Hello everybody,
one thing that bothers me big time in SONAR Professional is its plugin error handling and I would like to share some thoughts about that. I am not really a technical expert, so I won't claim to know what is right or wrong. It is just that there a things that I would expect to be designed better. Perhaps someone can explain why it is as it is or perhaps my experience can help solve these problems. Both would be good.
So here we go:
I recently upgraded from X3 to Professional and had some problems with crashes as described at
http://forum.cakewalk.com...-m3325325.aspx#3325470 These initial problems could be solved.
BUT:
There many, perhaps too many problems that I keep stumbling across. I will just list the points. I think it should be easy to get the picture.
- I upgrade from X3 to Professional and suddenly basically none of my projects can't be opened anymore because there are plugins that used to work in X3 and don't in Professional. (After a lot of error messages, quite a bit of searching and replacing and changing and stuff it is back to normal)
- Other plugins that also used to work okay in X3 do now cause the next problem. I didn't detect that at first because these plugins did not trigger an error message when I opened SONAR and they seemed to work okay in the projects. But, as I now recognised, as soon as I try to open them in SONAR, SONAR triggers the "teleport server doesn't function properly" error message.
- What is really bad, is that this error message then causes the whole program to freeze and...
- ....this freeze causes my system to somewhat loose the drivers. So next time I open SONAR I am greeted with an error message saying that there are no drivers.
- And this means that I have to restart the whole computer.
- And as a additional note: When I go to configuration and check my plugins none of them is detected as faulty or causing any kind of problem
So being real nasty now, I would say that the above combination is as bad as it can be.
What is so bad is the unpredictability.
Things change from one version to the next, certain plugins cause error messages right away, others are first overlooked and then still cause crashes in the program and none of all that can be predicted or prevented with the check plugin functionality.
And then the result. These plugin issues cause an array of follow-up problems that is extremely annoying. So, why does a problem with that teleport server cause the whole program to crash? Wouldn't it be possible to design that in a better form? Something where the troublemaking plugin is detected and deactivated or something so that the main program could still be used, especially when, as in my case, this crash also means that I not only have to restart the program but the whole computer.
These would be my questions. That plugins can cause problems is clear. But the way they do it in my case is really bad and that is why I thought I need to throw it up here.