Classic Unix Design Principles
In the process of preparing my talk for KCA, I re-read the classic paper: The UNIX Time-Sharing System by Ritchie & Thompson. This paper was revised several times between 1973 and 1978, and the authors’ observations are well worth remembering:
First: because we are programmers, we naturally designed the system to make it easy to write, test, and run programs. The most important expression of our desire for programming convenience was that the system was arranged for interactive use, even though the original version only supported one user. We believe that a properly designed interactive system is much more productive and satisfying to use than a “batch” system. Moreover, such a system is rather easily adaptable to noninteractive use, while the converse is not true.
Second: there have always been fairly severe size constraints on the system and its software. Given the partially antagonistic desires for reasonable efficiency and expressive power, the size constraint has encouraged not only economy, but also a certain elegance of design. This may be a thinly disguised version of the “salvation through suffering” philosophy, but in our case it worked.
Third: nearly from the start, the system was able to, and did, maintain itself. This fact is more important than it might seem. If designers of a system are forced to use that system, they quickly become aware of its functional and superficial deficiencies and are strongly motivated to correct them before it is too late. Because all source programs were always available and easily modified on-line, we were willing to revise and rewrite the system and its software when new ideas were invented, discovered, or suggested by others.
It’s clear that the success of Linux (and FOSS more generally), is underpinned by these principles. These principles are not merely about technology; they’re a way of thinking about technology and the people who create and use it.