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  • Category: XML
  • Founded: Jan 9, 2002
  • Language: English
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#573 From: Eric Beaudoin <beaudoer@...>
Date: Fri Feb 7, 2003 4:36 am
Subject: List of used tags for release 4.3.0
beaudoer
Send Email Send Email
 
By popular request (at least two person), the update is back :-)

Just like before, you can find the file at
<http://groups.yahoo.com/group/pcgen-xml/files/List%20of%20tags/List_of_tags_v43\
0.txt>.

Have fun

-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
>> In space, no one can hear you sleep...
<mailto:beaudoer@...>

-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
>> In space, no one can hear you sleep...
>> Camels to can climb trees (and sometime eat them)
<mailto:beaudoer@...>

#574 From: Eric Beaudoin <beaudoer@...>
Date: Sat Feb 8, 2003 12:28 am
Subject: List of used tags for release 4.3.0 (take 2)
beaudoer
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[I made a few mistakes in the list that Tir was kind enough to poit out. PREBAB
is not a real tag and I inverted the replacement tags for EFFECTS and
EFFECTTYPE. Sorry.]


By popular request (at least two person), the update is back :-)

Just like before, you can find the file at
<http://groups.yahoo.com/group/pcgen-xml/files/List%20of%20tags/List_of_tags_v43\
0.txt>.

Have fun

-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
>> In space, no one can hear you sleep...
<mailto:beaudoer@...>

-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
>> In space, no one can hear you sleep...
>> Camels to can climb trees (and sometime eat them)
<mailto:beaudoer@...>

#575 From: pcgen-xml@yahoogroups.com
Date: Thu Feb 20, 2003 4:29 pm
Subject: New file uploaded to pcgen-xml
pcgen-xml@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the pcgen-xml
group.

   File        : /Keith's Notes/pcgen-xml-20030220.pdf
   Uploaded by : jdk_kjdavies <keith.davies@...>
   Description : 2003/02/20 XML notes

You can access this file at the URL

http://groups.yahoo.com/group/pcgen-xml/files/Keith%27s%20Notes/pcgen-xml-200302\
20.pdf

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

jdk_kjdavies <keith.davies@...>

#576 From: pcgen-xml@yahoogroups.com
Date: Thu Feb 20, 2003 4:32 pm
Subject: New file uploaded to pcgen-xml
pcgen-xml@yahoogroups.com
Send Email Send Email
 
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the pcgen-xml
group.

   File        : /Keith's Notes/pcgen-xml-20030220.zip
   Uploaded by : jdk_kjdavies <keith.davies@...>
   Description : 2003/02/20 XML notes

You can access this file at the URL

http://groups.yahoo.com/group/pcgen-xml/files/Keith%27s%20Notes/pcgen-xml-200302\
20.zip

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

jdk_kjdavies <keith.davies@...>

#577 From: Keith Davies <keith.davies@...>
Date: Thu Feb 20, 2003 4:41 pm
Subject: Updated notes
jdk_kjdavies
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Hi All,

I've just posted a new copy of my notes to the files area (you should
have just received a new file notification).

The notes are not complete, but I think it's better to get them up for
discussion; the intent and philosophy should be clear enough, I think.
I've posted both a PDF and a zipped HTML set.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#578 From: John Rudd <user@...>
Date: Tue Feb 25, 2003 10:08 pm
Subject: Re: [pcgen] Question about future xml and current custom list files
johnkzin
Send Email Send Email
 
(re-sent from the main pcgen list)

> Subject: Re: [pcgen] Question about future xml and current custom list files
>
> On Tue, Feb 25, 2003 at 12:25:28PM -0800, John Rudd wrote:
> > > From: Keith Davies <keith.davies@...>
> > >
> > > I say 'may' because things are not completely settled, and conversion
> > > can be done a couple of different ways.  One is to basically convert
> > > exactly what we have to XML.  Not a huge net gain, and many of the hacks
> > > and implementation problems we face now will still be present.  Better,
> > > IMO, is to use a more sophisticated schema that better represents the
> > > data... but this will require more effort to convert.  At this point I'm
> > > not entirely sure how well it will automate.
> >
> > Why not do both?  In phases?
> >
> >
> > Phase 1) simple tab'ed lst file to xml'ed lst file.
> > Phase 2) full on xml support in PCGen with better formats and everything.
> > Phase 3) Profit!  ... er ... wrong audience.
> >
> >
> > (and, another plug for contained attributes instead of attributes as
> > arguments to tags)

#579 From: "Paul M. Lambert" <plambert@...>
Date: Tue Feb 25, 2003 10:18 pm
Subject: Re: Re: [pcgen] Question about future xml and current custom list files
plambert
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I vote for this.

Why?

Because it gets us over to XML first, which has some basic advantages that
I like.

And it gives more time for the _real_ work to be done.  Moving the .LST
structures to XML should be much less work and actually complete in a
reasonable amount of time, and it'll make a converter very easy.

Then the real work and discussion can occur on the better schema to support
for actually redesigning the data.

But I like getting a result sooner, even if it's not a 100% ideal world
situation.

--plambert

On Tue, 25 Feb 2003, John Rudd wrote:

>
> (re-sent from the main pcgen list)
>
> > Subject: Re: [pcgen] Question about future xml and current custom list files
> >
> > On Tue, Feb 25, 2003 at 12:25:28PM -0800, John Rudd wrote:
> > > > From: Keith Davies <keith.davies@...>
> > > >
> > > > I say 'may' because things are not completely settled, and conversion
> > > > can be done a couple of different ways.  One is to basically convert
> > > > exactly what we have to XML.  Not a huge net gain, and many of the hacks
> > > > and implementation problems we face now will still be present.  Better,
> > > > IMO, is to use a more sophisticated schema that better represents the
> > > > data... but this will require more effort to convert.  At this point I'm
> > > > not entirely sure how well it will automate.
> > >
> > > Why not do both?  In phases?
> > >
> > >
> > > Phase 1) simple tab'ed lst file to xml'ed lst file.
> > > Phase 2) full on xml support in PCGen with better formats and everything.
> > > Phase 3) Profit!  ... er ... wrong audience.
> > >
> > >
> > > (and, another plug for contained attributes instead of attributes as
> > > arguments to tags)
>
>
> To unsubscribe from this group, send an email to:
> pcgen-xml-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>

#580 From: John Rudd <user@...>
Date: Wed Feb 26, 2003 1:06 am
Subject: testing
johnkzin
Send Email Send Email
 
I didn't get my own message back, nor did I get plambert's reply
(I only saw them when I went to the group web page).  So I'm
testing :-}

#581 From: John Rudd <user@...>
Date: Wed Feb 26, 2003 1:12 am
Subject: Re: testing
johnkzin
Send Email Send Email
 
Okay, 's'all good now.  (must have been how soon after I added myself to
the group that I then sent the message ...)

Sorry for the clutter :-}

#582 From: "Ward, Christopher" <Christopher.Ward@...>
Date: Wed Feb 26, 2003 12:59 pm
Subject: RE: [pcgen] Question about future xml and current custom list fil es
frugal10191
Send Email Send Email
 
Because that would seem to be twice as much work.

regards,
Frugal


> -----Original Message-----
> From: John Rudd [SMTP:user@...]
> Sent: Tuesday, February 25, 2003 8:25 PM
> To: pcgen@yahoogroups.com
> Subject: Re: [pcgen] Question about future xml and current custom
> list files
>
> > From: Keith Davies <keith.davies@...>
> >
> > I say 'may' because things are not completely settled, and conversion
> > can be done a couple of different ways.  One is to basically convert
> > exactly what we have to XML.  Not a huge net gain, and many of the hacks
> > and implementation problems we face now will still be present.  Better,
> > IMO, is to use a more sophisticated schema that better represents the
> > data... but this will require more effort to convert.  At this point I'm
> > not entirely sure how well it will automate.
>
> Why not do both?  In phases?
>
>
> Phase 1) simple tab'ed lst file to xml'ed lst file.
> Phase 2) full on xml support in PCGen with better formats and everything.
> Phase 3) Profit!  ... er ... wrong audience.
>
>
> (and, another plug for contained attributes instead of attributes as
> arguments to tags)
>
>
>
> PCGen's release site: http://pcgen.sourceforge.net
> PCGen's FAQ: http://pedertest.officeline.no/PCGen
> PCGen's alpha build: http://rpg.plambert.net/pcgen
> To unsubscribe from this group, send an email to:
> pcgen-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>

#583 From: "CC Americas 1 Carstensen James" <james.carstensen@...>
Date: Wed Feb 26, 2003 3:06 pm
Subject: RE: XML Conversion - phased
iambluehearm...
Send Email Send Email
 
Folks,

Just thought out some thoughts on the PROs and CONs of a phased
implementation of XML.

PRO:
	 Automatic conversion of data means that it's represented the
same way, so the changes to the PCGen program could focus initially on
just changing how we read data, and not change any big functionality at
the same time (sure way to introduce more bugs).
	 We would have XML converters for homebrew campaigns (something
many users will want).
	 This also allows us to test and verify the XML data input
separate from the XML expanded functionality, since we would have a 1:1
between the XML and the current format allowing us to use the current
backend unchanged.
	 In the second phase we already have working XML in place, and we
can expand our functionality organically in bits and pieces (just we do
with our current FREQ) allowing PCGen to advance as well.

CON:
	 More work.
	 An additional "conversion" schema.
	 The need to do some fairly heavy conversion from our "initial"
XML conversion to the final (more powerful) XML conversion.  This may
also put off LST writers who learn a whole new format to have parts of
it depreciated and replaced on a regular basis as we morph to the
"full-featured" XML.

If PCGen was a new project I'd rather start it off correct, but with the
existing amount of data, both community supported (OGL) and user
supported (custom campaigns, personal use of non-OGL books, etc.) we
should just discard the idea of doing it in steps, but rather reexamine
it to see if it can fit or needs or do we have valid reasons to avoid
it.

Cheers,
Blue

-----Original Message-----
From: Paul M. Lambert [mailto:plambert@...]
Sent: Tuesday, February 25, 2003 5:19 PM
To: pcgen-xml@yahoogroups.com
Subject: Re: [pcgen-xml] Re: [pcgen] Question about future xml and
current custom list files


I vote for this.

Why?

Because it gets us over to XML first, which has some basic advantages
that
I like.

And it gives more time for the _real_ work to be done.  Moving the .LST
structures to XML should be much less work and actually complete in a
reasonable amount of time, and it'll make a converter very easy.

Then the real work and discussion can occur on the better schema to
support
for actually redesigning the data.

But I like getting a result sooner, even if it's not a 100% ideal world
situation.

--plambert

On Tue, 25 Feb 2003, John Rudd wrote:

>
> (re-sent from the main pcgen list)
>
> > Subject: Re: [pcgen] Question about future xml and current custom
list files
> >
> > On Tue, Feb 25, 2003 at 12:25:28PM -0800, John Rudd wrote:
> > > > From: Keith Davies <keith.davies@...>
> > > >
> > > > I say 'may' because things are not completely settled, and
conversion
> > > > can be done a couple of different ways.  One is to basically
convert
> > > > exactly what we have to XML.  Not a huge net gain, and many of
the hacks
> > > > and implementation problems we face now will still be present.
Better,
> > > > IMO, is to use a more sophisticated schema that better
represents the
> > > > data... but this will require more effort to convert.  At this
point I'm
> > > > not entirely sure how well it will automate.
> > >
> > > Why not do both?  In phases?
> > >
> > >
> > > Phase 1) simple tab'ed lst file to xml'ed lst file.
> > > Phase 2) full on xml support in PCGen with better formats and
everything.
> > > Phase 3) Profit!  ... er ... wrong audience.
> > >
> > >
> > > (and, another plug for contained attributes instead of attributes
as
> > > arguments to tags)
>
>
> To unsubscribe from this group, send an email to:
> pcgen-xml-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>


To unsubscribe from this group, send an email to:
pcgen-xml-unsubscribe@yahoogroups.com



Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/

#584 From: John Rudd <user@...>
Date: Wed Feb 26, 2003 4:34 pm
Subject: RE: XML Conversion - phased
johnkzin
Send Email Send Email
 
> From: "CC Americas 1 Carstensen James" <james.carstensen@...>
>
> Folks,
>
> Just thought out some thoughts on the PROs and CONs of a phased
> implementation of XML.
>
> PRO:
>  Automatic conversion of data means that it's represented the
> same way, so the changes to the PCGen program could focus initially on
> just changing how we read data, and not change any big functionality at
> the same time (sure way to introduce more bugs).

(just to be clear, I think your parenthetical statement was meant to say
"one big funtionality change is the sure way to introduce more bugs")

>  We would have XML converters for homebrew campaigns (something
> many users will want).
>  This also allows us to test and verify the XML data input
> separate from the XML expanded functionality, since we would have a 1:1
> between the XML and the current format allowing us to use the current
> backend unchanged.
>  In the second phase we already have working XML in place, and we
> can expand our functionality organically in bits and pieces (just we do
> with our current FREQ) allowing PCGen to advance as well.
>
> CON:
>  More work.

Not necessarily more work.  It's really the same amount of work, broken up
into chunks.  It reduces some amounts of work (because you're not having
to debug a one big functionality change to make sure all of its moving
pieces are moving together (which becomes exponentially more difficult as
you add individual moving parts ... but it also introduces some work
because the overhead common to all changes will happen multiple times
... but in the end it should balance out)

>  An additional "conversion" schema.
>
>  The need to do some fairly heavy conversion from our "initial"
> XML conversion to the final (more powerful) XML conversion.  This may
> also put off LST writers who learn a whole new format to have parts of
> it depreciated and replaced on a regular basis as we morph to the
> "full-featured" XML.

This could also be done in phases, allowing LST writers to adapt each
sub-part of their LST file one at a time.  In a way, this just becomes
like the current system: the LST file format today is not the same as
it was back in 2.x.y when I first started using PCGen.  The difference
is that you're adding XML features one by one, instead of changing the
tabbed file format one by one.  Plus, it makes it easier on the LST
writers because it's easier to write simple single feature converters
than larger complex all encompassing feature converters.

For example, first you do the tab->xml conversion.  Then you expand or
re-work the equipment file format.  Then you re-work the spell file
format.  Then you re-work the next one ... etc.  And, along the way,
maybe you also start to merge some files (since they're seperated by
tag containers instead of file formats) and things like that.  And,
for each step, you have a simple conversion script that just covers
the features for that one change.

> If PCGen was a new project I'd rather start it off correct, but with the
> existing amount of data, both community supported (OGL) and user
> supported (custom campaigns, personal use of non-OGL books, etc.) we
> should just discard the idea of doing it in steps, but rather reexamine

   ^^^^^^
was this supposed to be a "shouldn't"?

> it to see if it can fit or needs or do we have valid reasons to avoid
> it.
>

John

#585 From: "CC Americas 1 Carstensen James" <james.carstensen@...>
Date: Wed Feb 26, 2003 5:00 pm
Subject: RE: XML Conversion - phased
iambluehearm...
Send Email Send Email
 
John Rudd said:
>(just to be clear, I think your parenthetical statement was meant to
say
>"one big funtionality change is the sure way to introduce more bugs")

Yeap, good catch.

>> CON:
>>  More work.
>
>Not necessarily more work.  It's really the same amount of work, broken
up
>into chunks.

Not sure if I agree.  If you go over Keith's ideas there are some fairly
large changes between the text file LST files and the proposed XML LST
files.  We'd have to:
   a)  Come up with a schema for XML files that can match the LST files
   b)  Work out a migration scheme (including instructions for users with
homebrew lists) to go from the Phase 1 XML LST files to the Phase 2 XML
list files.

I think that this work may be well justified, but it adds whole pieces
we didn't have to consider before.

> It reduces some amounts of work (because you're not having
> to debug a one big functionality change to make sure all of its moving
> pieces are moving together (which becomes exponentially more difficult
as
> you add individual moving parts ... but it also introduces some work
> because the overhead common to all changes will happen multiple times
> ... but in the end it should balance out)

That's a definite point.

<tongue location="in cheek">
	 But that's work for the code monkeys, not the XML monkeys.  We
don't care about that.
<tongue \>

>>  The need to do some fairly heavy conversion from our "initial"
>> XML conversion to the final (more powerful) XML conversion.  This may
>> also put off LST writers who learn a whole new format to have parts
of
>> it depreciated and replaced on a regular basis as we morph to the
>> "full-featured" XML.
>
> This could also be done in phases, allowing LST writers to adapt each
> sub-part of their LST file one at a time.

I agree with you, this is how I was envisioning it.  However that means
that LST monkeys are still adding a new phase.  (Except those who purely
use the editors.)

Phase 0:  (The way it is now).  "Ooook, understand LST files.  Gimme
banana."
Phase 1:  (XML as tab-oriented).  "Ooook, need to learn all these
strange XML tags.  Gimme banana."
Phase 2+:  (XML - taking full advantage of XML)  "Arg, everything I just
learned is now changing.  This week they just redid class skills, last
week was weapons, next week is spell lists.  Gimme club.  And banana."

Again, this isn't insurmountable.  This becomes a question of "do you
want to relearn things all at once, or do you want to relearn things in
pieces, but some of the early stuff you relearn will be changed again by
the end."  I don't know which is more of a problem.

I'm leaning more towards doing it in phases just to satisfy all of the
users with custom LSTs because we'd better to be able to write the first
tabbed-text to XML converters, but I have no pull.  8)  Let's see what
Keith thinks.

Cheers,
Blue
XML lemur (self-appointed)

#586 From: Eric Beaudoin <beaudoer@...>
Date: Thu Feb 27, 2003 8:42 am
Subject: prettylst.pl v1.26 and pcgconvert.pl v1.00 are available
beaudoer
Send Email Send Email
 
prettylst.pl v1.26
==================

I've released a new version of prettylst.pl that might be of help for those of
you who create their own PCGEN data files. The script main usage is to reformat
the .lst in order to make them more human readable and it also performs some
validations on the systax.

Of particular interest with version 1.26 is the fact that it can be used to
convert all the path in your home made .PCC files so that they points properly
to the new directory paths that were introduced with version 4.3.3 of PCGEN. If
you do not know what I'm talking about, you probably don't need the script.

Release notes:
<https://sourceforge.net/project/shownotes.php?group_id=36698&release_id=142963>

Files:
<http://sourceforge.net/project/showfiles.php?group_id=36698&release_id=142963>

pcgconvert.pl v1.00
===================

The purpose of pcgconvert.pl is to convert (who would have guessed? :-) the
PCGEN Character files when there are changes in the PCGEN release that have an
impact on the existing ones.

This first version doesn't do much. The only changes that are not automaticaly
handle by PCGEN are a douzen of weapon names. The script will find all the .PGC
in a directory and write the converted version in another directory.

I will try to make new version of pcgconvert.pl every time there will be
something in the new release of PCGEN that would "break" old characters.

Release notes: <https://sourceforge.net/project/shownotes.php?release_id=142966>

Files:
<https://sourceforge.net/project/showfiles.php?group_id=36698&release_id=142966>


Instructions
============

Please read the release notes and/or the documentation included with both
scripts to find out how to install Perl and how to run the scripts.

Best

-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
>> In space, no one can hear you sleep...
>> Camels to can climb trees (and sometime eat them)
<mailto:beaudoer@...>

#587 From: "merton_monk <merton_monk@...>" <merton_monk@...>
Date: Thu Feb 27, 2003 8:50 pm
Subject: Re: XML Conversion - phased
merton_monk
Send Email Send Email
 
Hopefully most of our data monkeys will be taking full advantage of
the GUI editors, though some work will always need to be done by
hand.  My gut feeling is that in a project like this, trying to fully
convert all at once will simply require too much work up front.  I
think the total amount of work necessary this way would be less, but
simply not practical considering how many monkeys we'll have to work
on it. If there were significant enough advantages to going this
route I might consider suspending all development (data and code)
outside of this project so as to limit complicating factors, but it'd
have to be a very compelling case.

I'd like to get Keith's input on this as well, but I'm leaning toward
a phased attack because the threshhold for getting results is lower.
We'll need to communicate to the code monkeys how to take optimial
advantage of xml and what kinds of data modelings changes in the code
we should make.  The data monkeys will need to be briefed on the new
format, and the GUI Lst Editors will need to be able to export in xml
format.  This is a huge project, which usually best tackled in
portions.

-Bryan

#588 From: Keith Davies <keith.davies@...>
Date: Thu Feb 27, 2003 9:58 pm
Subject: Re: Re: XML Conversion - phased
jdk_kjdavies
Send Email Send Email
 
On Thu, Feb 27, 2003 at 08:50:35PM +0000, merton_monk <merton_monk@...>
wrote:
> Hopefully most of our data monkeys will be taking full advantage of
> the GUI editors, though some work will always need to be done by hand.
> My gut feeling is that in a project like this, trying to fully convert
> all at once will simply require too much work up front.  I think the
> total amount of work necessary this way would be less, but simply not
> practical considering how many monkeys we'll have to work on it. If
> there were significant enough advantages to going this route I might
> consider suspending all development (data and code) outside of this
> project so as to limit complicating factors, but it'd have to be a
> very compelling case.
>
> I'd like to get Keith's input on this as well, but I'm leaning toward
> a phased attack because the threshhold for getting results is lower.
> We'll need to communicate to the code monkeys how to take optimial
> advantage of xml and what kinds of data modelings changes in the code
> we should make.  The data monkeys will need to be briefed on the new
> format, and the GUI Lst Editors will need to be able to export in xml
> format.  This is a huge project, which usually best tackled in
> portions.

I've been watching this thread to see what other people's thoughts are
before I said anything.  We have a few ways to approach this.

The first is the dead simple, straightforward conversion from XML.  Net
gain, IMO, isn't signficant enough to warrant the change because this
would lead to, frankly, crap XML.  It *would* make it at least possible
to use third-party tools to extract the data from here, but it'll be
denormalized and exhibit the flaws[1] evident in the LST file design.

[1] Not to denigrate Bryan or anyone else who's worked on it; it's
     proven remarkably flexible and able to be bent to handle things well
     beyond what it should, by rights, be able to do.  However, in the
     bending it's being used in ways that I think are unnecessarily
     complex.

The second is to walk a middle line; define clear XML for each game item
type to be described -- elements for weapons, spells, feats, etc.  This
is where I started.  I found that it was not as elegant as I'd been
hoping, and would be quite restrictive.  However, this would probably be
a reasonable approach in that it would in fact provide enough of a gain
to be worth the effort, but again would depend on the data model
currently in use.  It'd provide an XML schema, it'd allow reuse of much
of the existing PCGen source code (change only the I/O routines,
ideally), but would not, at this point, provide an opportunity to
remodel the data in PCGen (something Bryan has, IIRC, commented on being
desireable).  This step can also make use of a subset of what I've
designed; by and large, if the sample schema I've described is used, the
d20 items can be used more or less as described.

The third is to go all the way.  Take the models that I've described and
use them at the meta level to describe the rules and elements to be used
in each game mode, and ideally even to describe how to edit content of
those elements.  This is my preferred mode because it'll allow easier
support of more game modes more easily, and to be complete honest I
think it may even be *simpler* code because it handles general case
behavior rather than more special case scenarios.


Now, in terms of risk vs. gain in the short term, I think that the
second option is better; this is more or less in agreement with Bryan.
Once the second part has been done, the third could begin.  I don't know
how much would really be reusable in this case, though, because the
mindset behind the code is quite different.  The data, however, would
either be reusable or at least, for the most part, easily converted.

I really think that the third option is where we want to end up, though.
As such, I'd rather work directly toward that goal; the same amount of
work *for that part* will need to be done, and when completed the second
part could (not necessarily *would*) be considered unnecessary work.

What we may want to consider is a hybrid.  Branch the code.  Core PCGen
could follow the second path; this is the best risk:gain path at this
point and would mean that development would continue.  The branch, which
would be pursuing greater change in not only data file structure but
also internal data structure and interface construction, is considerably
higher risk... but also provides the greatest gain.  I think the
benefits are commensurate with the risk, but the risk is, I think, large
enough that I would not be willing to interrupt the existing process in
order to experiment, only to throw it away.

In pursuit of the hybrid solution, I would make the following
suggestions:

1. Do the hybrid thing, branch.
2. The XML data schema produced by the experimental branch is used by
    both branches.  The gui and meta schemas would be provided for
    reference to the core branch, but only really used by the
    experimental branch.
3. Two seperate teams work on these, with reports to the BoD.  I'd like
    to solicit for a dev team -- XML and Java -- on the main list; this
    may or may not affect those working on the core stuff right now.
   3a. A third team would handle conversion of the data alone; I want a
       toolsmith -- Java, C/C++, Perl, whatever (is Eric available?) --
       to build tools to do this.
4. In terms of scheduling, I expect that the core branch could be
    converted to XML in a month or two.  I do not know how long it would
    take for the experimental branch to complete; this would only be
    determinable as we start to work.

This is *not* a fork, but two different paths of development to the same
goal.  One is safe and will get the travelers to their goal safely.  The
other is through the mountains, along cliffs and across rivers... but
goes to, I hope, a better place.

Thoughts, comments?


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#589 From: "CC Americas 1 Carstensen James" <james.carstensen@...>
Date: Fri Feb 28, 2003 2:36 pm
Subject: RE: Re: XML Conversion - phased
iambluehearm...
Send Email Send Email
 
Keith wrote:
> [ ... ] Thoughts, comments?

Let me summarize to make sure I understand your points.  Your three
points of XML conversion are:

1.  XML that exactly mimics current tab-separated LST files
2.  XML that describes all of the game elements in an XML way
3.  XML that goes all they way, takes #2 but also supports meta-level
descriptions and game rules.

I do see a few (minor) benefits of #1, but only as a step towards #2 &
#3.
*  Can get XML reading into PCGen to quickly and get it debugged before
moving further.
*  _Very_ simple to right converters for existing LST files (both
community supported and user generated)
*  Prepare the community to think in XML

However I also agree with your statement that it doesn't bring enough to
PCGen to worthwhile.  Perhaps the Code Monkeys would want that as a
first step, but from an data-format standpoint it doesn't add any value
over tap-separated.

As you said, I agree with your thoughts that #2 is the best risk/gain in
the short term, and #3 is the best risk/gain in the long term.  I won't
comment on branching the code - I don't know enough if that would
require a freeze on bug fixes/FREQ or if we could do the work once and
have it apply to both branches (CVS should do that, unless out
underlying representation of the data changes the nature of the bug
fixes).

Where I have a concern if going from #2 to #3 (or even #1 to #2/#3).  #3
seems by far the most elegant and powerful, but is hampered by all of
the pre-existing LST files.  In order to really take advantage of #3 I
can't see an automatic converter.  Which means that we need to do a lot
of work just to preserve our existing LST functionality, which is work
not being used to more forward.

You had mentioned a hybrid of #2 and #3, which kept the formats
separate.  How feasible is a hybrid of #2 and #3 in which we don't?
Just as now we have an evolution of tags, what would we have to do to
develop the XML format for #3 such that is also supports the data for
#2?  In other words we put together XML specs for #3, but our initial
goal is only to provide functionality for the #2 subset in code,
converters, and list files.  This gives us a fairly clean path to write
converters for in the short term and goes for the maximized risk/reward
you had mentioned, but then allows us (from both a code and LST
perspective) to add in the meta data and slowly take advantage of it.
Just as we currently add or update tags, this would also be working
toward the eventual goal of #3, but #3 designed as a superset of #2.

However, unlike the current tags, which we occasionally need to redo to
keep with the current vision, instead we'll have a clear path and will
have designed with future functionality taken into consideration.

Cheers,
Blue

-----Original Message-----
From: Keith Davies [mailto:keith.davies@...]
Sent: Thursday, February 27, 2003 4:58 PM
To: pcgen-xml@yahoogroups.com
Subject: Re: [pcgen-xml] Re: XML Conversion - phased


On Thu, Feb 27, 2003 at 08:50:35PM +0000, merton_monk
<merton_monk@...> wrote:
> Hopefully most of our data monkeys will be taking full advantage of
> the GUI editors, though some work will always need to be done by hand.
> My gut feeling is that in a project like this, trying to fully convert
> all at once will simply require too much work up front.  I think the
> total amount of work necessary this way would be less, but simply not
> practical considering how many monkeys we'll have to work on it. If
> there were significant enough advantages to going this route I might
> consider suspending all development (data and code) outside of this
> project so as to limit complicating factors, but it'd have to be a
> very compelling case.
>
> I'd like to get Keith's input on this as well, but I'm leaning toward
> a phased attack because the threshhold for getting results is lower.
> We'll need to communicate to the code monkeys how to take optimial
> advantage of xml and what kinds of data modelings changes in the code
> we should make.  The data monkeys will need to be briefed on the new
> format, and the GUI Lst Editors will need to be able to export in xml
> format.  This is a huge project, which usually best tackled in
> portions.

I've been watching this thread to see what other people's thoughts are
before I said anything.  We have a few ways to approach this.

The first is the dead simple, straightforward conversion from XML.  Net
gain, IMO, isn't signficant enough to warrant the change because this
would lead to, frankly, crap XML.  It *would* make it at least possible
to use third-party tools to extract the data from here, but it'll be
denormalized and exhibit the flaws[1] evident in the LST file design.

[1] Not to denigrate Bryan or anyone else who's worked on it; it's
     proven remarkably flexible and able to be bent to handle things well
     beyond what it should, by rights, be able to do.  However, in the
     bending it's being used in ways that I think are unnecessarily
     complex.

The second is to walk a middle line; define clear XML for each game item
type to be described -- elements for weapons, spells, feats, etc.  This
is where I started.  I found that it was not as elegant as I'd been
hoping, and would be quite restrictive.  However, this would probably be
a reasonable approach in that it would in fact provide enough of a gain
to be worth the effort, but again would depend on the data model
currently in use.  It'd provide an XML schema, it'd allow reuse of much
of the existing PCGen source code (change only the I/O routines,
ideally), but would not, at this point, provide an opportunity to
remodel the data in PCGen (something Bryan has, IIRC, commented on being
desireable).  This step can also make use of a subset of what I've
designed; by and large, if the sample schema I've described is used, the
d20 items can be used more or less as described.

The third is to go all the way.  Take the models that I've described and
use them at the meta level to describe the rules and elements to be used
in each game mode, and ideally even to describe how to edit content of
those elements.  This is my preferred mode because it'll allow easier
support of more game modes more easily, and to be complete honest I
think it may even be *simpler* code because it handles general case
behavior rather than more special case scenarios.


Now, in terms of risk vs. gain in the short term, I think that the
second option is better; this is more or less in agreement with Bryan.
Once the second part has been done, the third could begin.  I don't know
how much would really be reusable in this case, though, because the
mindset behind the code is quite different.  The data, however, would
either be reusable or at least, for the most part, easily converted.

I really think that the third option is where we want to end up, though.
As such, I'd rather work directly toward that goal; the same amount of
work *for that part* will need to be done, and when completed the second
part could (not necessarily *would*) be considered unnecessary work.

What we may want to consider is a hybrid.  Branch the code.  Core PCGen
could follow the second path; this is the best risk:gain path at this
point and would mean that development would continue.  The branch, which
would be pursuing greater change in not only data file structure but
also internal data structure and interface construction, is considerably
higher risk... but also provides the greatest gain.  I think the
benefits are commensurate with the risk, but the risk is, I think, large
enough that I would not be willing to interrupt the existing process in
order to experiment, only to throw it away.

In pursuit of the hybrid solution, I would make the following
suggestions:

1. Do the hybrid thing, branch.
2. The XML data schema produced by the experimental branch is used by
    both branches.  The gui and meta schemas would be provided for
    reference to the core branch, but only really used by the
    experimental branch.
3. Two seperate teams work on these, with reports to the BoD.  I'd like
    to solicit for a dev team -- XML and Java -- on the main list; this
    may or may not affect those working on the core stuff right now.
   3a. A third team would handle conversion of the data alone; I want a
       toolsmith -- Java, C/C++, Perl, whatever (is Eric available?) --
       to build tools to do this.
4. In terms of scheduling, I expect that the core branch could be
    converted to XML in a month or two.  I do not know how long it would
    take for the experimental branch to complete; this would only be
    determinable as we start to work.

This is *not* a fork, but two different paths of development to the same
goal.  One is safe and will get the travelers to their goal safely.  The
other is through the mountains, along cliffs and across rivers... but
goes to, I hope, a better place.

Thoughts, comments?


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list


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#590 From: Keith Davies <keith.davies@...>
Date: Fri Feb 28, 2003 4:07 pm
Subject: Re: Re: XML Conversion - phased
jdk_kjdavies
Send Email Send Email
 
On Fri, Feb 28, 2003 at 09:36:54AM -0500, CC Americas 1 Carstensen James wrote:
> Keith wrote:
> > [ ... ] Thoughts, comments?
>
> Let me summarize to make sure I understand your points.  Your three
> points of XML conversion are:
>
> 1.  XML that exactly mimics current tab-separated LST files
> 2.  XML that describes all of the game elements in an XML way
> 3.  XML that goes all they way, takes #2 but also supports meta-level
>     descriptions and game rules.

Correct in all cases.

> I do see a few (minor) benefits of #1, but only as a step towards #2 &
> #3.
> *  Can get XML reading into PCGen to quickly and get it debugged before
>    moving further.
> *  _Very_ simple to write converters for existing LST files (both
>    community supported and user generated)
> *  Prepare the community to think in XML
>
> However I also agree with your statement that it doesn't bring enough to
> PCGen to worthwhile.  Perhaps the Code Monkeys would want that as a
> first step, but from an data-format standpoint it doesn't add any value
> over tab-separated.

That is my belief.  While it may have some benefit from a coding
standpoint, going to the obvious XML changes things from a semi-arcane
format that is reasonably concise to a verbose but somewhat easier to
understand format.  While this may be of some benefit, I think that we
wouldn't be staying here long enough to really be worth the trouble.

> As you said, I agree with your thoughts that #2 is the best risk/gain in
> the short term, and #3 is the best risk/gain in the long term.  I won't
> comment on branching the code - I don't know enough if that would
> require a freeze on bug fixes/FREQ or if we could do the work once and
> have it apply to both branches (CVS should do that, unless out
> underlying representation of the data changes the nature of the bug
> fixes).

To be honest, I don't know how much of the existing code -- the code
that would be used in #2 -- would really get reused.  I think that the
underlying mechanism of the program would be changing, and that the
scope of the changes would be broad enough that, while we could use the
existing code as a resource, it probably wouldn't make a great place to
start.  The internal data model would be changing, the front end code
would be more or less replaced... all that would be left would be a bit
of the code used to handle certain game constructs, and that probably
wouldn't even work with the generalized data.

Hence this is the 'high-risk' route.  I think it'd lead to simpler code
overall, but it means not being able to make full use of what already
has been done.

> Where I have a concern if going from #2 to #3 (or even #1 to #2/#3).  #3
> seems by far the most elegant and powerful, but is hampered by all of
> the pre-existing LST files.  In order to really take advantage of #3 I
> can't see an automatic converter.  Which means that we need to do a lot
> of work just to preserve our existing LST functionality, which is work
> not being used to more forward.

Most of the simpler stuff -- which is, I think, most of everything --
should be pretty straightforward to convert.  It's where things get
complex that we'll run into difficulty... but then again, I think they
could get simpler because the XML schema models them better.  For
instance, right now we have a number of templates whose sole purpose is
to implement changes to the character that cannot be done another way.
The general rule in the XML is that anything that can change something
can change anything about it.

Gah.  Ugly sentence.  How about an example?

A class level can change anything about the character it is applied to;
it can add to stats, change the class hit die[1], increase or decrease
character size, change race, whatever.  Similarly, the race can give /n/
levels of sorcerer, or just give 12 levels of sorcerer spellcasting (no
hit dice, familiar, etc., just spells).  Taking a feat can give bonus
ranks in a skill; taking a tenth rank in a skill might give a feat.  Why
not?

Granted, it means that things can be a little unsane (skill ranks give
feats?  Huh?), but I'm willing to leave that to the data people.  As far
as I'm concerned this is good.

[1] well, not *exactly*, but close enough -- each level may add a hit
     die, but there's nothing saying that they have to be the same
     size...  incidentally, this also makes it easy to support the
     material in Savage Species.

> You had mentioned a hybrid of #2 and #3, which kept the formats
> separate.  How feasible is a hybrid of #2 and #3 in which we don't?
> Just as now we have an evolution of tags, what would we have to do to
> develop the XML format for #3 such that is also supports the data for
> #2?  In other words we put together XML specs for #3, but our initial
> goal is only to provide functionality for the #2 subset in code,
> converters, and list files.  This gives us a fairly clean path to write
> converters for in the short term and goes for the maximized risk/reward
> you had mentioned, but then allows us (from both a code and LST
> perspective) to add in the meta data and slowly take advantage of it.
> Just as we currently add or update tags, this would also be working
> toward the eventual goal of #3, but #3 designed as a superset of #2.

The formats wouldn't be entirely seperate, just parts of them.  #2 would
use the data schema for D&D that comes out of #3; #3 would also support
the meta and gui mechanisms.  Thus, #2 would be a subset of #3 in terms
of XML, but they would be able to use the same game data.  At least, #3
would be if the correct meta definitions are loaded.

Perhaps 'hybrid' was a poorly-chosen word.  I didn't mean a hybrid
program, but a cross between the two approaches.

What you've described is almost what I had in mind, though.  If we were
to branch as I described earlier, the core branch would be modified to
make use of the d20 (D&D) XML schema (parts of which are in the
documentation I recently uploaded).  This would get the extant data into
XML (at least for D&D, and probably for the others; the differences
aren't that profound yet) and the core branch would be able to use it.

The extant data can be converted -- automagically where feasible,
manually where not.  I think many of the existing encodings may be made
simpler, but I think that -- for the ugly parts -- we can continue to
support pretty much the same behavior, at least initially.  For
instance, where a class has to add a template in order to support
something (say, a class that increases the character's size) we can
probably do that conversion automatically, but maybe come back later to
make it more elegant (make the size change directly in the class
description, rather than in the template).

For the new branch, I don't know that we'd be able to scavenge a lot of
code from the core program to use in the meta-enabled program.  The two
programs, while they have the same goal, don't really do it the same
way.  The third program moves as much as possible into data, and will, I
hope, be simpler overall.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#591 From: Keith Davies <keith.davies@...>
Date: Sat Mar 1, 2003 6:38 am
Subject: Re: Re: XML Conversion - phased
jdk_kjdavies
Send Email Send Email
 
On Fri, Feb 28, 2003 at 08:07:04AM -0800, Keith Davies wrote:
> On Fri, Feb 28, 2003 at 09:36:54AM -0500, CC Americas 1 Carstensen James
wrote:
> >
> > Let me summarize to make sure I understand your points.  Your three
> > points of XML conversion are:
> >
> > 1.  XML that exactly mimics current tab-separated LST files
> > 2.  XML that describes all of the game elements in an XML way
> > 3.  XML that goes all they way, takes #2 but also supports meta-level
> >     descriptions and game rules.

<killer snip>

Any questions or comments?  I've been asked to move things up and unless
someone comes up with something I haven't considered before now, it'll
be decision time.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#592 From: Keith Davies <keith.davies@...>
Date: Sat Mar 1, 2003 7:25 am
Subject: Call for code monkeys
jdk_kjdavies
Send Email Send Email
 
Hi All,

I need a couple of code monkeys familiar with loader code, internal
model, and SAX2.  Preferably tonight or tomorrow because I need to ask
some questions and maybe get some sample code.  Contact me off-list,
please, or in PCGen-XML.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#593 From: Eric Beaudoin <beaudoer@...>
Date: Sat Mar 1, 2003 7:34 am
Subject: Re: Re: XML Conversion - phased
beaudoer
Send Email Send Email
 
At 11:07 2003.02.28, Keith Davies wrote:
>To be honest, I don't know how much of the existing code -- the code
>that would be used in #2 -- would really get reused.  I think that the
>underlying mechanism of the program would be changing, and that the
>scope of the changes would be broad enough that, while we could use the
>existing code as a resource, it probably wouldn't make a great place to
>start.  The internal data model would be changing, the front end code
>would be more or less replaced... all that would be left would be a bit
>of the code used to handle certain game constructs, and that probably
>wouldn't even work with the generalized data.

I was really hoping that this would not be the case i.e. that only the parsing
code would be change. The monkeys have worked hard to make PCGEN go faster,
rewriting it at this point is not only high risk, it will probably be a major
step back.

The goal should be that external representation of the data should have a
minimal impact on the application represent them internaly. This XML
representation will most probably also be used for E-Tools so it stands a good
chance of becoming the defacto data representation standard for d20 products. It
is very important that we design a language that is as much application
independant as possible.

Also, for the phase parts, I'm for the quick gains. In my opinion, we should go
to a "transition" XML schema that mimics the .LST syntax that we have first and
then build on this. No mather how hard we try, we will not be able to create the
"right" schema" on the first try anyway. It will be a sery of little evolutions
getting us to the right point. We might as well start with something that is
already familiar and work from there.

My opinion anyway.

P.S. Don't count on editor to much to hide the complexity of the schemas. All
the major data contributors are still using text editors to get the job done. We
should assume that it will stay that way and plan a schema that will be easy to
work with rather than easy for the machine to read. It's easier to optimise a
parser than to find and train dedicated data monkeys.


-----------------------------------------------------------
Éric "Space Monkey" Beaudoin
>> In space, no one can hear you sleep...
>> Camels to can climb trees (and sometime eat them)
<mailto:beaudoer@...>

#594 From: Keith Davies <keith.davies@...>
Date: Sat Mar 1, 2003 9:42 am
Subject: PCGen internal data model
jdk_kjdavies
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Hi All,

does anyone know where I can find documentation on the data model used
within PCGen, or provide me with an explanation thereof?  I've been
through the doco directories and haven't found anything.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#595 From: Scott Ellsworth <scott@...>
Date: Sat Mar 1, 2003 10:51 pm
Subject: Re: Re: XML Conversion - phased
scottalodar
Send Email Send Email
 
On Friday, February 28, 2003, at 11:34  PM, Eric Beaudoin wrote:

> At 11:07 2003.02.28, Keith Davies wrote:
>> The internal data model would be changing, the front end code
>> would be more or less replaced... all that would be left would be a
>> bit
>> of the code used to handle certain game constructs, and that probably
>> wouldn't even work with the generalized data.
>
> I was really hoping that this would not be the case i.e. that only the
> parsing code would be change. The monkeys have worked hard to make
> PCGEN go faster, rewriting it at this point is not only high risk, it
> will probably be a major step back.

As one of the monkeys who has spent upwards of a coder-month working on
optimization, I must humbly disagree.  I am not sure that it would take
less time to fix the current data model than to write a new one.  This
is not to say that the current code is bad, just that it was not
written originally for optimal speed, and we have enough data that we
really need to have indexed hashes for our data.

For example, the current code regularly iterates over collections of
keys, doing a caseless text comparison of each key, because the keys
double as user editable text.  Further, it regularly reparses the same
string for information it already parsed.  (Every tab switch requires
reparsing a whole bunch of entries for Variables, splitting on |
characters.)  These two things alone eat up well over 90% of the
execution time, according to my profiler, and they are so deep in the
program that they are very, very hard to fix.  It took me four hours to
do the work to just replace global weapon profs, and that was one of
the easier ones.

Keith has proposed a core data model where keys are unique and always,
always, always in lower case.

Further, in Keith's data model, we would not parse a string like
BONUS:somestuff|moreStuff|+2|otherstuff
more than once - the data would be broken apart on read, and stored in
appropriate hashes or lists, so it would be easy to find out if an item
gave a strength bonus, for example.

We could split these efforts: convert the data model, and convert the
XML files as separate tasks.  The lst files would remain essentially
the same, but would have separate key and user visible name data, and
the reader would break apart all bonuses/variables on reading.  I have
been noodling away at that it my spare time, but it is not a fast
process.

If this was a priority, we would want to get a number of code monkeys
working on it as a major feature.  We could easily get an order of
magnitude out of this, as we make over 5000 function calls just to
switch a tab, and we should be making in the hundreds at the outside.

Scott

#596 From: Keith Davies <keith.davies@...>
Date: Sat Mar 1, 2003 11:22 pm
Subject: Re: Re: XML Conversion - phased
jdk_kjdavies
Send Email Send Email
 
On Sat, Mar 01, 2003 at 02:51:40PM -0800, Scott Ellsworth wrote:
>
> On Friday, February 28, 2003, at 11:34  PM, Eric Beaudoin wrote:
>
> > At 11:07 2003.02.28, Keith Davies wrote:
> >> The internal data model would be changing, the front end code
> >> would be more or less replaced... all that would be left would be a
> >> bit
> >> of the code used to handle certain game constructs, and that probably
> >> wouldn't even work with the generalized data.
> >
> > I was really hoping that this would not be the case i.e. that only the
> > parsing code would be change. The monkeys have worked hard to make
> > PCGEN go faster, rewriting it at this point is not only high risk, it
> > will probably be a major step back.
>
> As one of the monkeys who has spent upwards of a coder-month working on
> optimization, I must humbly disagree.  I am not sure that it would take
> less time to fix the current data model than to write a new one.  This
> is not to say that the current code is bad, just that it was not
> written originally for optimal speed, and we have enough data that we
> really need to have indexed hashes for our data.

Scott, please contact me offlist.  I have some questions that I think
you can answer for me; it'd be a big help.  ICQ 8550570, or AIM
keithjdavies.

Thanks,
Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#597 From: Devon Jones <soulcatcher@...>
Date: Sat Mar 1, 2003 11:42 pm
Subject: Re: Call for code monkeys
hunterd_us
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Keith Davies wrote:

>Hi All,
>
>I need a couple of code monkeys familiar with loader code, internal
>model, and SAX2.  Preferably tonight or tomorrow because I need to ask
>some questions and maybe get some sample code.  Contact me off-list,
>please, or in PCGen-XML.
>
>
>Keith
>
>
I just did a bit of work in the loader, so that's fresh, I have no real
working knowledge of the internal model, I do know SAX/DOM (Unfamiliar
with SAX2, but it'll probably be easy to pick up)

Any potential I can still be of help?

Soulcatcher
(Devon Jones)
PCGen Code Monkey

#598 From: "merton_monk <merton_monk@...>" <merton_monk@...>
Date: Sun Mar 2, 2003 3:34 am
Subject: Re: XML Conversion - phased
merton_monk
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I'm logged into AIM right now as CMPMerton (might be a space between
CMP and Merton, I forget) if you'd like to discuss the persistence
layer in PCGen or data model.  Anyone who wants to help with the xml
conversion can join... I'll probably be online for a couple of hours.

-Bryan

--- In pcgen-xml@yahoogroups.com, Keith Davies <keith.davies@k...>
wrote:
> On Sat, Mar 01, 2003 at 02:51:40PM -0800, Scott Ellsworth wrote:
> >
> > On Friday, February 28, 2003, at 11:34  PM, Eric Beaudoin wrote:
> >
> > > At 11:07 2003.02.28, Keith Davies wrote:
> > >> The internal data model would be changing, the front end code
> > >> would be more or less replaced... all that would be left
would be a
> > >> bit
> > >> of the code used to handle certain game constructs, and that
probably
> > >> wouldn't even work with the generalized data.
> > >
> > > I was really hoping that this would not be the case i.e. that
only the
> > > parsing code would be change. The monkeys have worked hard to
make
> > > PCGEN go faster, rewriting it at this point is not only high
risk, it
> > > will probably be a major step back.
> >
> > As one of the monkeys who has spent upwards of a coder-month
working on
> > optimization, I must humbly disagree.  I am not sure that it
would take
> > less time to fix the current data model than to write a new
one.  This
> > is not to say that the current code is bad, just that it was not
> > written originally for optimal speed, and we have enough data
that we
> > really need to have indexed hashes for our data.
>
> Scott, please contact me offlist.  I have some questions that I
think
> you can answer for me; it'd be a big help.  ICQ 8550570, or AIM
> keithjdavies.
>
> Thanks,
> Keith
> --
> Keith Davies
> keith.davies@k...
>
> PCGen: <reaper/>, smartass
>   "You just can't argue with a moron.  It's like handling Nuclear
>   waste.  It's not good, it's not evil, but for Christ's sake,
don't
>   get any on you!!"   -- Chuck, PCGen mailing list

#599 From: "CC Americas 1 Carstensen James" <james.carstensen@...>
Date: Mon Mar 3, 2003 2:34 pm
Subject: RE: Re: XML Conversion - phased
iambluehearm...
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Keith,

Eric and Scott said it, but I think the big question is how much work
the Code Monkeys are willing to do.  I'll sum up a couple of points from
different posts here.

Eric Beaudoin wrote:
> Also, for the phase parts, I'm for the quick gains. In my opinion, we
should go to a "transition" XML schema that mimics the .LST syntax that
we have first and then build on this. No mather how hard we try, we will
not be able to create the "right" schema" on the first try anyway. It
will be a sery of little evolutions getting us to the right point. We
might as well start with something that is already familiar and work
from there.

Eric, you're contributed much more then me to PCGen, take this with the
respect it's intended.  From looking at the list files, and looking at
the "cleaner" implementation that Keith wants, it's more of a revolution
then an evolution.  Some things are just done in a different enough way
that getting there from a direct tab-to-XML conversion is not easy, may
not be optimal, and may end up just being "bolted on" rather then a
clean implementation.

I myself way hoping for the same evolution, but more from Step #2 to
Step #3, and even there I don't know how much that's true.

The current LST structure has evolved over time to handle more and more,
and it has both it's strengths and weaknesses.  XML has different
strengths and weaknesses, and I think that if we just pull over the LST
files to XML format, we'll be importing some of the weaknesses of LST
while not mitigating some of the weaknesses of XML.

But we grow from there - maybe that's worth that initial period to
convert people over quickest and then grow.   Is growing from a syntax
that won't take advantage of XMLs strengths to one that will a
longer/hander process then doing a single big change and have a good
foundation to build on?

Scott Ellsworth wrote:
> We could split these efforts: convert the data model, and convert the
XML files as separate tasks.  The lst files would remain essentially
the same, but would have separate key and user visible name data, and
the reader would break apart all bonuses/variables on reading.  I have
been noodling away at that it my spare time, but it is not a fast
process.

Is this something that would be going on concurrently, before, or after
the XML conversion?  It seems like even if we stayed with LST files
working out a way to do unique lowercase identifiers would be a benefit.

Cheers,
Blue

-----Original Message-----
From: Keith Davies [mailto:keith.davies@...]
Sent: Saturday, March 01, 2003 1:38 AM
To: pcgen-xml@yahoogroups.com
Subject: Re: [pcgen-xml] Re: XML Conversion - phased


On Fri, Feb 28, 2003 at 08:07:04AM -0800, Keith Davies wrote:
> On Fri, Feb 28, 2003 at 09:36:54AM -0500, CC Americas 1 Carstensen
James wrote:
> >
> > Let me summarize to make sure I understand your points.  Your three
> > points of XML conversion are:
> >
> > 1.  XML that exactly mimics current tab-separated LST files
> > 2.  XML that describes all of the game elements in an XML way
> > 3.  XML that goes all they way, takes #2 but also supports
meta-level
> >     descriptions and game rules.

<killer snip>

Any questions or comments?  I've been asked to move things up and unless
someone comes up with something I haven't considered before now, it'll
be decision time.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list


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#600 From: Keith Davies <keith.davies@...>
Date: Mon Mar 3, 2003 4:26 pm
Subject: [NEWS] XML plan summary
jdk_kjdavies
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On Mon, Mar 03, 2003 at 09:34:09AM -0500, CC Americas 1 Carstensen James wrote:
> Keith,
>
> Eric and Scott said it, but I think the big question is how much work
> the Code Monkeys are willing to do.  I'll sum up a couple of points from
> different posts here.

Hi All,

things have changed over the weekend; I will be posting more later today
(I'm a little busy at work right now).  The schedule is being moved up
and I've had to make some (somewhat unilateral) decisions.  A plan has
been submitted to the BoD for ratification and I expect we'll start on
it very soon.  To summarize, however:

1. We will use (more or less) the simplest and most direct translation
    of LST to XML for now.  *Some* of my design will apply, but for the
    most part the XML will be very recognizable and easily understood by
    non-XML monkeys.  This was a key point both for the sake of data
    monkey comfort and simple time pressure.
2. The internal data model will, for the most part, remain untouched.
    We may be able to sneak some changes into the IDM, but for the most
    part we're aiming at minimal impact.
3. XML serialization will be supported in parallel with LST I/O, at
    least during the early stages.  Once XML support is in, LST use is
    deprecated and, in my schedule, slated for earliest possible removal
    (next major release will be as soon as we can) in order to reduce
    maintenance headaches.
4. All distributed data files will be converted in one pass, rather than
    file type by file type (increase amount of pain, minimize duration).
5. A converter will be provided for LST files in the field.
6. We will use the time until the release of 5.0.0 for analysis of the
    code and LST structure; once 5.0.0 hits the streets we'll branch the
    source and start the changes.
7. After 6.0.0 (full XML, LST removed) is released, we branch the source
    as described in an earlier posting and pursue the path I'd *like* to
    take.

The plan above will get us into XML and play on the monkey's familiarity
with LST files.  It will be crap XML -- in the sense that while it will
comply with XML standards it will be poorly-designed XML that will not
take advantage of all the benefits that XML will give us -- but will
cause the least distress among data monkeys and least impact on the
code.  The conversion will also be simplest, almost 1:1 congruence
except where benefits can be gained by making a change.

We're moving, folks, and while it's not the way I'd been hoping to go,
it will get us headed in the right direction.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

#601 From: "CC Americas 1 Carstensen James" <james.carstensen@...>
Date: Mon Mar 3, 2003 4:45 pm
Subject: RE: XML plan summary
iambluehearm...
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Keith,

You seem to have some definite time goals in mind, and there seems to be
some outside prodding.  One point I'd like to bring up is GenCon.

Last year we had a fairly obviously buggy version of PCGen for
distribution.  (Beep - helpfiles)  PCGen right now has it's share of
problems but nothing incredibly major.

Would it make sense to hold off on the XML conversion until after
GenCon?  Change to XML format may easily introduce bugs we need to work
out, and that's type not working on getting the existing code as stable
as possible.

Or is this not possible from the powers that be?

Cheers,
Blue

P.S.  You know, XML will load into an Access database fairly easily.

#602 From: Keith Davies <keith.davies@...>
Date: Mon Mar 3, 2003 5:15 pm
Subject: Re: XML plan summary
jdk_kjdavies
Send Email Send Email
 
On Mon, Mar 03, 2003 at 11:45:11AM -0500, CC Americas 1 Carstensen James wrote:
> Keith,
>
> You seem to have some definite time goals in mind, and there seems to
> be some outside prodding.  One point I'd like to bring up is GenCon.

The original timeline I was told by Mynex was 3-6 weeks.  I've since
talked with Bryan and we're looking at a couple of months instead...
which I think is actually doable.  We'll have time to prepare for it,
then we can hit it pretty hard.

> Last year we had a fairly obviously buggy version of PCGen for
> distribution.  (Beep - helpfiles)  PCGen right now has it's share of
> problems but nothing incredibly major.

*Personally* I'd agree with you.  I'd like to start after GenCon, but
tPtB want it in before that.  As such, and because Tir's climbing all
over me to minimize changes in syntax (we're going to XML from ad hoc
text; *how* can you not have changes?), we're going the accelerated
route that probably could've been done last year about this time rather
than the redesigned route I'd prefer.

If we finish in two months, that still gives us time to iron out bugs
before GenCon.  Not as much as I'd like, but because of the focus we'll
need in order to meet the deadline, I think we'll be able to avoid a
bunch of problems by the simple expedient of not dicking with too much.

Heh, Bryan pointed out that PCGen-XML might end up being the (de facto)
industry standard schema for d20 XML data.  I didn't have time before he
logged off, but I'll have to warn him *not* to use what we're producing
right now to meet this deadline.

> P.S.  You know, XML will load into an Access database fairly easily.

It can, yes.  Actually using Access in PCGen is dubious, but it should
be relatively easy to load.  Certainly easier than LST.


Keith
--
Keith Davies
keith.davies@...

PCGen: <reaper/>, smartass
   "You just can't argue with a moron.  It's like handling Nuclear
   waste.  It's not good, it's not evil, but for Christ's sake, don't
   get any on you!!"   -- Chuck, PCGen mailing list

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