Will the Community Source version of Spectra and the future commercially
released versions of the COAPI be compatible?
>>-----Original Message-----
>>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
>>Sent: Tuesday, April 24, 2001 12:37 PM
>>To: Spectra-Talk
>>Subject: RE: The Future of Spectra
>>
>>
>>> Raymond, you getting a new title? :)
>>
>>Not at all. Let me take this opportunity to speak a bit about what the
>>Community Source Site has planned. Note that everything I
>>describe will be
>>_planned_ features - no promises yet.
>>
>>The site (let's call it SCSS) will support the community in
>>that it will
>>help both developers who want to improve the product and
>>users who just want
>>to upgrade their Spectra server. Let's look at the
>>developer's perspective
>>first.
>>
>>In the past, when someone fixed a bug, they either posted it
>>to the Forums,
>>or, as I did, pester Charles about it. (I think the only
>>reason Allaire
>>hired me was to stop the flow of emails I was raining on poor
>>Charles. ;)
>>There was no 'real' way to fix/improve the product and share
>>it with the
>>world. (Outside of the Devex, but I'll get to that later.)
>>
>>The SCSS will allow developers to submit bug fixes and
>>mofications. These
>>submissions will go through a process that basically works like this:
>>
>>1) The SCSS director (that's me) will do an initial 'junk'
>>filter on the
>>submission. Basically that means if it's junk, I stop the submission.
>>Otherwise, I do the following:
>> a) If it's a bug, I verify the bug and then verify the fix.
>> b) If it's a mod, then it's a different test. The point of
>>the site is to
>>support modifications to the product itself. This doesn't
>>mean that every
>>mod is APPROPRIATE for the server. For example, if you design
>>a set of types
>>and PLPs that support your Spectra-based Star Wars community
>>site, while the
>>code may be cool, it doesn't apply to the core server itself.
>>So, basically,
>>I do an 'appropriateness' test.
>>
>>This test will be _very_ careful. What I mean to say is that
>>I will NOT be
>>the final say on rejecting a mod. I will only reject a mod if
>>I am 100% sure
>>it's junk. In general I will forward the mod on with my
>>comments suggesting
>>that it is probably not worh our time. We are also looking into, and I
>>stress, looking into, allowing the community to 'ditto' a
>>mod. Ie, you see a
>>mod that is being looked at by Macromedia and you can 'add
>>your two cents'
>>supporting the mod.
>>
>>2) After my sign off, the bug/mod moves on to the developer
>>who covers the
>>particular area of the server that the bug/mod relates to.
>>So, if you fix a
>>metadata bug, it goes to me again.
>>
>>3) It then moves to the upper management. In general they
>>will trust the
>>judgement of the first two engineers.
>>
>>4) Once the 'higher ups' sign off on the code, it goes
>>through QA, gets
>>checked, and whammo, it's released.
>>
>>>From the User standpoint, the site will allow you to browse
>>bugs/mods. You
>>can search by area, keyword, etc. Also, there will be a nice, simple,
>>_obvious_ way to download all the patches in one big zip.
>>
>>>From a support standpoint, everything you download from the
>>site will be
>>supported. I can say that as a fact. Of course, you will not
>>be able to
>>download a mod/fix until it is approved.
>>
>>So, where does the Devex fit into this? Remember when I talked about
>>'appropriateness'? Things that don't really fit into the server itself
>>should be submitted to the Devex.
>>
>>Everyone, let me know if this answers your questions. Planned
>>release date
>>is in the summer.
>>
>>Raymond Camden
>>
>>p.s. The lack of .sig does NOT imply a change in title. I'm working in
>>Boston today so I don't have my normal settings. :)
>>
>>
>>
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