[Flightgear-devel] Fw: Latest CVS with Joystick on Vista...

2009-09-05 Thread Rob Shearman, Jr.
Disregard the below.  I found the e-mail in question.  I'll switch the axis 
numbers in my bindings file until the next Win32 build which will contain the 
patch affecting the  tags.

(Oh, and also I obviously meant Aug 17 and not 19.)

Sorry,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu



- Forwarded Message 
From: "Rob Shearman, Jr." 
To: FlightGear Developers 
Sent: Saturday, September 5, 2009 9:56:35 AM
Subject: Latest CVS with Joystick on Vista...


Hi all --

I probably just missed the discussion, but when I upgraded to the latest CVS 
build for Win32 just now (dated Aug 19), my throttle axis and joystick axis 
seem to have gotten reversed.  I'm using the same bindings file I always have.  
Is this a bug, or a remapping to align Linux with Vista axis numbering, or 
other?

Thanks, and sorry if this was already mentioned somewhere.

Cheers,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu


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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
Last test shows correct amount of players , pilot list good , model view
good , but now apparently when someone leaves and valid becomes false , they
remain on the pilot list / model view for a short time , though no 3d model
is visible in the model view.
But I need sleep , have to look at it tomorrow.
Cheers

On Sat, Sep 5, 2009 at 10:44 PM, syd adams  wrote:

> Changing line 275 in multiplayer.nas to
>
> "distance-to-km": distance / 1000.0 or 0,
>
> appears to get things running again.
>
>
>
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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-05 Thread Durk Talsma
Hi James,

I'm certainly open to the idea, but I don't think I'm able to manage that, 
since I'm both primarily responsible for organizing FSWeekend, and have been 
coordinating the releases in the last few years as well. Having two deadlines 
come up at the same time, in addition to teaching four courses (of which two 
are new -> lots of preparation), a deadline for a grant proposal, and a major 
review paper (both Sept 30), as well as serving on a PhD defense committee and 
preparing a symposium talk (Nov 2 and 3 respectively), I'm not sure whether 
I'm alive by the start of FSWeekend. :-)

For this reason, my personal preference would be to continue regular 
development until FSWeekend, than allow us a few weeks for bugfixing and Beta 
testing. That would put the release around christmas time, which would be a 
lot more of an easy time for me.

I agree with Heiko (see earlier post in this thread) that we should have a 
more careful beta testing period. Last year we had a few last minute check-ins 
that turned out to bite us. Let's try to circumvent that.

Cheers,
Durk

On Saturday 05 September 2009 11:36:39 James Turner wrote:
> Subject says it all, I think - what do people think about doing a
> 1.9.2 release just before FSWeekend (i.e first week of November)?
> There's been enough improvements across the board (JSBSim updates,
> many divions by zero / NaN fixes, improved random objects; just for
> starters - I'm sure there's many things I've forgotten) quite apart
> from the effects work.
>
> I'll leave it to Tim and co to decide if shaders / effects are enabled
> or disabled by default in such a release - and the same for Torsten's
> new input code.
>
> Regards,
> James
>
>
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
Changing line 275 in multiplayer.nas to

"distance-to-km": distance / 1000.0 or 0,

appears to get things running again.
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
After the first test I'm getting ...

Nasal runtime error: nil used in numeric context
  at /home/syd/FGFS/data/Nasal/multiplayer.nas, line 275

which of coarse causes the pilot list to not appear. Will
continue testing .
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[Flightgear-devel] navradio

2009-09-05 Thread syd adams
Hello.
   Unless Im doing something wrong , I'm now getting these errors trying to
compile FG...

navradio.cxx: In member function ‘virtual void FGNavRadio::update(double)’:
navradio.cxx:362: error: ‘struct SGVec3d’ has no member named ‘sg’
navradio.cxx:362: error: ‘struct SGVec3d’ has no member named ‘sg’
navradio.cxx:363: error: ‘struct SGVec3d’ has no member named ‘sg’
make[3]: *** [navradio.o] Error 1

Ive tried compiling SG and FG starting from ./autogen.sh onward , but no
luck.
I'll try deleting the source for both and do a fresh checkout , but thought
I'd mention the problem just in case.
cheers
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Re: [Flightgear-devel] Source code control systems

2009-09-05 Thread Tom P
Hi Anders

Finally I found the time for a benchmark, and it turns out that a complete
clone of 'data', using a 1.5Mb/s link, takes more than 3 hours.

I think that if we switch to git, and if we expect the size of 'data' to
keep growing at a brisk pace (addition of great new aircrafts, fancy new
models, ...), maybe we should plan to factor out parts of it into separate
repos.

If we move Aircraft into a separate repository (hosted on
hangar.flightgear.org :-) then we could push it to a widely-available SVN
hosting service (code.google.com) and stream to users on demand.
Think about it as the model for scenery & terrasync, but for airplanes.

I'll post another message with this idea, so that we don't clutter this
discussion, but I wanted to mention it here because it's related to how we
structure the repositories.

  Tom


$ time git clone git://mapserver.flightgear.org/flightgear flightgear
Initialized empty Git repository in /home/fg/flightgear/.git/
remote: Counting objects: 36319, done.
remote: Compressing objects: 100% (9803/9803), done.
remote: Total 36319 (delta 29320), reused 32601 (delta 26411)
Receiving objects: 100% (36319/36319), 7.81 MiB | 155 KiB/s, done.
Resolving deltas: 100% (29320/29320), done.

real1m14.823s
user0m4.872s
sys0m0.640s


$ time git clone git://mapserver.flightgear.org/simgear simgear
Initialized empty Git repository in /home/fg/simgear/.git/
remote: Counting objects: 11478, done.
remote: Compressing objects: 100% (3713/3713), done.
remote: Total 11478 (delta 8938), reused 9849 (delta 7695)
Receiving objects: 100% (11478/11478), 4.19 MiB | 155 KiB/s, done.
Resolving deltas: 100% (8938/8938), done.

real0m41.144s
user0m1.488s
sys0m0.324s


$ time git clone git://mapserver.flightgear.org/fgdata data

Initialized empty Git repository in /home/fg/data/.git/
remote: Total 112564 (delta 67668), reused 94736 (delta 56311)
Receiving objects: 100% (112564/112564), 1.63 GiB | 155 KiB/s, done.
Resolving deltas: 100% (67668/67668), done.
Checking out files: 100% (30324/30324), done.

real195m8.212s
user4m56.167s
sys1m24.461s


On Fri, Sep 4, 2009 at 7:18 AM, Anders Gidenstam
wrote:

> On Thu, 3 Sep 2009, Tom P wrote:
>
> > Hi Anders
> >
> > How long does it take you to do a shallow clone from mapserver ?
> >
> > While I've checked-out data via CVS various times in the past (and it
> takes
> > a couple of hours), I haven't been able to clone the 1.6GB fgdata
> > repository, I interrupted after a few hours.
>
> Hi,
>
> As far as I could see (and git does present how much it has downloaded
> and the achived transfer rate) git downloaded 1 GB data (i.e. the
> compressed pack).
> How much time that takes will depend on your connection, in my case it was
> limited by my 6Mbit/sec downlink so the capacity of the mapserver was not
> a bottleneck for me.
>
> I used
> git clone --depth 1 git://mapserver.flightgear.org/fgdata
>
> You can probably use --depth 0 too.
>
> Cheers,
>
> Anders
> --
> ---
> Anders Gidenstam
> WWW: http://www.gidenstam.org/FlightGear/
>
>
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
Thanks for looking into it.Torsten , just got home from a soggy camping trip
, so I can
dry out and test your changes :)
cheers

On Sat, Sep 5, 2009 at 1:22 PM, Torsten Dreyer  wrote:

> > As I mentioned before , I've been looking for the missing player in the
> > pilot list and model view.
> > If I comment out the 2 lines below "foreach"  , in multiplayer.nas at
> line
> > 374 ...
> >
> > foreach (var n; props.globals.getNode("ai/models",
> > 1).getChildren("multiplayer")) {
> > #if (!n.getNode("valid", 1).getValue())
> > #   continue;
> >
> > ... I then get the correct   in /ai/models, and I can now
> step
> > through ALL the players in "model view" ,
> > and they all appear in the pilot list.
> > I don't consider this a fix since I dont know why the above lines would
> > cause a problem,but it's a start.
> > Cheers
> Looks like this is a chicken-egg problem:
>
> The chicken:
> The model class in multiplayer.nas listens on the
> property /ai/models/model-added and checks for all models the
> property "valid" to be true.
>
> The egg:
> When AIManager attaches a model, it first loads the model by calling
> model->init();
> FGAIBase::init() calls FGAIBase::load3DModel() which calls
> FGAIBase::initModel() which sets property /ai/models/model-added. (This
> triggers the chicken, but "valid" is not yet set to true)
> _AFTER_ model->init() in AIManager::atach() is finished, the property
> "valid"
> in the /ai/models/multiplayer[n] is set to true.
>
> This causes new latest addition to the multiplayer list to be ignored.
>
> I think the behaviour of FGAIBase and AIManager is correct to set the
> "valid"
> property to true after the initialization is complete.
> I also think that the check for "valid" in the model class in
> multiplayer.nas
> is required to stay there.
>
> I have just commited a patch for multiplayer.nas that ignores the "valid"
> flag
> for the latest pilot that has joined.
>
> Please check if this solves the problem.
>
> Torsten
>
>
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Re: [Flightgear-devel] Source code control systems

2009-09-05 Thread AC001
Think this page on creating a "super" project and having "submodules" is 
a good read.

http://git.or.cz/gitwiki/GitSubmoduleTutorial

;-)

Mathias Fröhlich wrote:
> Hi,
>
> I also believe that we should move away from CVS.
>
> svn would have the benefit that it is very easy to use if you know cvs.
>
> Distributes systems have their huge benefits. If that DVCS is git or hg is 
> more 
> or less a matter of taste IMO.
>
> The downside is that distributes systems are more complex to handle.
> I do not know how much people out there who do occasional development - 
> especially for the aircraft models - are familiar with DVCS or want to 
> understand what happens in a DVCS.
>
> The backup problem is more or less trivially solved with DVCS since you have 
> a 
> distributed backup across the developers.
>
> Git offers to clone from a svn server (git-svn). I know several people who 
> use 
> git-svn for their personal work on a bigger project.
> So that might deliver a good compromise between a master svn and the git 
> usage 
> pattern for personal development.
> What gets lost with this approach is that 'Curt, please pull from git:...' 
> workflow we see on virtually every git hosted project.
>
> I am not sure if this fine grained access control we have today on the cvs 
> server is still needed. I would argue that this had made more problems than 
> goods in the past. But if we still need that, I am not sure if we can do that 
> with git or hg. I know that this could be done with svn but even there it is 
> more complicated than just adding group write rights on some subdirectories 
> like it is with cvs.
>
> I know that there is a git port for windows. But does this already work well 
> enough? I have never tested ...
>
> My vote would go to a DVCS.
> But I can well live with svn.
>
> Greetings
>
> Mathias
>
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>   


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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-05 Thread Martin Spott
Heiko Schulz wrote:

> But as I heard rumble Tim will come up with some further nice
> changings for graphic in a couple of week, so it might be better to
> wait.

Well, there's always someone who has a nice feature in the queue which
is worth waiting for it   but this would end up in never having a
release at all  ;-)
I think it's not that bad an idea to let the current state of affairs
settle for a month or so before having a release and to add the next
feature level afterwards. The process of branching a release as it's
been done with 1.9.1 is a nice option as well.

Cheers,
Martin.
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread John Denker
On 09/05/09 13:22, Torsten Dreyer wrote:

> Looks like this is a chicken-egg problem:
> 
> The chicken:
> The model class in multiplayer.nas listens on the 
> property /ai/models/model-added and checks for all models the 
> property "valid" to be true.
> 
> The egg:
> When AIManager attaches a model, it first loads the model by calling 
> model->init();
> FGAIBase::init() calls FGAIBase::load3DModel() which calls 
> FGAIBase::initModel() which sets property /ai/models/model-added. (This 
> triggers the chicken, but "valid" is not yet set to true)
> _AFTER_ model->init() in AIManager::atach() is finished, the property "valid" 
> in the /ai/models/multiplayer[n] is set to true.
> 
> This causes new latest addition to the multiplayer list to be ignored.
> 
> I think the behaviour of FGAIBase and AIManager is correct to set the "valid" 
> property to true after the initialization is complete. 
> I also think that the check for "valid" in the model class in multiplayer.nas 
> is required to stay there.
> 
> I have just commited a patch for multiplayer.nas that ignores the "valid" 
> flag 
> for the latest pilot that has joined.
> 
> Please check if this solves the problem.

The conventional technique for dealing with such 
problems is to have three states: 
  00  invalid
  01  incipient, i.e. usable for some purposes
  10  fully_valid, i.e. usable for all purposes

Initialization routines typically require incipient or
fully_valid, while other routines typically insist on
fully_valid.

This is less risky and more maintainable than simply
ignoring the valid flag.

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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-05 Thread Torsten Dreyer
> If I may make one humble suggestion as (essentially) an observer here -- I
> would suggest at the very least that the issue with missing players in
> Multiplayer mode be ironed out first.  I don't know what level of priority
> most developers give the Multiplayer system (I suspect not very high) --
> but I know myself that I consider it a fairly substantial bug, and there
> have been many others on the forum who have been frustrated by it as well.
>
> Fortunately I noticed that Syd had apparently isolated the lines of code in
> multiplayer.nas that seem to be causing it, so a permanent fix might be
> around the corner.
Should be fixed, please check the "pilot list error" thread in this list for 
technical details.

Greetings, Torsten

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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread Torsten Dreyer
> As I mentioned before , I've been looking for the missing player in the
> pilot list and model view.
> If I comment out the 2 lines below "foreach"  , in multiplayer.nas at line
> 374 ...
>
> foreach (var n; props.globals.getNode("ai/models",
> 1).getChildren("multiplayer")) {
> #if (!n.getNode("valid", 1).getValue())
> #   continue;
>
> ... I then get the correct   in /ai/models, and I can now step
> through ALL the players in "model view" ,
> and they all appear in the pilot list.
> I don't consider this a fix since I dont know why the above lines would
> cause a problem,but it's a start.
> Cheers
Looks like this is a chicken-egg problem:

The chicken:
The model class in multiplayer.nas listens on the 
property /ai/models/model-added and checks for all models the 
property "valid" to be true.

The egg:
When AIManager attaches a model, it first loads the model by calling 
model->init();
FGAIBase::init() calls FGAIBase::load3DModel() which calls 
FGAIBase::initModel() which sets property /ai/models/model-added. (This 
triggers the chicken, but "valid" is not yet set to true)
_AFTER_ model->init() in AIManager::atach() is finished, the property "valid" 
in the /ai/models/multiplayer[n] is set to true.

This causes new latest addition to the multiplayer list to be ignored.

I think the behaviour of FGAIBase and AIManager is correct to set the "valid" 
property to true after the initialization is complete. 
I also think that the check for "valid" in the model class in multiplayer.nas 
is required to stay there.

I have just commited a patch for multiplayer.nas that ignores the "valid" flag 
for the latest pilot that has joined.

Please check if this solves the problem.

Torsten

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[Flightgear-devel] file to fg-data

2009-09-05 Thread Vadym Kukhtin
Hi Syd!
It seems that you forgot to add file itself to fg-data,
Aircraft/dhc6/Models/registration.xml


> -- Переслане повідомлення --
> From: Syd Adams 
> To: flightgear-cvsl...@lists.sourceforge.net
> Date: Sun, 30 Aug 2009 03:00:23 -0500
> Subject: [Flightgear-cvslogs] CVS: data/Aircraft/dhc6/Models DHC6.xml, 1.13, 
> 1.14
> Update of /var/cvs/FlightGear-0.9/data/Aircraft/dhc6/Models
> In directory baron.flightgear.org:/tmp/cvs-serv16690/Models
>
> Modified Files:
>        DHC6.xml
> Log Message:
> added wing registration - callsign
>
> Index: DHC6.xml
> ===
> RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/dhc6/Models/DHC6.xml,v
> retrieving revision 1.13
> retrieving revision 1.14
> diff -u -r1.13 -r1.14
> --- DHC6.xml    17 Apr 2009 04:14:29 -      1.13
> +++ DHC6.xml    30 Aug 2009 07:59:30 -      1.14
> @@ -106,6 +106,54 @@
>         
>     
>
> +
> +       
> +               Aircraft/dhc6/Models/registration.xml


-- 
---
WBR, Vadym.

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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-05 Thread Heiko Schulz
Hi,
Not only the problem with multiplayer...

But as I heard rumble Tim will come up with some further nice changings for 
graphic in a couple of week, so it might be better to wait. 
I can live with a release around christmas like the last year- but only if we 
have a better Beta-test!
Cheers
HHS
 still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html





Von: "Rob Shearman, Jr." 
An: FlightGear developers discussions 
Gesendet: Samstag, den 5. September 2009, 16:01:41 Uhr
Betreff: Re: [Flightgear-devel] 1.9.2 release for FSWeekend?


If I may make one humble suggestion as (essentially) an observer here -- I 
would suggest at the very least that the issue with missing players in 
Multiplayer mode be ironed out first.  I don't know what level of priority most 
developers give the Multiplayer system (I suspect not very high) -- but I know 
myself that I consider it a fairly substantial bug, and there have been many 
others on the forum who have been frustrated by it as well.

Fortunately I noticed that Syd had apparently isolated the lines of code in 
multiplayer.nas that seem to be causing it, so a permanent fix might be around 
the corner.

My two cents,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: James Turner 
To: FlightGear developers discussions 
Sent: Saturday, September 5, 2009 5:36:39 AM
Subject: [Flightgear-devel] 1.9.2 release for FSWeekend?

Subject says it all, I think - what do people think about doing a  
1.9.2 release just before FSWeekend (i.e first week of November)?  
There's been enough improvements across the board (JSBSim updates,  
many divions by zero / NaN fixes, improved random objects; just for  
starters - I'm sure there's many things I've forgotten) quite apart  
from the effects work.

I'll leave it to Tim and co to decide if shaders / effects are enabled  
or disabled by default in such a release - and the same for Torsten's  
new input code.

Regards,
James


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[Flightgear-devel] [flightgear-devel] Internal documentation of props.Node object

2009-09-05 Thread Behlül UÇAR
Is it possible to find detailed information for each method of Node object
which is in $FG_ROOT/Nasal/props.nas file.

Actually my problem as follows: I'm taking input from an input box and i
assign it to a property. I want it to be a numeric value (double for
example) but it's always a string. I've tried everything and looked
everywhere but couldn't find how to do it.

Because of this shorthandness, at later steps I get NaN errors. I try to
make some calculations and naturally I can not do since they are strings

Any help would be very appreciated!

Greetings
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[Flightgear-devel] Latest CVS with Joystick on Vista...

2009-09-05 Thread Rob Shearman, Jr.
Hi all --

I probably just missed the discussion, but when I upgraded to the latest CVS 
build for Win32 just now (dated Aug 19), my throttle axis and joystick axis 
seem to have gotten reversed.  I'm using the same bindings file I always have.  
Is this a bug, or a remapping to align Linux with Vista axis numbering, or 
other?

Thanks, and sorry if this was already mentioned somewhere.

Cheers,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu



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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-05 Thread Rob Shearman, Jr.
If I may make one humble suggestion as (essentially) an observer here -- I 
would suggest at the very least that the issue with missing players in 
Multiplayer mode be ironed out first.  I don't know what level of priority most 
developers give the Multiplayer system (I suspect not very high) -- but I know 
myself that I consider it a fairly substantial bug, and there have been many 
others on the forum who have been frustrated by it as well.

Fortunately I noticed that Syd had apparently isolated the lines of code in 
multiplayer.nas that seem to be causing it, so a permanent fix might be around 
the corner.

My two cents,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: James Turner 
To: FlightGear developers discussions 
Sent: Saturday, September 5, 2009 5:36:39 AM
Subject: [Flightgear-devel] 1.9.2 release for FSWeekend?

Subject says it all, I think - what do people think about doing a  
1.9.2 release just before FSWeekend (i.e first week of November)?  
There's been enough improvements across the board (JSBSim updates,  
many divions by zero / NaN fixes, improved random objects; just for  
starters - I'm sure there's many things I've forgotten) quite apart  
from the effects work.

I'll leave it to Tim and co to decide if shaders / effects are enabled  
or disabled by default in such a release - and the same for Torsten's  
new input code.

Regards,
James


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trial. Simplify your report design, integration and deployment - and focus on 
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[Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-05 Thread James Turner
Subject says it all, I think - what do people think about doing a  
1.9.2 release just before FSWeekend (i.e first week of November)?  
There's been enough improvements across the board (JSBSim updates,  
many divions by zero / NaN fixes, improved random objects; just for  
starters - I'm sure there's many things I've forgotten) quite apart  
from the effects work.

I'll leave it to Tim and co to decide if shaders / effects are enabled  
or disabled by default in such a release - and the same for Torsten's  
new input code.

Regards,
James


--
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trial. Simplify your report design, integration and deployment - and focus on 
what you do best, core application coding. Discover what's new with 
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Re: [Flightgear-devel] Source code control systems

2009-09-05 Thread Mathias Fröhlich

Hi,

I also believe that we should move away from CVS.

svn would have the benefit that it is very easy to use if you know cvs.

Distributes systems have their huge benefits. If that DVCS is git or hg is more 
or less a matter of taste IMO.

The downside is that distributes systems are more complex to handle.
I do not know how much people out there who do occasional development - 
especially for the aircraft models - are familiar with DVCS or want to 
understand what happens in a DVCS.

The backup problem is more or less trivially solved with DVCS since you have a 
distributed backup across the developers.

Git offers to clone from a svn server (git-svn). I know several people who use 
git-svn for their personal work on a bigger project.
So that might deliver a good compromise between a master svn and the git usage 
pattern for personal development.
What gets lost with this approach is that 'Curt, please pull from git:...' 
workflow we see on virtually every git hosted project.

I am not sure if this fine grained access control we have today on the cvs 
server is still needed. I would argue that this had made more problems than 
goods in the past. But if we still need that, I am not sure if we can do that 
with git or hg. I know that this could be done with svn but even there it is 
more complicated than just adding group write rights on some subdirectories 
like it is with cvs.

I know that there is a git port for windows. But does this already work well 
enough? I have never tested ...

My vote would go to a DVCS.
But I can well live with svn.

Greetings

Mathias

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