Tim’s note is reminding me that this year is the THIRTIETH I’ve been using 4D. 
Kinda stunning.

Roger

> On Oct 28, 2017, at 00:21, Tim Nevels via 4D_Tech <[email protected]> 
> wrote:
> 
> On Oct 27, 2017, at 8:11 PM, David Adams wrote:
> 
>> Plug-ins can yield time (in two flavors) to the scheduler, so they don't
>> *have* to be completely blocking. The original PDM code was not re-entrant
>> and that's legacy seems to have been haunting us for the 25 years since 4D
>> took it on.
> 
> Rumor has it that 4D is building a replacement for the 4D Internet Command 
> plugin that will be implemented as native 4D commands. It will be like the 
> new 4D Write Pro implementation. Not a plugin. (Heard it at a 4D Summit from 
> 4D people.) Unknown if it will be thread-safe, but I would guess it will be. 
> For sure it will not be blocking like the current plugin. 
> 
> They only patch the current plugin so that we can “get by” until this new 
> work is done. They know the current plugin is not a long term solution. But 
> to implement a good, long term solution takes time. 
> 
> Why do you think they bought the PDM plugin many years ago and did not just 
> write their own or build it from scratch inside 4D? Because it is not easy. 
> It is hard work to implement all the capabilities in that plugin and do a 
> great job. 
> 
> Remember that 4D builds things that will last for decades. Think about that. 
> We are using work that they released decades ago. So any new work needs to be 
> done with the same care and forward thinking. It has to last for decades 
> without the need for constant maintenance or rewrites. That has got to be 
> hard to accomplish. 
> 
> 4D, Inc. does not have an unlimited budget. There are only so many engineers 
> that can get work done. Decisions have to be made. Priorities have to be set. 
> We may not all agree with their decisions or priorities, but we can 
> understand them. 
> 
> And I forgot to mention that all these decisions have to result in a profit 
> year after year after year. So far that has happened. For decades. They are 
> still here and going strong. 
> 
> None of us are C++ programmers that have built a code base that runs on macOS 
> and Windows — which is a constant moving target — and that must have backward 
> compatibility with 4D code we have written decades ago. An interpreter for a 
> language and a compiler that makes binaries for both operating systems. It 
> has got to be a very hard task. Much harder than the kind of work we do with 
> the results of all that work. Just to give it some perspective. 
> 
> We have a great platform here folks. Of course it can always get better. And 
> I’m sure it will. Nobody can have everything immediately. It all takes time 
> and money. 
> 
> I started making my living using 4D in 1990.  27 years with this great 
> product. Literally millions of dollars in billable hours over all these 
> years. I’m glad I got on board this ship and it’s really been a pretty good 
> ride when I look back. 
> 
> I’m looking forward to 4D Summit in 2018 and all the new stuff they will 
> announce. Looking forward to another 20 years. 
> 
> Thanks to Laurent Ribardière for making this all possible. I think we all owe 
> him, at least I certainly do. 
> 
> Here is something fun. Google “4D creator”. See what the first item is. :)
> 
> Tim
> 
> Sent from my iPad
> 
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