Em Terça-feira 07 Setembro 2010, às 12:20:36, Marius Vollmer escreveu:
> Think of two games that share a common engine: when buying any one of
> the games, you will implicitly buy the engine, too, and the store will
> give you permission to download both the game package as well as the
> engine package.  Then when the game is installed, the engine is
> installed at the same time (invisibly to you).  When you buy the second
> game later, you already gave the engine.

True, but that's more like the Store application being told to download more 
than one package to complete the installation. It doesn't sound like 
dependency management to me from the classical approach.

The classic approach to dependency management is that the client side figures 
out that it needs to download extra packages in order to satisfy the 
dependencies of what it's trying to install. The case above is server-side 
dependency management: the new package is pushed to the client.

> If we also figure out how to present updates to the engine package to
> the user, then this should work, no?

And that's a different issue. Some upgrades may be paid for, others free. And 
only the Store app can do that, since it needs to log in first.

Per-user repositories would be nice, but probably produce a huge load on the 
server.
-- 
Thiago Macieira - thiago (AT) macieira.info - thiago (AT) kde.org
  Senior Product Manager - Nokia, Qt Development Frameworks
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