Hostname: page-component-74656f9884-j7cmm Total loading time: 0 Render date: 2026-11-08T10:24:34.889Z Has data issue: false hasContentIssue false

Adapting the Harris Matrix for Software Stratigraphy

Published online by Cambridge University Press:  26 April 2018

Andrew Reinhard*
Affiliation:
Centre for Digital Heritage, Department of Archaeology, University of York, Heslington, York, YO10 5DD, UK (adr520@york.ac.uk)
Rights & Permissions [Opens in a new window]

Abstract

In 1979, Edward C. Harris invented and published his eponymous matrix for visualizing stratigraphy, creating an indispensable tool for generations of archaeologists. When presenting his matrix, Harris also detailed his four laws of archaeological stratigraphy: superposition, original horizontal, original continuity, and stratigraphic succession. In 2017, I created the first stratigraphic matrix for software, using as a test the 2016 video game No Man's Sky (Hello Games). Software (games or otherwise) obeys all four of Harris's laws, software applications/programs themselves being digital archaeological sites. I study the archaeology of the recent past, which includes digital technology, specifically that which is ephemeral: software. This article describes my underlying theory of software stratigraphy and explains how (and why) the Harris matrix is appropriate for documenting software development in a visual way. The article includes my complete data set as well as screen captures, plus overall and detail photos of my hand-drawn software matrix prototype, followed by a bullet-pointed how-to guide for others to use when documenting the history of any computer program. I also include Harris's personal comments that he shared with me after reviewing my preliminary results.

Edward C. Harris ideó y publicó, en 1979, su famosa matriz estratigráfica, creando así una herramienta indispensable para toda una generación de arqueólogos. Harris desarrolló también los cuatro principios básicos de la estratigrafía arqueológica: superposición de estratos, horizontalidad original, continuidad original y sucesión estratigráfica. Ahora, en 2017, hemos creado la primera matriz estratigráfica para software, usando como prueba el videojuego No Man´s Sky (Hello Games, 2016). Por este medio, cualquier software (videojuego o programa de cualquier tipo) obedece a los cuatro principios de Harris, convirtiendo las mismas aplicaciones o programas en yacimientos arqueológicos. Hemos creado así una herramienta para el estudio de la arqueología del pasado reciente, incluyendo la tecnología digital y específicamente lo efímero, como el software. En el presente artículo se describe la teoría sobre la cual se basa el software de estratigrafía y se explica cómo (y por qué) la matriz de Harris es una herramienta adecuada para documentar visualmente el desarrollo de software informático. Se incluyen tanto el conjunto completo de datos y capturas de pantalla como también fotos genéricas y de detalle de los dibujos a mano del prototipo, además de una guía paso a paso para el proceso de reconstrucción histórica de cualquier software informático. Por último, se incluyen también los comentarios personales de Edward Harris sobre los resultados preliminares de este estudio.

Information

Type
Articles
Copyright
Copyright 2018 © Society for American Archaeology 
Figure 0

FIGURE 1. Beginning of the No Man's Sky patch notes. The full patch notes are available at DOI:10.5281/zenodo.1134549; stable URL: https://doi.org/10.5281/zenodo.1134548.

Figure 1

FIGURE 2. Software matrix symbols.

Figure 2

FIGURE 3. Sample of simple software matrix for a small No Man's Sky patch.

Figure 3

FIGURE 4. Organized types and subtypes for the No Man's Sky patches. The full accounting for types and subtypes for each patch are available at DOI:10.5281/zenodo.1134551; stable URL: https://doi.org/10.5281/zenodo.1134551.

Figure 4

FIGURE 5. The first 22 No Man's Sky keywords and related units. The full list of keywords can be found at DOI:10.5281/zenodo.1134553; stable URL: https://doi.org/10.5281/zenodo.1134553.

Figure 5

FIGURE 6. Complete No Man's Sky software matrix.

Figure 6

FIGURE 7. Detail, No Man's Sky versions 1.03, 1.04, 1.05, 1.06, 1.07, with links. For example, note that for v1.03, gameplay unit 3 links to gameplay unit 11 and visual unit 22, all dealing with related aspects of creature diversity and appearance.

Figure 7

FIGURE 8. Detail, No Man's Sky versions 1.08, 1.09, 1.10. In this figure, there is one link from unit 87 (v1.08) to unit 94 (v1.09), which deal with continued improvement of loading corrupted save files. In this example, we see the resolution of one bug that is improved in two consecutive patches, hence the link.

Figure 8

FIGURE 9. Detail, No Man's Sky versions 1.12, 1.13, 1.20. Note that there are no links between any of these patches; each of the three patches deals with its own issues instead of improving upon past fixes/enhancements.

Figure 9

FIGURE 10. Detail, No Man's Sky versions 1.22, 1.23, 1.24. In v1.23, gameplay unit 514 links to visuals unit 517, two improvements in the same patch for the Colossus exocraft vehicle. Unlike the link in Figure 9, this link is horizontal (same patch, different functionality) instead of vertical (same functionality, different patch).

Figure 10

FIGURE 11. Promotional image for the Path Finder Update, No Man's Sky v1.2.