Fast sketching tools for drawing C/C++ structs, pointers, etc - c++

I would like to know what do you use to sketch relations between different entities in C/C++. This can be a very broad issue, so I'll try to clarify a bit more my question and give an example.
I'm looking for something that is simple enough as a user, and let me sketch easily containers, pointers, etc... in an informal way.
The aim is to document some structs relations to pass them to junior developers. A look at the drawings is supposed to accelerate the understanding of the code.
My solutions at this moment are to use:
1) Paper & pencil.
2) Microsoft PowerPoint/Word Autoshapes.
3) Freeware Dia.
Other ones could be:
4) Microsoft Visio, but my company does not own licenses.
5) UML tools. I don't want to go this way. This is what I mean a more formal solution.
I know tools like Rational Rose are xxx, and I tried boUML and violet and they are fine in some parts, but I prefer the flexibility of options 1), 2) or 3).
Finally, let me write down a more concrete example:
Let's say I what to sketch a map that contains another map as the mapped value, and that one contains a struct as the mapped value, that holds a vector of pointers of a type and a pointer to other type. Also, there exist other structs that hold pointers to the objects pointed by the previous map, so there are objects pointed from different places.
This is just one example I have, but you can easily come with one from you experience.
What would you use to sketch this example or another similar you have dealt with?
Best regards,
Tomas.

Visio is great for quickly creating these types of illustrations / diagrams. I recommend at least trying to get your company to purchase a license.
If Visio is truly not an option for you, the next step may be to consider Open Source alternatives to Visio.

I have two things I use.
My whiteboard. Whiteboards are really tough to beat for diagramming something quickly.
UMLPad. It's small, so it doesn't have a ton of unrelated features to deal with, it is targeted to UML diagrams, and it is GPL.

For design issues, involving thoughts by a good many people, we've used "Post-It Design". The idea is simple:
Pick a whiteboard
Represent an entity as a Post-It (name + some comments)
Draw the relationships on the white board moving the post-its around as required
And when you're done ? Photo of the whole thing for perenity emailed to the persons involved :)
It may seem artisanal but it really remind me of the paper design approach to GUIs.

Have you tried Google Doc's Drawing? The link is one of the diagrams I've done with it.

I like yuml as a very easy way to create diagrams, that also keep that informal look. And no real drawing needed :)

I would use graphviz, but since you say "something that is simple enough as a user", dia is probably a better alternative.

I've used ArgoUML but you'll have to decide whether it's simple enough for what you have in mind.

For the sake of completeness: there's also StarUML, which is (windows) freeware and let's you create uml-diagrams pretty quickly.

Visual Paradigm UML the community edition is free and is good enough for sketching
Open Office Draw works for most of what you want to do too

You specify, that you are not just using U.M.L., most tools, these days are directed to specific U.M.L., you may want to look for a generic drawing tool.
At some projects, sometimes I use Open Office Draw, because, the company doesn't allow me to use another software (the company won't wan't to pay), its similar to Power Point or a reduced, simplified, version of Corel Draw:
http://www.openoffice.org/
In other cases, I have try both commercial and open source apps, but, doesn't like it.
At home, I use (paid software):
http://www.novagraph.com/
along with Open Office Draw.
These one, its also good (paid software):
http://www.smartdraw.com
Good Luck.

If you have an existing codebase you wish for a developer to understand (it sounds like you are trying to help junior devs come up to speed quicker) why not run your code through doxygen
With various output types and the ability to draw class hierarchies it really is a useful tool. The added benefit of something like the html output is that you dont have to cram everything into a finite amount of space since all relationships are hyperlinked. Users can just browse the source - at a type-level - without having to worry much about the details.

Related

How do you understand a large chunk of code?

I am a fresh college grad student that just started my job. In my ramp up period, I need to learn a lot of product code. There are some design docs but they do not help much.
Can you provide some general techniques to browse and understand huge product code (specifically C++)?
Run it through doxygen. This will generate html documentation which will be helpful even if the code does not have proper doxygen-style comments.
Another good advice is to look through the unit tests, if there are any. If there are no unit tests, a good way to understand the code is to write your own unit tests. The effort to do this will pay for itself many times over.
Use every method available to you (in no particular priority):
Use the product itself and understand what it does
Talk to the devs that maintained it or have worked with it previously
Debug through it and see how data flows and how classes interact ("when I click this button, what exactly happens, who is responsible?")
Look at architecture, UML, or class diagrams
One of my favorites: create your own diagrams of class hierarchies, class interactions, general control flow, high-level components, process/DLL interactions, object lifetimes and management
If they're not totally out-of-date, read the dev/test/user specs (goes well with #1)
Read the documentation on it
Most of all: be tenacious and persistent. If you don't put in the work, don't expect to understand it. If you don't understand something, dig and dig until you do. Software is not magic, it's just hard work :)
Some people will tell you to start with the data structures, but in a large system even that's not terribly helpful much of the time. I can think of four major points:
Take your time. Often, it's more like a whole series of gestalt shifts than it is a single, linear, gradual understanding. So be patient.
No matter how big it is, you should be able to put a breakpoint in and walk it in a debugger. Even in a large, complicated, multi-threaded system, you should be able walk through and see what's happening.
Ask for bugs, and start fixing them, no matter how crazy they seem. It's akin to dropping yourself into a foreign country; you'll pickup the language eventually.
Find a mentor. A jungle guide is invaluable.
I think there have been a few good responses already. My 2c worth...
Not sure what you class as huge (10 KLOC, 1000 KLOC, 10000 KLOC, etc), but one would hope that this is broken down in some way and is not a monolithic single program. Perhaps your management has some guidance on which 'module(s)' you are most likely to be spending time in at the moment. Hopefully this can help break down the problem scope.
Firstly, before you try to understand the code try to understand the product. What does it do? Then how does it do it? What does it interact with? Then how does it interact? etc...
When getting to the code try to understand the high level design and philosophy first, and work on the breadth before the depth. I agree with some of the above re fixing some bugs, but I also strongly suggest you continue to get a handle on the high level even if you need to get into the details to fix some bugs.
I also agree with the above in terms of generating some diagrams for yourself if you can't find any already in existence. And then share them, perhaps a team/product wiki? I'm curious as to why the existing doco does not help very much. Typically this is because this type of doco was generated from the early concepts and the product no longer bears any similarity, but if this is not the case then what can you contribute to this issue. One assumes that where you are today someone else will be in short enough order, and you are in an ideal position to know what essential doco is missing!
If the product is actually 'huge' then you have to accept that you will never be able to hold all of it in your head, so the best thing you can do is be familiar enough to know where to start looking (comes back to understanding the product, and approaching code breadth first).
This is obviously a pretty common question, and it's similar to this one (and the questions related to it): How to understand the design and code flow of any product quickly?
Dig through some of those answers / comments, for starters. Else, we'll just end up repeating them. :)

Is there a good graph layout library callable from C++?

The (directed) graphs represent finite automata. Up until now my test program has been writing out dot files for testing. This is pretty good both for regression testing (keep the verified output files in subversion, ask it if there has been a change) and for visualisation. However, there are some problems...
Basically, I want something callable from C++ and which plans a layout for my states and transitions but leaves the drawing to me - something that will allow me to draw things however I want and draw on GUI (wxWidgets) windows.
I also want a license which will allow commercial use - I don't need that at present, and I may very well release as open source, but I don't want to limit my options ATM.
The problems with GraphViz are (1) the warnings about building from source on Windows, (2) all the unnecessary dependencies for rendering and parsing, and (3) the (presumed) lack of a documented API specifically and purely for layout.
Basically, I want to be able to specify my states (with bounding rectangle sizes) and transitions, and read out positions for the states and waypoints for each transition, then draw based on those co-ordinates myself. I haven't really figured out how annotations on transitions should be handled, but there should be some kind of provision for specifying bounding-box-sizes for those, associating them with transitions, and reading out positions.
Does anyone know of a library that can handle those requirements?
I'm not necessarily against implementing something for myself, but in this case I'd rather avoid it if possible.
Hmm, GDToolkit (or GDT) looks okay: many of the images in the tutorial look pretty nice, and it doesn't look like it's terribly complicated to use.
Edit: But checking the license, it looks like it's commercial software :-(. Whoops!
OGDF is under the GPL.
Pigale is also under the GPL.
GoVisual is commercial software, but it looks like it starts at $1800 for one developer.
I was dealing with a similar problem earlier this year. One important input parameter for a decision however is the expected number of nodes.
I decided to use the Browser as the GUI and therefore looked for nice Javascript libraries, one i came across was wireit, it is very well suited for technical layouts (and also editing with drag and drop and "on the fly" layouting). You could easily connect that to your c++ by running a small webserver in a thread (You will need some kind of eventloop/thread thingie for GUI anyways).
Well just my 2 cents.
Although the answers so far were worth an upvote, I can't really accept any of them. I've still been searching, though.
One thing I found is AGLO. The code is GPL v1, but there are papers that describe the algorithms, so it should be easy enough to re-implement from scratch if necessary.
There's also the paper by Gansner, Koutsofios, North and Vo - "A Technique for Drawing Directed Graphs" - available from here on the Graphviz site.
I've also been looking closely at the BSD-licensed (but Java) JGraph.
One way or the other, it looks like I might be re-implementing the wheel, if not actually re-inventing it.
Here is a good collection of Graph Libs with comparison and searching functionality:
http://gvsr.polytech.univ-nantes.fr/GVSR/task?action=browse#
Maybe you find a lib which fits for you.

What are some good approaches to learning the Half-Life 2 SDK?

I have been a Half-Life lover for years. I have a BS in CS and have been informally programming since High-School. When I was still in college I tried to become a mod programmer for fun..using the first Half-Life engine...didn't work so good. So i figured after all my great college learrning :-) I would have more insight on how to tackle this problem and could finally do it. So here I am..finally out in the business world programming java...so I downloaded the HL2 SDk and started looking through the class structure. I feel like I did that last time I tried this...dazed and confused. Sorry about all the back ground.
So what is the best way to systematically learn the code structure? I know java and I know c++..i just dont know what any of the classes do...the comments are few and far between and the documentation seems meager. Any good approahces? I **don'**t wanna start my own mod... I just wanna maybe be a spare-time mod programmer on some cool MOD one day...to keep the fun in learning programming along with the business side.
the comments are few and far between
and the documentation seems meager.
Any good approahces?
Welcome to the wonder that is the Source SDK. No, it's not documented. Experiment, hack, place breakpoints and see what happens if you change bits of code.
There is a wiki you may find helpful in some cases, but it's filled in by the community, and not by Valve, which means that you won't find any actual documentation there, just explanations of how previous modders have hacked the engine.
Honestly, it sucks. The only way around it is to dive in. Try to achieve various changes to the game and don't be afraid to rip the existing code apart. It won't be pretty, but if it works, who's going to complain? Their code is pretty horrible, and most likely, yours will be too.
You can start at the Valve Developer Wiki.
I think the best way is to check out the source code of one of the few open source mods out there, Open Source Jail Break. It will help you at least get familiar with the code.
Beyond that, its just developer resources and forums.
Edit:Plan of Attack seems great too.
Also: This is a great list, including both general and specific topics.
I'd do what I do with any other vague system... set lots of breakpoints and get a feel for the structure by watching it function. Add your own comments/documentation as you go. Test your understanding by making small changes and see if you get expected results.
I've worked with the Source SDK for a little and made some modifications. Really you have to have a good understanding of C and C++. The Source SDK isn't modern C++ and is much more akin to C with classes than any real OOP.
The SDK is simply fashioned in that the major of code is comprised of entities, of which many you can ignore.
Also know that the SDK uses inheritance very heavily, so look to base classes for functionality that you may desire.
I'd say make a list of important files and classes that maybe relevant to what you want to do with the SDK. Then start sorting these files using virtual folders in VS (or real folders on the filesystem) and use the find in files option (or grep) to find your way around.
Some sample files:
eiface.h - Engine interfaces
gameinterface.cpp/.h - Lots of interfaces from external dlls for server
cdll_client_int.cpp/.h - Lots of interfaces from external dlls for client
*_gamerules.cpp/.h - Gamerules (determines logic of game)
world.cpp - Entity that determines the map properties and loads the gamerules and other entities
Also try to use the Source SDK Base instead of the HL2MP Base for a mod. The former is a lot cleaner and easier to build off of.

Write C++ in a graphical scratch-like way?

I am considering the possibility of designing an application that would allow people to develop C++ code graphically. I was amazed when I discovered Scratch (see site and tutorial videos).
I believe most of C++ can be represented graphically, with the exceptions of preprocessor instructions and possibly function pointers.
What C++ features do you think could be (or not be) represented by graphical items?
What would be the pros and cons of such an application ? How much simpler would it be than "plain" C++?
RECAP and MORE:
Pros:
intuitive
simple for small applications
helps avoid typos
Cons:
may become unreadable for large (medium?) - sized applications
manual coding is faster for experienced programmers
C++ is too complicated a language for such an approach
Considering that we -at my work- already have quite a bit of existing C++ code, I am not looking for a completely new way of programming. I am considering an alternate way of programming that is fully compatible with legacy code. Some kind of "viral language" that people would use for new code and, hopefully, would eventually use to replace existing code as well (where it could be useful).
How do you feel towards this viral approach?
When it comes to manual vs graphical programming, I tend to agree with your answers. This is why, ideally, I'll find a way to let the user always choose between typing and graphical programming. A line-by-line parser (+partial interpreter) might be able to convert typed code into graphical design. It is possible. Let's all cross our fingers.
Are there caveats to providing both typing and graphical programming capabilities that I should think about and analyze carefully?
I have already worked on template classes (and more generally type-level C++) and their graphical representation.
See there for an example of graphical representation of template classes. Boxes represent classes or class templates. First top node is the class itself, the next ones (if any) are typedef instructions inside the class. Bottom nodes are template arguments. Edges, of course, connect classes to template arguments for instantiations.
I already have a prototype for working on such type-level diagrams.
If you feel this way of representing template classes is plain wrong, don't hesitate to say so and why!
Much as I like Scratch, it is still much quicker for an experienced programmer to write code using a text editor than it is to drag blocks around, This has been proved time and again with any number of graphical programming environments.
Writing code is the easiest part of a developers day. I don't think we need more help with that. Reading, understanding, maintaining, comparing, annotating, documenting, and validating is where - despite a gargantuan amount of tools and frameworks - we still are lacking.
To dissect your pros:
Intuitive and simple for small applications - replace that with "misleading". It makes it look simple, but it isn't: As long as it is simple, VB.NET is simpler. When it gets complicated, visual design would get in the way.
Help avoid typos - that's what a good style, consistency and last not least intellisense are for. The things you need anyway when things aren't simple anymore.
Wrong level
You are thinking on the wrong level: C++ statements are not reusable, robust components, they are more like a big bag of gears that need to be put together correctly. C++ with it's complexity and exceptions (to rules) isn't even particulary suited.
If you want to make things easy, you need reusable components at a much higher level. Even if you have these, plugging them together is not simple. Despite years of struggle, and many attempts in many environments, this sometimes works and often fails.
Viral - You are correct IMO about that requriement: allow incremental adoption. This is closely related to switching smoothly between source code and visual representation, which in turn probably means you must be able to generate the visual representation from modified source code.
IDE Support - here's where most language-centered approaches go astray. A modern IDE is more than just a text editor and a compiler. What about debugging your graph - with breakpoints, data inspection etc? Will profilers, leak detectors etc. highlight nodes in your graph? Will source control give me a Visual Diff of yesterday's graph vs. today's?
Maybe you are on to something, despite all my "no"s: a better way to visualize code, a way to put different filters on it so that I see just what I need to see.
The early versions of C++ were originally written so that they compiled to C, then the C was compiled as normal.
What it sounds like you are describing is a graphical language that is compiled to C++, which will then be compiled as normal.
So really you are not creating a graphical C++, you are creating a new language that happens to be graphical. Nothing wrong with that, but don't let C++ restrict what you do, because eventually you may want to compile the graphical language straight to machine code, or even to something like CIL, Java ByteCode, or whatever else tickles your fancy.
Other graphical languages you may want to check out are LabVIEW, and more generally the category of visual programming languages.
Good luck in your efforts.
The complexity of a nontrivial program is usually too high to be represented with graphical symbols, which are low in their information content. Unless your approach is markedly different in some way, I am skeptical that this would be of value based on past efforts.
So, practically speaking, his will be useful only for instructional purposes and very simple programs. But that would still be a great target market for a product like this. sometimes people have trouble grasping the fundamentals, and a visual model might be just the thing to help things click.
Interesting idea. I doubt I'd use it though. I tend to prefer coding in a flat text editor, not even an IDE, and for tough problems I prefer a pad of paper. Most of the really experienced programmers I know work this way, Maybe it's because we grew up in a different environment, but I think it's also because of the way we think about programming. As you get more experience, you start seeing the code in your head more clearly than any GUI tool will show it to you.
As for your question, I'd nominate templates as one of the harder / more interesting sort of thing to try to represent well. They are ubiquitous and carry information that you won't have access to as you are designing your tool. Getting that to the user in a useful way should pose an interesting challenge.
What C++ features do you think could be [...] represented by graphical items?
Object Oriented Design. Hence classes, inheritance, polymorphism, mutability, const-ness etc. And, templates.
What would be the pros and cons of such an application?
It may be easier for beginners to start writing programs. For the experienced, it may be get rid of the boring parts of programming.
Think of any other code generator. They create a framework for you to write the more involved portion(s). They also lead to bloated-code (think of any WYSIWYG HTML editor).
The biggest challenge, as I see it, is that any such UI necessarily hinders the user's imagination.
How much simpler would it be than "plain" c++ ?
It can be a real pain, when you wade through truckloads of errors which is typical of code generators.
Further, since a lot of code is generated, you have no idea of what is going on -- debugging becomes difficult.
Also, for the experienced there may be some irritation to find that the generated code is not per their preferred coding style.
I prefer hot-keys instead graphical menus and buttons.
And I think same thing will happen with graphical development tool. Many peoples will prefer manual codding.
But, source code visualizer - should be nice thing.
I like the idea, but I suspect there comes a point where things get far too complicated to be represented graphically.
However, given recent experience at work; it would be useful to give such a graphical interface to a non-techie person to use to create basic drag-and-drop programs, leaving myself free to get on with some "proper" programming ;-) If it can do the job of allowing somebody non-skilled to build something functional it can be a very good thing (even if programming logic escapes them)
There comes a point in such a system where it becomes easier to define what you want to do using literal C++ code, rather than have a user interface getting in the way; it can get frustrating to the sessioned programmer knowing the precise code that needs to be written but then only being limited to the design GUI. I'm specifically thinking about a more common application, such as html editors/designers in which they allow newbies to build their websites without knowing any html at all.
It would be interesting to see how such a system would handle the dynamic allocation of memory, and the different states of a program as time progressed; I suspect that there are some very basic programming concepts that may be difficult to represent graphically.. Polymorphism..? Virtual Classes, LinkList, Stacks/Circular Queues. I wonder for a moment how you would explain an image compression algorithm (such as jpg) successfully too without the help of a gigantic display screen.
I also wonder if such a system would even go to such a low level, and whether you would be dealing with abstracted concepts and the compiler would be working out the best way to do something.
I've been working on a new model-driven software development paradigm named ABSE (http://www.abse.info) that supports end-user programming: It's a template-based system that can be complemented with transformation code. I also have an IDE (named AtomWeaver) implementing ABSE that is in pre-alpha stage right now.
With AtomWeaver, as an expert/architect, you build your knowledge Templates, and then the developers (or end-users if you make your meta-models simpler) can just "assemble" systems by building blocks, and then filling template parameters in form-style editors.
At the end, pressing the "Generate" button will create the final system as specified by the architect/expert.
I'm surprised you think function pointers would be a particular problem. How about anything at all to do with pointers?
A programming language can be represented by a hierarchy of nodes - that's exactly what the compiler turns it into. It is very strange that the UI for editing programs is still a sequence of characters that get parsed, because the degrees of freedom in the editor is way larger than the available set of allowed choices. But intellisense helps to reduce this problem a lot.
C++ would be a strange choice to base such a system on.
I think the major problem of this kind of IDEs are that the code generated becomes unmantainable easily.
This happened to Delphi. It's a really nice tool to develop some kind of applications, however, when we start adding complex relationships between the components, start adding Design Patterns, etc. the code grows to an unmantainable size.
I believe it's also because graphical tools don't apply the concept of MVC (or if they do, it's only in the way that the IDE understands).
It can be really helpful for prototypes and very small applications that don't tend to grow, otherwise it can become a mess for the developer(s)

Improving and publishing an application. Need some advice

Last term (August - December 2008) me and some class mates wrote an application in C++. Nothing spectacular, it is an ORM for Sqlite3. We implemented some stuff like reflection to make it work and release the end user from the ugly stuff. Personally, i think we made a nice job, and that our ORM could actually be useful for someone (even though its writen specifically for Sqlite3, its easily adaptable for oter databases).
Consequently, i`ve come to the conclusion that it should be published somewhere (sourceforge most likely) as an open source project. But, as it was a term project, there are some things that need to be addresesed before doing that. Namely, it has some memory leaks that should be fixed, and some parts of the code could be refactored to make everyone´s life easier in the future.
I would like to know more experienced C++ programmers opinion on some issues:
Is it worth rewriting some parts to
apply new techonologies (for example,
boost).
Should our ORM be adapted to latest
C++ standard? Is there any benefit in
doing this?
How will we know when our code is
ready for release?
What are the chances that this ORM
will be forgotten into the mists of
the internet? (i.e is it worth
publishing it beyond personal pride
as a programmer?)
Right now i can`t think of many more questions, but i would like to read on similar experiences.
EDIT: I should probably translate my code + comments to english right? (self question)
Thanks in advance.
I guess I am "more experienced" with regard to your particular question. I co-developed an open source web application language & template system a lot like ColdFusion back in the early days of web design before Java or ASP were around. You can still see it at http://www.steelblue.com/ if you are interested. It's still used at the company I was at when it was developed, but I don't think anywhere else.
What I found is that unless you are already well connected and people are watching what you are doing, getting people to use your open source code is just about as hard as selling somone your closed source program. You really need to advocate for your project and it should have some kind of unique selling proposition that distinguishes it from the compitition.
So, that's the unsolicited advice. Here are some specific answers to the questions you had...all purely my opinion, of course.
I wouldn't rewrite any code unless you have a featuer you want to put in. That feature might be compatibility with a specific platforms or compilers. It might be to support a new db datatype or smarter indicies or whatever. If you are going to put some more serious work into the applicaiton, think about a roadmap of what you can realistically accomplish in the next iteration and what choices will make the app the "most better" at the end of your cycle.
Release the code as soon as it is usable for a specific purpose, any purpose. Two reasons. First off, there might be someone who wants it for that purpose right now. If it's not available, they will use something else. Also, if it's open source, they might contribute back to the project. Second, the sooner you find out how much people want to use the code, the better. Either it will be more popular than you expect and you can get excited about continuing the development....or....you will find that no one is even visiting your web page to see what you've got. In either case, better to know sooner than later what people really want from your project so you can take that into account when planning new releases.
About the "forgotten into the mists." I think most projects are. I don't want to be a downer, but looking at Wikipedia, there were 5 C++ ORM tools popular enough to get mention and they were all open source. As I said above, unless you can sell your idea to people, they are going to go with another proven open source solution. For someone to choose you over them, three things have to happen: 1. They need a feature you have that the others don't. 2. They find your project web site and it demonstrates the superiority of your code. 3. They trust your code enough to give it a shot.
On the other hand, if you are in this for the long haul and want to continue development thigns get easier over time. Eventually the project will get all the basics covered and you can start developing those new featuers that aren't in the other solutions. Also, the longer you are in active development the more trustworthy the project will seem. Finally, you will get more experience in the nitch. 2 years from now you will be better positioned to say where your effort will have the most impact on bettering the project.
A final thought: If you are enjoying it, learning from it, and it's not getting in the way of you keeping food on the table, it's a good use of your time.
Good luck!
-Al
Regarding the open source part:
If you really want to make it an open source project, you really should publish it regardless of it's current state - fully working and debugged - or half working and full of memory leaks.
Just, if it's state is bad, make sure to document it, and give it a suitable version number (less than one?). then others may view your code, suggest improving, join your team, etc...
My--rather random--thoughts on the matter (in the order I think is most important):
How will we know when our code is ready for release?
Like Liran Orevi said: if you're going open source release early. Document it reasonable well, and take the time to provide a road map of planned or hoped for future improvements (these are a invitation for people to help you, so note which ones have no one working on them).
Is it worth rewriting some parts to apply new technologies (for example, boost).
Should our ORM be adapted to latest C++ standard? Is there any benefit in doing this?
SQLite relies on a fairly limited base. Maybe you don't want your tool to demand a much heavier environment. If the code in not currently a tangled and unmaintainable mess, you might want to avoid boost and newest frills. Once you have a stable release (1.0 at least) you can starting thinking about the improvements that can be made for version 2.
What are the chances that this ORM will be forgotten into the mists of the internet? (i.e is it worth publishing it beyond personal pride as a programmer?)
Most things end up in the big /dev/null in the sky, and there is only one way to find out... If it goes anywhere at all, you win. If it doesn't it was a modest investment, and maybe you learned something while you were at it.