Alexander,

I like the ideas you are putting forward !

**Unique Ids**.  ~~ Those little gremlins are what makes a database a real
database.  We should normalize to a point we get those for all the essential
parts of our information system.  All the work my friend is doing is of
absolutely no use because he prefers to trim down all his information to a
bare minimum : he's building his repertoire, history is of no concern to
him.

**Database versions**.  ~~  The trichotomy cutting edge / stable / old (or
whatever) is interesting.  It's common practice and it's simple.

**Concurrency problem**. ~~ That's where the real threat lies.  Suppose we
could do like Scid source.  That would mean very huge dowloads and uploads
!  Very inconvenient for minor revisions.  Just imagine 10 persons that
commit each week.

**Possible solution**.  ~~ The only reasonable idea, as far as my one hour
commuting reflexion led me, is to work it piecemeal.  If someone is working
in some subset of games, his work could be announced on the game or
tournament list form I was alluding to sooner today.  (I don't know if Trac
could do that, anyway, let's speak theorically.)  The person that is adding
or correcting some games send those to a repository.  Each nighly (let's
stay humble and say monthly) build then merge all the games into one of the
dev-db.

**Automatic maintenance**. ~~ If we go so far, that would be stupendous.
But here lies the second big threat : once we have a monthly build, who will
maintain ?  Let suppose someone takes charge of this, and let's call him C*,
for no reason whatsoever ;-)  Well, C* will get tired of all this manual
manips.  And when tired, there are fair chances C* will become error-prone.
Besides, how is C* supposed to tell what are the effects of his manips ?  So
we should try to automatize this to a point where a simple Diff would do the
trick, at least to generate the Revision History Sheet.

I am getting a bit afraid by the size of the effort it seems to take.  So I
will rest now.

Until later,

B
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