►
From YouTube: Opening Session - Git Merge 2018
Description
Presented by Brett Smith, Director of Strategic Initiatives, Software Freedom Conservancy
About GitMerge
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A
My
name
is
Brett
Smith
and
I
work
at
software,
freedom,
Conservancy,
and
so
how
many
of
you
have
heard
of
software
freedom
Conservancy
before
about
30
percent?
That's
that's
good!
So,
just
to
give
you
a
little
bit
of
background,
what
Conservancy
is
is
we're
a
nonprofit
home
to
free
and
open
source
software
projects
so
that
when
they're
at
a
point
where
they're
looking
to
grow
a
little
bit,
they
need
to
handle
money.
They
can
come
to
us
and
we
provide
those
services
for
them.
So
we
take
care
of
the
bookkeeping.
A
We
take
care
of
tax
reporting.
We
can
handle
legal
issues
like
if
you
need
a
trademark
or
if
you
want
to
hire
contractors,
we
we
can
take
care
of
all
of
that
for
free
software
projects,
so
they
don't
have
to
distract
themselves
with
trying
to
set
up
their
own
organization
or
talking
with
lawyers
themselves,
to
worry
about
that.
So
we
do
this
forget
and
we
do
it
for
almost
50
other
free
software
projects
we're
very
hands-off.
Technically
we
don't
try
to
control
the
technical
direction
of
the
project.
A
We
don't
try
to
tell
people,
you
know
as
long
as
you
use
a
free
and
open-source
software
license
you're
eligible
to
be
a
Conservancy
member
project.
We
don't
care
which
specific
license
you
use.
So
we
leave
the
technical
leadership
of
the
project
in
place
and
we
don't
interfere
with
that.
There's
just
a
specific
committee
of
folks
who
tell
us
what
the
project
would
like
to
spend
its
funds
on
what
the
project
needs,
help
with
that
we
work
with
to
help
them,
and
so
on
that
note
I
wanted
to
take
a
moment.
A
Many
of
you
are
probably
aware
that
earlier
this
year
we
lost
Sean
Pierce,
one
of
the
courgette
developers,
and
he
was
he
was
on
that
committee
for
the
get
project
working
with
Conservancy
I
only
personally
had
a
couple
of
opportunities
to
work
with
him
during
that
time,
but
definitely
his
dedication
to
the
project
it
shone
through
clearly
throughout,
and
so,
if
we
could
take
a
quick
moment,
remember
him
a
moment
of
silence.
I
think
you
know
keeping
in
mind,
you
know
his
dedication
to
get
is
something
that's
useful
for
us
to
carry
forward
today.
A
A
I
wanted
to
make
video
games
like
I
know
right
like
it's,
so
it's
so
trite,
like
I,
almost
I
kind
of
don't
like
telling
the
story
anymore
these
days
because,
like
how
many
people
got
got
into
computers
because
they
wanted
to
make
video
games
but
but
sure
enough,
that's
me,
and
so
that
might
seem
like
a
little
bit
of
a
careening
path
right.
How
did
I
get
from
video
games
to
nonprofit
support
for
free
software
projects?
I
mean
there.
A
There
are
a
lot
of
facets
to
that
story,
but
actually
there's
one
specific
dos
game
that
I
played
in
the
early
90s.
That
really
taught
me,
like
all
the
core
fundamental
lessons
I
needed
to
learn
about
software
development
and
how
we
make
software
that
really
got
me
to
where
I
am
today
and,
and
so
I
want
to
share
those
lessons
with
you
and
specifically
what
we'll
talk
a
little
bit
about
the
game.
The
game
specifically
is
called
ZZT.
Anybody
recognized
this
out
of
curiosity.
Yes,
I
knew
there
would
be
exactly
one.
Thank
you
very
much.
A
All
right,
so
so
you
boot
up
zzt,
and
this
is
what
you
get.
So
this
is
a
DOS
game.
It
uses
like
basic
ASCII
art
to
represent
everything
on
the
screen,
so
if
you've
ever
played
like
nethack
or
another
text-based
game
like
that,
like
a
lot
of
the
concepts
are
very
familiar,
everything
is
represented
very
symbolically,
and
and
so
when
you.
So
this
is
the
title
screen.
A
You
actually
started
up
you
you
get
it's
a
very
adventure,
kind
of
style
game
where
the
emphasis
is
on
exploration,
so
you
started
up
it
dumped
you
in
the
middle
of
this
town
square.
There
are
several
directions
you
can
go.
It
doesn't
really
give
you
any
specific
suggestion
where
it
leaves
that
up
to
you
that
there
are
occasional
action
segments
like
this
maze,
where
you
have
to
dispatch
a
bunch
of
bugs
as
you
get
through.
There
are
occasional
puzzles
that
you
have
to
solve.
A
So
so,
if
you're
old
enough
in
it-
and
if
your
nerd
enough
to
like
remember
games
from
the
early
90s,
you
might
be
thinking
man,
this
looks
like
III,
don't
remember,
DOS
games
from
the
90s
looking
like
that,
like
I
thought
they
were
at
least
a
little
more
advanced
than
that
you're
right.
Your
memory
is
not
failing
you
most
dos
games
of
this
era
did
look
better
than
this.
Zzt
was
outdated
when
it
was
released
like
in
1991
like
this
kind
of
text-based
graphics,
we
were.
We
were
well
beyond
that
already.
A
We
didn't
need
to
do
that.
You
could
do
like
640
by
480
vga
at
this
point
by
the
time
this
came
out.
So
why
is
ECT
special?
Well,
let's
go
back
to
that
title
screen
and
there
are
a
few
options
that
you've
got
sort
of
a
menu
of
commands
that
you
can
do
on
the
right
so
like
at
this
top
you'll,
see
like
we.
It
lists
a
world
that
we're
playing
and
this
one's
called
town
and
then
a
little
later
near
the
bottom
there's
something
called
a
board
editor,
and
so
what
ZZT
lets
you
do?
A
Zzt
is
really
better
understood
as
a
game
engine.
You
can
use
it
to
load
a
different
game
file
and
play
it.
It
comes
with
this
one
called
town
of
ZZT,
but
if
you've
got
other
game
files,
you
can
load
them
in
and
play
those
and
you
create
them
using
the
board
editor.
So
if
you
go
into
that,
this
is
the
interface
you
get
you'll
notice.
All
the
commands
have
changed
to
like.
A
A
lot
of
games,
especially
today
they
might
give
you
access
to
some
sort
of
editing
feature
inside
them,
but
frequently
there
there
are
things
held
back
a
little
bit
right
like
they
might
push
the
editor
off
to
the
side.
It
might
not
have
access
to
all
the
functionality,
that's
actually
in
the
engine.
They
might
want
to
keep
it
simple
for
you.
The
ZZT
editor
is
not
like
that.
It
gives
you
like
anything,
that's
in
the
engine.
You
can
access
through
all
these
options.
A
Here
on
the
right
and
one
thing
in
particular,
you
can
actually
put
custom
objects
into
the
world
and
program
them
with
a
language
called
ZZ
t.o.p.
And
yes,
it
is
that
oo
p.
It
is
object,
oriented
programming,
so
there
are
their
objects
and
they
talk
to
each
other
through
this
object-oriented
language.
So
there's
a
brief
demo.
This
is
actually
from
the
town
of
ZZT
game
that
we
saw
earlier.
A
This
is
a
brief
demo
of
one
of
the
scripts
incited
it's
a
prisoner
that
just
kind
of
paces,
his
cell,
until
he
notices
that
you've
released
him,
and
then
he
talks
with
you
a
bit
and
gives
you
a
reward,
and
so
the
ZZT
editor
lets.
You
write
your
own
objects
using
this
language
as
well,
so
that
you
can
so
like
you've
got
full
access
to
customize,
whatever
you
need
to
be
able
to
basically
to
the
extent
that
the
engine
allows
everything
is
available
through
this
editor.
A
A
However,
you
want
with
people
and
that's
what
we
did
so
like
if
I
wanted
an
authentic
screenshot
and
I
kind
of
did,
but
it
wasn't
possible
to
get
right
so
so
one
one
cool
thing
that
happened
was
ZZT
and
this
was
probably
not
predictable,
but
you
know
we're
talking
about
the
early
90s
right,
so
what
else
was
happening
in
the
early
90s?
Besides
the
release
of
ZZT?
A
Well,
one
thing
was
that
the
internet
was
starting
to
make
it
two
homes
worldwide
and
especially
in
the
United
States
right,
and
so
you
know,
those
of
us
who
who
had
computers
with
internet
connections,
suddenly
had
the
means
to
start
sharing
files
like
dot
Z,
ZTE
files,
z,
ZT
worlds
with
each
other,
and
that's
what
we
did.
It
started
primarily
on
the
dedicated
services
like
America,
Online
and
prodigy,
and
sure
enough.
You
know,
as
the
web
became
more
popular,
we
would
start
publishing
worlds.
A
There,
too,
and
and
so
a
community
really
developed
around
Z
Z
T,
there
were
chat
rooms,
there
were
message
boards
and
then
the
therefore
just
archives
of
Z
Z
T
worlds,
so
that
you
could
go
and
browse
and
see
what
other
people
were
doing
and
trying
them
out.
It
was
a
very
collaborative
community.
It
was
a
community
focused
on
like,
like
sharing
techniques.
A
A
If
you
remember
that
game,
obviously
the
graphics
can
only
be
so
sophisticated
with
s
ki
art,
but
it
definitely
tries
to
give
you
a
strong
sense
of
place
and
it
sort
of
embraces
the
limitations
of
the
graphical
medium
to
like
it
doesn't
it
doesn't
try
to
go
for
photo
realism,
but
it
gives
you
more
of
an
impressionistic
sense
of
this
place
that
you're
exploring
and
on
the
flip
side,
there's
this
game
called
burger
joint
where
you
basically
play
an
interactive
sitcom,
you're
you're,
the
new
employee
at
at
the
America's
first
fast-food
restaurant,
and
so
you
have
to
you,
know,
take
orders
and
fill
them
and
and
clean
the
restaurant
and
eventually
venture
into
the
freezer
like
it's
funny,
it's
cute,
and
so
it's
got
a
lot
of
objects
that
interact
with
each
other
in
very
tight
ways
like
it's,
a
very
immersive
kind
of
game,
even
though
the
graphical
style
here
is
a
little
more
abstract,
a
little
more
functional,
and
so
so
what
did
this
all
culminate
in?
A
Well,
so
the
Internet
Archive?
Actually
has
an
archive
of
all
the
ZZT
games
that
they've
been
able
to
found.
It
has
over
2000
items
like
that.
That's
a
lot
for
for
this.
For
this
das
game
creation
system
that
was
already
outdated
when
it
was
released,
people
were
still
making
games
for
it
like
well
into
the
last
decade.
A
Pretty
much
everybody
agrees
it's
officially
tapered
off,
but
even
into
like
2005-2006.
You
would
still
see
people
releasing
new
ZZT
worlds,
every
now
and
then,
and
so
you
can
go
browse
them
all
on
the
Internet
Archive
if
you'd
like.
So
how
did
this
happen?
How
did
this,
like
humble
DOS
game,
create
this
community
that
led
to
this
this
so
much
creativity
there?
There
are
a
lot
of
reasons
for
that,
including,
like
I,
said
the
coincidence
of
the
rise
of
the
internet,
but
another
reason
it
happened.
A
I
think
it
is
because
software
has
values
and
ZZT
has
values,
and
one
of
its
values
is
creativity.
It
wants
you
to
create
ZZT
worlds.
It
wants
you
to
share
those
easy
t
worlds
with
others,
and
you
can
see
this
throughout
the
design
of
the
program
like
it's.
It's
not
it's
not
something
some
sort
of
like
vague,
oh
there's,
something
in
the
background
of
like
the
way
it
thinks
about.
Creativity
like
it
comes
through
very
clearly
in
the
interface
design.
A
The
fact
that
the
board
editor
is
like
a
main
function
in
in
the
main
menu
of
the
program,
rather
than
being
a
separate
program
or
kind
of
hidden
off
in
a
sub
sub
menu,
or
something
like
that.
That's
a
way
that
it
promotes
creativity
by
making
that,
like
putting
that
in
front
of
you
almost
encouraging
you
to
use.
It
is
one
way
that
it
encourages
you
to
go
in
and
try
out
this
for
yourself
like
see
what
you
can
do
in
the
documentation.
A
It
also
came
with
some
very
explicit
encouragement
like
in
the
early
days
of
the
game.
The
crater
was
encouraging
people
to
send
their
words
to
him
on
floppy
disk
by
postal
mail,
of
course,
because
this
you
know,
1991
was
still
a
little
early
for
the
internet,
but
you
could
send
in
your
floppy
disk
in
like
he
was
planning
to
compile
a
lot
of
the
coolest
bits
of
ZZT
world
cities
saw
and
compiled
them
into
a
single
best
of
ZZT
collection,
which
did
come
out
a
few
years
later,
like
around
94
I.
A
Think
like
that,
where
else
does
create
it
like
the
encouragement
of
creativity
come
through.
It
comes
through
in
the
uninhibited
design
of
the
editor
it
comes
through
in
the
fact
that,
like
there,
there
is
nothing
limited
from
you
here.
It
doesn't
try
to
try
to
like
box
in
your
creativity.
It
doesn't
try
to
like
act
like
the
world
that
shifts
with
the
game
is
the
best
world
and
there's
no
way
you
could
possibly
do
better
it.
A
So,
like
I
said,
I
I,
think
I
I
think
there's
a
lot
to
learn
about
both
software
values
and
how
we
express
those
values
from
ZT.
So
for
you
know
another
example,
so
what
brings
us
here
get
I
think
get
has
values
too.
I
think
it's
actually
a
very
similar
set
of
values
to
what
we
just
saw
from
ZZT
so
like
what
are
some
of
the
values
of
get
well.
One
of
the
values
of
get
is
that
it
tries
to
make
it
easy
for
you
to
get
started
like.
A
A
A
It's
very
easy
to
get
back
to
a
place
where
you
need
to
get
whether
that's
what
gets
or
get
checkout
master
or
even
going
through
the
ref
log
like
go
back
to
a
place
in
time
that,
where
you
know
you
had
something
good
so
that
it
like
it.
Sort
of
like
makes
it
easy
for
you
to
kind
of
like
go
wild
on
the
source
code
and
then
worry
about
cleaning
up
your
work
or
sort
of
patching
it
up
later.
A
Another
value
of
git
is
that
anything
the
engine
can
do
it's
pretty
happy
to
let
you
do
write
like
for
even
some
of
the
lowest
level
operations
that
git
is
capable
of
as
far
as
managing
its
objects
and
so
on
and
so
forth.
There's
usually
some
porcelain
to
help
you
manipulate
those
objects
yourself.
If
you
feel
comfortable
doing
that,
and
that's
something
you
want
to
do
like
get
very,
rarely
is
going
to
try
to
be
like
you
probably
shouldn't
be
doing
that
that's
a
little
too
technical,
you
might
mess
it
up.
A
This,
like
you,
might
mess
it
up,
but
if
you
want
to
go
for
it,
go
for
it
absolutely,
and
these
are
values
that
I
appreciate,
because
all
these
values
mean
that
I
can
do
things
like
have
my
slide
templates
in
get
checkouts
and
then
clone
them
for
each
presentation
that
I
want
to
make,
and
then
you
know,
while
I'm
editing,
my
slides
and
Emacs
I
can
also
do
all
of
my
git
manipulation
and
Emacs
as
well.
Thanks
to
me
get
in
and
it's
Emacs
mode
that
provides
pretty
nice
integration.
A
There's
there's
enough
like
get
exposes
enough
of
its
low-level
operations
that
it's
possible
to
write
new
interfaces
like
that.
That's
really
creative!
That's
really
great
I,
really
I
really
like
that,
and
it's
part
of
why
I
enjoy
using
it.
So
much
as
the
fact
that
that
it
empowers
me
in
those
specific
ways
right,
so
those
are
some
of
gifts,
values
and,
and
those
are
values
that
I
encourage
you
all
to
keep
in
mind
as
we
go
through
today.
A
As
we
talk
about
what
kid
is
capable
of
what
it
brings
to
new
people
and
and
how
we
might
look
at
developing
it
in
the
future
and
part
of
the
reason
I
want
you
to
keep
those
values
in
mind.
Is
that
like,
while
it's
I,
think
it's
very
common
for
all
software
to
have
values?
Not
all
those
values
are
positive,
not
all
the
time
right
like
what?
What
what
are
so
we've
talked
about.
A
A
We
believe
that
software
can
be
a
powerful
force
for
social,
good
and
social
change,
but
that's
not
necessarily
the
case.
We
don't
believe
that,
like
all
software
necessarily
does
that,
we
believe
that
it
has
to
be
consciously
designed
that
way
and
and
distribute
it
in
a
way,
that's
consistent
with
those
values,
and
so
that's
really
what
we're
about.