[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.


More information about the kde-games-devel mailing list