I guess my confusion comes from reading this paragraphs, but it’s all clear
now.

This essentially makes all PySide/PyQt scripts written for Maya version <=
2016 unusable in Maya 2017.
To help fix this, and maintain backwards compatibility to previous versions
of Maya, Marcus Ottosson and I created an open source project called Qt.py…

Ah, I agree. I now see I should have chosen my words more carefully. :)

On the defaults I guess it depends on your goal/scope, what you describe
makes perfect sense for distribution of new software that have to run
within different environments (i.e. pyblish), but if you have an existing
large codebase in your studio maybe it’s more convenient to patch the new
qtgui including the widgets at runtime (or account for this reality in some
way).

Yes. I think there could be different approaches when talking about old
code vs new code. Personally, I’ve opted for Qt.py for the old code too, to
keep things consistent here. It’s just one choice of many.

For the record, we have a similar python package extending and giving
access to qt bindings at work and the migration wasn’t a big deal, there’s
always some small percentage of ‘TD code’ around not following standards
(therefore broken), but having control over the way tools/frameworks have
access to the bindings is very important and I totally recommend it.

Yes, agreed.

I was first shocked when I learned about PySide/PyQt4 being left out of
applications moving onto Qt5… oh my god, all that code!
But when I learned what it really meant to tweak your code for PySide2 or
PyQt5, I was revealed it wasn’t that big of a change. At least for us it
wasn’t since it mostly came down to widgets and styling. But then a new
shock set in when I heard PySide2 will not be developed for Python 2… and
so it goes on…

But so now I’m happy writing code using our Qt.py shim, especially in those
cases where I know the script/app will run in many different Python
environments.

// Fredrik
​

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