Talk:Process SMIL directives in XML data: Difference between revisions
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Are we meant to do this task taking into account the namespaces for X3D and SMIL, or are we doing this in namespace-free form? –[[User:Dkf|Donal Fellows]] 14:27, 19 January 2010 (UTC) |
Are we meant to do this task taking into account the namespaces for X3D and SMIL, or are we doing this in namespace-free form? –[[User:Dkf|Donal Fellows]] 14:27, 19 January 2010 (UTC) |
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: When I have written this taks I thought it would be very easy to implement, and it is indeed quite easy but it requires more code that what I thought. If you look at the OCaml implementation it requires about 240 lines of code, I thought at the beginning that it could be done with half of this. So ''IMHO'' I would suggest to keep the task as simple as possible (so without namespaces). |
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: Also maybe I'm wrong but it seems that the SMIL examples I have seen are without namespace (or maybe it was to keep the examples simple). |
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: Also from my point of view the task is mainly about storing geometry and animation to a file, and loading and playing it into OpenGL (or Directx or else), and not about XML parsing, so perhaps we could consider keeping it not too strict. (If I chose to use real formats with specs and not a fake format it was to make the task also a bit pedagogical, so people can have a little taste of X3D and SMIL) |
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: But this is only a suggestion, as you have seen I have written the task as a draft, so if you have suggestions to modify the task I would be happy to talk about it. |
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: [[User:Blue Prawn|Blue Prawn]] 16:58, 19 January 2010 (UTC) |
Revision as of 16:58, 19 January 2010
Namespaces?
Are we meant to do this task taking into account the namespaces for X3D and SMIL, or are we doing this in namespace-free form? –Donal Fellows 14:27, 19 January 2010 (UTC)
- When I have written this taks I thought it would be very easy to implement, and it is indeed quite easy but it requires more code that what I thought. If you look at the OCaml implementation it requires about 240 lines of code, I thought at the beginning that it could be done with half of this. So IMHO I would suggest to keep the task as simple as possible (so without namespaces).
- Also maybe I'm wrong but it seems that the SMIL examples I have seen are without namespace (or maybe it was to keep the examples simple).
- Also from my point of view the task is mainly about storing geometry and animation to a file, and loading and playing it into OpenGL (or Directx or else), and not about XML parsing, so perhaps we could consider keeping it not too strict. (If I chose to use real formats with specs and not a fake format it was to make the task also a bit pedagogical, so people can have a little taste of X3D and SMIL)
- But this is only a suggestion, as you have seen I have written the task as a draft, so if you have suggestions to modify the task I would be happy to talk about it.
- Blue Prawn 16:58, 19 January 2010 (UTC)