[XML-DEV Mailing List Archive Home] [By Thread] [By Date] [Recent Entries] [Reply To This Message] RE: XML for Online Games
This is generic coding, or GenCoding. It is the original markup technique. Several 80's era systems used this technique. Yesterday while cleaning a closet, I came across an Intergraph manual for a system that worked this way. Systems using the well-formed approach have been around for a very long time. Conceivably, one can declare a set of conformance tests for markup systems starting at the infoset or syntax level, then by adding features, determine each level of XMLness. This was discussed for SGML (the unicorn tests) but I don't know what became of it. Being able to separately cite conformance levels is useful in contracting. BTW: using XML in games is not that novel. The X3D effort has an XML encoding and can be applied to games, there is a talkingHead application that uses XML, and extending the persistence of games via XML serialization is a straightforward application. The latency issues are a much harder problem than picking XML for message formats. Len http://www.mp3.com/LenBullard Ekam sat.h, Vipraah bahudhaa vadanti. Daamyata. Datta. Dayadhvam.h -----Original Message----- From: Linda van den Brink [mailto:lvdbrink@b...] They certainly haven't poured over the XML specs in detail, but what are they doing that's off-spec? They say the differences are that they don't use DTDs (which they don't have to), internally they use their own 'schema language', and they don't declare their namespaces, but do use what looks like namespace prefixes in the sample on the same page where they make these statements. Expat parses that sample without errors or warnings.
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