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11:01:44  <mloskot>FearTheCowboy: you there?
11:04:19  <mloskot>or anyone...
11:04:39  <mloskot>Is there any concept of installing CoApp packages on USB dongle?
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12:48:34  <auroraeosrose>eventually yes mloskot there are plans for portable packaging...
12:48:41  <auroraeosrose>I think the sticking point there was updating
12:57:48  <mloskot>auroraeosrose: thanks
12:58:09  <mloskot>I also look for SxS details regarding portable packaging, so scanning the docs
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13:19:18  * FearTheCowboytopic: CoApp Package Management System ( http://coapp.org | https://github.com/coapp | https://github.com/coapp-packages | ML: http://launchpad.net/coapp )-- FYI, channel logging is on, what you say is forever recorded
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13:52:42  <mloskot>FearTheCowboy: got it, thanks
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14:29:24  * FearTheCowboyis starting to think that it's not only possible to build the parts of CoApp V2 as open source, and ship in the box for Win9+ ... but may actually be easier than to have a closed core.
14:30:31  <FearTheCowboy>I wonder, if people knew that their code was going to ship with a future version of Windows, if they'd be more apt to write some code for the project.
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16:51:27  <ender`><@FearTheCowboy> I wonder, if people knew that their code was going to ship with a future version of Windows, if they'd be more apt to write some code for the project. <-- ...or less? :)
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17:29:47  <ender|>http://www.neowin.net/news/bittorrent-inc-sez-the-future-of-entertainment-is-realplayer
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19:05:15  <FearTheCowboy>ender` -> well, specifically, I'm wondering if we'd attract some people to the project if we did that.
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20:37:02  <vpovirk>what? you can't forget COM
20:37:29  <vpovirk>it's too simple
20:38:11  <FearTheCowboy>I gotta get back all my deep deep knowledge... it's been so long since I did more that 200-500 lines of C++/COM that it spooks me
20:38:21  <vpovirk>you have interface pointers which are a pointer to a pointer to a vtable and you have the IUnknown methods and that's all you need
20:38:51  <vpovirk>oh I never did COM in C++
20:41:00  <FearTheCowboy>I'm trying to get my head around how to do a good plugin architecture using COM in C++... so that I can define the interfaces for the package handlers and then anyone can implement them.
20:41:21  <FearTheCowboy>and I realllly don't wanna botch it :)
20:44:19  <vpovirk>protip: don't use c++ classes in your api
20:44:48  <vpovirk>who implements the interfaces?
20:46:25  <FearTheCowboy>The package handler interface would be the significant one that people would likely care about implementing.
20:47:09  <FearTheCowboy>I was thinking that I'd likely build a couple reference samples that made it pretty easy to build simple package extensions
20:47:39  <FearTheCowboy>and perhaps one that actually called out to another EXE to do the work (ie, like the Nodejs package manager handler would do)
20:48:44  <FearTheCowboy>but some of the inside facing interfaces are definitely gonna have to be COM (since that's what the Windows teams will want to be calling)
20:50:27  <FearTheCowboy>And I'm still a tad fuzzy on how to load arbitrary COM classes that are registered in WinSXS... without having them in my manifest up front.
20:50:43  <FearTheCowboy>(short of requiring SxSplus :)
20:51:44  <virmitio>suppose you could just include SxS+ in the base package manager?
20:53:50  <vpovirk>why do they have to be classes?
20:55:49  <vpovirk>I think if you're going to use COM classes you need to identify them entirely be CLSID
20:55:54  <vpovirk>otherwise there's no point
20:55:59  <vpovirk>*by
20:57:13  <vpovirk>COM doesn't help you identify the library you want by version/publisher
20:58:06  <vpovirk>and if you're going to use winsxs to load the library you want, you might as well just make up your own named export that creates the objects you want
21:00:03  <vpovirk>unless there's some variation of CoCreateInstance I didn't know about that does sxs stuff for you
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