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I don't mean to be harsh, but everything you wrote here is either wrong or misleading.

> You also must provide the Qt source code yourself, giving instructions on how to get Qt from the official website is not sufficient.

This isn't true [1].

> You also must allow relinking of your proprietary binary with different versions of Qt. This is easy on desktops but not on embedded or mobile devices.

If I'm distributing a game written with SDLv1 on mobile, I don't have to do anything at all differently than if I distribute the exact same game on desktop. Many, many games did this.

> You also may not begin using a commercial license for your proprietary code which you developed using the LGPL licensed Qt, unless you have written permission. Part of this also means you cannot use, let's say, a MIT licensed wrapper or utility for Qt, because that was probably developed against the LGPL licensed Qt, and thus cannot be used with a commercially licensed Qt.

This is also not at all true [2], in fact they couldn't release Qt under the LGPL if it were. That would be LGPL with a non-commercial-use clause, which would be incompatible.

> There's certainly a reason people worry about Qt licensing.

Yeah and honestly, it's because there's a lot of bad information out there. GPL and LGPL are subject to so much FUD. We as developers have a responsibility to know the facts.

[1] https://copyleft.org/guide/comprehensive-gpl-guidech10.html#...

[2] https://www.qt.io/faq/ (section 3.7)



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