Etiquette: Version bump my fork of opensource project? [closed] - open-source

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This question is about etiquette and open source projects.
I have forked an application from github and added two new features.
The first feature has been request frequently elsewhere. I have added it. Code & implementation are clean (I think).
The second feature is more of a hack. It will be of use to others, but the implementation is a little dirty in useage and more so in code. I need the feature but I don't have the skills to fully implement it properly or to a level that could be considered a worth while contrabution to the main project.
How should the versioning work? Do I just bump up my version numbers care-free and push to my master branch?
It is annoying to know which version is running, modifed or original, as both have the same version number. But will it be confusing when, months later, my github page has a version number the same as the original but both are actually completely different. (I have made pull requests etc. but that is not the context of my question.)
The project I have forked uses ruby jeweler so has a versioning format of:
Jeweler tracks the version of your project. It assumes you will be using a version in the format x.y.z.
x is the 'major' version, y is the 'minor' version, and z is the patch version.
Is this standard for other projects/langauges too? Are my changes patches?
Thanks

This can't be answered easily. Version number handling varies between projects and your goals. Do you see your fork as a temporary issue? - Then, in many cases (might be different with larger rewrites for example), I won't increase the version number as it is up to the project leader to do.
Many versioning schemes allow to extend the version number to something like 1.2.3-ross, which helps users filing proper bug reports.
If you plan a longer running fork you should find a versioning scheme which works for you.

Different pieces of software from the same code base but with different feature content should have different version numbers in some way - so you need to change something in the version number (or product name).
Do you plan to submit the first change back to the project? (You probably should.)
Is the second feature, the hack, one that you will improve over time? You might keep it on your own development branch so it is easier to maintain separately while still importing updates from the main project.
Or are you planning to stay separate from the main project in perpetuity? In that case, you should consider renaming the software as well as changing the version - or somehow making it clear that the version is yours and not theirs.

If you intend to fork, which is to say never merge back with upstream, then consider renaming your project.
Otherwise, it's common to use a version number that indicates the branch and changeset being ran ala -git-ross-12345

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Time to wait before forking open source software? [closed]

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I'm working on an application and I needed an API wrapper for it. I noticed that most of the API calls I needed weren't implemented, so I went ahead with adding them in. There are a few bugs that need fixing which I'm planning to fix as well.
My problem is that development of the wrapper is almost non-existant at the moment. A bug submitted with a patch from October 2009 has been ignored so far.
I've emailed the main developer so I can commit my changes or even submit them somewhere, since on the homepage, it said that he's the person to contact with this sort of stuff. I've also asked about this on the discussion board, with no response.
My question is, how long should I wait for a response before forking this wrapper? It's one of only two open source wrappers for this API and listed on the API Doc's page. I hate to see that there's no improvements to it.
So, how long should I wait. What's normal for this kind of thing?
In case it matters: the licence is Simplified BSD
UPDATE:
The original developer finally responded; so I didn't end up forking. Apparently he was just very busy with work.
A good (relevant) article to read for anyone coming across this question: http://dashes.com/anil/2010/09/forking-is-a-feature.html
And thanks to everyone for your answers!
You can fork any time you want. Once I was in similar situation. As I had informed project admin that I'm going to fork, I obtained a response and it wasn't necessary :P
BTW I have written to sourceforge crew (project was hosted on sf) and that was their advice to fork.
Perhaps I am a little late but would like to answer on the level of definition.
The term Forking (branching away) refers to a split between groups and development in different directions. In this case a branching away can not clearly be seen so there was not actually a forking of a product. The action was clearly an alteration (extension) for a personal need. Should a product experience alterations and the result again be returned to the group it comes from is forking also not the proper definition. By definition open source encourages you to alter.
It depends if you plan to maintain your fork. If you do then the chances are it will become a better project than the original. Otherwise maybe wait a couple of weeks. Still, even if you released today there's nothing to stop the original project merging your changes so the community as a whole benefits either way.
There's no protocol, just call your fork something else and give the original prosjekt plenty of kudos for the original work.
Forks happen all the time, it's not necessarily a 'divorce' with the origial maintainers ... just happy coding.
Your additional calls might be usefull for someone else, but then again it might not.
Does the project has a publicly known mailing list/bug tracker, and if is - is it affordable to submit a patch there? Also, can't be a developer - become a maintainer at one of popular Linux distros, (submit a Gentoo bug/Launchpad entry).
If there's no sense in such actions - just fork.
Sounds like you've done the right thing though and tried to stay within the existing branch and now it is appropriate to fork.
If nothing else, forking is a more powerful action than most other things i.e. if you fork and still don't get the original developer's attention then you can be satisfied that you did the right thing. Of course once forked, there's no real reason why there can't be some convergence at a later stage.

Guidelines for Open Sourcing Code? [closed]

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Step 1: Convince the president of my vertical to consider open sourcing a body of code
Step 2: ???
To give a bit more detail, I've already successfully convinced my boss and boss's boss to consider open sourcing a body of code that was written mainly as a demo platform for our company. We've already determined that the code is useful and understand the benefits to open sourcing the code.
Now the question is where to go from here? What are the next steps? The president said that he'd like to see a project management proposal which would contain details like:
Who would manage changes to the code?
What would the process look like to release new code?
How is the code review process defined before releasing code?
Who will participate?
What are the legal aspects that need to be considered first?
What I think I need is a "Open Sourcing Code for Dummies" guide or if there are some simple guidelines, how-to's, or templates for putting together a proposal available. I'd like to hit a home run on my first at bat and plop a solid proposal in his inbox. Any advice, resources, or ideas on how to structure such a proposal would be helpful.
I would consider the following:
Think clearly about the goals of open-sourcing your software and check all your decisions in this light.
Double check, if all licences of used libraries are compatible with the chosen license and you have the permission to use anything in the codebase. This also includes images or other non-code. If the source is world-visible, copyright-infringements are easy to spot, and your competitors might use the chance to make you trouble.
Choose an appropriate license. Most important decision might be copyleft (GPL, AGPL) or not (Apache, BSD, MIT).
Check your code again and remove anything, that you don't want to see in the public (silly comments or so).
Write a documentation to build the software from the source. If you have a good buildfile that could be as easy as 'make', but most likely you have to document about dependencies like installed libraries and so on.
Provide some way to contact your company about the software. maybe an e-mail-address and a someone, who answers to this e-mail.
If you want to attract external coders, document some important parts of the sourcecode. Provide some basic documentation about the structure, that external developers can figure out, which source-file they should edit, to change behaviour X of the software.
If you want to work with external programmers, you will need an world-readable Version-control. If you get patches, that are outdated against your actual codebase, it isn't helpful. If you have persons, who often send patches, give them commit-rights. Also an open bug-tracker is useful. If you don't want to host the two tools yourself at your company, use an Open-Source Hosting site.
If you choose a copyleft-license, let all external committers sign a contract, that give you permission to use their additions. Otherwise you couldn't use the changes in other propietary products of your company.
That's it, what comes to my mind at the moment.

Copy Paste vs. Reference [closed]

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My question is in regard to referencing open source frameworks. There are many of them for many different purposes. I personally leverage several of them in a single project. For example:
Unity
CAL/Prism
ValidationAspects
EnterpriseLibrary Logging
EnterpriseLibrary Exception Handling
EnterpriseLibrary Caching
Caliburn
All of these frameworks have helped greatly from a development effort perspective. There are however some negative aspects involved:
Tons of dlls (15 from the above list).
Application level (non-common assemblies and new assemblies) must reference many core dlls, which can be confusing) and tons of different namespaces are involved.
Deployment of said tons of dlls can get problematic (I sometimes use ILMerge to alleviate this and the above problems, but let's put that aside for now).
Open source project lifetime - open source projects come and go, so if any of these become no longer actively maintained, it can be concerning if there are internal bugs that need fixing or enhancements we want.
Obfuscation of "how to do things". We don't actively leverage every part of the above frameworks. In fact, several of these frameworks have overlap and provide redundant components and functionality. In terms of development, this can be confusing. We want a consistent implementation that is straightforward and easy to understand across our code base. Having multiple areas that do the same thing in different ways can be troublesome in this respect. This is probably one of my biggest concerns.
You're in big trouble if these frameworks reference different versions of other assemblies (ie. one internally references Unity 1.1 and another Unity 2.0).
The alternative? Include the source code in a common dll for your project(s) (ie. MyProject.Common). Let's put aside the issue of adherence to license requirements for the time being.
This has several negative implications too:
It's not as easy to leverage updates released by the framework's provider - you need to update your source code.
Encapsulation of functionality - it's easier to break this paradigm when the source code is all in your hands.
So, I know people probably have lots of opinions on this...and I'd like to hear them.
Thanks.
For some aspects of your problem, this might be relevant: http://en.wikipedia.org/wiki/DLL_hell#Running_Conflicting_DLLs_Simultaneously.
Another common solution to this problem is to write an encapsulation layer on top of the functionality needed, which at least protects your code from wild changes when upgrading to new versions of supporting libraries.
As to open source project lifetime, it should be clear which projects are healthy and which are not. For example, a project that is part of the Apache or Eclipse foundations are probably healthy, whereas some random thing on sourceforge is probably not. Generally, you can avoid this problem altogether by avoiding projects that do not seem active.
For the negatives to copying code into your project:
I know you wanted to put license aside, but you cannot in reality. I am not a lawyer and you should consult with one for your project if there may be issues, but if you are developing a proprietary system it could become GPL'ed accidentally.
It makes your development environment more cluttered. You have to worry about making sure the copied-in code ompiles properly, is being compiled with the right version, and has the right build scripts. You also have all this extra code in your IDE that takes up space.
As you pointed out, it makes updating code very difficult.
If you have to file bugs with the Open Source project, it becomes more difficult to do.
If you're not careful, a junior developer who doesn't know any better could go into the code and start mucking around with it.
There's probably more reasons not to do it, but that's a few. Hope that helps.

What do you do with GitHub repositories you no longer maintain? [closed]

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What do you do with GitHub repositories you no longer maintain?
For whatever reason a project is started with a GitHub repository and then sometime later it's abandoned Perhaps it was an experiment that didn't work out. Perhaps you replaced it with a commercial product. Or perhaps you found a similar project to what you were doing and joined their efforts instead.
In the time your repository was alive, it attracted watchers and a few forks.
What do you do with it at that point? Is there a way to nicely indicate that repository is no longer maintained and to either check out the forks or a different project?
I'd do a single commit that removes all the source except for a README file that clearly states that you no longer have interst in the project (also copy the important parts of the README to the last commit log message, use git commit --amend if needed).
The README should explain that all the source code is still available as history. In addition the state of latest code should be described for maturity level: if it was used in production somewhere, it should be said here. If it was only an experiment and you never got it to compile correctly, then that should be said in capital letters. In the latter case, it might make some sense to just remove the code repository, though.
Obviously, the README should also contain the generic description of what your code does, but that should be already in the README.
Also try to put some words in the README that you expect potential users of that code to look for. Try to put those words close to the part that says that you're no longer maintaining the code.
The reasoning for this:
anybody interested in your source will still be able to get it (through history)
anybody trying to blindly merge your HEAD with his will immediately see that it's a bad idea (all source code will be removed and replaced with a README that explains why this happened)
I don't agree with the suggestion that if nobody has forked (and preserved the code), it's worth nothing. Perhaps the only reason somebody else has not taken over is that your project haven't been seen by enough many eyeballs.
If you believe that your code has any value (and I do mean anything above zero), then do not delete it. Just make it clear that the code has been abandoned.
Actually, I think pretty much the nicest thing you can do is to simply delete the repository. That way, the obsolete code doesn't show up in searches, for example.
The whole point of distributed version control is that no single repository is more important than another. If there is enough interest in the project, then one of the people who forked the repository will emerge as the new community leader. And if nobody forked it, then it probably wasn't worth preserving anyway.
I'd make a nice commit in the README file which basically states that this is here for historical reference, look at X Y and Z in order to see where this code went.
I prefix my projects with "deprecated." There are some posts on github's site regarding this, but it seems they won't budge. They want you to put a note in the readme. I'd prefer to put information in a relational database so you can sort on different fields, one of those being if the project is active or not.
I put my deprecated projects up there because there are concepts you can re-use. It is similar to your school work. Hopefully you can learn a lesson or 2 from it.
Walter

Bare minimum you need to work for an open source project [closed]

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I have recently started working on some open source project which I found relevant to my interests.
During this initiation period I came across some terminologies/stuff that I am not acquainted with, like configure, tool chain, binutils, etc. which I agree depends upon the type of project you are working on.
Now my question is, are there some bare requirements a developer should know before starting to work on the project?
Any help/reference will be greatly appreciated.
EDIT:
I have seen the GNU configure and build system in most of the projects I have seen.
If someone bothers about it "The GNU configure and build system" is a good place to start.
If it's a pre-existing one, you'll need to read their development docs (if any), learn how to use their version control system, and have the requisite tools for building the code and running it.
If you have all that, and the knowledge of the code/language, then you just need enthusiasm and some spare time :)
I wouldn't define them as bare requirements in the sense that it appears you are looking for. If you're a programmer you already have (hopefully!) the self-learning and problem solving characteristics that probably led you to be a programmer at first.
You'll never really know 'everything', and will likely learn something new everywhere you go. Heck, I got my current job never even hearing the words "Model-View-Controller", but picked up the concept in no time.
Your examples, toolchain and binutils, are not complex concepts and a simple wiki article should suffice.
I'd suggest downloading all the source code and making sure you can build it yourself as a first step.
Try and make sure you are familiar with the overall design and documentation before attempting to make any changes to ensure you don't inadvertently break anything on your first change!
The terminologies being used will probably depend on the technologies being used, for example an open source project written in C++ and running on Linux, will likely be very different to a C#/.NET application build to run on Windows.
It depends on how much involvement you will get into. If you just want to contribute with a feature, just get the tools to build the project, an editor to change the file and enough doc reading to find injection point for your feature. If you can find someone to help you getting started it will be fairly easy.
If you are to be committed to the project I recommend learning build tools, project history and aims. Also how the current authors try to solve the problems, their perspective on the project will help.
I would say being able to understand all of the architecture, tools and technology for whatever project you're working on is a must.
However, you then tried to make this a generic question that applied to any open source project. You kind of answered that for yourself didn't you?
which I agree depends upon the type of
project you are working on
I would think that depends entirely upon the project. Most well set up software projects will specify:
What language(s) they're written in
What developer environments (if any) they're set up for
What tools you need to build/compile/run the project
Test data with which to test the software
What are you working on? Are you sure they don't provide any of this information?
It depends on what you qualify as "work" on the project.
Most of the answers here suggest that you're coding (and your question hinted in that direction), but there are things that you can do to contribute to projects -- like testing and documentation -- that can be done without knowledge of how the program's written.
Now, for the coding aspect of it -- if it's a smaller project, I'd try to figure out what the other contributor's motivation and grand plans/goals for the project are. As with any team, coming in and trying to take things in a completely different direction than the others are planning, even if you have good intentions, can cause all sorts of problems.
(and then there's the technical advice that everyone else said ... source control, build system, project architecture, toolkits used, etc.)
It depends, as you say, on the project.
You'll have to know how to work in the language, you'll have to be familiar with the source code control system they use (usually subversion). You'll have to be able to build (usually Ant, often Maven).