Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Cyborg)
  • No Skin
Collapse
Brand Logo

CIRCLE WITH A DOT

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

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

Scheduled Pinned Locked Moved Uncategorized
19 Posts 4 Posters 0 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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
    0
    • 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
      1
      0
      • 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 🤷‍♀️

        1 Reply Last reply
        0
        • 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
          0
          • 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
            0
            • 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
              0
              • 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
                0
                • 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
                  0
                  • 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
                    0
                    • 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
                      0
                      • 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
                        0
                        • 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.

                          1 Reply Last reply
                          0
                          • R relay@relay.mycrowd.ca shared this topic
                          Reply
                          • Reply as topic
                          Log in to reply
                          • Oldest to Newest
                          • Newest to Oldest
                          • Most Votes


                          • Login

                          • Login or register to search.
                          • First post
                            Last post
                          0
                          • Categories
                          • Recent
                          • Tags
                          • Popular
                          • World
                          • Users
                          • Groups