The Rise of "Worse is Better"
This is an excerpt from Dick Gabriel's paper, Good News, Bad News, and
How to Win Big.  The "MIT guy" and "Berkeley guy" mentioned herein are
Dan Weinreb and Bill Joy.


  I and just about every designer of Common Lisp and CLOS has had
  extreme exposure to the MIT/Stanford style of design. The essence
  of this style can be captured by the phrase "the right thing." To
  such a designer it is important to get all of the following
  characteristics right:

    * Simplicity: The design must be simple, both in implementation
                  and interface. It is more important for the
                  interface to be simple than the implementation.

    * Correctness: The design must be correct in all observable
                   aspects. Incorrectness is simply not allowed.

    * Consistency: The design must not be inconsistent. A design is
                   allowed to be slightly less simple and less
                   complete to avoid inconsistency.  Consistency is
                   as important as correctness.

    * Completeness: The design must cover as many important
                    situations as is practical. All reasonably
                    expected cases must be covered. Simplicity is not
                    allowed to overly reduce completeness.

  I believe most people would agree that these are good
  characteristics. I will call the use of this philosophy of design
  the "MIT approach." Common Lisp (with CLOS) and Scheme represent
  the MIT approach to design and implementation.

  The worse-is-better philosophy is only slightly different:

    * Simplicity: The design must be simple, both in implementation
                  and interface. It is more important for the
                  implementation to be simple than the
                  interface. Simplicity is the most important
                  consideration in a design.

    * Correctness: The design must be correct in all observable
                   aspects. It is slightly better to be simple than
                   correct.

    * Consistency: The design must not be overly
                   inconsistent. Consistency can be sacrificed for
                   simplicity in some cases, but it is better to drop
                   those parts of the design that deal with less
                   common circumstances than to introduce either
                   implementational complexity or inconsistency.

    * Completeness: The design must cover as many important
                    situations as is practical. All reasonably
                    expected cases should be covered. Completeness
                    can be sacrificed in favor of any other
                    quality. In fact, completeness must sacrificed
                    whenever implementation simplicity is
                    jeopardized.  Consistency can be sacrificed to
                    achieve completeness if simplicity is retained;
                    especially worthless is consistency of interface.

  Early Unix and C are examples of the use of this school of design,
  and I will call the use of this design strategy the "New Jersey
  approach." I have intentionally caricatured the worse-is-better
  philosophy to convince you that it is obviously a bad philosophy
  and that the New Jersey approach is a bad approach.

  However, I believe that worse-is-better, even in its strawman form,
  has better survival characteristics than the-right-thing, and that
  the New Jersey approach when used for software is a better approach
  than the MIT approach.

  Let me start out by retelling a story that shows that the
  MIT/New-Jersey distinction is valid and that proponents of each
  philosophy actually believe their philosophy is better.

  Two famous people, one from MIT and another from Berkeley (but
  working on Unix) once met to discuss operating system issues. The
  person from MIT was knowledgeable about ITS (the MIT AI Lab
  operating system) and had been reading the Unix sources. He was
  interested in how Unix solved the PC loser-ing problem. The PC
  loser-ing problem occurs when a user program invokes a system
  routine to perform a lengthy operation that might have significant
  state, such as I/O buffers. If an interrupt occurs during the
  operation, the state of the user program must be saved. Because the
  invocation of the system routine is usually a single instruction,
  the PC of the user program does not adequately capture the state of
  the process. The system routine must either back out or press
  forward. The right thing is to back out and restore the user
  program PC to the instruction that invoked the system routine so
  that resumption of the user program after the interrupt, for
  example, re-enters the system routine. It is called "PC loser-ing"
  because the PC is being coerced into "loser mode," where "loser" is
  the affectionate name for "user" at MIT.

  The MIT guy did not see any code that handled this case and asked
  the New Jersey guy how the problem was handled. The New Jersey guy
  said that the Unix folks were aware of the problem, but the
  solution was for the system routine to always finish, but sometimes
  an error code would be returned that signaled that the system
  routine had failed to complete its action. A correct user program,
  then, had to check the error code to determine whether to simply
  try the system routine again. The MIT guy did not like this
  solution because it was not the right thing.

  The New Jersey guy said that the Unix solution was right because
  the design philosophy of Unix was simplicity and that the right
  thing was too complex. Besides, programmers could easily insert
  this extra test and loop. The MIT guy pointed out that the
  implementation was simple but the interface to the functionality
  was complex. The New Jersey guy said that the right tradeoff has
  been selected in Unix--namely, implementation simplicity was more
  important than interface simplicity.

  The MIT guy then muttered that sometimes it takes a tough man to
  make a tender chicken, but the New Jersey guy didn't understand
  (I'm not sure I do either).

  Now I want to argue that worse-is-better is better. C is a
  programming language designed for writing Unix, and it was designed
  using the New Jersey approach. C is therefore a language for which
  it is easy to write a decent compiler, and it requires the
  programmer to write text that is easy for the compiler to
  interpret. Some have called C a fancy assembly language. Both early
  Unix and C compilers had simple structures, are easy to port,
  require few machine resources to run, and provide about 50%-80% of
  what you want from an operating system and programming language.

  Half the computers that exist at any point are worse than median
  (smaller or slower). Unix and C work fine on them. The
  worse-is-better philosophy means that implementation simplicity has
  highest priority, which means Unix and C are easy to port on such
  machines. Therefore, one expects that if the 50% functionality Unix
  and C support is satisfactory, they will start to appear
  everywhere. And they have, haven't they?

  Unix and C are the ultimate computer viruses.

  A further benefit of the worse-is-better philosophy is that the
  programmer is conditioned to sacrifice some safety, convenience,
  and hassle to get good performance and modest resource
  use. Programs written using the New Jersey approach will work well
  both in small machines and large ones, and the code will be
  portable because it is written on top of a virus.

  It is important to remember that the initial virus has to be
  basically good. If so, the viral spread is assured as long as it is
  portable. Once the virus has spread, there will be pressure to
  improve it, possibly by increasing its functionality closer to 90%,
  but users have already been conditioned to accept worse than the
  right thing. Therefore, the worse-is-better software first will
  gain acceptance, second will condition its users to expect less,
  and third will be improved to a point that is almost the right
  thing. In concrete terms, even though Lisp compilers in 1987 were
  about as good as C compilers, there are many more compiler experts
  who want to make C compilers better than want to make Lisp
  compilers better.

  The good news is that in 1995 we will have a good operating system
  and programming language; the bad news is that they will be Unix
  and C++.

  There is a final benefit to worse-is-better. Because a New Jersey
  language and system are not really powerful enough to build complex
  monolithic software, large systems must be designed to reuse
  components. Therefore, a tradition of integration springs up.

  How does the right thing stack up? There are two basic scenarios:
  the "big complex system scenario" and the "diamond-like jewel"
  scenario.

  The "big complex system" scenario goes like this:

  First, the right thing needs to be designed. Then its
  implementation needs to be designed. Finally it is
  implemented. Because it is the right thing, it has nearly 100% of
  desired functionality, and implementation simplicity was never a
  concern so it takes a long time to implement. It is large and
  complex. It requires complex tools to use properly. The last 20%
  takes 80% of the effort, and so the right thing takes a long time
  to get out, and it only runs satisfactorily on the most
  sophisticated hardware.

  The "diamond-like jewel" scenario goes like this:

  The right thing takes forever to design, but it is quite small at
  every point along the way. To implement it to run fast is either
  impossible or beyond the capabilities of most implementors.

  The two scenarios correspond to Common Lisp and Scheme.

  The first scenario is also the scenario for classic artificial
  intelligence software.

  The right thing is frequently a monolithic piece of software, but
  for no reason other than that the right thing is often designed
  monolithically. That is, this characteristic is a happenstance.

  The lesson to be learned from this is that it is often undesirable
  to go for the right thing first. It is better to get half of the
  right thing available so that it spreads like a virus. Once people
  are hooked on it, take the time to improve it to 90% of the right
  thing.

  A wrong lesson is to take the parable literally and to conclude
  that C is the right vehicle for AI software. The 50% solution has
  to be basically right, and in this case it isn't.

  But, one can conclude only that the Lisp community needs to
  seriously rethink its position on Lisp design. I will say more
  about this later.