> >can't think of a faster way to make developers give up on our > >platform as a lost cause.
As someone whose year-long OLPC-specific project (SimCity) was broken by Sugar interface changes right before the 650 release, I can report that it was pretty disheartening. Both the sound and the running icon for SimCity were broken (and remain unfixed today). The breakage was created *after* Electronic Arts' QA testers signed off on the fully functional SimCity release. The next release was the 656 bug-patch, not involving SimCity; the one after that was the update.1 "non-release" that was frozen for four months without visible progress, and then some random numbered snapshot "became" the release, except without any activities. There hasn't been one since. When, exactly, should we be testing SimCity against a release candidate? What level of interface freeze is OLPC and SugarLabs willing to give us? When we revise it until it works, and submit it to EA for another round of QA, we want to be sure that Sugar won't break it again with last-minute changes. There are many reasons to change Sugar interfaces. The datastore interface is totally terrible and can't survive, for example. But how about providing a second, improved, interface in parallel; then migrating most activities over to it; then deprecating the original interface, and gradually removing support for it over several releases? Rather than changing the syntax or semantics of the existing interface. And how about doing interface conversion work at the *beginning* of a 6-month development cycle, not at the very end? This isn't rocket science; many software projects have learned these lessons. Sugar can learn 'em too. John _______________________________________________ Devel mailing list Devel@lists.laptop.org http://lists.laptop.org/listinfo/devel