Meh. I'm working on a comparably small project (~40 developers), and we're over 16GB. Mostly because we want a 100% reproducible build environment, so a complete build environment (compilers + IDE + build system) is all checked into the repro.
Facebook's git repo is 54GB
131–140 of 245 posts
Re: Facebook's git repo is 54GB
#132Earlier quoted context omitted.
Yes, and an intern would be subject to a code review before pushing to master - no way would they have write access to the "master" repo.
Yes, but the new intern would be able to read all the source and "secret sauces". I doubt that an intern on Google would've access to the search codebase. I'd wager that only a handful of trusted employees have access to that codebase.
Re: Facebook's git repo is 54GB
#133what about a re-index or something, will that take forever?
I worry at such size the speed will suffer, I feel git is comfortable with probably a few GBs only?
anyway it's good to know that 54GB still is usable!
Re: Facebook's git repo is 54GB
#134Although this is large for a company that deals mostly in web-based projects, it's nothing compared to repository sizes in game development. Usually game assets are in one repository (including compiled binaries) and code in another. The repository containing the game itself can grow to hundreds of gigabytes in size due to tracking revision history on art assets (models, movies, textures, animation data, etc). I woul…
Re: Facebook's git repo is 54GB
#135Am I missing something or this means a new intern working on a small feature, for instance, would have access to entire codebase?
It should be possible to restrict each employee's access to specific parts of the repository. However, I can't really see Facebook doing that. Everyone having access to everything must be worth the security trade-off. On the other hand, I suppose it's debatable whether it would be a trade-off at all.
Re: Facebook's git repo is 54GB
#136Earlier quoted context omitted.
8 GB is still a lot. Would be interesting to know how much of it is actual code and how much is just images and so on.
Facebook now has 7000 employees and is 10 years old. Each employee would have had to write 14 kiB of code (357 LOC with 40 (random guess of mine) characters per LOC) every day during this 10 years to produce 8 GiB of code. (Obviously assuming the repository contains only non-compressed code and only one version of everything and no metadata and...)
Re: Facebook's git repo is 54GB
#137Earlier quoted context omitted.
>Everyone having access to everything must be worth the security trade-off. I would find this extremely hard to believe, especially at Facebook. At any software company, your code base is what defines you as a company; there is no way they'd let the good stuff sneak out like that.
Having only the code wouldn't be enough. You need to also replicate comparable maintenance staff & data center capability. Even then you'll just have a clone of the tech, but nobody will actually use your service. There's so much more that makes facebook what it is. I think they may even be able to open source their tech with a net positive effect.
Re: Facebook's git repo is 54GB
#138Earlier quoted context omitted.
>Everyone having access to everything must be worth the security trade-off. I would find this extremely hard to believe, especially at Facebook. At any software company, your code base is what defines you as a company; there is no way they'd let the good stuff sneak out like that.
Lets say you managed to sneak out the code from facebook. You take the logo, draw a red cross over it and scribble "ProAmbook" below. You push it live. Now what? How do you get users? "We are just like facebook - only your friends aren't here" probably wouldn't get users excited. And if you somehow DID manage to get users, don't you think there are "watermarks" in the code, that they could detect and sue you to death…
Re: Facebook's git repo is 54GB
#139Re: Facebook's git repo is 54GB
#140Although this is large for a company that deals mostly in web-based projects, it's nothing compared to repository sizes in game development. Usually game assets are in one repository (including compiled binaries) and code in another. The repository containing the game itself can grow to hundreds of gigabytes in size due to tracking revision history on art assets (models, movies, textures, animation data, etc). I woul…