The objects are referenced by trees. A tree is just a directory.
The trees are then referenced by commits and/or tags into a DAG with named pointers into various parts of it (which are your branch and tag references):
https://git-scm.com/book/en/v2/Git-Internals-Git-Objects
Because it would be terribly in-efficient to have a bunch of loose objects, git periodically groups them together into packs. To save space, the objects are compressed against one another (delta compression) within the packs.
https://git-scm.com/docs/git-pack-objects
https://github.com/git/git/blob/master/Documentation/technic...
When pushing or pulling, the git transfer protocol basically enumerates what objects each side has so that it only needs to transfer the difference. On top of that, it delta compresses the objects on each side that aren't already grouped into packs against each other to save space.
https://github.com/git/git/blob/master/Documentation/technic...
Because git is an open-source project written by nerds, it shows you all of this information. Feel free to ignore it!
But if you really want to know, it's all documented both in the git book and git documentation directory, both linked above.
(Caveat: I'm working from memory and surely got some detail at least slightly wrong.)
I don't mean to be too glib, but some programmers have this decrepit idea that anyone working with computers should understand programming to be able to fully utilize them.
I worked in gamedev, and many of my colleagues were brilliant, but your comment would read as complete nonsense to many of them. That is the problem git has in the gamedev space. You're trying to manage teams of programmers, designers, sound engineers, gameplay specialists, producers...even c-levels. The parent comment to yours is right, to many many people who work on things that Lore could be useful for would find git to be gobblygook.
I was simply answering niek_pas's rhetorical questions, that's all, because maybe they piqued someone's curiosity and I can contribute a little of my esoteric knowledge about the inner workings of git. This is a site for the curious, yes?
Git is a tool by programmers for programmers. If folks outside the programming community are able to use it, great, but that's not its target audience. You don't need to convince me why git isn't suitable for artists.
Cheers.
One of the things I very frequently heard from the non-programmer disciplines was how obtuse and indecipherable the existing version control systems were. That is where I'm coming from.
Your knowledge is still appreciated, by me as well, because while I am well familiar with the way git works, I have worked with many people who were not, and did not have the time or budget in their minds for understanding it because they had many other concerns. That is what I mean when I said that I worked with some brilliant people -- I could not do even a modicum of what some of them were capable, and likewise they probably weren't capable of the same modicum of what I was doing.
I don't know what specifically the GP post was trying to insinuate, if anything at all, but it resonated with me as someone who had experienced the same thing many times over in my career. And I probably judged your comment a little harshly on first read, which is mea culpa. You provided good information for those newer to git and seeking to understand how it actually works besides the cheat sheet guides you so often find.
> Git is a tool by programmers for programmers. If folks outside the programming community are able to use it, great, but that's not its target audience. You don't need to convince me why git isn't suitable for artists.
Precisely, and I think Lore is an interesting proposition for exactly that reason.
Git is a software development tool first and foremost to support the development of an _operating system kernel_. It's perfectly reasonable for it to be technically verbose as a default, in the same way as it's reasonable for a band saw to cut off your finger if you use it without understanding things correctly first.
The problem git has in game development is not that the output is too complex, it's that it doesn't handle large binaries well (ironically enough, the focus of the replacement system in TFA).
I will disagree that the output is too complex; it is. And yes, the large binaries issue is also a huge challenge to it's use. There's only so much time in the day, and when you work in gamedev there are often severe pressures to perform, and spending extra time to get into the weeds of a version control system is often not possible without sacrifice.
CLI output should be in plain language and omit or minimize unnecessary detail absent a -verbose flag - for example, I'm just not interested in how many threads something took unless I'm working on it. As a user, I want to be focused on the task I'm doing, not on the perfromance of the tool.
The issue is what you and the above points out - it is not easy to read.
What might help dramatically is a simple modification of text (the verbose stuff could be slightly light grey and the important bits fully highlighted white) or even go full IRC with colored text, bold, etc.
Or hell - maybe instead they add a switch that inserts "//comment" like additionally lines to explain what is going on (succinctly) to the average Power User type. The default could be "software engineer" mode and the switch enable "Git for Dummies" mode.
One might reasonably think that about a number of git's rough edges, and one might be surprised at the reality.
Some years ago, the annoyance of git's inconsistent terminology drove me to look into consolidating "cache", "index", and "staging area" in git's help text and documentation. What I found was that others had (of course) thought of it before, but when they tried to do it, it was rejected by git's gatekeepers.
Contributions from jvns:
https://github.com/search?q=repo%3Agit%2Fgit+jvns&type=commi...
Here she explains how she did it:
https://jvns.ca/blog/2026/01/08/a-data-model-for-git/
Contributions I've made:
https://github.com/search?q=repo%3Agit%2Fgit+jaysoffian+docu...
Generically:
https://github.com/search?q=repo%3Agit%2Fgit+documentation&t...
Do you have a link to your proposal on the git mailing list?
There are 1000 things that's true of about git. At a certain point that becomes a problem in and of itself.
This is very much a "if you don't like X about your country, just move to a different one" kind of "solution". The costs are extreme to the point that pretending it's viable is insulting. Really it's just a way to silence legitimate complaints.
At least they gave us the `--porcelain` flag, meant exactly for this use case, to make the output format of porcelain commands never change. Dumb flag name, though.
I’m starting to come around though. From a UI perspective it’s a major improvement on git. The branching workflow is something that has taken a bit to get used to though.
The git support for new employees drops basically to zero.
gritzko@spot ~/beagle $ be get
19:07 get ?#0ac49e6a
16:58 post ?0ac49e6a#POST-018 put:/post: banner on stdout
19:07 new beagle/test/be-post-put-banner.sh
19:07 upd dog/INDEX.md
...more stuff...
19:07 del test/post/01-bare-msg/01.put.err.txt
19:07 del test/post/01-bare-msg/02.post.err.txt
19:07 get abc?4222dfabI’d be a bit worried if git didn’t heave that particular contented sigh when I ask it to push
--flaunt-revision=<commit-graph> - Flaunt the revisions of extra commit IDs that are mirrorred.
Is the tool taunting you?Still the porcelain is more like cold stainless steel
Not saying Lore's approach is bad, but sometimes "worse is better".
Having this output is useful for when it does break and you need to copy-paste your terminal output to someone who does understand it to explain it to you or explain how to fix it, but you're correct that 90% of this is effectively debug output that is almost never useful or relevant.
In most cases I would say they should remove any output that isn't necessary, but given that some git operations can be extremely long-running it's beneficial to have some kind of output so the user knows what's going on.
Case in point, this is the output I get when I try to clone the Linux kernel:
Cloning into 'linux'...
remote: Enumerating objects: 11623749, done.
remote: Counting objects: 100% (396/396), done.
remote: Compressing objects: 100% (189/189), done.
Receiving objects: 1% (181683/11623749), 90.11 MiB | 19.17 MiB/s
Generally not useful information most of the time, but if I didn't have it I would be staring at a blank terminal for an hour wondering what was happening.Also, I assume you're not but in case anyone is interested in the answers to these questions:
> What the hell is "delta compression"?
The 'delta' is the difference between one thing and another - usually one version of a file and another. Git does some fancy thinking to figure out which files are which other files but with changes, so that it can store just the changes from one version to the next.
For example, a 100 KB file where we only changed 500 bytes ten times would be 1000 KB, but because Git can store the deltas from one to the next it can be 100 KB (the original) plus ten 500-byte changes, for a total of about 105 KB.
> Why do I care how many threads it's using?
Because it directly affects how fast the process works; using 16 threads is 16x faster than using 1 thread (on average). Git automatically detects how many CPU threads are available and uses as many as it can, but if it's being very slow you might look and see 'oh, right, this VM only has two CPUs'.
> What is an 'object' and what does it mean when it's 'local'?
Uh, this one is deliberately vague I guess. An object is a thing that Git keeps track of. Usually this will refer to a blob, which is 'a bunch of bytes that make up a file', or a 'tree', which is a list of files and other trees - basically a directory structure, or a commit's information, but anything that Git keeps track of is an object.
Local just means that you already have a copy on your system. in the 'remote:' line you see output from the other end (where you're pushing to), so that's the server saying that it's using the files it already has.
> What does 'pack-reused' mean?
To be efficient, Git can take all the 'objects' and smush them into one big packfile (rather than having to keep track of hundreds or thousands of separate files). Since Git keeps track of files based on their contents, two identical files are just stored as one copy referenced twice, so it's possible that the file that you're pushing already exists in a pack file and can just be reused rather than having to push another copy.
Maybe what we need is one of those infographic things (or several - but not too many) that summarize the main terminology, actions, and basic architecture of how Git works. I've found those usually, when done right, can strike an ideal balance of reaching the largest amount of people. I personally prefer reading tutorials but I know plenty of talented people who instead prefer videos (which I personally hate) and a simple but visually pleasing graphic is right in between.