多年前项目伊始是,命名叫"GTK+ AOL Instant Messenger".AOL自然不乐意,于是Mark Spencer将项目更名为Gaim。这下AOL满意了,因为没认听过这个名字,用户也不多。
A few years later AOL trademarked "AIM," and started referring to their IM services using that name. They complained. The issue was brought up on Slashdot, and the Gaim developers at the time got some legal support. That legal support advised that the ongoing discussions with AOL be kept confidential until fully settled, and so it remained. The public thought the issue had gone away then. It sorta did, in that AOL stopped responding to Gaim's legal support for a while.
几年之后AOL为AIM申请了专利,并且开始对是用这个名字的IM服务说事。还发起了诉讼。这个话题当年Slashdot讨论过,也有人一度向Gaim的开发人员提供法律支持。法律支持认为在持续同AOL的对话最终下定结论前可以保持信息,事态也如法律支持所料。公众认为这个话题已经过去。可以说AOL一度对Gaim的法律支持不再回应。
Our legal support has changed several times, and each group of lawyers have recommended silence & secrecy. Around the time of Gaim's first 2.0.0 beta, AOL came back into our lives in a very strong way, this time threatening to sue Sean.
我们的法律支持几度换人,并且每批律师都建议沉默和保密。在Gaim2.0.0的第一个beta前后,AOL卷土重来,这次威胁要告的是Sean。
This represents a clear pattern. AOL received more pushback than they expected, and would sort of let things stand for a while. Then they would threaten a different Gaim developer. Each time a new Gaim developer was threatened, we had to look at new legal support, to prevent a conflict of interest.
事情已经明了。当年AOL得到了比预期要多的阻力,所以把事情搁置一段时间。然后他们换一名开发人员威胁要起诉。每次一位新的Gaim开发人员被威胁,我们得求助于新的法律支持,以避免利益冲突。
This process could not go on forever. As a result we ended up forming the Instant Messaging Freedom Corporation, and making it legally responsible for Gaim. We also had our new legal support work to create a real settlement with AOL that would get this issue dismissed from our lives forever.
事情不能永远拖延下去。于是我们以建立Instant Messaging Freedom Corporation的形式终结,以为Gaim承担法律责任。我们责令我们的法律支持着手同AOL达成一个永久的和解,以让这个话题在我们有生之年永远不再提及。
Getting a settlement with AOL has taken FAR FAR longer than we would have ever guessed. On legal advice, we have refrained from any non-beta release during this process as a show of good faith, and to keep AOL from giving up on it. Again, on legal advice, we have also kept this information closely controlled.
同AOL比我们猜的要远困难得多。依照法律上的建议,我们在和解过程中避免了任何非beta版本的发布,以表示我们的诚意,并且要防止AOL单方面放弃和解。再一次,法律支持建议,我们还要保持这个消息不被宣扬。
At long last, I am pleased to announce that we have a signed settlement and can release our new version. There is one catch however: we have had to change the project's name.
最终,我很高兴宣布我们签署了和解并且可以发不我们新的版本了。不过有一个条件:我们不得不更换项目的名字。
After a long, and unfortunately secret debate (as we could not say why we were looking at a name change, we ended up just doing this ourselves), we settled on the name "Pidgin" for gaim itself, "libpurple" for libgaim (which, as of 2.0.0 beta6, exists), and "Finch" for gaim-text. Yes, the spelling of "Pidgin" is intentional, see http://en.wikipedia.org/wiki/Pidgin.
在长时间,很不幸是秘密的争论(我们说不好为什么要选择更换名称,于是我们只是单方面这样做了)之后。我们将Gaim更名为Pidgin,libgaim (作为2.0.0beta6)更名为libpurple,以及gaim-text改名为Finch。Pidpin这个发音也尤其特定的意义。参见:
Since>en.wikipedia.org/wiki/Pidgin.
Since so much is changing between the name and the nature of the 2.0.0 release itself, we decided to go ahead with something we have talked about doing for a while now. We have set up our own server, kindly donated by DVLabs. As a result our new home will be www.pidgin.im and developer.pidgin.im We, at least for now, will still be using SF's mirroring system for releases. However, the bug tracking will no longer be on SF, and we will be migrating the mailing lists at some point soon. Also, we have chosen to go with monotone for our revision control, rather than the SF cvs or svn.
因为2.0.0发布的名称和本身都改变得太多,我们打算一不做二不休。我们在DVLabs的赞助下建立了自己的服务器。于是我们的新主页现在成了www.pidgin.im和developer.pidgin.im 我们,至少是现在,会坚持使用SF的镜像系统来发布。然而,错误报告系统不会再在SF上使用,邮件列表也将移动到其他某个地方。同样,我们选择了monotone作为我们的版本控制系统,放弃了SF的cvs和svn。
In the last week or so, an upgrade to SF's infrastructure caused an old version of the gaim-cabal list to become briefly public. It has always been our intention to end-of-life this list and make its archives public once the settlement was signed. Fortunately, the legal process has concluded, allowing us to make a formal announcement now, instead of months from now.
大概是上周,一次SF基础设施的升级导致一个老版的gaim-cabal列表变得完全公开。而我们的原本的打算是停止这个列表,并且在和解签署后在公布这个列表的存档。幸运的是,法律过程已经有了结论,我们现在可以发布正式的声明,而不是几个月之后。
I, and all of pidgin's development team have deeply hated the need to keep some portion of our work, decision making and discussion secret for a time. I sincerely apologize that as a result of this need, you all have had no chance to help us with it, and to provide feedback.
我以及所有的Pidgin的开发小组成员一度憎恶把我们的工作分几个部分,秘密的讨论和决策。我们对由此没有给大家提供援助和反馈的机会表示严正的歉意。
Now that the settlement is signed, we hope to have the final Pidgin 2.0.0 release late this week or early next.
现在和解已经签署,我们希望本周末和下周初就可以发布Pidgin2.0.0了。
We are going to release it with a 2.0.0 version number, and an API compatibility layer for plugin authors. The project has not changed; this is our 2.0.0 release, not some new program that requires new version numbering.
我们希望以2.0.0的版本号发不,并且为插件作者提供一个API兼容层。项目没有改变,这是我们的2.0.0发布,不像某个新的程序,需要新的版本号。