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Messages - Arantor
1996
Features / Re: Improving how smileys are managed
« on January 11th, 2013, 11:10 PM »
Theme is not the be-all and end-all of everything ;) :P I know plenty of sites that have many smiley packs and only one theme, and I know sites that have only one smiley set and multiple themes. Very often people do not want them tied together, they just want the ability to add them - to me this intimates keeping it away from the actual theme.

The pushing of it to CSS is mostly a convenience, but not for spriting purposes - but for inlining purposes. The smileys in Wedge are not served as files, not even as a single sprited file (which makes no sense for animated smileys anyway, for multiple reasons), but are inlined in the main compressed CSS file for the theme; all the theme files are combined, compressed and served as such, with things like the menu icons and other sprites being converted to data URLs and pushed into the CSS itself, which makes it even more efficient, because not only will the CSS be cached, so will the smileys without even generating an extra HTTP request.

What I'm getting at here is really a methodology of expanding the current system in a way that avoids security issues of folders, and expands upon what's there.

I can see where you're going, and in some cases it would probably be near enough optimal, especially if you wanted to do theme specific variations, but the problem is people do not necessarily want that, and would rather have specific sets of smileys or other images. I have one site, for example, where I have very specific images added as smileys, that wouldn't fit in any theme, wouldn't be in any theme, but they're used to convey a specific feeling, so I wouldn't want to ditch them.

It is an interesting idea, but it's not one that I particularly think we can viably explore in Wedge, though I'd love to hear how it turns out.
1997
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 10:21 PM »
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See, there is still ROOM for creativity and even for last minute additions.
Yes, there's room. But it's not fun. It's hard work, it's stress.

I just figured out what I was going to, I then set out a post saying that it was what I was doing, and kicked off on it while waiting for feedback - I already knew where I was going in general but deliberately allowed for feedback to change it. But there's not one or two layers of bureaucracy that I have to wait for before I can do anything - because I'm not going to burn time if I can help it on something that I might not be able to use.
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I'll note - Agile/Incremental Sprint releases are even easier to handle this sort of thing (even though the SMF team has violently rejected any suggestion of agile) because you're working in much shorter timeframes than years or even months.
And why? Agile is easily the most approachable form of development for something like this, IMHO. It allows people to make small and focused changes. If you look at the features I add, a large number of them are easily characterisable as agile.
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Anyways... this is all just me rambling on what I *THINK* should be done or how it could be handled. I am (more or less happily) back down in the support ranks again and have no actual power to affect anything.  I'd just like to see
a- some developers come back or new ones start - with this sort of thing in mind
b- a strong PM and dev lead who will actually lead AND work together
I won't argue that a is a huge problem. No-one with history wants to touch it with a barge pole, and there's not even anyone coming through with the maturity as well as the skills and experience to make that happen going forward. There are some wonderful folks coming through like Yoshi (because as much as he can irritate me at times, I can't fault him for enthusiasm, what he just needs is some structure to what he does, followed by a little maturity and a couple more good years at it), and then there are people like Lab.

b is a much bigger problem. Norv is very much one of the all-or-nothing people, and that's not going to work. I'm much more in the middle; I've never advocated the devs having *all* the say even if they're doing *all* the work, and that's the route we take - we have the main say but we do navigate the path of what people are suggesting too. I'm fairly certain we wouldn't be where we are without some of the discussions and ideas from outside 'us'.
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(as opposed to what happened with me and Norv, where she wanted all the power and felt the PM should basically be a figurehead or what happened before where the PM tried to rule the project with an iron fist...  or what we have now, which is no good dev lead and (essentially) no PM.)  All of those models are wrong.
Yup, no good model there. I agree on where SMF needs to be going, but because of all the past stuff, the only people who ever stood a chance of being the people SMF needs up top have been pushed out because they didn't fit the way things were going. I will admit to being one of these - at the time I left, Amacythe's power grab was just about to land, and all I've seen in the intervening time is essentially what amounts to closing ranks against the people who might make a difference.

The folks up top have to have charisma. They need to be people people as well as coder aware people; the lead dev needs to be a strong coder with a strong personality, while the PM needs to be a person with an even stronger personality, and ideally with some grounding in code, but I wouldn't make that a requirement. Ideally the PM should be an active contributor, not just from the sidelines - a PM that is a coder is almost ideal.

I think that's why Nao and I work as well as we do, because we're both essentially both roles. We do move back and forth between the two, but ultimately we cover both roles.
1998
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 09:22 PM »
I get where you're going, but sometimes you need to go wild and do crazy things even on incremental releases. Take 1.1 for example - the bbc parser was completely rewritten in what is conceptually an incremental upgrade, because it had to be. And if that isn't a wild and crazy thing, I don't know what is.
1999
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 09:11 PM »
See, here's the problem... I've been trying to figure out how to overhaul the ban system for that long. It's needed an overhaul and it's only now that I figured out how all the elements of it have to work together. The equivalent is saying at the start of 2.1 "Hey folks, we need to fix this, any ideas?"

I have the freedom to do the most insane things here - and if you read my notes on the package manager replacement, you'll know that some of them are pretty freaky indeed...
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so it's a slightly different model from the mature product that SMF currently is.
Mature or stale? :P That was a bit catty, wasn't it? True, we're not working on a currently stable release. But the goal is to refit enough that we can be 'stable' for a while without needing to get into major overhauls later on.
2000
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 08:18 PM »
That's the problem. You want to regiment it. But you can't regiment something that's creative, and that's why it's not fun.

In this particular case, I'd have been fighting tooth and nail for it to be included, because as far as I'm concerned, it's necessary. The complete redesign allows for three things that can't be done by an incremental change on the current setup - improved performance with many bans, proper IPv6 support and support for + filtering on emails. I also wanted to add the equivalent of annoy user, and refine all the interface to make all that sensible and efficient.

But essentially what you're saying is that I wouldn't be able to pursue something worthwhile because it doesn't fit within the conservative way of development. Even if it had been proposed at 2.1's outset, I'm not sure it would have been accepted for inclusion because 'if it isn't broken, it doesn't need fixing'.

Everything that's happened has been around incremental changes, not radical overhauls, and sometimes you just have to toss it all out and start again, and that's ultimately where the clash is.
2001
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 07:30 PM »
I honestly don't know. There's been so much in the past that it's hard to actually imagine writing code for SMF that is fun any more, especially when I consider, for example, the comparative joy I have of writing code for Wedge to anything I ever wrote for SMF.

For example, I can go off and if I decide it's necessary, I can go away and rewrite core routines and do all kinds of crazy. I'm in the midst of rewriting the ban system, most of which doesn't look like it's been touched since 1.0 or 1.1 other than visual changes in 2.0's templates, and I decided I was going to up-end it and redesign it to cope with all the things I wanted to throw at it. Would I *ever* have been able to get away with that in, say, any part of the 2.1 development? None of it is 'strictly required' and being conservative was not on the agenda, it's a huge rewrite, and it's been a lot of fun in doing it.
2002
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 07:15 PM »
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But at least know that all of the devs that left, that left BECAUSE of the team and not for personal reasons, didn't actually want to. But what can you do? The fun must be there, I don't particular like to feel bad when I join projects, I might if I MUST, in the case of RL work perhaps - but even then its some leeway towards saying "I can't work like this".
This. This, so much.
2003
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 07:02 PM »
-sigh- The bit you're missing is what has happened every single time in the past with the project - and I went through the entire team history.

Every time the team decided on a date historically, it was management saying 'we'd like it done by x', usually without actually consulting the devs to see whether it is feasible/practical/doable or not. This is where it starts.

Then when it doesn't happen, there are recriminations, guilt trips etc. and then developers decide that contributing to a volunteer project becomes worse less and less.

If you ask the devs what date they consider feasible, you might get a meaningful answer. However, in the build up to that date, there are going to be 'is it ready yet' questions and in the aftermath there are 'why is it not ready yet'. That's what happened every time in the past, that's what will happen in future. Which then makes you wonder why you bother with a date because everyone who is not a dev fixates on the date and harangues the devs to try and make that date.
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But again, its not a black and white process, as a fellow Libran I am sure you see this, Kindred. :) It is a limit for everything though, and that limit has been crossed too many times in the SMF camp IMHO.
Me three ;) But yes, this is where we're at. Too many times it's happened and the fact there is this shock/horror response to it being brought up says almost as much in itself as to how much of a problem there is.
2004
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 06:38 PM »
You can lead a horse to water etc.

But you can't manage expectations and activities in a volunteer organisation the way you would in a business. You can't sack them, you can't dock their pay, you have to nurture their interest, not beat them with a stick.
2005
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 06:23 PM »
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This is not a new scenario, and while its a good while since I was involved, its hasn't improved since the mess that was Amacythe++ was around, well, not so much you would expect anyway. Talented devs still leave, less talented stay and eventually, leave too...
This is the part I'm trying to hammer home, so to speak. If everything is supposed to have changed with the introduction of the NPO, why is it people are still leaving at a horrific rate, and *still* saying the same things about why they're leaving? The only conclusion I can draw is that it isn't the name of the organisation or even particularly the way the organisation is run, but the way in which the non-devs interact with the devs.
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lol, anyway, if you want to stay in your belief that devs are just stubborn and drama queens, by all means do. Its a slow death for SMF and has been for some time now.
Devs are stubborn. That's par for the course. I have never met any developer of any standing who wasn't stubborn, because it takes stubbornness to learn the skills and do the job. Drama llamas? Yeah, I'll agree with that, with one caveat. I do drama a lot, and only some of it is pure drama, some of it is a baiting tactic to provoke change. I recall doing this in October 2009, threatening to leave the team without any intention of actually doing so, specifically and clearly to try and unite everyone in something approaching a common cause, and for a short time it did actually have some small improvement in unity and working together.

Thing is, devs aren't like everyone else. We do what we do because we enjoy doing it, like any craftsperson out there. Our passion is there - but the nature of what we do as coders implies that we don't bring the drama out, the passion, in the code itself. It's like we have all this emotion built up from doing it, but we have no release mechanism from actually coding, if that makes sense. Or at least, that's the theory that's made sense in my head and the folks I used to work with at Lehman Bros had much the same take on it, those that cared about the code, anyway; those who didn't, were there purely to earn their daily dollars, in which case you just sit down, shut up and get on with it. The result is code that is workable but nothing wonderful.

As I said, devs - and I do include designers in that - have egos. We put ourselves into what we do. I won't go as far as to call our projects our 'children' but there is a progeny thing going on, they are the product of us, our time, our energy, our passion. Excuse us for caring about what we do and wanting to see it done how we feel it should be done.
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It seems that Arantor and Nao are the only ones being still standing in the forking aftermath of SMF going BSD..but I feel several others haven't quite left the arena yet. Elkarte enjoys some former devs enthusiasm,and thats good. Building something is always good, and I strongly believe many of them(certainly myself - although i stayed with my own devices) ENJOYS not being "steered" and "controlled" and most important, feeling they would just be doing the dirty work.
Wedge is one of the strongest standing - but also the longest established of the forks, and the two do go hand in hand. A number of them fell by the wayside, partly because of life concerns, partly because of a lack of appreciation for the scale of work required to make a fork.

And you've hit the other nail on the head. When we're the ones at the rock face, we like to set our own path to an extent, to go where it takes us.

I'd be forever feeling like features I could add to SMF would be not entirely in keeping with the 'I'm a forum' aspect that SMF has, so I'd be very much of the feeling of being steered, into building what someone else wants and not what I want.
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So yeah..maybe it isn't possible to run SMF like a corporation where things get decided and people are told to do stuff. Maybe its best to let it die, so new forces can flourish and be free to change, to try out, to INNOVATE. It certainly isn't "innovative" that comes to mind when I see SMF these days.

ok, I'll be quiet now. :P
Yup. It isn't a business, it shouldn't be run as if it is one. But it suffers the same problem I've see in a number of businesses. Dilbert strips come to mind.


I would reply further to what's been saying but I get the impression I'm talking to a brick wall. Already today someone has asked me why you can't take your blinkers off. You're not able to see it the way everyone else is. So let me turn it around a bit. Has anyone told you how to do support? How many topics need to be done per day, or that you need to approach them in a certain fashion, or asked you to concentrate on a specific subset of support? Anyone asked you about there being a certain number of unsolved topics?

The answer to the above should be no, no-one tells you how your contributions should be given. And you get appreciation for what you do. Devs don't get appreciated, it's just a round of complaints when things go wrong, and all the things we've talked about that as far as you believe aren't happening.
2006
Archived fixes / Re: Why does Wedge look different for me?
« on January 11th, 2013, 05:17 PM »
Or maybe the variable is not set by default and you have to set it yourself.
2007
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 05:16 PM »
Alright, so let's say they did. I'm not certain that was what happened, but let's say for the sake of argument that they did.

No-one thought to get legal advice? No-one thought to double check? No-one thought to clarify the differences?

From where I'm standing, they would have to be worse than second-hand car salesmen to misrepresent it so badly that it was accepted on the basis you're implying. I realised on first reading what the problem would be... and I only play a lawyer on TV.
2008
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 02:58 PM »
Ah, so we agree on the method but not the substance.
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What Norv did was not switch the license and copyright to indicate "see file"
What she did was change the copyright line attribution.
And therein lies the problem. I'm just not convinced you *can* say that any given file's contents actually are held by the team copyright.
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As for the legal matter...   you may be right (and, in which case, there are several other issues that need to be taken up within the team regarding the switch to the DCO and lying about what that did/does when they requested it)
Agnelina is actually talking with lawyers to get a definitive answer...
Wait... you switched to the DCO months ago (June, wasn't it?) and only NOW you're getting legal advice on whether it might be legitimate?

And you wonder why I say SMF is dead. It's doing so well to shoot itself in the foot. I can pretty much tell you what the answer will be, too, and it will be in line with what I've been saying.

My free armchair-lawyer "legal advice" equivalent
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I don't really think there's been misrepresentation with what the DCO is, unless wilful blindness was involved and fingers-in-ears-la-la-la-can't-hear-you as well. It's really straightforward, it says SM can use the code, in line with the licence, such that the code is copyrighted to its authors and not SM. This change from Norv was pretty much about bringing the code in line to what the DCO says is in force.

IOW, substantively and practically speaking, the same as what the CLA allowed as far as SMF being able to use the code, but without any pretension or illusions as to ownership, unlike the CLA.
It's almost like the team didn't talk to the developers about what the developers were doing, but apparently that never happens?
2009
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 02:36 PM »
So if we agree, why are you complaining about what Norv did, which was essentially an attempt to enact what we've been talking about? I won't argue it wasn't done correctly, but the sentiment was there ;)

Mind you, I'd love to see what a legal person makes of all this, because I'm not convinced your DCO gives SM the rights they think it does, and I'm fairly sure that there's legal issues with claiming copyright even over the entire package.

Even we can't claim copyright over the entire Wedge package, only the differences in code between SMF and Wedge.
2010
Other software / Re: Discussing Wedge on simplemachines.org
« on January 11th, 2013, 02:02 PM »
Our current header is:

Code: [Select]
/**
 * Wedge
 *
 * Handles various security-related tasks, including permissions and filtering of input based on known malicious behavior.
 *
 * @package wedge
 * @copyright 2010-2013 Wedgeward, wedge.org
 * @license http://wedge.org/license/
 *
 * @version 0.1
 */

11 lines, 265 bytes.

ASF's is:
Code: [Select]
/* Licensed to the Apache Software Foundation (ASF) under one or more
 * contributor license agreements.  See the NOTICE file distributed with
 * this work for additional information regarding copyright ownership.
 * The ASF licenses this file to You under the Apache License, Version 2.0
 * (the "License"); you may not use this file except in compliance with
 * the License.  You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

15 lines, 798 bytes (including spacer line). That can be shortened too, since the licence by definition would include the warranty status (which is the second paragraph), so it would just then be the first paragraph and version number, perhaps:

Code: [Select]
/* Licensed to Wedgeward under one or more contributor license agreements.
 * See the NOTICE file distributed with this work for additional
 * information regarding copyright ownership.
 * Wedgeward licenses this file to You under the MPL License, Version 2.0
 * (the "License"); you may not use this file except in compliance with
 * the License.  You may obtain a copy of the License at
 *
 *     http://wedge.org/license/
 *
 * @version 0.1
 */

11 lines, 448 bytes (including spacer line) assuming the licence changes as has been suggested and if not we then refer to it as Wedge licence instead, but you're talking about a few bytes' difference.