Re: C vs. C++: Deeper thoughts (Was: UrShape XML parser)
- From: Lennon Day-Reynolds <lennon kestrel edu>
- To: dia-list gnome org
- Subject: Re: C vs. C++: Deeper thoughts (Was: UrShape XML parser)
- Date: Mon, 25 Jun 2001 12:47:39 -0700
Okay, this seems to have gotten kind of disjointed; let me try to
reiterate why I was pushing for the particular features and
implementation I described earlier, and respond to some of the posts
made over the weekend.
1. I have to agree with the crowd that is resisting the use of C++. I'm
an OO guy all the way when it's feasible, but it's just not a good fit
here. Why? Because in order for us to include even a single module
written in C++ in Dia, we have to maintain *two* seperate bodies of
code: the C++ 'UrShape' implementation, and it's 'glue code' to link it
to the Dia core. Every improvement made to either our stuff or the core
will have to be supported in multiple places, rather than simply
updating a few lines of C, and we lose the portability and compatibility
that C gives us. (Truth be told, I'd rather have a core in C, with code
in Python handling most of the high-level functionality, but that's
another project.)
2. The issue that I haven't seen anyone here bring up about XML Schemas,
which is why I recommended using a small portion of them in the first
place, is the support for primitive datatypes such as integers and
floats (see http://www.w3.org/TR/xmlschema-2/, the 'datatypes' part of
the spec). I wouldn't begin to suggest that we support the full breadth
of the XML Schema spec for actual structure definition -- it's too big,
and much more like UML-in-XML than a simple document validation tool.
Our shapes will be simple, weakly-hierarchical objects with very little
need for a powerful datatype definition syntax, or most of the other
cruft that comes along with schemas.
3. Here's what I want to 'borrow' from the DOM:
a. Simple, event/listener-based runtime binding of shapes on the canvas
to C or Python code that gives them more complex behavior
b. A consistent API for manipulation and acquisition of shapes, to allow
generic handlers to determine their properties
c. Support for arbitrary simple properties that are *not* part of the
SVG/visual attributes, and may or may not be displayed in the property
editor
d. A simple interface to this internal 'mini-DOM' that can be used to
create intuitive, flexible scripting language bindings
What I *don't* want from the DOM is the full, unweildly set of IDL-based
interfaces, or the strings-and-nodes-only datatyping conventions of the
core. Unfortunately, the existing libxml-based DOM implementation is
mostly that, so we may be stuck 'rolling our own'.
4. As to using DOM or SAX to parse the XML, I really don't care; I
usually use the DOM, but I'm usually coding in Java or Python, where
it's a much better fit with the language. In C, using the libxml SAX
interface (or even Expat, for that matter) seems to work just as well.
I'm not worried about performance on this since you only load or save
the file once in a blue moon compared to, say, moving an object on the
canvas.
Sorry to keep posting these manifestos; after this, aside from answering
direct questions, I'm going to try to avoid cluttering the list until I
have some code to show for all my big talk. (And of course, if that
never happens, then obviously you should have been ignoring me anyway ;)
Lennon Day-Reynolds
Software Engineer
Kestrel Institute
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