Introduction
One of the main concerns for people making the switch to Linux is how to run the programs that they’ve become accustomed to on other operating systems, mainly Windows. For most, there are one or two programs or games that aren’t available on Linux, and that puts a major hold on adopting Linux full time. Thankfully, WINE can help to solve this problem.

WINE is a piece of software for Unix-like systems, including Linux, OSX, and the BSDs, that allows you to run native Windows applications. WINE stands for, WINE Is Not an Emulator. That’s because it isn’t. WINE isn’t a full Windows install or some kind of VM. It is a compatibility layer that essentially translates Windows binaries. This extends to graphics libraries like DirectX 9, which is converted to OpenGL. WINE allows Linux users to run many popular Windows applications and games at similar performance to if they were running on Windows itself.

WINE can be a tricky thing. There are multiple versions of WINE with different sets of patches and two different current versions. Even once you get past that, different programs require specialized settings, in many cases, and can’t just be run out of the box. However, once you know your way around and have configured a program to run properly through WINE, it will usually run flawlessly, like a native application. For our novice users there are a couple of applications that can take out the complexity of the process which we will discuss below.

Stable Vs. Development
There are two active versions of WINE at any given time. The first is the stable branch. The stable branch is, or should be, bug-free and ready to run in more critical and business situations. You should expect stable to be free from odd regressions or issues with supported applications. The downside to stable is that it is very slow-moving and usually doesn’t support the latest programs and games. That’s where the development version comes in. The development version of WINE is very fast-moving, with minor version upgrades coming every few weeks or so. It includes many of the latest updates to WINE and is quick to support new programs. If you’re looking to use WINE for gaming, you want the development version.

WineHQ, Staging, and Gallium Nine
There are different variations of the development version with different patches that provide additional functionality. Those patches are not officially supported, but they are widely used and can greatly improve performance in some games and programs. Games tend to be more affected by the patches since they tend to deal more with handling graphics, but there can certainly be benefits for other sorts of applications.

The first variation of the development version is the basic WineHQ version. This is the vanilla version of WINE, and is the one the most distributions ship by default in their repositories. It doesn’t include any additional patches, and should be considered the most stable variation of the development branch.

The second variation is also fairly common, but usually isn’t shipped by default. It is the staging branch, and it includes patches that have been submitted and may be included in future mainstream releases. These patches generally work to improve graphical performance and can be enabled through the wine configuration utility. The staging branch is a favorite of gamers because of the graphical improvements that it can provide.

The last variation is Gallium Nine, and it is the least common of the three. Gallium Nine is a project to provide native DirectX 9 support on Linux through the open-source Mesa drivers. If you are using Mesa for your graphics drivers, the Gallium Nine patches can provide massive performance gains in games running DirectX 9. Though Gallium Nine can be used alongside the staging patches, not all features of staging can be used along with Gallium Nine. Very few distributions package WINE with Gallium Nine, even though it is open source.

Best way to install WINE
Now that we know what WINE does and how it supports Windows applications we will dive into how we best install and use WINE. You can install WINE directly in its pure form on Linux and do all the configurations manually. This process is a bit cumbersome and it can be a bit of a complex process for a new Linux user as we have mentioned before. There are two programs that will allow you to run Windows programs on Linux that use WINE as the base but have a much easier installation process and do not require the user to run through manual configurations and tweaks at the application level.

These two programs are PlayonLinux and Crossover Linux. Both of these programs have a great user interface and they will allow you to run a number of Windows applications as well as Games on your Linux system. The biggest difference in these two applications is that Playonlinux is an open-source free application and Crossover Linux you have to buy. With Crossover Linux being a paid application you will receive support as well as a very polished application but the cost can be an obstacle for some. If you are interested in learning more about either one of these applications you can follow the links below to learn more about them.
PlayonLinux
Crossover Linux (By CodeWeavers)

History of WINE
Wine’s roots can be traced back to 1993. At the time several forces were converging that made running Windows applications appealing. Microsoft had successfully steered its Windows program to the forefront of personal computers. IBM had hopes that OS/2 would catch on, but even they admitted that support of Windows programs was necessary and built the ability into their product. The free software movement spawned in the eighties was rapidly gaining ground as people discovered it was possible to run a multiuser, multitasking operating system on a PC.

Sun’s acquisition of Praxsys Technologies in September of 1992 led to the development of a product called Wabi. Sun first demonstrated the software at the 1993 Solaris Developers Conference. It allowed users of Solaris x86 and Solaris 2.2 for SPARC to run Windows applications out of the box. Other products at the time allowed Windows programs to be run, but they required machine-level emulation and the installation of DOS and Windows. Wabi was unique in that it allowed Windows windowing calls to be translated directly to X Windows calls. By emulating the rest of the x86 code it was possible to actually run Windows programs faster on a RISC workstation! Wabi’s more advanced features included Bitstream’s font handling technology to handle TrueType fonts.

Users of the upstart Linux operating system began discussing the possibility of a similar approach in June of 1993. At the time, the chances of Wabi being ported to Linux were slim to none. A mailing list was set up to facilitate discussion. The name “Wine” was quickly adopted. Several of the early developers included some of the first Linux kernel hackers including Eric Youngdale and David Metcalfe. Other recognizable names included Alexandre Julliard who now leads Wine and Miguel de Icaza of GNOME fame. Bob Amstadt headed the development.

Initial work consisted of getting a program loader working that could run Windows’ 16-bit binaries. That work was primarily headed by Bob. Alexandre’s involvement centered around merging windowing functions written by Peter MacDonald in Tcl/Tk. Progress moved along quickly, and within the first 6 months it was possible to run Solitaire. November of 1993 also saw the first port of Wine to another architecture – John Brezak submitted patches to allow Wine to run on NetBSD. Bob estimated that with the current rate of development the team was six months to a year away from release. Ironically, Wine continued to be six months to a year from release for the next decade.

Early communication between developers took many forms, including the linux-kernel mailing list. The very first Wine mailing list was operated by Robert to allow discussions between developers. After a year with many successes and growing interest in the project they asked for the creation of the newsgroup comp.emulators.ms-windows.wine. The vote was overwhelmingly in favor of its creation and it became part of the Usenet hierarchy on July 19th, 1994. The current mailing lists where most development is discussed were created by Doug Ridgway in October, 1998.

The early years saw many changes to Wine’s development. Robert stepped down in 1994 and Alexandre took over development. Windowing was rewritten as straight Xlib calls. Perhaps most importantly, Microsoft began releasing 32-bit code and adding new functionality to their operating systems. It was no longer enough to just load code and run it, a tighter integration was needed with the underlying operating systems (primarily Linux.) Mechanisms needed to be added that supported network connections and registry files. Wine’s architecture had relied on a shared address space between applications. Gradually it became clear that address space separation was needed to increase security and support shared libraries trying to access the same space. Work commenced in early 2000 and continues to this day.

Alexandre recalled some of the early milestones for Wine in a keynote he gave at the first Wineconf:

May 1995: beginnings of Win32 support
July 1995: switch to autoconf
January 1996: Word and Excel reported to run
November 1997: Creation of winehq.com web site

Volunteers began contributing to aspects other than programming. John Sheets and Susan Farley worked on some of the original documentation. Doug Ridgway set up the WineHQ web site in 1997. The site was taken over by Corel for a few years, and then CodeWeavers took it over from them in March, 2002. Jeremy Newman now serves as the webmaster. The Wine Weekly News first appeared on the web site in 1999. Originally authored by Eric Pouech, Brian Vincent took over in 2001. Over the past few years several features have been added to the web site. In 1998 a strategic decision was made by Corel to wholeheartedly support Linux. The key elements were centered around providing a Linux-based system that was both simple to install and easy to use. To this end, they sought to provide both a Linux based distribution and support for their applications. Corel’s suite of office programs demanded a high level of Wine sophistication. For the first time in Wine history commercial development was funding its development. Internally, Corel had two different teams working on Linux. One group concentrated on server development, the other on application support. Corel maintained a great relationship with Wine, partly due to the involvement of another company doing a lot of the work – CodeWeavers.

The bubble soon burst. Rumors began circulating at the end of 2000 that Corel would discontinue its support for Linux. By early 2001 Corel officially announced it would spin off its Linux division, specifically the group working on the distribution. Their support for work on Wine ended. The intellectual property and some of the developers eventually formed a new Linux company – Xandros.

It wasn’t long before others joined in to fill the void. By this time Alexandre had already taken a position with CodeWeavers doing much of the low level work on Wine. CodeWeavers had gotten involved with Wine in 1999 and were contracted by Corel to improve parts of Wine that would benefit Corel’s applications. CodeWeavers began developing their own products and putting a lot of polish on Wine. Their own version of Wine included graphical management tools and an easy setup. Several distributions made it available for download. Their first product, CrossOver Plugin, allowed Linux users to run Netscape plugins designed for Windows. Newer versions of the product have added support for even more plugins. They released CrossOver Office in March, 2002 to provide support for office applications like Excel and Lotus Notes.

TransGaming formed in August of 2001. Gavriel State, who had been with Corel, left and formed his own company. Newer PC games had been focusing on Microsoft’s DirectX interfaces for everything from input devices to 3D acceleration. By tying it to their operating systems it made porting games to different platforms very difficult. DirectX support in Wine was first added by Marcus Meissner in 1997 and was very limited. Gav sought to commercialize the development of it and create a new version of Wine designed for gamers. More technologies than just DirectX were needed and some of the early work focused on including support for copy protection measures. WineX 1.0 was released in October of 2001 with support for six games.

Also in 2001 another company announced intentions to work with Wine. Lindows.com wanted to create a Linux distribution that was simple to use and let users run Windows programs. It wasn’t long before they abandoned the idea in favor of native Linux applications. Before that happened they sponsored Wineconf – a three day event in March, 2002 that brought together developers from around the world. To make matters more interesting, on the eve of the conference the Wine community had concluded another licensing –(flamewar)– discussion.

Wine’s storied history of licensing has sparked many debates. The issue of licensing surrounds itself with two primary areas – the license of the Wine code itself and the license of applications produced using Winelib. The Wine developers’ goal is to give people the ability to both implement and add to the Wine project in such a way it doesn’t hinder others from doing the same. At the same time they want to give other developers the chance to port their application without the fear of being bound to a software license that prevents them from doing what they want with their creation.

In the beginning, Wine adopted a BSD-style license. At the end of 1999 discussion began about changing the license. Richard Stallman had pointed out that it was incompatible with the GPL which potentially causes problems with any open source project wishing to use Wine code. Most developers didn’t see a need to craft a new license and the X11 license, a derivative of the BSD license, had the most support. A vote was called for and in January of 2000 Alexandre announced that it would become the new license of Wine.

In March of 2002 a poll was conducted among both the free and commercial developers of Wine to see if there was interest in moving to a different license. Most developers did not want their code to be appropriated by a commercial entity and there were concerns that might happen. After much debate they chose the Lesser General Public License and on March 9th, 2002 the Wine source code became bound to those terms. The LGPL, often referred to as a “copyleft” license, required the Wine developers to abide by some guidelines:

Source code (including all changes from the original Wine sources) must be made available to people who receive a binary of Wine. This also applies if Wine is used as a library, in which case only the source of Wine (including all changes) must be made available.
Simply linking with Wine does not mean you need to make the source code available for your program.

The immediate effect was the creation of the ReWind project to further the X11-licensed codebase. Many key developers agreed to allow their additions to be used by both the X11 and LGPL Wine code. Most have decided to focus their efforts on synchronizing with the LGPL’ed Wine and the vast majority of development and new features appear there first. Picking a favorite software license is left as an exercise for the reader.

Shortly after changing the license development began to pick up at a greater pace. More patches began to appear, Alexandre made more CVS commits, and more applications were reported to work. By the end of 2003 DLL separation achieved a milestone with the split of the kernel32/ntdll combination. Most of the architectural changes to support a beta release were in place. Another developer’s conference was held in January, 2004 in St. Paul Minnesota sponsored by CodeWeavers. Once again, a roadmap was laid out for tasks that needed to be completed.

Wine 0.9.0 was declared “beta quality” in 2005 (more things working than not) and Wine 1.0 was finally released in mid-2008. Stable Wine is now released every year.

Development continues apace, with new development releases every two weeks. Wine has grown to over 1.4 million lines of C code over the past decade. Nearly 700 people have contributed in some fashion. As always, you can expect Wine to be released sometime this year; or maybe early next year. Or perhaps They will just wait for you to become involved and finish those important user interfaces and documentation bits!

( Credit and Reference for Wine History Section: winhq.org)