TweetFollow Us on Twitter

Dec 97 Factory Floor

Volume Number: 13 (1997)
Issue Number: 12
Column Tag: From The Factory Floor

Sean Parent: The Photoshop Development Process

by Dave Mark, Copyright 1997 by Metrowerks, Inc., all rights reserved.

One of the most complex applications on either side of the great divide has got to be Adobe's Photoshop. This month's Factory Floor interview is with Sean Parent, Photoshop engineer extraordinaire!

Sean Parent sparent@adobe.com is an engineering manager and senior computer scientist working on Adobe Photoshop. Being the author of Actions (a Photoshop 4.0 feature) has earned him the nickname "Official Photoshop Action Figure."

Sean joined Adobe in '93 coming from Apple where he was a senior software engineer working on the PowerMac project. When he's not working, you can find him at your local coffee shop or rushing home to spend a few minutes with his family.

Dave: In general terms, can you describe the Photoshop development process?

Sean: If I had the time, I could write a book on this topic. Photoshop is a very large application, on the order of a million lines of C++ code, and we have a relatively small team, currently about 12 engineers, working on it. Our goal is to ship each release simultaneously on Mac and Windows and our tier one languages (English, French, German, and Japanese). We have a full version and a light version of the product (Photoshop LE) and over 100 plug-ins.

We try and keep process minimal, with just enough in place to keep the complexity from becoming chaotic. You can easily spend more time working on process than you do working on product.

Feature ideas come in through market research, tech support, and from the team as a whole. We also have a small set of target customers with whom we work very closely. Engineering works with marketing to prioritize the features based on both customer demand and feasibility. Each engineer is assigned a feature, and that engineer will research the issues and write a short design document with input for HI, marketing, and QA. Then he or she will implement the feature.

As each feature is completed and tested the engineers move to another feature. Each engineer is responsible for keeping his bug count below 25 and testing occurs throughout the product cycle. If your bug count goes above 25, it becomes your highest priority.

Dave: What is your general approach to localization?

Sean: We have been spending a lot of time working on localization for the next release, trying to streamline the process. Our approach is to imbed string tokens for user visible strings directly where they are used. At runtime the actual text is looked up in a unicode file from the token. The unicode text is run through a translation table for the current platform script and used for display. We have tools that scan the sources and generate reports about new strings, modified strings, changed strings, duplicate tokens and the like. Translators are given a unicode text file with the tokens in them and they just replace what they are equivalent to.

We also have an auto layout mechanism. It currently is a little heavy weight, you have to enter expressions to completely describe the layout of the view. These expressions are evaluated at runtime. I plan to, when I have the time, replace this with a lighter weight and easier to develop for model that I've been working on.

This whole mechanism makes it very easy to develop since you just add strings right where you use them, and it makes it very easy to translate. We have Pig Latin and a bunch of other wacky versions of the application.

Dave: Any interesting opportunities for developers in the next release of Photoshop? Sean: For those familiar with Photoshop 4.0, there is a feature called Actions. An Action is like a small macro, you can record a set of steps (Action Commands) and then play them back. For the next release we are exporting an API to the Action system. You can now construct an Action Command and then send it to Photoshop. The model is similar to AppleEvents but a bit easier to code to and it works cross platform. Through this API you can bridge Photoshop to other scripting systems, or write plug-ins that drive the application to do all sorts of things.

Dave: When we were discussing plug-ins you mentioned a unique menu enabling technology developed for Photoshop. Can you tell us about that? Sean: Most Photoshop customers have well over a hundred plug-ins. It would be prohibitive, even for Photoshop, to keep these plug-ins loaded at all times. And it is too time consuming to load each plug-in separately to query it to see if it is available given the current document state. For Photoshop 3.0 we just had a set of flags that the plug-in would provide, but with all the variables of a Photoshop 4.0 document this was breaking down (the state of a document includes color mode, transparency channels, color depth, selection, layers, etc.). The solution was to use the expression evaluator, originally written for the view system and have each plug-in provide a boolean expression which is evaluated to determine if the plug-in should be enabled. The expression evaluator is about 3K of code, just a simple recursive decent parser, and can calculate thousands of expressions per second.

Dave At this year's MacHack, you gave a presentation on managing the Photoshop development process with a relatively small team. For those folks who didn't get a chance to see the presentation, can you discuss some of the core issues here? Sean: I think the biggest issue in developing software, Photoshop or any other major project, is keeping things in control.

The traditional approach of getting all the features in-driving for an Alpha date -- and then bringing on QA is usually a disaster. Quality is an afterthought, with features taking priority and you end up with a soaring bug count. Trying to rip half completed (and wasted) features from the product to get to a point where you have something shipable. This kind of development goes on all over the valley and is why software dates slip. If you have a bug count over 10,000 how do you even begin to schedule a ship date?

Photoshop follows a more evolutionary cycle. Each feature moves to completion before we move on. QA is active for the entire life cycle. We have more QA engineers than we have development engineers. By developing like this we can cut off development when we are feature rich enough to call it a relase, wrap it up, and ship. At any point we can cut off development on Photoshop and have the application ready to ship, from engineering, within 3 months. Of course we have to schedule documentation and outside dependencies, so making a cut is non trivial but we can be very responsive.

The other big issue that sends development out of control is what I refer to as the "fan effect." This is all the stuff that happens after you hit that big ship date. You have a bunch of people leave on vacation, you might loose a member or two of the team from burn-out, you might have to do a bug fix release, you have tier 2 and 3 languages to get out, marketing strikes a deal with someone to bundle your product but they need a new version, you need an updater to go on the internet. People tend to focus on that first US release and forget about the fan effect. All of these tasks chew your resources that should be working on the next version. We are constantly looking at how to manage these issues, how to plan for them, how to avoid them, and how to do them in parallel. The goal is to hit that ship date and move everyone to the next version. We are still a long way from that goal but we made a lot of progress between Photoshop 3.0 and Photoshop 4.0 and the next release makes many more improvements.

Dave: Photoshop is clearly a performance sensitive application. What process do you use to tune Photoshop for different processors? Sean: Photoshop is architected so most of the performance critical code is isolated into a set of "bottlenecks" that can be overridden. There are about 500 bottlenecks and these get tuned heavily for each target processor. For the remainder of Photoshop, we focus on picking efficient algorithms and writing maintainable, robust code. Then we measure it and tune what is needed.

Dave: Photoshop is about 1,000,000 lines of C++ code. What kind of framework do you use? With such a massive code base, how do you keep it current? Sean: Photoshop was originally written with MacApp 1.1.1 in Object Pascal. For Photoshop 2.5 it was ported to MacApp 3.0 and C++ and also ported to Windows. During Photoshop 3.0 development Apple canceled the MacApp project (it was later resurrected) and the Photoshop team took over development of the framework. It still bears some resemblance to MacApp but we did our own port to PPC, we have modified the view system, added scripting, our own exception handling system, and lightened up a lot of the framework. Over 95% of the code is shared between Mac and Windows.

For the next release of Photoshop, I would estimate that close to 50% of the engineering time has gone into improvements in the code base, not features. This is always a tough thing to balance. It is easy to spend too much time working on architecture and not end up with a product and equally as easy to hack features in and end up with an unmaintainable code base.

We try and keep the code base up to par with the latest language spec, OS features, coding practices, et. all. The team is encouraged to spend time reading and Mark Hamburg (my manager) and I are frequently handing out books to the team and making runs to Computer Literacy. With as much code as we have, correct and robust tools are very important. We are constantly trying out the new features in the compilers and trying to raise the bar on our code. When a new language feature becomes available it is rarely supported well enough through all the tools that we can adopt it right away, but we can gain some experience and push tool developers in the areas we feel are important.

STL (the C++ Standard Template Libarary) is a good example. It provides a tremendous amount of power and can greatly simplify coding. But support for templates is still weak among the compilers and linkers (the VC++ linker has a limit of 255 characters for a symbol, and STL can quickly exceed that). You can also get a fair amount of code bloat using STL, and none of the current tool vendors have linkers that will fold identical routines (it is very common with STL to have multiple methods that generate identical code but are operating on different types). We have started using STL, but slowly until we gain experience and the tools get better.

Dave: Photoshop is one of the first major applications to take advantage of the Latitude porting libraries. What can you tell us about that experience?

Sean: Photoshop 3.0 was shipped for Sun and SGI built with Latitude. At that time the Unix Photoshop team was a separate porting team (they were even in a different division). The port went relatively smoothly, it took a team of 5 less than a year to release. The code modifications they made have since been rolled into the main code base. A lot of the changes were to get Photoshop compiling with the various compilers and tuned for the specific platforms. The one great side benefit was being able to use some of the Unix debugging tools like Purify -- we found and fixed a number of difficult problems in the main code base from this effort.

Latitude supports a large portion of the Mac API with a large degree of fidelity. Even direct access to many data structures is supported. It was certainly a much easier way to get to Unix than a direct port.

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Top Mobile Game Discounts
Every day, we pick out a curated list of the best mobile discounts on the App Store and post them here. This list won't be comprehensive, but it every game on it is recommended. Feel free to check out the coverage we did on them in the links... | Read more »
Price of Glory unleashes its 1.4 Alpha u...
As much as we all probably dislike Maths as a subject, we do have to hand it to geometry for giving us the good old Hexgrid, home of some of the best strategy games. One such example, Price of Glory, has dropped its 1.4 Alpha update, stocked full... | Read more »
The SLC 2025 kicks off this month to cro...
Ever since the Solo Leveling: Arise Championship 2025 was announced, I have been looking forward to it. The promotional clip they released a month or two back showed crowds going absolutely nuts for the previous competitions, so imagine the... | Read more »
Dive into some early Magicpunk fun as Cr...
Excellent news for fans of steampunk and magic; the Precursor Test for Magicpunk MMORPG Crystal of Atlan opens today. This rather fancy way of saying beta test will remain open until March 5th and is available for PC - boo - and Android devices -... | Read more »
Prepare to get your mind melted as Evang...
If you are a fan of sci-fi shooters and incredibly weird, mind-bending anime series, then you are in for a treat, as Goddess of Victory: Nikke is gearing up for its second collaboration with Evangelion. We were also treated to an upcoming... | Read more »
Square Enix gives with one hand and slap...
We have something of a mixed bag coming over from Square Enix HQ today. Two of their mobile games are revelling in life with new events keeping them alive, whilst another has been thrown onto the ever-growing discard pile Square is building. I... | Read more »
Let the world burn as you have some fest...
It is time to leave the world burning once again as you take a much-needed break from that whole “hero” lark and enjoy some celebrations in Genshin Impact. Version 5.4, Moonlight Amidst Dreams, will see you in Inazuma to attend the Mikawa Flower... | Read more »
Full Moon Over the Abyssal Sea lands on...
Aether Gazer has announced its latest major update, and it is one of the loveliest event names I have ever heard. Full Moon Over the Abyssal Sea is an amazing name, and it comes loaded with two side stories, a new S-grade Modifier, and some fancy... | Read more »
Open your own eatery for all the forest...
Very important question; when you read the title Zoo Restaurant, do you also immediately think of running a restaurant in which you cook Zoo animals as the course? I will just assume yes. Anyway, come June 23rd we will all be able to start up our... | Read more »
Crystal of Atlan opens registration for...
Nuverse was prominently featured in the last month for all the wrong reasons with the USA TikTok debacle, but now it is putting all that behind it and preparing for the Crystal of Atlan beta test. Taking place between February 18th and March 5th,... | Read more »

Price Scanner via MacPrices.net

AT&T is offering a 65% discount on the ne...
AT&T is offering the new iPhone 16e for up to 65% off their monthly finance fee with 36-months of service. No trade-in is required. Discount is applied via monthly bill credits over the 36 month... Read more
Use this code to get a free iPhone 13 at Visi...
For a limited time, use code SWEETDEAL to get a free 128GB iPhone 13 Visible, Verizon’s low-cost wireless cell service, Visible. Deal is valid when you purchase the Visible+ annual plan. Free... Read more
M4 Mac minis on sale for $50-$80 off MSRP at...
B&H Photo has M4 Mac minis in stock and on sale right now for $50 to $80 off Apple’s MSRP, each including free 1-2 day shipping to most US addresses: – M4 Mac mini (16GB/256GB): $549, $50 off... Read more
Buy an iPhone 16 at Boost Mobile and get one...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering one year of free Unlimited service with the purchase of any iPhone 16. Purchase the iPhone at standard MSRP, and then choose... Read more
Get an iPhone 15 for only $299 at Boost Mobil...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering the 128GB iPhone 15 for $299.99 including service with their Unlimited Premium plan (50GB of premium data, $60/month), or $20... Read more
Unreal Mobile is offering $100 off any new iP...
Unreal Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering a $100 discount on any new iPhone with service. This includes new iPhone 16 models as well as iPhone 15, 14, 13, and SE... Read more
Apple drops prices on clearance iPhone 14 mod...
With today’s introduction of the new iPhone 16e, Apple has discontinued the iPhone 14, 14 Pro, and SE. In response, Apple has dropped prices on unlocked, Certified Refurbished, iPhone 14 models to a... Read more
B&H has 16-inch M4 Max MacBook Pros on sa...
B&H Photo is offering a $360-$410 discount on new 16-inch MacBook Pros with M4 Max CPUs right now. B&H offers free 1-2 day shipping to most US addresses: – 16″ M4 Max MacBook Pro (36GB/1TB/... Read more
Amazon is offering a $100 discount on the M4...
Amazon has the M4 Pro Mac mini discounted $100 off MSRP right now. Shipping is free. Their price is the lowest currently available for this popular mini: – Mac mini M4 Pro (24GB/512GB): $1299, $100... Read more
B&H continues to offer $150-$220 discount...
B&H Photo has 14-inch M4 MacBook Pros on sale for $150-$220 off MSRP. B&H offers free 1-2 day shipping to most US addresses: – 14″ M4 MacBook Pro (16GB/512GB): $1449, $150 off MSRP – 14″ M4... Read more

Jobs Board

All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.