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Join us at GitHub Satellite to hear how top European companies build software

Technology has fundamentally changed the way people work. As businesses from every industry build more software, new challenges and opportunities arise. Join us at GitHub Satellite to glimpse how developers are using software to change the way their companies work.

GitHub's VP of Product Kakul Srivastava will host engineering leaders from some of Europe's best-known companies for a panel discussion. Hear from Tesco, Zalando, UBS, and KPN on why they’ve evolved their focuses on manufacturing, retail, finance, and telecomms to include significant investments in software development.

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Meet the panel

Tesco Stores, Joshua Anderson, Technology Product Owner

Zalando, Eric Bowman, VP Engineering

UBS Thomas Sugden, Executive Director

KPN, Jerry Caupain, IT Architect

About the discussion

Championing modern development practices

The move to modern software development practices often starts with small projects championed by individual developers. During the panel, we’ll discuss the evolving role of the developer, how to advocate for change within your organization, and challenges for securing support from executives.

Trade secrets: tools, integrations, and organizational structures

This panel gives you a chance to peek behind the curtain of Europe’s leading companies to see how they organize teams and people around software, the tools they can’t live without, and the creative ways they integrate with GitHub.

From InnerSource to open source

No discussion on modern software development would be complete without an exploration of open source. We’ll ask panel participants about their strategies for organizing around, consuming, and contributing to open source software projects, and how it impacts their developers.

GitHub Satellite sessions announced

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We're pleased to welcome an excellent lineup of speakers to GitHub Satellite, the first ever international event in the GitHub Universe conference series. On May 11, 2016, 500 people will converge in Amsterdam to learn how developers, founders, activists, and more create impactful technologies.

Check out sessions led by GitHub executives and engineers like CEO Chris Wanstrath, VP of Social Impact Nicole Sanchez, and Head of Open Source Brandon Keepers. We'll also feature talks from GitHub customers and partners, open source maintainers, and organizations who are building software for social good.

The GitHub Satellite program is organized into two tracks:

Discover:

The Discover track provides an introduction to the ideas, people and companies who are advancing the world through software, creating business transformation, or building the methodologies and practices that will drive software development into the future.

Develop:

The Develop track provides practical and tactical advice to developers seeking to implement modern software development practices, maintain or evolve open source projects and communities, and adopt best practices for scaling or building integrations for GitHub.

Check out the schedule and grab a ticket and we'll see you in Amsterdam.

Call for proposals: CodeConf LA - June 27-29, 2016

CodeConf LA June 27-29

CodeConf LA will converge June 27-29, 2016 in sunny Los Angeles for three days of unforgettable discussions.

We're searching for the best talks that the open source community has to offer. We'd like opinionated, thoughtful, and compelling sessions that will leave everyone that attends thinking differently about the open source ecosystem. This year’s event will focus on systems engineering projects, practices, and programs in the open source community. We are looking for a wide range of topics from all over the systems community, with topics ranging from systems programming practices to operating applications at scale.

We welcome speakers with all level of experience, whether it's your first talk or your fiftieth. We are also actively seeking a diverse line-up of speakers across all dimensions.

The call for proposals closes April 29, 2016 at 11:59pm PST. Please get in touch if you have any questions about the conference or the application process.

GitHub Shop: water bottles are here

Stay hydrated while sharing your love for GitHub with the new water bottle. Available in the GitHub Shop

Water Bottle

Meet Richard Davey, creator of Phaser

To highlight the people behind projects we admire, we bring you the GitHub Developer Profile blog series.

Richard Davey

Meet Richard Davey, the game developer behind Phaser — a free open source HTML5 game framework used by developers from indies and multi-national digital agencies to schools and universities. A 34-year veteran dev, Richard built Phaser using Pixi.js for WebGL and Canvas rendering across desktop and mobile web browsers. The project is maintained by an enthusiastic open source community as well as Photon Storm Limited, a collaboration that has made Phaser one of the most starred game frameworks on GitHub. A pure gamer at heart, Richard is building tools that make it possible for thousands of people to turn their ideas into reality. We asked him to share the story of how he became a developer, and what he’s learned from his work.

Lee: Who inspired you when you were learning to program?

Richard: I looked up to those who were part of the demoscene. This counterculture took pride in pushing those humble little machines to their absolute limits. They would try crazy new hardware tricks and make them do things even the original chip designers never thought possible. Of course, most of the people in the scene were quite young, too, and this was reflected in their creations. Entire new art forms and styles of music emerged from those days, and it's still going on now.

Although there were many one-person game studios back then, typically their games would still be released by publishers. It was hard to recognise individual developers to look up to. There were some notable exceptions of course, like Jeff Minter, the Oliver Twins, Andrew Braybrook and Raffaele Cecco, but generally you'd only know about them because they appeared in magazines, often sharing coding tips.

Lee: The Oliver Twins were a huge inspiration for me - I also have them to thank for getting me into software development. How did you get into it originally?

Richard: Like lots of kids in the 1980s, my first taste of programming was on 8-bit home micros such as the MSX and ZX Spectrum. I spent countless hours pouring over type-in listings from computer magazines, tweaking things here and there to see what effect it would have on the game. Because those early machines were cassette-tape based, I often wouldn't even try to save my work. Or, it would get corrupted during the recording process. I'd literally type the code in, play with it until I got bored, and then turn it all off.

Moon Mission code listing Example listing from the December 1983 edition of Computer and Video Games magazine.

One day I went to a friend’s house after school and he had a brand new Atari ST plugged into the living room TV. He fired-up a copy of the game Bubble Bobble, and that was it. I was utterly blown away. My poor parents didn't hear the end of it, and I finally managed to get an Atari ST of my own. It was on this that I started doing game art and development properly (and yes, I would actually save my work now!).

As I was growing up and developing as a person, the Atari ST was providing me with an outlet for my creativity. It poured a constant stream of new game and art influences into me. I managed to find one of my early games a few years back and recorded a video of it, and of course I cringe when looking at it now. When compared to some of the games my own son is making today, they are miles apart in what's possible technically, but that same passion and desire to just create something is still there. Kids these days are no different in that respect.

Lee: The Phaser website is an amazing resource for people learning how to build games. What resources did you have available when you first got into web / game development?

Richard: When I first started coding all I had were books and magazines. Magazines back then were a treasure trove of information, often containing many pages of code to learn from. Tutorials, hardware experiments, and really in-depth technical pieces were common. There were loads of books as well. Of course, the front covers of these books never quite did represent what you'd finally create, but they served the purpose of drawing you in.

Lee: Have you seen the Internet Archive’s Computer Magazine Archives? All of our old favorites are there!

Richard: Let’s just say that accessing these materials is not a problem for me. Photo of my office wall shown below...

Richard Davey's computer magazine collection Richard Davey's computer magazine collection.

Learning web development was very different though. I started out building websites while still at University, when the most common web browser was the fully text-based Lynx, and Netscape Navigator was still in public beta. I remember it being a quite monumental day when we compiled a new build that was capable of displaying jpeg images in-page! I was now learning electronically. Knowledge would come from various sources: from IRC chat rooms, to Usenet postings, to just ripping apart the code in another web page and figuring it out. The difference was stark, though. There was no waiting for a new magazine to be published, or taking a trip to the library. You could nearly always find the answer right there online. This is definitely a change for the better.

Lee: Is there something you wish more people understood about software developers?

Richard: We're humans, just like everyone else. And humans make mistakes. Hindsight is a wonderful thing in life in general, but even more so in software development. Your first pass at solving a problem may not always be the best, but that's the beauty of software: most of the time you can go back and change it for the better. Without wanting to sound like a blatant plug, tools like GitHub have democratized distributed software development, and I honestly couldn't imagine working without them now.

Having said that, it has of course given rise to the 'entitled': those who don't appreciate that we're nearly all doing this for free, in our spare time. And because we're human, we react accordingly if you open a GitHub issue with a particularly negative tone to it. You have every right to point out flaws in my code. And if done with respect, I'll treat your feedback with respect, too.

In short: If you want something done, don't be an ass about it.

Lee: What advice would you give someone just getting into game development?

Don't give up. While there are many more learning materials and resources than ever before, there are also many more distractions, too. If what you're working on just doesn't do it for you, then ditch it and move onto something else. Unless it's a client project, of course :) Keep yourself motivated by working on things that interest you, sharing what you're doing with others, and soliciting their feedback and help when needed.

Also don't be tempted by the grass-is-always-greener mentality. I've seen it time and time again: someone assumes that if they move over to "Tool X" instead, they'll become instantly more productive as a result. This is rarely true. If you're struggling to complete something the issue seldom has anything to do with how it's being built, and nearly always to do with things impacting and pulling on the person trying to make it.

Lee: Hubot tells us the first Phaser code was committed in 2013. What were your initial aspirations for the project? Did you draw on any inspiration or incorporate lessons learned from Flixel or your Flixel Power Tools project?

Richard: Back in 2013 I was stuck in a large, complex project. When you're in deep like this, sometimes you need some small wins to rekindle your love for development. So I literally spent a weekend while the family was away hacking together a crude conversion of Flixel. For those not familiar with Flixel, it was a popular Flash game framework. I literally copied it wholesale, having to rebuild classes that existed in AS3 and porting the others.

A couple of days later I was done. It was small, clean, and just worked because it only tried to do a few things, so it did them pretty well. I wanted to release it on GitHub. I asked Adam Saltsman, the creator of Flixel, if I could call it Flixel5 but he said he'd rather I didn't as it would confuse things with the Flash build. So, I spent an hour brainstorming some names with my good friend Ilija and we settled on Phaser. He drew a cool little spaceman sprite and logo and the first build was pushed to GitHub on April 12th 2013.

Then an interesting thing happened: other people started using it. It started to take on a life of its own. A small-but-constant trickle of devs submitted pull requests and bug fixes. People actually started making games with it. And this does a curious thing when you've been working effectively in isolation for so long: it motivates you like nothing else possibly can.

Phaser was a weekend creation born from a pit of frustration that went mental and grew into what you see today, utterly unplanned, but utterly wonderful because of it.

Now, 3 years on, Phaser has evolved significantly. I believe you can clearly see a lot of my personal game development history and influences within it, and those of the wider HTML5 game developer community too.

Lee: Phaser relies on Pixi.js and Qici Engine relies on Phaser. What are some useful or cool open source projects you use, admire, or couldn't live without?

Richard: I love what Ricardo Cabello (Mr. Doob) is doing with three.js. We recently used three.js in a client project and it was great to work with. I like that he keeps pushing it in whatever direction he feels like, and not following the whims of the wider developer community.

I also admire Stefan Hedman’s work on p2.js, the physics engine that Phaser uses. Although development has dropped off massively on this since he joined Goo, it's still a fantastic library.

As you mentioned Phaser uses Pixi.js, and Mat Groves works tirelessly on improving that. V4 has just landed in beta tools. The rapid rate of iterations, from v1 to v4 in just a few years, is a bit of a challenge if you ever build a library around it :) But, at the same time, where else do you ever get the chance to experiment like this? Mat doesn't just change things for the sake of it. None of us do. We change things because we feel like we're making it measurably better in the process, and I admire him for constantly trying new approaches.

Lee: Talk to us about a subject we know is close to your heart, the future of game development. Where do you see it headed?

Richard: Honestly, I see it carrying on much as it has been for decades. New tools and frameworks will arrive from out of nowhere, and older ones will fade away if they stop being maintained.

For me, 2016 and beyond is all about taking advantage of the significant updates we're seeing in JavaScript. As a language it's really growing up fast. Even just a cursory glance at the new features that have already landed, or are coming soon, is enough to excite any longtime JavaScript developer. It's entirely possible to carry on in the old way, of course, and lots of people will. For me though, I see this as being a fundamental change in the way we'll be coding in the near future, so I am embracing it now rather than later.

The next generation of Phaser, called Lazer, is all about this. I covered the topic in depth in my article 'Phaser in 2015 and beyond'. You can read all about my reasoning, and the approach I'm taking, in that article.

Ever since I saw my first web page load into a text based terminal system all those years ago, the web has never failed to keep on innovating and exciting me. We're on the cusp of WebGL 2, Vulkan, VR in the browser, WebAssembly and loads more exciting tools to play with. Some will become standards, others will be sparks that die away quickly. But being a developer has always been about keeping a careful eye on those sparks, and knowing when to use them to light fires.

The fact that I can keep making tools that empower anyone to create games is what keeps my passion burning. In that respect I feel no different today, than the 10-year-old me who sat staring into the phosphorescent TV display, marveling at what possibilities it could unlock.

GPG signature verification

When you're building software with people from around the world, sometimes it's important to validate that commits and tags are coming from an identified source. Git supports signing commits and tags with GPG, and starting today GitHub will show you when commits and tags are signed.

screenshot 2016-04-04 08 44 43

When you view a signed commit or tag, you will see a badge indicating if the signature could be verified using any of the contributor's GPG keys uploaded to GitHub. You can upload your GPG keys by visiting the keys settings page.

Many open source projects and companies want to be sure that a commit is from a verified source. GPG signature verification on commits and tags makes it easy to see when a commit or tag is signed by a verified key that GitHub knows about.

screenshot 2016-04-04 10 35 33

To learn more about how to generate a GPG key and start signing your work, read our GPG documentation articles.

From the OctoTales video series: advancing cancer research through open source

There are no shortage of open source projects making an impact on our world, and we’ve been especially excited to see an increase in collaboration across the healthcare community. A few months ago we met a team at the Fred Hutchinson Cancer Research Center that is working to break down silos across cancer research by open sourcing their data and a tool called Oncoscape to visualize and interact with it. We thought the best way to introduce you to Oncoscape and the team behind it was through OctoTales, our video series about incredible companies using GitHub to work better together.

Meet Desert, Lisa, Jenny, and Eric, and discover what Oncoscape is all about.

"The project needs help at every level, from simple CSS improvements, to D3 refinements, to new interactive visualizations and extending all the way to novel challenging computational tasks, such as robust implementations of recently published computational biology algorithms", says our friend Paul Shannon, the founding architect of Oncoscape. "Cancer researchers at Fred Hutch and around the world will welcome your contribution!"

If you’re inspired to help the Oncoscape team advance their goals, you can find out more in the project repository. They have detailed contributing guidelines, issues labeled Help Wanted, and even a contributions cheat sheet.

If you would like to be a part of the OctoTales series, tell us your story at [email protected]

Organizations can now block abusive users

Community is one of the most important aspects of open source, but sometimes a few bad actors can ruin the experience for the group. To help address the problem, organization owners now have the ability to block abusive users from public repositories. This feature allows project owners to block users, and prevents blocked users from opening or commenting on issues or pull requests, forking repositories, and adding or editing wiki pages.

Screenshot of organization settings

All records of blocked activity are available in the organization's audit log for your reference.

Screenshot of organization audit logs

To learn more about encouraging positive contributions in your organization, read our community documentation articles.

Supporting the student hacker community

To stimulate the growth and show our support of the student hacker community, we've partnered with Major League Hacking (MLH) to provide each new member hackathon with a $1,000 grant and one sponsored ticket to Hackcon, the conference for hackathon organizers.

GitHub <3 Students

Hackathons are amazing social gatherings where students interested in technology can come together to learn, build, and share brand new creations over the course of a weekend.

For a small, first-time hackathon, $1,000 can make or break the event budget. For organizers, having the opportunity to meet the people behind the most successful student hackathons at Hackcon is invaluable to the continued success of their events.

As the official student hackathon league, MLH provides member events with organizational support including mentorship, hardware labs, and connections to technology companies. Last week, they announced their seed funding and B-Corp certification to reaffirm their mission-driven focus on empowering student hackers. Together, GitHub and MLH have supported a community of 50,000 students at over 150 global events in the last year.

We're proud to be part of the rapidly growing movement of hackathons organized for students by students. GitHubbers regularly participate in student hackathons as mentors, guest speakers, and judges while the GitHub Student Developer Pack gives student hackers free access to the best developer tools to use for their hacks.

To organize a hackathon at your school with support from GitHub start an MLH member hackathon in the 2016-2017 season.

Squash your commits

Git’s flexibility allows you to shape your workflow however you like. The organization of your git history is just one of the choices to make, but up until now the merge button on GitHub only created merge commits, resulting in a style of history that didn’t necessarily match your own workflow.

Merge commits

For years, the merge button on GitHub has created merge commits (i.e. git merge --no-ff) which retain all of the commits in your branch and interleaves them with commits on the base branch. The result of a merge commit is a visually complex, but more accurate log that depicts how changes from a feature branch came to be on the base branch. Here’s what that looks like today:

Merge commits create accurate, but more complex history

Enter commit squashing

Commit squashing has the benefit of keeping your git history tidy and easier to digest than the alternative created by merge commits. While merge commits retain commits like “oops missed a spot” and “maybe fix that test? [round 2]”, squashing retains the changes but omits the individual commits from history. Many people prefer this workflow because, while those work-in-progress commits are helpful when working on a feature branch, they aren’t necessarily important to retain when looking at the history of your base branch. Here’s what squashing on merge looks like:

What’s changing?

Repository administrators now have a few options to choose from when deciding how to handle history.

New merge button settings

Allow merge commits and commit squashing

This option will leave the decision to create a merge commit or squash up to the user doing the merging. This lets repository administrators stay flexible when deciding whether or not to retain all history from a feature branch.

Only allow merge commits

This is the default behavior and is exactly how the merge button worked before this change. Collaborators won’t have the option to squash their commits via the merge button.

Only allow squash commits

This is a new option which lets you force commit squashing on all pull requests merged via the merge button.

Squash and merge

Check out the documentation or get in touch with any questions or feedback. Enjoy!

A look behind our decision to standardize on a single Markdown engine for GitHub Pages

Two months ago, we announced that GitHub Pages is dropping support for the RDiscount, Redcarpet, and RedCloth (Textile) markup engines on May 1st. For the vast majority of users, this should be an easy transition, as kramdown supports all of RDiscount and Redcarpet's most popular features, and if you're making the transition from Textile, @jldec's post last month should walk you through the process.

With the May 1st sunset quickly approaching, we wanted to take a few moments to take a look at the numbers and the discussion behind our decision to drop support for the non-kramdown markup engines within GitHub Pages:

Web publishing has come a long way since the Jekyll project began some eight years ago. Today, Markdown is largely the lingua franca of the open source community, but that doesn't mean that certain regional dialects haven't emerged over the years, as each markdown engine adopted a slightly different interpretation of how they thought Markdown should work. As Markdown engines diverged, so too did the experience of authoring content on GitHub Pages and authoring content elsewhere on GitHub.com such as in comments and READMEs.

One of our historic design philosophies at GitHub is that "anything added dilutes everything else". While being able to fine tune the pipeline that's used to render your content may be helpful in some unique cases, for the vast majority of users, that added complexity is one more thing that you'll have to learn, one more decision that you'll have to make, and ultimately that option serves to heighten the learning curve for new users.

Today, GitHub Pages is home to just over one million distinct sites, with thousands more being added each day. On an average day, we'll process upwards of 50,000 builds, and of those 50,000 builds, more than 40,000 either don't ask for a specific Markdown engine, or ask us to use kramdown, the default. That means that when we look at markup rendering across GitHub Pages, Redcarpet accounts for just shy of 2% of all builds, RDiscount accounts for about half a percent, and Textile accounts for one-tenth of one percent.

builds-by-deprecated-engine

In standardizing on a single Markdown engine, we are able to improve the publishing experience for the vast majority of GitHub Pages users. Not only are we able to remove the complexity and confusion associated with new users being forced to distinguish between multiple markup engines or reading documentation for the incorrect interpreter, we are able to bring the experience of authoring Markdown content on GitHub Pages more closely in line with the experience you've come to expect when using Markdown anywhere else on GitHub.

If you're still using RDiscount, Redcarpet, or RedCloth, next time you push to your GitHub Pages site, you will receive an email from us with instructions on how to upgrade. We highly recommend you test building your site with kramdown prior to the May 1st deadline. If you're a GitHub Enterprise user, this change will affect GitHub Enterprise versions 2.7 and later.

In most cases, upgrading to kramdown should be a matter of updating your site's configuration. If in the off chance you do run into any trouble, please get in touch with us, or if you have questions about what this change means for your GitHub Enterprise appliance, please contact GitHub Enterprise support. We're here to help.

GitHub Satellite sessions preview

GitHub Satellite is the first-ever international event in the GitHub Universe series, and it's happening May 11, 2016, in Amsterdam.

More than 500 developers, team leads, and open source contributors will gather at the Westergasfabriek to explore how people learn, build, and work together to define the future of software.

We'll post a full schedule in the coming days--here's a preview of what you can expect. Tickets are still available--get yours now, and we'll see you in Amsterdam!

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Prototyping for the Internet of Things

How do you begin to build a product that can take any shape, communicate with a user in a number of ways, and collect constant streams of data using an array of sensors? You prototype quickly and cheaply to allow for iterative validation. Fortunately for us, rapid prototyping for IoT has never been more accessible. Many tools are open source with vibrant maker-community support, but you have to understand what’s available in the toolbox to know what you can build.

This talk will help you understand the tools available to you, while also defining a process for bringing them together into a highly usable, well-integrated, connected device. We’ll discuss:

  • how to use design thinking to brainstorm and refine your ideas
  • interaction options beyond touch screens
  • hardware prototyping
  • the software and connectivity necessary to bring your idea to life

Erica Stanley is a cofounder of the Atlanta chapter of Women Who Code, as well as a software engineer, researcher, and tinkerer.

In pursuit of open source security

Open software platforms are helping the security industry achieve important goals by enabling better communication, information sharing, and code quality. But open source security differs from other open source communities in a number of ways, as we learned with osquery. The vision for open source security is for offensive and defensive security professionals to work together on important security challenges, benefit from shared knowledge, and drive the industry forward. During this talk, engineers from the Facebook security team will discuss what they've learned building and supporting the most popular security project on GitHub and how that lead to the development of a new open source project for the GitHub community that will be debuted during this talk.

Marjori Pomarole is a Software Engineer on the Security Infrastructure team at Facebook London. She currently leads development for Invariant Dectector, a security tool for finding and blocking anomalies in write requests on Facebook.

Javier Marcos is a security engineer at Facebook with experience working on both offensive and defensive teams. He is currently a member of Facebook's Detection Infrastructure team and manages the Facebook CTF platform.

Using pull requests to drive continuous delivery

Developers all know this story. There is a piece of software that runs in the cloud. All the code lives on GitHub, and is tested with Travis CI. You have a production app, usually have a staging app, and maybe, sometimes, a development app. And then you've got your local development environment.

Delivering the code to these environments tends to involve a series of manual steps, tweaking, fairy dust, and hoping for the best. We all dream for Continuous Delivery, where we've automated a good chunk of this work, and at the push of a button, this just, well, happens.

For the past year, Heroku has been working on addressing this problem, deeming it the "Heroku Flow:" a structured workflow for Continuous Delivery. This allows you to automatically deploy to staging when CI passes and manually promote to production when ready. Create and tear down ephemeral development environments for all of your pull requests.

Gudmunder Bjarni is a developer experience engineer at Heroku.

Git Merge is sold out: see what's on tap

Git Merge 2016

Git Merge kicks off in less than a week in New York City on April 5th—and tickets are already sold out! The conference will bring together Git contributors, source control teams, and end-users from around the world for a full day of sessions, trainings, and networking. Here’s a peek into some of the talks and workshops you won’t want to miss:

Tips and tricks

Ready to brush up on your Git skills? Check out these sessions:

  • Emma Jane Hogbin Westby will teach us about making the Git on-boarding experience easier for others.
  • Charles Bailey from Bloomberg will uncover techniques and tools for letting all team members—especially those less familiar with advanced uses of Git—easily migrate their work in progress to the new history.
  • Tim Pettersen from Atlassian will cover the computer science behind Git LFS' internals and architecture, as well as CLI usage and how to build an effective Git LFS workflow for a development team.
  • Ryan Hodson from Cloudflare will discuss streamlining the static website development workflow.
  • Spencer Krum from IBM will share his favorite command line tricks to make the Git experiences more straightforward.
  • Syste Sijbrandij from GitLab will walk us through the essential steps of making the collaborative DVCS workflow a reality at any company.
  • Emily Xie from Wayfare will dissect Git’s plumbing commands to uncover what’s going on behind the scenes.

A look inside

Discover how some of the most interesting companies in the world are using Git:

  • Greg Kroah-Hartman from The Linux Foundation will kick off the day with a discussion around how Linux is developed, how fast it is happening, and how we all try to stay sane keeping up with it (hint: Git is the reason).
  • Patrick Reynolds from GitHub will explore the challenges GitHub encounters when working at the scale of billions of operations per day.
  • Lars Schneider from Autodesk will recount their journey to on-board 4000+ engineers with 200+ different code bases.
  • John Haley and Hamid Shojaee from Axosoft will describe the creative (and oftentimes argumentative) process of GUI development.
  • Saeed Noursalehi from Microsoft will share the journey—both social and technical—of moving the majority of Microsoft’s product development onto Git.
  • Juan Pablo Buritica from ride.com will teach us to stay relevant by looking at the surprising parallels between modern kitchens and effective engineering teams.

Expert trainings

You’re invited to join some of the best Git trainers in the world for deep-dives into a variety of topics:

  • Scripting Git
  • Get out of (almost) anything with Git
  • Making the switch to Git LFS
  • Mastering git-imerge

After party

At the end of the day, join us at SpinNYC for our afterparty, sponsored by GitLab. With 17 ping-pong courts, a special appearance by two world champion players, and a light selection of late-night snacks, you won’t want to miss this celebration.

Live streaming

Want to join us but can’t make it? We’ll be live streaming the main sessions throughout the day on our website, git-merge.com

Special thanks

Git Merge would not be possible without the support of our sponsors. Special thanks to GitLab, Atlassian, Bloomberg, Compose and SAP for joining us as partners for this event.

sponsorlockup

Git Merge will be held on April 5 at New World Stages (340 West 50th Street, New York City, NY 10019). For more information, visit git-merge.com.

Protected Branches Improvements

Over 100,000 people push to protected branches nearly 300,000 times every week. We’ve been listening to how we can make protected branches even better and we’re happy to introduce two workflow improvements.

Merging out-of-date pull requests

Required status checks currently provide a strong guarantee of compatibility between a pull request’s base and head branches. Not only must the status checks be passing, the head branch must also be up to date with the protected base branch in order to be merged. This catches hard-to-spot incompatible changes that don’t cause merge conflicts but result in broken code nonetheless.

The extra status check runs required by this policy can be a burden for teams where many changes are being made to a protected branch. To make this easier for those teams, we’ve added a setting which will still enforce required status checks but will no longer require a pull request to be up to date before merging.

Toggle whether a branch has to be up to date with a protected branch

User and team restrictions

Sometimes merges to a protected branch are best left to a release manager or a team of people responsible for the stability of that particular branch. Organizations can now specify which members and teams are able to push to a protected branch. Note that organization and repository administrators are always able to push.

Choose which users and teams can push to a protected branch

Protected branches help you keep your codebase safe from force pushes and buggy code. These changes give you better control over whom can push to your protected branches and make the experience for very active repositories much smoother. Check out the documentation for more information or get in touch with any questions or feedback.

Saved replies

We know from community feedback and open source projects (like @notwaldorf’s Chrome extension) that replying with the same response to Issues and Pull requests over and over can be tedious. Saved replies allow you to create a response to Issues and Pull requests and reuse it multiple times, saving you a ton of time typing and posting the replies you use most frequently. It’s available on all repositories starting today.

Using Saved replies

To get started, go to your personal settings and click “Saved replies”. Here, you can add custom replies based on the types of responses you use most frequently. You can edit and update these anytime.

Add a saved reply

You can access your Saved replies when composing or replying to an Issue or Pull request.

Insert a saved reply

Check out the documentation for additional information on the feature.

Something went wrong with that request. Please try again.