I’m SUPER excited to announce the release of our new KillEmAll v5, which marks the very first d7x code to hit the market!
To clear any confusion: Yes, KillEmAll v5 is d7x. Think of KillEmAll v5 as a young program with some significant growing to do, at which point it becomes the fully featured d7x.
KillEmAll was chosen as the first d7II interface implemented in the new d7x code framework, which has been rewritten entirely from scratch with a new mentality, functional design, and technical improvements such as full unicode support (blowing away older character set and path length limitations when working with files and string data.) d7x is literally being built right now starting here, but expect other areas of d7x to pop up soon after! Think we have a long way to go? Nah, so far d7x has 23,375 lines of code under the hood in this release, and only 702 are KillEmAll specific unless you count the shared UI which adds another 1,046 lines, so most of that is a new common framework to quickly build other features upon that can all intermingle and share resources (e.g. KillEmAll shares the same File Inspection window code, already written, with the File System and Registry implements and other areas of d7x.)
Don’t despair that this isn’t a full d7x release, it’s actually a really good thing! This is your opportunity to influence development as it happens, not after the fact when it gets tougher to make changes. When d7 was first being shaped, I participated in forums to seek feedback from technicians throughout development. d7II didn’t see much of this beyond private email feedback, and we feel the product underwent some setbacks in progress because of this, (due to sufficient feedback not received until things were far more difficult to change) so with d7x we want to open up the floodgates again on public feedback and get it right for you the first time.