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Mail Archives: djgpp/1997/09/07/02:51:59

Newsgroups: comp.os.msdos.djgpp
From: Peter Berdeklis <peter AT atmosp DOT physics DOT utoronto DOT ca>
Subject: Re: C++ copyright
Message-ID: <Pine.SGI.3.91.970903173519.23452A-100000@atmosp.physics.utoronto.ca>
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Organization: University of Toronto - Dept. of Physics
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Date: Wed, 3 Sep 1997 21:38:15 GMT
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

On 1 Sep 1997, firewind wrote:

> Matthew Bennett <bennett AT btinternet DOT com> wrote:
> > Looking though "Brennan's DJGPP2+Games Resources"
> > (http://www.rt66.com/~brennan/djgpp/) web page, I came across this:
> 
> > "In case you're wondering, yes, you can write commercial games with DJGPP
> > and maintain your complete rights to the output, as long as you don't
> > include any Copylefted stuff, like the C++ library. The C library is free."
> 
> > Does this mean that you cannot write a commercial game in C++ ??!
> 
> Sure you can. You can write "QuakeClone III" and charge 600$ for it if you
> want, absolutely no restrictions. However, if you wrote "QC III" using the
> standard C++ library, you would be forced to license it under the GNU
> General Public License. You could still sell it for 600$, you'd just have to
> let users have free access to the source, and who's going to pay big bucks
> for some binaries when the source is freely available?

As explained in the FAQ, the standard C++ library, including iostreams 
and STL, do not have the GPL applied to them unless you compile the code 
with a compiler other than gcc/DJGPP.  Code compiled with gcc can be 
distributed in binary form only if you like.

libgpp is covered by the GPL, so if that's a problem don't use it (better 
to use STL anyways).

---------------
Peter Berdeklis
Dept. of Physics, Univ. of Toronto

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