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	<title>
	Comments on: Branching strategy is not a remedy for instability	</title>
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	<link>https://www.robg3d.com/2012/02/branching-strategy-is-not-a-remedy-for-instability/</link>
	<description>Blog of Rob Galanakis (@robgalanakis)</description>
	<lastBuildDate>Tue, 07 Feb 2012 23:42:59 +0000</lastBuildDate>
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		<title>
		By: Daniel		</title>
		<link>https://www.robg3d.com/2012/02/branching-strategy-is-not-a-remedy-for-instability/#comment-8103</link>

		<dc:creator><![CDATA[Daniel]]></dc:creator>
		<pubDate>Tue, 07 Feb 2012 23:42:59 +0000</pubDate>
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					<description><![CDATA[This is interesting stuff (and hooray for DVCS, even if it&#039;s unfortunately not a magic bullet).

I think it&#039;s particularly interesting to couch one of the reasons for the Great Branch Shuffle I have heard somewhat frequently, in these terms of problem -&#062; imagined solution -&#062; coincidental improvment. The reason/excuse: given $currentBranchSetup, artists and designers cannot get access to a stable yet relatively current version of the game, which they need in order to work. (Programmers obviously don&#039;t mind the game being broken, given how frequently we&#039;re the ones to break it. Or something.)

Amusingly, I have seen this same reason espoused by advocates for movement in both directions: towards a megabranch, and towards very fine branching structures. I suppose this alone should clue people in to the fact that the branching structure itself is not the underlying issue. Either your automated testing sucks (generically: yup) or you have a cultural fear of integrations/silly legacy decisions that make integrations harder than they should be/lack of people willing to do integrations.

That&#039;s my take on the issue anyway. I don&#039;t actually object to the Shuffle itself (as long as they don&#039;t occur too frequently), feeling that it&#039;s probably interesting to see what brittle assumptions about the strategy du jour break during the move. It&#039;s also a good time to push for changes if you have enormous binary blobs blobbing around where they need not do so, or if the aging Perforce servers are showing their age.]]></description>
			<content:encoded><![CDATA[<p>This is interesting stuff (and hooray for DVCS, even if it&#8217;s unfortunately not a magic bullet).</p>
<p>I think it&#8217;s particularly interesting to couch one of the reasons for the Great Branch Shuffle I have heard somewhat frequently, in these terms of problem -&gt; imagined solution -&gt; coincidental improvment. The reason/excuse: given $currentBranchSetup, artists and designers cannot get access to a stable yet relatively current version of the game, which they need in order to work. (Programmers obviously don&#8217;t mind the game being broken, given how frequently we&#8217;re the ones to break it. Or something.)</p>
<p>Amusingly, I have seen this same reason espoused by advocates for movement in both directions: towards a megabranch, and towards very fine branching structures. I suppose this alone should clue people in to the fact that the branching structure itself is not the underlying issue. Either your automated testing sucks (generically: yup) or you have a cultural fear of integrations/silly legacy decisions that make integrations harder than they should be/lack of people willing to do integrations.</p>
<p>That&#8217;s my take on the issue anyway. I don&#8217;t actually object to the Shuffle itself (as long as they don&#8217;t occur too frequently), feeling that it&#8217;s probably interesting to see what brittle assumptions about the strategy du jour break during the move. It&#8217;s also a good time to push for changes if you have enormous binary blobs blobbing around where they need not do so, or if the aging Perforce servers are showing their age.</p>
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