[Kde-games-devel] KSokoban: Who will revive it?
Dmitry Suzdalev
dimsuzkde at gmail.com
Sat Dec 22 10:36:38 CET 2007
On Friday 21 December 2007 22:49:05 Ian Wadham wrote:
> I am thinking someone would need to start soon if it is to be
> revived for KDE 4.1. Maybe next month?
I guess now I can answer only "We'll see..." if only speaking about myself ;)
> <smiles> Style, aesthetics and purity of language do not bother me so
> much as general unreadability, lack of comments and obscure choices
> of data names. I daresay I am guilty of writing a fair bit of C++ in
> C-mode, being an old C programmer from way back ... :-)
Well, we're all learning. I wrote the same kind of code when I was learning
C++ (and I'm still learning, so I am not at all stating that my code is
perfect). Also no offense was meant (in case you or other KSokoban authors
feel so after reading my post) - I just tried to say how it looks like from
my POV. Just a statement :)
> However, if it is hard to understand the code, it is extremely difficult to
> maintain it, enhance it and upgrade it to new versions of KDE.
This is exactly what I care about - about readers and possible future
maintainers. I know that each author can handle code he has written perfectly
ok (hmm, exluding some corner cases ;) )
> I tend to agree. But if you do not know what is in the old code, how do
> you know what to write? And how do you avoid leaving features out
> accidentally?
I agree. Of course you have to dive into the existing code before going for
rewrite. If you've heard I'm trying to make something new of KBugBuster (as I
have time for playing with it) and I'm keeping an old code for reference to
see how it does the certain things when I'm in doubt.
Cheers,
Dmitry.
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