P4 Blog

  • June 17, 2016

    In a previous blog post, I briefly mentioned the fact that as customers reported problems with the old v2 engine, these cases were logged in the form of detailed test cases.  More than one customer has asked how we test the integration logic, so I thought this might be a good opportunity to go into the integration test harness I use, "itest", in a little more detail.

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  • June 07, 2016

    Ever looked into someone’s calendar and see the OOO message – and wondered where they were? Well, here are some of the places we (Paul Allen, Senior Integration Engineer at Perforce and Sven Erik Knop, Senior Technical Specialist at Perforce) ended up on our visits to the Alameda office in California. Having explored downtown San Francisco to excess, we decided to expand our horizon and explore the national parks in California. 

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  • June 02, 2016

     

    There are a lot of things to consider when planning an enterprise Perforce server  deployment. Two of those include High Availability and Disaster Recovery.

    When you think about your servers going down, your first instinct is probably to  think about how lost or corrupted data will be recovered. But before you even  begin to think about losing data, you should think about putting a plan in place to  quickly recover the systems when they go down. 

    In a Helix Enterprise environment, that plan must incorporate not only Helix P4D,  but also the other range of applications that are part of your solution, like Git  Fusion and GitSwarm.

  • May 25, 2016

    Did you miss us at MERGE 2016?

     

    No worries, because we’re bringing the conference experience straight to you! Revisit The Changing Role of Release Engineering in a DevOps World by attending our webinar on June 1st at 10:00 a.m. PDT with J. Paul Reed of Release Engineering Approaches, and Perforce’s own John Williston!

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  • May 20, 2016

    Last Fall, Perforce took to the road by sponsoring a series of Game Development MeetUps in San Francisco, Austin, and Seattle. Our goal was to give back to the game dev community, and share our experiences surrounding what we've learned over the years from supporting the growing industry. We were able to do that, but we also came away with something much more valuable: a new understanding of the challenges faced by small game studios. Why is this important? Because it's the small studios that ultimately feed the pipeline for the success of the larger AAA studios, and we wanted to be sure to provide tools to help along the way.

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  • May 19, 2016

    I'll start this article by setting the wayback machine for 10 years ago, the time of the 2006.1 release.

    The most significant 2006.1 feature was a complete rewrite of "p4 integrate", which we referred to around the office as "p4 integrate, take two".  The purpose of this rewrite was to address two of the major shortcomings of "p4 integrate" that we had identified prior to that point:

    1.     It didn't handle indirect integrations very gracefully.

    2.     The base was generally constrained to the source file, leading to suboptimal merges.

     

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