Large Binary Files

Chris Hecker checker at d6.com
Thu Oct 14 09:13:09 BST 2010


This sounds great in theory, but it just isn't how things work when 
aesthetics are in the mix, in my opinion.

It would be much more leveraged and useful to simply make bzr work 
better with large opaque binary files, at least as a first step.

All my opinion, of course,
Chris


On 2010/10/14 00:52, jbowtie at amathaine.com wrote:
> On Thu, Oct 14, 2010 at 6:05 PM, Chris Hecker<checker at d6.com>  wrote:
>>
>>> But is locking even necessary in this day and age when we can allow
>>> merging in most major SCMs?
>>
>> You can't merge most binary files, at least the ones used in game
>> development.  How do you merge an mp3?
>>
>> Chris
>>
>
> Well I'm working pretty specifically on this very problem right now.
> With regard to audio, you can't really merge the raw sources but you
> can (in theory) merge your sequencer files. Most audio/video editors
> these days are nonlinear and nondestructive so the raw files change
> with far less frequency.
>
> If engineer 1 changes the violin track and engineer 2 changes the
> vocals track, you can merge that without conflicts. Even in the case
> of a conflict you include both versions of the track and flag them as
> conflicting so a human can render judgement. Eventually that gets
> rendered down to an MP3 or OGG, but in my worldview that's a build
> artifact rather than a primary source.
>
> Of course this nirvana requires Bazaar to be extensible so that
> diff/merge algorithms can be plugged for filetype-specific behaviour,
> which is where I'm focusing right now. Currently my hitlist is .zip,
> .odf, .xcf/.psd, and .svg. After that look at .blend and audio/video
> sequencing.
>



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