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title: "Not old but vintage. Kat-arena"
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mobile_menu_title: "Old or vintage. Kat-arena"
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date: 2022-05-11
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Author: "Katerina"
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description: "Kat-arena takes a glimpse of software aging, a topic ever more relevant today, for video games, for OSes and for numerous software technologies. Just how many ways a software can age?"
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series: [ "Kat-arena" ]
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categories: [ "software", "open source" ]
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tags: [ "Kat-arena", "aging", "software", "open source", "obsolescence" , "feature-creep", "bloatware", "software bloat"]
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---
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# Not old, but vintage
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Recently, Sony announced the creation of a Game Preservation Team,
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and the App Store seems to be removing apps that haven’t been
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"updated in a significant amount of time". Nowadays, digital preservation
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initiatives focus both on hardware and software components,
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but it seems tricky. Surely, "Time destroys all things".
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However, the software part is not exactly a *thing*, it is a set of
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mathematical formulas. So, does it get old?
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The short answer: yes, it does.
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> "Just as we will all (if we are lucky) get old, software aging can, and will occur in all successful products."
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>
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> -- David Lorge Parnas, Software aging (1994)
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However, you are not here for short answers, aren't you?
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## The many ways to age
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Software ages, and does so in various ways.
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Mostly, since software is always part of a complex environment that
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sometimes includes other software or even humans.
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Naturally, each part is affected by changes on other levels.
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Whether they are planned or unintentional, desired or problematic - any change can lead to the software aging.
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In fact, it is mostly a question of the aging environment surrounding the soft.
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Still, the chain of interactions in time might become so perplexing that
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separating software's local issues from external factors might become impossible.
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With this, scientists define *aging* as the accumulation of errors over time in long-running software.
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While bugs in the code are the main bad guys, the list of antagonists includes data corruption,
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wrong commands, faulty statements, and unexpected interactions
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with other software - you know, life is a dangerous endeavor.
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On a basic user level, these issues are often solved by rebooting the entire system and cleaning the memory.
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Yet, it is solving the issue in the same way as the "burning down the house to get rid of a scary insect" approach.
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Clearly, the best way to prevent this sort of aging and ensure the system's reliability
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is to get rid of bugs in every single software. However, pretty much like in real life - all bugs can never be found...
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plus, some of them are features, right?
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I promise I will dive deeper into bugs someday, meanwhile, you may want to check Garg's study (reference below)
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to dig further into this subject.
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As the subject is extremely compound, an entire line of research dedicated to solving the issue of software
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aging is yet to find a perfect solution. If you are looking for some good suggestions, see the software rejuvenation.
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However, aging may have a different interpretation that is way closer to actual users.
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It is the trend for a certain technology.
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For developers, it implies a constant necessity to update their products.
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Surely, some of them are vital and greatly improve efficiency, correct bugs, or affect core functions,
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but other "new versions" and "cool features" have little to do with real issues.
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In other words, there are numerous perfectly functioning "old" technologies that can be used today and
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sometimes are even easier to run and introduce, but they are just "not cool" anymore.
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For example, how many companies have introduced Augmented Reality features to their products
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following the Pokémon Go boom? And how many users have activated it in the last year?
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The poor result of a constant rush for new features is referred to as **Feature creep.**
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At the same time, new features make code bigger, thus creating more space for bugs.
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Those new bugs, in turn, increase the aging process and the demand for new updates.
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Curiously, this phenomenon has an amazingly accurate name - **Software bloat,** or **Bloatware.**
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Altogether, it seems like an eternal dev circle where instead of improving an existing product,
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companies keep adding new features to stay cool. Fair to say, for many developers and companies,
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it becomes so unbearable it is easier to abandon a project completely.
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Compatibility is another issue strongly connected with unbearable development. Software can be
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labeled as *old* because it was agreed to be claimed so. This type of old may have
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little to do with actual functionality or is often planned by *fundamental* soft
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producers such as OS developers.
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It is arguable whether compatibility requirements are completely evil.
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The *pro* argument is that *planned aging* encourages software rejuvenation,
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so it is a direct way to fight degradation. So, these updates allow a soft to be
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"Harder, Better, Faster, Stronger".
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However, this improvement is often caused by the bare fact that the *system* is new
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which brings back the "burning the house down" approach.
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Along with all the good it brings, it can also kill it completely,
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or send the idea to development hell as it will be internally stuck in production unable
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to catch the required schedule (think of Duke Nukem Forever or Diablo III).
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Video gamers usually learn about compatibility thanks to
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"the game is not supported by the X.Y version or later" or
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"this title will not be transported to the next-gen consoles".
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Both messages can be translated as "this developer sees no point in updating
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it to match new requirements anymore".
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## A mean to live again
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This painful question of whether devs should support their software by the end of time (rightfully)
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causes a revolution in fandoms as fans go berserk.
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Sometimes this rage brings changes by showing companies that the soft is more popular than it appears to be,
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or by introducing an open-source practice.
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Opening a codebase to other developers and users allows the community to directly participate in the development
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and provide essential updates to a soft when its original creators are unable to do so, for whatever reason.
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With this, open-sourcing is a powerful tool to fight both fast-changing fashions and planned obsolescence.
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The product will continue to live (or even grow) as long as there are people interested in it.
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Moreover, it can be rediscovered later - just like Bach's music, Kafka's literary heritage,
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and many other great works and ideas.
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That's why software supported by the community can receive a particular vintage or even antique charm.
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Yes, it can be argued whether the initial concept behind a soft matches the result of community development,
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but isn't it the most amazing thing about ideas - it is stories and how they are changing over time.
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So, on a very poetic level, open sources allow software to fight the brutal degradation of living thing
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and join the quasi-eternal existence of great ideas.
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Quite an impressive answer to an initially lunatic question, I must say.
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Katerina
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## Sources
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* **S. Garg, A. van Moorsel, K. Vaidyanathan and K. S. Trivedi, *"A methodology for detection and estimation of software aging",* Proceedings Ninth International Symposium on Software Reliability Engineering (Cat. No.98TB100257), 1998, pp. 283-292, DOI: 10.1109/ISSRE.1998.730892.**
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* **David Parnas *"Software aging",* Invited Plenary Talk, Department of Electrical and Computer Engineering McMaster University, Hamilton, Ontario, Canada. 1994.**
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* **Kishor Trivedi *"Software Aging and Software Rejuvenation"*, a lecture for the Networking and Information Technology on 11/05/2022 (accessed on 04/05/2022, <https://www.youtube.com/watch?v=4tO6p1fYeu8>)**
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* **Michael Grottke, Rivalino Matias Jr, Kishor S. Trivedi *"The Fundamentals of Software Aging",* workshop at 19st International Symposium on Software Reliability Engineering, 2008 (accessed on 05/05/2022, URL <https://grottke.de/documents/FundamentalsOfSWAging.pdf>)**
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