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CIRCLE WITH A DOT

  1. Home
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  3. I used the phrase 'too big to fork' in another thread.

I used the phrase 'too big to fork' in another thread.

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  • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

    @david_chisnall we have two very different views of reality, it appears.

    lritter@mastodon.gamedev.placeL This user is from outside of this forum
    lritter@mastodon.gamedev.placeL This user is from outside of this forum
    lritter@mastodon.gamedev.place
    wrote last edited by
    #6

    @david_chisnall it certainly does help to keep projects small and focused.

    but, for instance, ibm's eclipse ide, despite being, to put it gently, a collossal turd, has been forked numerous times.

    1 Reply Last reply
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    • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

      @david_chisnall we have two very different views of reality, it appears.

      david_chisnall@infosec.exchangeD This user is from outside of this forum
      david_chisnall@infosec.exchangeD This user is from outside of this forum
      david_chisnall@infosec.exchange
      wrote last edited by
      #7

      @lritter So you maintain a fork of LibreOffice with custom features? Or Chromium? Or even something smaller like LLVM? Or any other million-line or larger project?

      Have you, in fact, ever tried to do the thing that you’re saying is easy independent of scale? When someone does a refactoring upstream and removes a function that your local change was calling and changes a data structure that it relies on, version control makes it easy for you to keep the update? When this happens once a week, it’s easy for you to keep up with security updates and keep your custom feature working?

      lritter@mastodon.gamedev.placeL serapath@mastodon.gamedev.placeS 2 Replies Last reply
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      • david_chisnall@infosec.exchangeD david_chisnall@infosec.exchange

        @lritter So you maintain a fork of LibreOffice with custom features? Or Chromium? Or even something smaller like LLVM? Or any other million-line or larger project?

        Have you, in fact, ever tried to do the thing that you’re saying is easy independent of scale? When someone does a refactoring upstream and removes a function that your local change was calling and changes a data structure that it relies on, version control makes it easy for you to keep the update? When this happens once a week, it’s easy for you to keep up with security updates and keep your custom feature working?

        lritter@mastodon.gamedev.placeL This user is from outside of this forum
        lritter@mastodon.gamedev.placeL This user is from outside of this forum
        lritter@mastodon.gamedev.place
        wrote last edited by
        #8

        @david_chisnall woah hey now, i didn't say it was easy. but you made it sound like it is impossible.

        david_chisnall@infosec.exchangeD 1 Reply Last reply
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        • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

          @david_chisnall woah hey now, i didn't say it was easy. but you made it sound like it is impossible.

          david_chisnall@infosec.exchangeD This user is from outside of this forum
          david_chisnall@infosec.exchangeD This user is from outside of this forum
          david_chisnall@infosec.exchange
          wrote last edited by
          #9

          @lritter You literally said that the tooling makes the size of the project irrelevant:

          with source control, diffing, patching, merging, the size of the project does not matter.

          And this is obviously incorrect for anyone who has maintained a fork of a large project for any length of time.

          lritter@mastodon.gamedev.placeL 1 Reply Last reply
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          • david_chisnall@infosec.exchangeD david_chisnall@infosec.exchange

            @lritter So you maintain a fork of LibreOffice with custom features? Or Chromium? Or even something smaller like LLVM? Or any other million-line or larger project?

            Have you, in fact, ever tried to do the thing that you’re saying is easy independent of scale? When someone does a refactoring upstream and removes a function that your local change was calling and changes a data structure that it relies on, version control makes it easy for you to keep the update? When this happens once a week, it’s easy for you to keep up with security updates and keep your custom feature working?

            serapath@mastodon.gamedev.placeS This user is from outside of this forum
            serapath@mastodon.gamedev.placeS This user is from outside of this forum
            serapath@mastodon.gamedev.place
            wrote last edited by
            #10

            @david_chisnall @lritter

            i have no clue what the background of this discussion is but it popped into my notifications right before i went to bed and i personally agree with the take of tiny small easy to focus modules being true open source and big projects an anti pattern.

            i wonder why somebody woupd say size doesnt matter. isnt it obvious that smaller is better? 😁

            ...i mean - who knows, maybe we get stable reliable deterministic LLMs who lagically make size not matter, but for now 🤷‍♀️

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            • david_chisnall@infosec.exchangeD david_chisnall@infosec.exchange

              @lritter You literally said that the tooling makes the size of the project irrelevant:

              with source control, diffing, patching, merging, the size of the project does not matter.

              And this is obviously incorrect for anyone who has maintained a fork of a large project for any length of time.

              lritter@mastodon.gamedev.placeL This user is from outside of this forum
              lritter@mastodon.gamedev.placeL This user is from outside of this forum
              lritter@mastodon.gamedev.place
              wrote last edited by
              #11

              @david_chisnall ok. maybe i was too optimistic in my wording.

              what you just wrote about seems to weigh more heavily though: frequent breaking changes. and they can also occur in small projects.

              lritter@mastodon.gamedev.placeL 1 Reply Last reply
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              • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

                @david_chisnall ok. maybe i was too optimistic in my wording.

                what you just wrote about seems to weigh more heavily though: frequent breaking changes. and they can also occur in small projects.

                lritter@mastodon.gamedev.placeL This user is from outside of this forum
                lritter@mastodon.gamedev.placeL This user is from outside of this forum
                lritter@mastodon.gamedev.place
                wrote last edited by
                #12

                @david_chisnall and when you depend on a bunch of small projects and they all break abi all the time, does it then make much of a difference if the dysfunctionality is monolithic or modular?

                david_chisnall@infosec.exchangeD 1 Reply Last reply
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                • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

                  @david_chisnall and when you depend on a bunch of small projects and they all break abi all the time, does it then make much of a difference if the dysfunctionality is monolithic or modular?

                  david_chisnall@infosec.exchangeD This user is from outside of this forum
                  david_chisnall@infosec.exchangeD This user is from outside of this forum
                  david_chisnall@infosec.exchange
                  wrote last edited by
                  #13

                  @lritter

                  If small projects break their APIs (or ABIs) all the time, that affects all of their users. If a large project breaks their internal APIs, that only affects downstream forks. That makes the cost-benefit calculations for them very different.

                  lritter@mastodon.gamedev.placeL 1 Reply Last reply
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                  • david_chisnall@infosec.exchangeD david_chisnall@infosec.exchange

                    @lritter

                    If small projects break their APIs (or ABIs) all the time, that affects all of their users. If a large project breaks their internal APIs, that only affects downstream forks. That makes the cost-benefit calculations for them very different.

                    lritter@mastodon.gamedev.placeL This user is from outside of this forum
                    lritter@mastodon.gamedev.placeL This user is from outside of this forum
                    lritter@mastodon.gamedev.place
                    wrote last edited by
                    #14

                    @david_chisnall i would say this too depends on style and internal culture. but yes. there's a good reason why i always stuck to LLVMs/libclangs rather stable C ABI rather than messing around with their volatile class system. it takes them forever though to expose all the parts.

                    lritter@mastodon.gamedev.placeL 1 Reply Last reply
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                    • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

                      @david_chisnall i would say this too depends on style and internal culture. but yes. there's a good reason why i always stuck to LLVMs/libclangs rather stable C ABI rather than messing around with their volatile class system. it takes them forever though to expose all the parts.

                      lritter@mastodon.gamedev.placeL This user is from outside of this forum
                      lritter@mastodon.gamedev.placeL This user is from outside of this forum
                      lritter@mastodon.gamedev.place
                      wrote last edited by
                      #15

                      @david_chisnall we can also debate how much of that is due to C++ leaking implementation details almost by design.

                      david_chisnall@infosec.exchangeD 1 Reply Last reply
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                      • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

                        @david_chisnall we can also debate how much of that is due to C++ leaking implementation details almost by design.

                        david_chisnall@infosec.exchangeD This user is from outside of this forum
                        david_chisnall@infosec.exchangeD This user is from outside of this forum
                        david_chisnall@infosec.exchange
                        wrote last edited by
                        #16

                        @lritter

                        C++ here doesn’t make a difference for forks. You can build stable public interfaces in C++ but it’s harder. But when you’re maintaining a fork, it’s the internal structure that matters. No amount of information hiding helps when you’re on the other side of that boundary. The Linux kernel is a good case study here: they strive for 100% ABI compatibility for things in userspace but routinely make changes that break out-of-tree kernel modules and cause huge merge headaches for downstream forks.

                        lritter@mastodon.gamedev.placeL 1 Reply Last reply
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                        • david_chisnall@infosec.exchangeD david_chisnall@infosec.exchange

                          @lritter

                          C++ here doesn’t make a difference for forks. You can build stable public interfaces in C++ but it’s harder. But when you’re maintaining a fork, it’s the internal structure that matters. No amount of information hiding helps when you’re on the other side of that boundary. The Linux kernel is a good case study here: they strive for 100% ABI compatibility for things in userspace but routinely make changes that break out-of-tree kernel modules and cause huge merge headaches for downstream forks.

                          lritter@mastodon.gamedev.placeL This user is from outside of this forum
                          lritter@mastodon.gamedev.placeL This user is from outside of this forum
                          lritter@mastodon.gamedev.place
                          wrote last edited by
                          #17

                          @david_chisnall good points. what is your opinion on how they could fix it?

                          david_chisnall@infosec.exchangeD 1 Reply Last reply
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                          • lritter@mastodon.gamedev.placeL lritter@mastodon.gamedev.place

                            @david_chisnall good points. what is your opinion on how they could fix it?

                            david_chisnall@infosec.exchangeD This user is from outside of this forum
                            david_chisnall@infosec.exchangeD This user is from outside of this forum
                            david_chisnall@infosec.exchange
                            wrote last edited by
                            #18

                            @lritter

                            I’ve written a lot on this subject, most recently this post, which is probably a good starting point.

                            lritter@mastodon.gamedev.placeL 1 Reply Last reply
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                            • david_chisnall@infosec.exchangeD david_chisnall@infosec.exchange

                              @lritter

                              I’ve written a lot on this subject, most recently this post, which is probably a good starting point.

                              lritter@mastodon.gamedev.placeL This user is from outside of this forum
                              lritter@mastodon.gamedev.placeL This user is from outside of this forum
                              lritter@mastodon.gamedev.place
                              wrote last edited by
                              #19

                              @david_chisnall i'm familiar with conway's law. there is nothing to object to in this post except that it's too abstract to answer my question.

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