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bazelbuild
bazel
Java2015–2026
bazelbuild / bazel

bazel

a fast, scalable, multi-language and extensible build system

77Distinct people
93Mentions
0Explicit recommenders
26.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

a fast, scalable, multi-language and extensible build system

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year93 dated mentions

Observed mentions: 2015-03-24 16:07:21 UTC to 2026-01-21 00:19:31 UTC.

0510152015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 12 mentions; 4 submissions, 8 comments20152016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 9 mentions; 0 submissions, 9 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 13 mentions; 1 submissions, 12 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 12 mentions; 0 submissions, 12 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 5 mentions; 1 submissions, 4 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 12 mentions; 1 submissions, 11 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 10 mentions; 1 submissions, 9 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 6 mentions; 1 submissions, 5 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 6 mentions; 1 submissions, 5 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC1248
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC505
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC202
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC909
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC13112
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC12012
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC514
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC12111
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC1019
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC615
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC615
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC110

What Hacker News says

93 sources
Chicory seems like it'll be pretty useful. Java doesn't have easy access to the platform-specific security mechanisms (seccomp, etc) that are used by native tools to sandbox their plugins, so it's nice to have WebAssembly's well-designed security model in a pure-JVM library. I've used it to experiment with using WebAssembly to extend the Bazel build system (which is written in Java). Currently there are several Bazel rulesets that need platform-specific helper binaries for things like parsing lock files or Cargo configs, and that's exactly the kind of logic that could happily move into a WebAssembly blob. https://github.com/jmillikin/upstream__bazel/commits/repo-ru... https://github.com/bazelbuild/bazel/discussions/23487
In Chicory: A JVM native WebAssembly runtime
> Bazel also obviously uses the system compilers and headers. Nix does not. Bazel allows hermetic toolchains, and uses it for most languages: Java, Python, Go, Rust, Node.js, etc. You can do the same for C++, but Bazel doesn't provide that out-of-the-box. [1] Bazel sandboxing can restrict system access on Linux with --experimental_use_hermetic_linux_sandbox and --sandbox_add_mount_pair. [2] Every "reproducible builds" discussion requires an understand of what is permitted to vary. E.g. Neither Nix nor Bazel attempts to make build products the same for x86 host environments vs ARM host environments. Bazel is less aggressive than Nix in that it does not (by default) attempt to make build products the same for different host C++ compilers. [1] https://github.com/bazelbuild/bazel/discussions/18332 [2] https://bazel.build/reference/command-lin
Read the rest
In Is NixOS truly reproducible?
You can say that for everything, after all if it's turing complete you can do anything. But practically, the difference is intention, which drives design and ecosystem. E.g: starlark is very oriented toward idempotence and limiting side effects to get reproducible config data. By default they discourage reading files: https://github.com/bazelbuild/bazel/issues/13300 But rhai is not particularly oriented toward config, and the doc promotes an extension to read files: https://rhai.rs/book/lib/rhai-fs.html The tutorials, stdlib, language design anf tooling will all reflect this. You probably don't want to use starlark to automate much action, but it will be well suited to describe states.
In Rhai: An embedded scripting language for Rust
Bazel does a lot of non-obvious things that other build tools don't, that become important in larger codebases (100-10,000 active developers): - Automatic caching of everything. In most build tools, caching is opt in, so the core build/compile steps usually end up getting cached but everything else is not and ends up being wastefully recomputed all the time. In Bazel, caching is the default so everything is cached. Even tests are cached so if you run a test twice on the same code and inputs (transitively), the second time it is skipped - Dependency based test selection: You can use bazel query to determine the possible targets and tests affected by a code change, allowing you to trivially set up CI to only run tests downstream of a PR diff and skip unrelated ones. Any large codebase that doesn't use Bazel ends up re-inventing this manuall
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y, e.g. consider this code in apache/spark that re-implements this in a Python script that wraps `mvn` or `sbt` (which are build tools that do not provide this functionality) https://github.com/apache/spark/blob/290b4b31bae2e02b648d2c5... - Automatic sandboxing of your build steps in CGroup/NS containers, to ensure your build steps do not make use of un-declared files. In most build tools, this kind of mistake results in confusing nondeterministic parallelism and cache invalidation problems down the road, where e.g. your build step may rely on a file on disk but not realize it needs to re-compute when the file changes. In Bazel, these mis-configurations result in a deterministic error up front - At my last job we extended these cgroups to limit CPU/Memory usage as well, which eliminates the noisy neighbour problem and ensures a build step or test gets the same compute footprint whether run alone during development or 96x parallel on a CI worker (https://github.com/bazelbuild/bazel/pull/21322). Otherwise it's common for tests to pass when run during manual development then timeout or OOM when run in CI under resource pressure due to other tests hogging the CPU or RAM - Built in support for seamless shared caches: e.g. I compile something on my laptop, you download it to your laptop for usage. This also applies to tests: e.g. if TestFoo was run in CI on master, if i pull master and run all tests without changing the Foo code, TestFoo is skipped and uses the CI result - Built in support for shared compute clusters: e.g. I compile stuff and it automatically happens in the cloud on 96 core machines, or i run a lot of tests (e.g. after a big refactor) on my laptop and it automatically gets farmed out to run 1024x parallel on the cluster (which despite running faster shouldn't cost any more than running 1x parallel, since it costs 1024x as much per-second but should finish in 1024x fewer seconds!) - Support for deep integration between multiple languages: e.g. building a Go binary and Rust library which are both used in a Python executable, which is then tested using a Bash script and deployed as part of a Java backend server. Most build tools support one language well and others not at all, Bazel supports them all (not perfect but adequately) If you never hit these needs, you don't need Bazel, and you probably shouldn't use it because it is ferociously complicated. But if you do hit these needs, most other build tools simply do not cut it at all. We're trying to support some of these use cases and provide a simpler alternative in https://mill-build.org, but Bazel really is a high bar to reach in terms of features that support large monorepos
In Bazel 8.0
Of course you’re right and you really want to avoid getting to GC thrashing. IMO people still miss the old +UseGCOverheadLimit on the new GCs. That said trying to enforce overhead limits with RSS limits also won’t end well. Java doesn’t make guarantees around max allocated but unused heap space. You need something like this: https://github.com/bazelbuild/bazel/blob/10060cd638027975480... - but I have rarely seen something like that in production.
In Debugging a memory leak in a Clojure service
> is that you don't know what kind of programs your users are writing Except we have lots of easily accessible OSS code available via GitHub/GitLab etc in addition to self-reporting from closed repos. Can you find any instance of an omega combinator in use? I'm not even sure omega combinator is relevant to Starlark given that Starlark is a more limited language derived from Python. For example, it doesn't typically allow for recursion which I believe would be required to express an Omega combinator within it. Yes I know the definition of the combinator says it's not recursive, but that's in a pure CS sense. In a practical sense, there's not much difference between a function being passed itself as an argument and then invoking it vs invoking itself directly, particularly from an enforcement perspective. Indeed, you can verify it'll fail t
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he recursion prevention code in Starlark [1] [1] https://github.com/bazelbuild/bazel/blob/e1a73e6e89a082e3d80...
In An Overview of the Starlark Language
Starlark is a Python-ish subset intended for declarative-looking-but-still-procedural software configuration management in Bazel and Buck2. GDScript is their own take for the GODOT game engine. It looks like Python, but it's different. There are many usability advantages, like learning curve, by modeling off a commonly used language rather than dreaming up a completely new one. Here's a list of Python-like languages: https://blog.matt-rickard.com/p/the-python-family-of-languag... Starlark lang spec: https://github.com/bazelbuild/starlark/blob/master/spec.md Google implementations: https://github.com/google/starlark-go/ https://github.com/bazelbuild/bazel/tree/master/src/main/jav... Rust Google implementation taken over by Meta: https://github.com/facebookexperimental/starlark-rust https://developers.facebook.com/blog/post/2021/04/08/rust-
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st... These are in the embeddable languages category like Lua and dialects of other languages with implementations such as mruby, daScript, emacs LISP, and ECL. And there were game-specific ones like QuakeC and Squirrel. Those were usually in the past because other embedded languages weren't available, but now hundreds of games use/d Lua because it doesn't make sense to build a language and runtime from scratch in most cases. Scriptability (or format documentation at least in the case of Doom-engine games) is key to implementing mods officially instead of as invasive game hacks like Super Dune 2.
In GDScript – Custom scripting language to be used with the Godot game engine

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