Re: [mmox] LLIDL or schemas?
Veikko Eeva <veikko.eeva@iki.fi> Tue, 24 February 2009 19:15 UTC
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Date: Tue, 24 Feb 2009 21:15:16 +0200
From: Veikko Eeva <veikko.eeva@iki.fi>
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Subject: Re: [mmox] LLIDL or schemas?
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> Jon said: > > I propose that the data structure > > definition language be moved to some XML schema. > > Yes, LLIDL makes no sense in the XML world, where there are schemas (or > DTDs) for that. > > That's another example of technical compromise needed by this "three > serializations" scheme. > > My suggestion would be: "do only one serialization, but do it well"... > - If XML has an angle bracket tax that is too expensive to pay, > especially on limited capability devices, then let's stick to a binary > format only. > - If XML is the way to go because it's more flexible, human-readable, > and because there's already a bunch of tools for it, then go for it > only, but do it using all the possibilities of the XML technology. > > My opinion is that doing an 1:1 transposition of a binary format is just > like automatically translating French into English word per word, it > gives bad (although sometimes really funny) results. > > Anyhow, who is asking for a choice between three serializations? Is > there a use case for that? > > Don't take it bad, Infinity. I'm just trying to put my engineering > knowledge at the service of realistic and long-term decisions, not to > destroy Linden Lab's vision of the future. I joined the list just recently and I haven't read through all the messages in detail, so forgive me if this issues has been handled already... But is there an issue concerning (efficient) protocol encoding between prospective current and future virtual worlds? From an engineering stand-point I'd say the issue in this case is pretty much that we don't know what kind of fields are there needed in the protocol. So, in order to alleviate that, a more dynamic, expandable approach would be good. And we are in luck, since such protocols have been devised in the past and there are plenty of parsers and libraries to use. One such approach is TLV encoded messages (http://en.wikipedia.org/wiki/Type-length-value) that allow to carry both binary and XML data and allow addition of new and even proprietary fields with no problems. Mandating an XML-based protocol feels grossly inefficient (if not a general TLV solution being one already) that drops probably all game-like soft realtime applications out of reach. What comes to parsing in general, if someone is good enough to define the protocol in some sensible fashion, i.e. formal manner (EBNF, Schema, SDL etc.), there are automatic tools and libraries to create the needed code. Or even something like Google Protocol Buffers ("think XML, but smaller, faster, and simpler", http://code.google.com/intl/fi/apis/protocolbuffers/) So, I would say the "transport protocol" issue seems to be a solved one. We should just pick the most efficient one that allows expanding the pay-load, like TLV. Instead the focus should be what those fields should be. That is, there should focus on the content of the protocol: property rights and all things like that. Even the actual type of transferred resources can be agreed on later, e.g. if all content should be COLLADA (http://en.wikipedia.org/wiki/COLLADA) and SVG or something. If the issues is synchronising real-time actions between worlds, I strongly suspect it shall not work. Games and simulations use prediction and all kinds of protocol gimmicks in order to sustain immersion. The most plausible approach to take would that there's a handshaking phase in agreeing a common approach (e.g. High Level Architecture (HLA)) that will take place. But this is something I believe cannot be decided here and now. Engineering thoughts cordially, Veikko E.
- [mmox] LLIDL or schemas? Catherine Pfeffer
- Re: [mmox] LLIDL or schemas? Meadhbh Hamrick (Infinity)
- Re: [mmox] LLIDL or schemas? Veikko Eeva