An insightful, candid and funny look at the top ten things I've learned while working on Eclipse for 8+ years. Community, contributors, committers, comics, this talk will have it all.
See http://relengofthenerds.blogspot.com the text associated with the slides
Has it really been 10 years?
EclipseCon Europe, November 3, 2011
John Kellerman and Kim Moir
Live recording is available on FOSSLC
http://www.fosslc.org/drupal/content/has-it-really-been-10-years
Mozilla scaled its infrastructure on AWS to handle increasing load from continuous integration while reducing costs. They migrated Linux build and test slaves, Android builds and tests, and supporting services to AWS. This provided additional capacity and improved wait times for developers. Mozilla later optimized its AWS usage further by using spot instances for tests, running tests in parallel on cheaper instances, limiting expensive EBS storage, and implementing caching to reduce network usage.
Built to Scale: The Mozilla Release Engineering toolboxKim Moir
The document discusses how Mozilla scales its infrastructure to build and test software at tremendous scale. It notes that Mozilla runs over 1.5 million build jobs and 13 million test jobs annually, using over 5,000 hardware devices. To manage this scale, Mozilla uses several open source tools like Buildbot for continuous integration and Puppet for configuration management. It also leverages cloud infrastructure like Amazon Web Services, running over 80% of build jobs and 50% of test jobs in AWS. Release engineers work to optimize this infrastructure to improve wait times for developers while reducing costs through techniques like using multiple AWS regions and spot instances.
The document summarizes IBM's experience migrating a large codebase from CVS to Git. It involved migrating over 40 active committers and around 600 bundles built daily across 4 active development streams. The migration process took several steps including converting the CVS repositories to Git, adding .gitignore files, and optimizing the repositories. Quotes from IBM employees discuss advantages of Git like thinking in terms of branches instead of patches, and challenges like a learning curve for developers.
Distributed Systems at Scale: Reducing the FailKim Moir
This talk looks at the major problem's Mozilla's continuous integration farm and the plans we have to fix these issues. This talk was given at USENIX release engineering summit in Washington DC on November 13, 2015.
Scaling mobile testing on AWS: Emulators all the way downKim Moir
This talk will explore the evolution of Mozilla's continuous integration infrastructure for Firefox for Android. From our early device lab, to running tests on reference cards in custom racks, to our current implementation running on emulators in AWS. In addition, I'll discuss how we reduced the cost of running our tests in AWS by the use of spot instances, and fine tuning the selection of instance types. Finally, I'll discuss how we analyzed regression data to prune the number of tests we run to extend the capacity of our test pools and reduce costs. To give you some scope, our continuous integration farm consists of 6700 machines, 150,000 combined daily build and test jobs that are triggered by an average 300 pushes. This talk was given at USENIX release engineering summit in Washington, DC on November 13, 2015.
Kodak Zi8, audio, lighting, shoting, editing, export settings, hosting. A few slides from my presentation on 10/26/09 in Los Angeles pre 140conf.
http://stevegarfield.com/getseen
Has it really been 10 years?
EclipseCon Europe, November 3, 2011
John Kellerman and Kim Moir
Live recording is available on FOSSLC
http://www.fosslc.org/drupal/content/has-it-really-been-10-years
Mozilla scaled its infrastructure on AWS to handle increasing load from continuous integration while reducing costs. They migrated Linux build and test slaves, Android builds and tests, and supporting services to AWS. This provided additional capacity and improved wait times for developers. Mozilla later optimized its AWS usage further by using spot instances for tests, running tests in parallel on cheaper instances, limiting expensive EBS storage, and implementing caching to reduce network usage.
Built to Scale: The Mozilla Release Engineering toolboxKim Moir
The document discusses how Mozilla scales its infrastructure to build and test software at tremendous scale. It notes that Mozilla runs over 1.5 million build jobs and 13 million test jobs annually, using over 5,000 hardware devices. To manage this scale, Mozilla uses several open source tools like Buildbot for continuous integration and Puppet for configuration management. It also leverages cloud infrastructure like Amazon Web Services, running over 80% of build jobs and 50% of test jobs in AWS. Release engineers work to optimize this infrastructure to improve wait times for developers while reducing costs through techniques like using multiple AWS regions and spot instances.
The document summarizes IBM's experience migrating a large codebase from CVS to Git. It involved migrating over 40 active committers and around 600 bundles built daily across 4 active development streams. The migration process took several steps including converting the CVS repositories to Git, adding .gitignore files, and optimizing the repositories. Quotes from IBM employees discuss advantages of Git like thinking in terms of branches instead of patches, and challenges like a learning curve for developers.
Distributed Systems at Scale: Reducing the FailKim Moir
This talk looks at the major problem's Mozilla's continuous integration farm and the plans we have to fix these issues. This talk was given at USENIX release engineering summit in Washington DC on November 13, 2015.
Scaling mobile testing on AWS: Emulators all the way downKim Moir
This talk will explore the evolution of Mozilla's continuous integration infrastructure for Firefox for Android. From our early device lab, to running tests on reference cards in custom racks, to our current implementation running on emulators in AWS. In addition, I'll discuss how we reduced the cost of running our tests in AWS by the use of spot instances, and fine tuning the selection of instance types. Finally, I'll discuss how we analyzed regression data to prune the number of tests we run to extend the capacity of our test pools and reduce costs. To give you some scope, our continuous integration farm consists of 6700 machines, 150,000 combined daily build and test jobs that are triggered by an average 300 pushes. This talk was given at USENIX release engineering summit in Washington, DC on November 13, 2015.
Kodak Zi8, audio, lighting, shoting, editing, export settings, hosting. A few slides from my presentation on 10/26/09 in Los Angeles pre 140conf.
http://stevegarfield.com/getseen
This document discusses the history and applications of Adobe Flash. It provides over 30 examples of how Flash has been used for animation, games, internet applications, video, webcam applications, 3D experiences, mobile applications, and with hardware like Arduino. The examples span from the late 1990s to modern times and cover uses of Flash across entertainment, communication, and interactive experiences.
The document discusses new features in Flash Player 10.2 beta, including Stage Video hardware acceleration for video playback, IE9 hardware accelerated rendering support, and Molehill low-level 3D GPU-accelerated APIs. Stage Video reduces processor usage for video by up to 85% through hardware acceleration. Molehill exposes low-level 3D APIs in ActionScript 3 for Flash Player and AIR and provides programmable shaders and pipelines for 3D graphics. Links to documentation and video tutorials about these new features are also provided.
The document discusses the evolution of video games from early graphics and visuals to more advanced interactions. It notes how video games are being used increasingly in medical and therapeutic settings due to their growing popularity. The future of video games is poised to continue advancing interactions through technologies like motion control and augmented reality.
This document contains a glossary of terms related to video game design produced by a student named Terence Byrne. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. Each term has a short definition from an online source as well as a description of how the term relates to the student's own video game production practice and is accompanied by an image or video example.
The document is a glossary task from a BTEC course in Games Design requiring the student to research and define 15 key video game development terms. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video example when possible. The terms included things like alpha/beta testing, bugs, game engines, physics, and lighting which are all important concepts in video game development.
The document provides tips for creating effective presentations, including starting with the end goal in mind, planning presentations in an analog rather than digital way, focusing on telling stories to engage the audience, using fewer but higher quality images, keeping slides simple with ample white space, and reducing content to only the most essential points. It recommends sourcing images from Flickr under Creative Commons licenses and provides additional links for finding such images and learning more about Creative Commons licensing.
The document is a glossary assignment for a games design course requiring the student to research and define 12 terms related to video game development and testing. For each term, the student provides a short definition from an online source, describes how the term relates to their own work, and includes an image or video example when possible. The terms defined include things like alpha/beta testing, debugging, physics engines, collision detection, and more.
The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It includes definitions for 14 terms related to video game development processes and techniques. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video linking the term to an example in a game. The glossary covers terms such as alpha/beta testing, debugging, lighting, collision detection, and more.
The document provides information about the film "Mr. Winkle Wakes" created by Mathew Needleham and links to view it. It also includes links to photos under Creative Commons licenses and links to websites about education and technology.
Video games and virtual worlds are emerging forms of digital media and entertainment. Studies show that while video games are often seen as violent and isolating, they can also have cognitive, attitudinal, emotional, and physiological effects on players. However, games like Wii have shown potential benefits by being family friendly and encouraging physical activity and social interaction between players. As these media continue to evolve, more research is needed to understand both their impacts and future applications, including how virtual reality may further blur the lines between games and real life.
This document contains a student's work on a glossary of terms related to video game design. It includes 10 terms that are defined based on online research, with descriptions of how each term relates to the student's own video game production practice. For each term, an image or video is provided as a visual example. The glossary contains technical terms about game development stages, engines, testing, and graphics.
Maximising the opportunities of the online marketplace (South Australia)Zumio
Presentation delivered to delegates of the CPA Australia South Australia Congress, 21-Nov-2008. Presentation notes available at http://zum.io/cpa-sa-08
This document provides an overview of emerging technologies and trends from 2005-2010 as presented by Stephen P. Anderson and Jeremy Johnson from Bright Corner. Key points discussed include the future of the web, user experience design, visioning techniques, current and future technologies such as wireless power, augmented reality, mobile apps, touch interfaces, and more. Various concepts, products and emerging trends are illustrated through links to videos and articles.
This document is a glossary of terms related to video game design and development. It contains definitions of key terms such as alpha, beta, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, and post-processing. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Accompanying images and video links are also included to illustrate examples of many of the terms.
The equipment for a film has been sorted within one week. However, the production group has changed from ABC to Steampunk. The document provides links to rental information for cameras, lighting, insurance, sound, video/sound editing, and props including costumes, jewelry, and a child's dress. It also discusses plans for low-cost marketing including posters, banners on Facebook and local festivals. The script, production, direction and most of the cast will be done by students with only the lead actor being paid £50. Catering is budgeted for the cast and crew.
This document appears to be a blog post or series of blog posts by Eirik Solheim on the topics of blogging, social media, and their impact on traditional media and marketing. It contains many hyperlinks to additional blog posts by Solheim on sites like eirikso.com and nrkbeta.no discussing issues like the future of television distribution, citizen journalism, commercials, and how to be successful with communication strategies on the internet. It advocates for open, honest, and direct conversation through high-quality and original content.
This document contains a glossary of terms related to video game design and development created by a student named Josh Grey. It includes 14 terms such as demo, beta, alpha, pre-alpha, gold, debug, bug, and others. For each term, Josh provides a short definition from an online source as well as his own description of how the term relates to his production practice. He also includes an image or video to support each term. The glossary is part of an assignment for Josh's BTEC Extended Diploma in Games Design course.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
This document discusses the history and applications of Adobe Flash. It provides over 30 examples of how Flash has been used for animation, games, internet applications, video, webcam applications, 3D experiences, mobile applications, and with hardware like Arduino. The examples span from the late 1990s to modern times and cover uses of Flash across entertainment, communication, and interactive experiences.
The document discusses new features in Flash Player 10.2 beta, including Stage Video hardware acceleration for video playback, IE9 hardware accelerated rendering support, and Molehill low-level 3D GPU-accelerated APIs. Stage Video reduces processor usage for video by up to 85% through hardware acceleration. Molehill exposes low-level 3D APIs in ActionScript 3 for Flash Player and AIR and provides programmable shaders and pipelines for 3D graphics. Links to documentation and video tutorials about these new features are also provided.
The document discusses the evolution of video games from early graphics and visuals to more advanced interactions. It notes how video games are being used increasingly in medical and therapeutic settings due to their growing popularity. The future of video games is poised to continue advancing interactions through technologies like motion control and augmented reality.
This document contains a glossary of terms related to video game design produced by a student named Terence Byrne. It includes definitions of terms like demo, beta, alpha, pre-alpha, gold, debug, automation, white-box testing, bug, vertex shader, and pixel shader. Each term has a short definition from an online source as well as a description of how the term relates to the student's own video game production practice and is accompanied by an image or video example.
The document is a glossary task from a BTEC course in Games Design requiring the student to research and define 15 key video game development terms. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video example when possible. The terms included things like alpha/beta testing, bugs, game engines, physics, and lighting which are all important concepts in video game development.
The document provides tips for creating effective presentations, including starting with the end goal in mind, planning presentations in an analog rather than digital way, focusing on telling stories to engage the audience, using fewer but higher quality images, keeping slides simple with ample white space, and reducing content to only the most essential points. It recommends sourcing images from Flickr under Creative Commons licenses and provides additional links for finding such images and learning more about Creative Commons licensing.
The document is a glossary assignment for a games design course requiring the student to research and define 12 terms related to video game development and testing. For each term, the student provides a short definition from an online source, describes how the term relates to their own work, and includes an image or video example when possible. The terms defined include things like alpha/beta testing, debugging, physics engines, collision detection, and more.
The document is a glossary assignment for a games design course requiring students to research and define video game related terms. It includes definitions for 14 terms related to video game development processes and techniques. For each term, the student provided a short definition from an online source, described how the term relates to their own work, and included an image or video linking the term to an example in a game. The glossary covers terms such as alpha/beta testing, debugging, lighting, collision detection, and more.
The document provides information about the film "Mr. Winkle Wakes" created by Mathew Needleham and links to view it. It also includes links to photos under Creative Commons licenses and links to websites about education and technology.
Video games and virtual worlds are emerging forms of digital media and entertainment. Studies show that while video games are often seen as violent and isolating, they can also have cognitive, attitudinal, emotional, and physiological effects on players. However, games like Wii have shown potential benefits by being family friendly and encouraging physical activity and social interaction between players. As these media continue to evolve, more research is needed to understand both their impacts and future applications, including how virtual reality may further blur the lines between games and real life.
This document contains a student's work on a glossary of terms related to video game design. It includes 10 terms that are defined based on online research, with descriptions of how each term relates to the student's own video game production practice. For each term, an image or video is provided as a visual example. The glossary contains technical terms about game development stages, engines, testing, and graphics.
Maximising the opportunities of the online marketplace (South Australia)Zumio
Presentation delivered to delegates of the CPA Australia South Australia Congress, 21-Nov-2008. Presentation notes available at http://zum.io/cpa-sa-08
This document provides an overview of emerging technologies and trends from 2005-2010 as presented by Stephen P. Anderson and Jeremy Johnson from Bright Corner. Key points discussed include the future of the web, user experience design, visioning techniques, current and future technologies such as wireless power, augmented reality, mobile apps, touch interfaces, and more. Various concepts, products and emerging trends are illustrated through links to videos and articles.
This document is a glossary of terms related to video game design and development. It contains definitions of key terms such as alpha, beta, debug, automation, white-box testing, bugs, game engines, vertex shaders, pixel shaders, and post-processing. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own video game production practice. Accompanying images and video links are also included to illustrate examples of many of the terms.
The equipment for a film has been sorted within one week. However, the production group has changed from ABC to Steampunk. The document provides links to rental information for cameras, lighting, insurance, sound, video/sound editing, and props including costumes, jewelry, and a child's dress. It also discusses plans for low-cost marketing including posters, banners on Facebook and local festivals. The script, production, direction and most of the cast will be done by students with only the lead actor being paid £50. Catering is budgeted for the cast and crew.
This document appears to be a blog post or series of blog posts by Eirik Solheim on the topics of blogging, social media, and their impact on traditional media and marketing. It contains many hyperlinks to additional blog posts by Solheim on sites like eirikso.com and nrkbeta.no discussing issues like the future of television distribution, citizen journalism, commercials, and how to be successful with communication strategies on the internet. It advocates for open, honest, and direct conversation through high-quality and original content.
This document contains a glossary of terms related to video game design and development created by a student named Josh Grey. It includes 14 terms such as demo, beta, alpha, pre-alpha, gold, debug, bug, and others. For each term, Josh provides a short definition from an online source as well as his own description of how the term relates to his production practice. He also includes an image or video to support each term. The glossary is part of an assignment for Josh's BTEC Extended Diploma in Games Design course.
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Wasn’t that a great talk? I love the fact that we’re getting paid to learn about lego. Show of hands, how many people are here for their first EclipseCon? Great. Welcome. This is my third eclipseCon and I’m very happy to be here with you today. My talk is about the top 10 things that I’ve learned working in the eclipse community. So 10 things, each will take a little over a minute. Then we’ll have time for questions. My name is Kim Moir and I’ve been working on eclipse for a long time. I work for IBM in Ottawa, Ontario, Canada. I’m a release engineer for the Eclipse and Equinox projects. Release engineer is kind a boring job title. I prefer to think of it in more glamorous terms. James Bond has a license to kill.
I’m a committer with a license to build. Enough about me. Let’s talk about you. The eclipse community.
Transparency is one the core tenets of open source. This requires a change in thinking as a software developer. You’re not writing code that nobody else will read. With open source, everyone can see what you do. They can see your triumphs And they can see your failures. Break the build four times in a row? Everybody saw that. Release a bug to the launcher so that Eclipse doesn't start? Everyone sees that too. On the other hand, if you ship on time every year, year after year, people notice that too. It’s good to keep us honest. And the feedback we receive from the community is invaluable. Brutal sometimes. But priceless.
When I first starting working on eclipse, I quickly realized that I have to say no a lot. I only have a couple hundred bugs in my bucket. Not many compared to some of my committer friends. I have a friend. Let's call him Paul. He has about 1300 bugs assigned to him in the Eclipse 3.x stream. He can solve 20-30 bugs a milestone. Each milestone is six weeks. That's excellent fix rate. So thousands of bugs. Can't fix them all. We'll never have a zero bug count. In the beginning, I would close bugs with something like "Sorry, I'll never have time to fix this". This isn't a way to win new friends in the community. I've learned that the way you say no makes a difference. You need to say no in a way that will make others say yes. How do you do that? For instance, say I'm spending a lot of time working on a plan item for 3.6M7. I really don't have time to fix a new bug that a member of the community has just opened in my bucket. But, I can be helpful and give them pointers to where the code needs to be changed. Here's the repository location of the code. Here are the JUnit tests. I can offer to provide guidance, but you need to take ownership of this problem if you want to get it fixed. Taking ownership means transparency. People will be watching you. This community grows by letting others to step up to the plate.
The eclipse.org ecosystem has a huge wealth of talented people with a broad range of experience. They are willing to help. They love talking about what they do. In fact, sometimes it’s hard to get them to stop. Go out into the hallway after this presentation and I guarantee you'll find someone who won't stop talking about their project. We are passionate about open source software. So, if you don’t understand something ask for help. Bugzilla , forums , mailing lists , Twitter , IRC . Sometimes I arrive for work in the morning and see a post on planeteclipse from someone who's ranting at an eclipse project. It can be ugly. If this is a project under the Eclipse or Equinox umbrella, I often look and see if the blogger has opened any bugs or asked questions on newsgroups or mailing lists. A lot of the time, they haven't. Don’t get angry, just ask. We’re listening. We can help. Once you're armed with knowledge, you can help others find their way. And you too, can become a mentor .
Sometimes the people have unusual perceptions of what constitutes participating in open source. Open a feature request. Done! Someone else is going to fix my problem! Nope. It’s not a viable business plan to expect others to fix the bugs that you care about. If you want to ensure that your issue gets fixed, get involved in the process. Ask how you can help. This gives you credibility in the community. As a committer, I'm much more likely to look at a bug if the person offers to help. Once you get your hands dirty with all that delicious open source code, perhaps you'll decide to that you want to do more. Triage a few bugs. Verify several fixes. Write some patches. You're walking along the path to becoming a cook committer too.
Communication. Sometimes as software developers this isn't a natural skill. But it’s essential. Communication is just as important as code. You can have an incredible eclipse project. You understand it because you've spent months working on it. But if no one else understands it. They won’t use it. Or if they try to, they will blog about how hard it is to use. Any publicity isn’t really good publicity. Talk to your community. Get feedback. Get them involved. Or else someone else will talk for your project. And you may not like what they have to say. Help manage your message or someone else will.
The Eclipse community is sometimes like a large extended family. You have PDE cousins. SWT and p2 Aunts. CDT and WTP Uncles. It’s good to have a shared history so people understand where you're coming from and the perspective you bring to the table. To have people to back you up when times are tough. You can share funny stories. Gossip. Families ask tough questions. In your real family, someone at the dinner table might ask “When are you getting married?”. In Eclipse, the question will be “When is your project going to become more diverse?”. Just a note, in the context of Eclipse, diversity always seems to refer to the number of different companies working on a project. In a more traditional office environment, it would refer to the number of women or visible minorities. Other questions from the Eclipse family might might be: “When are you going to fix that bug that I opened three years ago?”. “You know, that company isn’t really pulling it’s weight. They need to step it up and donate more resources”. Honesty is good. It’s great that we can have candid discussions about the future. The interactions that I’ve had with the Eclipse community over the years have been overwhelmingly positive. However, for me, there have been some awkward moments with the Eclipse family. Here’s a question – what shouldn’t you do with family? Anyone? You shouldn’t flirt with family. No. In the past, I've received some very friendly emails from random members of the community. People that I don't know. There are many fine dating sites on the internet. Eclipse.org isn't one of them.
In the eclipse community, sometimes there’s public humiliation, and sometimes there’s bribery. Have you ever bought someone a beer to encourage a bug fix? I think many of us have. Asked a pointed question on a mailing list to try to shame people into action? Yes. However, the only real thing that works in the end and that will get people working together is common ground. You both have to care about the same feature or bug fix. Enough that you are willing to commit your own time and effort to get it implemented.
And the interesting thing is, that once you have a group of people who care about moving forward on the same issue. What do you get? Diversity. Here's a picture of the companies that are contributing to or building products on top of Equinox p2 today. The p2 bundles were released into the Eclipse SDK in 3.4M5 (March 2008). We've come a long way.
Before Pascal started his new job at Sonatype, his office was across the hall from mine for several years. I learned many unique expressions from him :-). One them was "the proof is in the code". Let me expand on this statement. At its very heart, Eclipse is a meritocracy. The more you do, the more responsibility you have. If you want to drive the direction of a project. You won't get too far by shouting from the sidelines. The proof is in the code. And I say code, I don't just mean actual code. There are many ways to contribute to eclipse. Write documentation. Triage bugs. Respond to newsgroups. You get the idea. Don't promise and not deliver. Going back to transparency theme, everyone will know what you're not doing. Execution matters.
Everyone has to care. If the webmasters didn’t take care of the servers, we wouldn’t be able to release or build software If the Eclipse.org IP team didn’t do their job we couldn’t use third party libraries or contributed code If companies didn’t release products based on Eclipse, there wouldn’t be anyone to pay the bills :-) If the community wasn’t there to open bugs, work through problems or write articles our software wouldn’t be what it is today. Last, but not least, if the committers weren’t there, getting up each day and caring about the future of Eclipse, we wouldn’t have much progress. We ship together as a team.
Sometimes, I'm disillusioned with democracy. It's messy and difficult. Don't get me wrong, I wouldn't want to live in a dictatorship. But does my vote really matter? I don't know. When I email my Member of Parliament to express my opposition to a bill, do they really value my opinion? Judging by the generic form letter that I receive in return, I am deeply skeptical. The eclipse community is small which means that as an individual, you can make a difference. At Eclipse, my vote counts. You bug fixes can help people ship new products, make their work day more productive or evern monitor robots on Mars. That's really amazing. People appreciate that and it's great to hear positive feedback on your work on an ongoing basis. You can be the one to make a difference, positive or negative. You can be the one to find a critical bug before release day Or after release day. Nothing is better that working with people who care about what they do. Hands down. Just look at all the people who have won the Eclipse Community awards this year. They made a difference. And that's why I like working in the Eclipse open source community. Thanks to all of you for making this a great experience over the years.