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by freedomben 2981 days ago
* Licensing: IANA lawyer, but my understanding is that the LGPL doesn't force you to release the entire source, unless you are shipping a single static binary or a custom version of Qt. If you dynamically link, you are good to go.

* Getting started: I agree it is painful. There's a definite learning curve here. I believe it's worth it obviously, but that's obviously subjective.

* Language choices: There are binding for quite a few other languages. There's a lot of pyqt projects out there. But I disagree that C++ is painful - it really depends on who wrote it. Well written C++ is pleasant, poorly written C++ that abuses things is awful. The javascript portion does suck tho, you are right. It will improve, but it doesn't improve quickly.

* Deploy bit: you predicted my argument here. I favor the system package manager.

2 comments

Actually, you _can_ release a static binary if and only if you also provide all the components needed to re-link the static binary. Read part 1 of the LGPL FAQ section on static vs dynamic linking [1]. It's trickier on iOS and Android app stores due to the distribution method. IANAL, but at one point Apple had a (obscure) link to the object files needed to re-link one of their programs which linked to an LGPL library -- alas I can't find the link anymore.

Edit: To clarify, if you provide the parts of your application that are proprietary as statically linked libraries wherein the recipient can relink to a modified version of the LGPL'ed library then that satisfies the LGPL.

1: https://www.gnu.org/licenses/gpl-faq.html#LGPLStaticVsDynami...

FWIW gamedevs have a natural aversion to anything with the term "GPL" in it. http://codesuppository.blogspot.com/2009/01/

Not saying it makes sense, just that groupthink is strong.

Games devs have aversion to the FOSS culture.

It doesn't play ball with IP business and NDA rules that are common place in the industry.