Hi everyone,
I have been doing a little work on the proposed control center - mcc2
https://wiki.mageia.org/en/Feature:UiAbstraction4mcc
and would like to put a couple of questions forward to find some direction.
1/ What should we call it ??
I have been using mcc2 as a working name, however I'm not
convinced this is the right approach. I will soon be uploading the code
(been using my own svn repo up till now), and it would be good to start
with the name it will stick with. Should the name relate to Mageia?, or
should it be more generic?
2/ What languages should be available for writing modules? (Perl, C++,
python and Ruby are possibilities)
So far mcc2 has been written in Perl (even though I had never
written a line of Perl prior to starting this) so as to make porting
existing modules a matter of just replacing the Ui calls, but I do like
the idea of allowing the modules to be written in more than 1 language
to encourage more contributors who may be turned off by having to learn
another language.
Sticking with Perl will make mcc2 core easier, so I may do that
initially regardless. What do you all think?? Is sticking with 1
language preferred even if it means less contributors, or is the goal to
attract as many module developers as possible?
3/ What should the license be?
I would be happy to make it GPL V3, but is there any argument
for something different ?
4/ As an official Mageia project, do I need to sign the copyright over
to Mageia ??
I am more than happy to do so, I would only ask that I get
noted somewhere as the developer, hopefully others will join the
developer list as well.
Just to give you an idea of where my code is at ......
It is still in early stages, with I would guess about 400 - 500 lines of
code.
It works across ncurses, gtk and qt with a consistent interface, however
there seems to be a bug in the libyui-qt libriaries which Angelo and
Matteo will be looking into (Big thank you to those guys for packaging
the libyui libraries and helping out when I have questions). It reads
all the Category and Module information from a config file then
generates a menu of the categories and alters the view of modules
depending on which category is selected (think of the existing mcc, but
much uglier). I have written and launched a test module, however I did
not like the way I did it, so have scrapped that and will come back to
it next week.
I have little time to work on this for the next 6 weeks, but I hope to
have the core system complete, or near to complete when Santa visits,
though porting (and adding new) modules will be the bigger task.
Cheers
Tuxta