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#21
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| In article <1107544079.088634.7750@g14g2000cwa.googlegroups.c om>, phlip2005@gmail.com says... > Nathan Mates wrote: > > > Debug and release builds of our game use exactly the same data > > files. What we devlop with is what we ship. You do things differently > > than us. If you find that "hard to believe," (your words), then the > > problem lies on your end. > > Regardless of the format and encoding of such "data files", when they > are inside your console, they started somewhere - possibly in a > human-friendly encoding - outside your console. > > The point: Human friendly things are easy to change, so don't put > details like the power of a gun into C++. Hence, use SOMETHING - > possibly Lua tables, possibly text with just a little bit of < and > > marks, for delimiters, possibly a File Format Du Jour - to edit those > data tables. XML is the worst of both worlds, IMO - neither human friendly nor compact! As an extension to HTML, it's fine. - Gerry Quinn |
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#22
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| Gerry Quinn wrote: > XML is the worst of both worlds, IMO - neither human friendly nor > compact! If you use a tab or comma-delimited format, you will hit a problem when someone asks to store a string with a tab or comma in it. And you'l hit a problem when someone asks to add a field to only one record. And another problem when you find a need to nest records. To solve all these problems early, pick a widely-supported text format that rigorously defines its escape, growth, and nesting mechanisms. Then /don't/ use all of XPointer, schemas, XSLT, etc. inside your console. Keep most of the XML outside the console, and trivially convert some into a tight binary format before using it in the final game. If you invent such a text format on the fly, your are back to the bad old days of Unix RC files, where each application reads a slightly different format, with different delimiters and escapes. And you lose all the compatible tool support from multiple vendors. If some other text database format had "won", I would recommend it. XML has no special claim to elegance. I can't even find a stable pretty-printer for it. But has anyone who disses XML by reflex some horror story to back them up? -- Phlip http://industrialxp.org/community/bi...UserInterfaces |
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#23
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| On Sat, 5 Feb 2005, Phlip wrote: > Gerry Quinn wrote: > >> XML is the worst of both worlds, IMO - neither human friendly nor >> compact! > > If you use a tab or comma-delimited format, you will hit a problem when > someone asks to store a string with a tab or comma in it. > > And you'l hit a problem when someone asks to add a field to only one record. > And another problem when you find a need to nest records. > > To solve all these problems early, pick a widely-supported text format that > rigorously defines its escape, growth, and nesting mechanisms. > Widely-supported is a crock, all you need is supported by all the tools that operate on your data - which in this context are going to be in-house anyway. There are other clearly-defined formats that're more human-readable, and having some kind of control over growth is also a good thing (to put it another way, you'll get better validation and format version control). -- flippa@flippac.org Performance anxiety leads to premature optimisation |
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#24
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| Christer Ericson wrote: > > > XML is bloat, personified. Ascii file formats do not belong on a > > > console, PERIOD. Then again, (unlike Phlip), I've got actual > > > experience in this area. > > I agree 100% with Nathan. XML is bloat personified and it > does not belong in a game pipeline. I am glad then that the two of you agree, and that you both similarly miss the point entirely. Why am I not surprised? > > Consider that the decision was made by your boss, without your > > consultation. Would you slap this person? > > Stupid comments like that should really be beyond even you > Tom, but no. I guess you like being the stereotypical american. > You know, the one that can't tell sarcasm from seriousness, > or, in this case, a figure of speach from a literal act. Explain to me oh enlightened scandanavian friend of game developers, what exactly would Nathan do if someone beyond his control were to dictate that XML were to be used for some part of the process? What would he do if someone in his control were to suggest it? (So typical of "enlightened" folks to think that "stupid merkins" don't understand sarcasm, especially when they go on about this failure to understand sarcasm when they respond to sarcasm itself as if it were straight-up serious and literal. <sigh>) Christer- you're in Sony R&D right? What's your affiliation with the people developing Collada? If XML is so terrible, why don't you show those people that it is that way? At least I've gone on record saying that Collada doesn't actually solve the problem that it's set out to solve, and that it comes with a bloated and pretty much useless encrufted coating... I mean, if someone were to be working on next-gen internal engine technology, and if that person worked for the same company that published a nearly useless "file format specification" designed intentionally for "next generation content needs", then you'd think there'd be some interaction, eh? -tom! -- There's really no reason to send a copy of your followup to my email address, so please don't. |
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#25
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| "Phlip" <phlip_cpp@yahoo.com> wrote: >Casey Hawthorne wrote: > >> Aspect weaving is for cross-cutting concerns. >> >> Better for: >> - logging >> - cacheing >> - concurrency >> - security - debugging is another biggie! >> >> Making the above cross-cutting concerns more modifiable for business >> applications! >> >> The code with AOP is supposed to be less complex and less intertwined! >> >> In games, usually one doesn't worry about modifiability/flexibility, >> so much! > >Part of helping me learn the "Object Oriented" paradigm was, of course, the >verbiage. But another part was learning that each object has [an equivalent >of] a single pointer to a table of slots, one for each named method. >Overriding a class created objects with a pointer to a different table, with >some same and some different pointers to methods in the table. > >So what's the mechanism inside AOP? Google: kiczales-aosd-2003.ppt AOSD_1up.pdf -- Regards, Casey |
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#26
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| In article <lmja015tp9dl91npodikquaslob7390fvc@4ax.com>, plunket@gmail.com says... > Christer Ericson wrote: > > I agree 100% with Nathan. XML is bloat personified and it > > does not belong in a game pipeline. > > I am glad then that the two of you agree, and that you both > similarly miss the point entirely. While I can't speak for Nathan, I don't think either one of us have missed a point here. > Why am I not surprised? I dunno, because you're asleep at the wheel again? > > > Consider that the decision was made by your boss, without your > > > consultation. Would you slap this person? > > [...] > (So typical of "enlightened" folks to think that > "stupid merkins" don't understand sarcasm, especially when they > go on about this failure to understand sarcasm when they respond > to sarcasm itself as if it were straight-up serious and literal. Sorry to have to break it to you Tom, but your witless "would you slap this person" comment is not sarcasm by any definition. Go back to sleep. > Christer- you're in Sony R&D right? Whatever gave you that idea? No, product development. "God of War" specifically: http://www.gamespot.com/features/6116286/p-12.html http://ps2.ign.com/articles/567/567466p2.html > What's your affiliation with the people developing Collada? Absolutely none. Zero. Zilch. I'm more affiliated with the XBOX 2 hardware team than I am the Collada people (well, not really). > If XML is so terrible, why don't > you show those people that it is that way? Not my job. As for the (lack of) usefulness of XML, I already said my piece in the "xml in games pros and cons" thread on sweng back in November last year. They can look if up there if they're interested. -- Christer Ericson http://realtimecollisiondetection.net/ |
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#27
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| In article <0U2Nd.26477$by5.15576@newssvr19.news.prodigy.com> , phlip_cpp@yahoo.com says... > [...] > If you invent [your own format rather than use XML] you lose > all the compatible tool support from multiple vendors. Ah, the mythical tools that make XML all worth it. Exactly which tools are these and exactly what are they used for? -- Christer Ericson http://realtimecollisiondetection.net/ |
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#28
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| On Sun, 6 Feb 2005, Christer Ericson wrote: > In article <0U2Nd.26477$by5.15576@newssvr19.news.prodigy.com> , > phlip_cpp@yahoo.com says... >> [...] >> If you invent [your own format rather than use XML] you lose >> all the compatible tool support from multiple vendors. > > Ah, the mythical tools that make XML all worth it. Exactly > which tools are these and exactly what are they used for? > I guess if you don't have access to a decent parsing and pretty-printing library it's just about understandable. -- flippa@flippac.org Performance anxiety leads to premature optimisation |
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#29
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| Philippa Cowderoy wrote: > Widely-supported is a crock, all you need is supported by all the tools > that operate on your data - which in this context are going to be in-house > anyway. Before anyone starts screeching at the following lecture, I posted a _real_ reason why XML sucks down below. XML doesn't suck because you lose flexibility when you submit to "vendor lockin". For example, one day I might just feel like taking the XML that relates a Maya geometry to its skin of textures, and formatting that data in a web page. Don't ask why. I'm the test engineer. I have ways of dealing with people who ask /why/ I do what I do. With XML, I can use XSLT to generate XHTML. Big whoopdeedoo. With the Text File Du Jour, I can use Perl to generate HTML, too. So what? XSLT gives me the choice of GNU's xsltproc or MS's MSXSL. When I pick tools, these desisions are hard to reverse, so I err on the side of generics and widespread support. If I don't like xsltproc's bugs (see below), I can switch to another XSL solution very easily. If the source ain't in XML, I still have options - just not as many. > There are other clearly-defined formats that're more > human-readable, and having some kind of control over growth is also a good > thing (to put it another way, you'll get better validation and format > version control). Because nobody can think of a real, internal reason why the XML format itself sucks, here's one: <x>a<y/>b</x> What node is b in? b is a member of the contents of <x>. However, the XML recommendation does little to help tools support y's relation to b. Then, many tools just give up, and pretend they only see <x>ab<y/></x>. Folks attempting to discuss why XML sucks should have known about this technical problem in the recommendations and the tools. -- Phlip http://industrialxp.org/community/bi...UserInterfaces |
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#30
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| On Sun, 6 Feb 2005, Phlip wrote: > Philippa Cowderoy wrote: > >> Widely-supported is a crock, all you need is supported by all the tools >> that operate on your data - which in this context are going to be in-house >> anyway. > > Before anyone starts screeching at the following lecture, I posted a _real_ > reason why XML sucks down below. > > XML doesn't suck because you lose flexibility when you submit to "vendor > lockin". > When I'm the vendor in question, I'm quite comfortable taking the risk. > For example, one day I might just feel like taking the XML that relates a > Maya geometry to its skin of textures, and formatting that data in a web > page. > > Don't ask why. I'm the test engineer. I have ways of dealing with people who > ask /why/ I do what I do. > > With XML, I can use XSLT to generate XHTML. > > Big whoopdeedoo. With the Text File Du Jour, I can use Perl to generate > HTML, too. So what? > > XSLT gives me the choice of GNU's xsltproc or MS's MSXSL. > Who says you have to stick to Perl to generate your HTML? It's nowhere near as hot at structured text processing as people seem to think, regexes or no. Granted, in the generic case I don't have the option of using XSLT. > When I pick tools, these desisions are hard to reverse, so I err on the side > of generics and widespread support. > Right. This is why I tend to define my formats in terms of things like BNF. This gives the further advantage that I know it's easy to write a parser for it, and fairly trivial to translate the spec into a parser for most parser generators and parsing libraries. Pretty-printers can be specified with similar ease. Throw in a specification for the datatype sitting in-between and the basic operations on it and hey, we're done. Boom. No vendor lock-in, no need for heavyweight tools. > If I don't like xsltproc's bugs (see below), I can switch to another XSL > solution very easily. > > If the source ain't in XML, I still have options - just not as many. > You do, however, have the possibility of working with a format that's simply-defined enough that a competant programmer really can duplicate the processing in a day if not less. I'm finding this part of the discussion particularly amusing because at the core, XSLT is just a particularly horrific functional language. I'm genuinely more comfortable with the more generic tools I have at my disposal. >> There are other clearly-defined formats that're more >> human-readable, and having some kind of control over growth is also a good >> thing (to put it another way, you'll get better validation and format >> version control). > > Because nobody can think of a real, internal reason why the XML format > itself sucks, here's one: > > <x>a<y/>b</x> > > What node is b in? > > b is a member of the contents of <x>. However, the XML recommendation does > little to help tools support y's relation to b. > I would've put that as a sequence, roughly equivalent to x [Text "a", y, Text "b"] (where x and y are data constructors, as is Text). Certainly I'd be very upset about a tool that ignored sequence within a file, it'd make constructing many structures a laborious and painful task (kiss human readability goodbye). > Then, many tools just give up, and pretend they only see <x>ab<y/></x>. > > Folks attempting to discuss why XML sucks should have known about this > technical problem in the recommendations and the tools. > Not necessarily, because there're enough other reasons XML sucks to not have had to get this far. This doesn't exactly impress me any further, however. -- flippa@flippac.org A problem that's all in your head is still a problem. Brain damage is but one form of mind damage. |
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