point. Instead of adding an option, think about what was forcing you to add that option.

Do One Thing and Do It Well

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As stated by McIlroy, and generally accepted throughout the Unix community, Unix programs have always been expected to follow the concept of DOTADIW, or "Do One Thing And Do It Well." There are limited sources for the acronym DOTADIW on the Internet, but it is discussed at length during the development and packaging of new operating systems, especially in the Linux community.

Patrick Volkerding, the project lead ofSlackware Linux, invoked this design principle in a criticism of thesystemd architecture, stating that, "attempting to control services, sockets, devices, mounts, etc., all within onedaemon flies in the face of the Unix concept of doing one thing and doing it well."[10]

Eric Raymond's 17 Unix Rules

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In his bookThe Art of Unix Programming that was first published in 2003,[11]Eric S. Raymond (open source advocate and programmer) summarizes the Unix philosophy asKISS Principle of "Keep it Simple, Stupid."[12] He provides a series of design rules:[1]

  • Buildmodular programs
  • Write readable programs
  • Use composition
  • Separate mechanisms from policy
  • Write simple programs
  • Write small programs
  • Write transparent programs
  • Write robust programs
  • Make data complicated when required, not the program
  • Build on potential users' expected knowledge
  • Avoid unnecessary output
  • Write programs which fail in a way that is easy to diagnose
  • Value developer time over machine time
  • Writeabstract programs that generate code instead of writing code by hand
  • Prototype software before polishing it
  • Write flexible and open programs
  • Make the program and protocols extensible.

Mike Gancarz: The UNIX Philosophy

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In 1994,Mike Gancarz, a member ofDigital Equipment Corporation's Unix Engineering Group (UEG), publishedThe UNIX Philosophy based on his own Unix (Ultrix) port development at DEC in the 1980s and discussions with colleagues. He is also a member of theX Window System development team and author ofUltrix Window Manager (uwm).

The book focuses on porting UNIX to different computers during theUnix wars of the 1980s and describes his philosophy that portability should be more important than the efficiency of using non-standard interfaces for hardware and graphics devices.

The nine basic "tenets" he claims to be important are

  1. Small is beautiful.
  2. Make each program do one thing well.
  3. Build a prototype as soon as possible.
  4. Choose portability over efficiency.
  5. Store data in flattext files.
  6. Use software leverage to your advantage.
  7. Useshell scripts to increase leverage and portability.
  8. Avoid captive user interfaces.
  9. Make every program afilter.

"Worse is better"

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Main article:Worse is better
This sectiondoes notcite anysources. Please helpimprove this section byadding citations to reliable sources. Unsourced material may be challenged andremoved.(February 2024) (Learn how and when to remove this message)

Richard P. Gabriel suggests that a key advantage of Unix was that it embodied a design philosophy he termed "worse is better", in which simplicity of both the interface and the implementation are more important than any other attributes of the system—including correctness, consistency, and completeness. Gabriel argues that this design style has key evolutionary advantages, though he questions the quality of some results.

For example, in the early days Unix used amonolithic kernel (which means that user processes carried out kernel system calls all on the user stack). If a signal was delivered to a process while it was blocked on a long-termI/O in the kernel, the handling of the situation was unclear. The signal handler could not be executed when the process was in kernel mode, with sensitive kernel data on the stack.

Criticism

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In a 1981 article entitled "The truth about Unix:The user interface is horrid"[13] published inDatamation,Don Norman criticized the design philosophy of Unix for its lack of concern for the user interface. Writing from his background in cognitive science and from the perspective of the then-current philosophy ofcognitive engineering,[14] he focused on how end-users comprehend and form a personalcognitive model of systems—or, in the case of Unix, fail to understand, with the result that disastrous mistakes (such as losing an hour's worth of work) are all too easy.

In the podcast On the Metal, game developerJonathan Blow criticised UNIX philosophy as being outdated.[15] He argued that tying together modular tools results in very inefficient programs. He says that UNIX philosophy suffers from similar problems tomicroservices: without overall supervision, big architectures end up ineffective and inefficient.

See also

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Notes

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  1. ^abcdeRaymond, Eric S. (2004)."Basics of the Unix Philosophy".The Art of Unix Programming. Addison-Wesley Professional (published 2003-09-23).ISBN 0-13-142901-9. Retrieved2016-11-01.
  2. ^Doug McIlroy; E. N. Pinson; B. A. Tague (8 July 1978)."Unix Time-Sharing System: Foreword".The Bell System Technical Journal. Bell Laboratories:1902–1903.
  3. ^Dennis Ritchie;Ken Thompson (1974),"The UNIX time-sharing system"(PDF),Communications of the ACM,17 (7):365–375,doi:10.1145/361011.361061,S2CID 53235982
  4. ^abKernighan, Brian W. Pike, Rob.The UNIX Programming Environment. 1984. viii
  5. ^abRob Pike; Brian W. Kernighan (October 1984)."Program Design in the UNIX Environment"(PDF).AT&T Bell Laboratories Technical Journal.63 (8). part 2. RetrievedDecember 15, 2022.
  6. ^"CP/M Operating System Manual"(PDF). 1983.
  7. ^Dennis Ritchie (1984),"The Evolution of the UNIX Time-Sharing System"(PDF),AT&T Bell Laboratories Technical Journal,63 (8):1577–1593,doi:10.1002/j.1538-7305.1984.tb00054.x
  8. ^Douglas McIlroy."Remarks for Japan Prize award ceremony for Dennis Ritchie, May 19, 2011, Murray Hill, NJ"(PDF). Retrieved2014-06-19.
  9. ^Bill McGonigle."Ancestry of Linux — How the Fun Began (2005)". Retrieved2014-06-19.
  10. ^"Interview with Patrick Volkerding of Slackware".linuxquestions.org. 2012-06-07. Retrieved2015-10-24.
  11. ^Raymond, Eric (2003-09-19).The Art of Unix Programming. Addison-Wesley.ISBN 0-13-142901-9. Retrieved2009-02-09.
  12. ^Raymond, Eric (2003-09-19)."The Unix Philosophy in One Lesson".The Art of Unix Programming. Addison-Wesley.ISBN 0-13-142901-9. Retrieved2009-02-09.
  13. ^Norman, Don (1981)."The truth about Unix: The user interface is horrid"(PDF).Datamation. Vol. 27, no. 12.
  14. ^"An Oral History of Unix".Princeton University History of Science.
  15. ^"On the Metal Podcast: Jonathan Blow".

References

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External links

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