AlcScript indentation levels

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Re: AlcScript indentation levels

Postby Trylon » Mon Jan 12, 2009 11:50 am

Chacal wrote:Pardon my noobness, but it seems to me AlcScript isn't a script at all, it's a set of keys and values.

Wasn't a markup language named XML invented for precisely that purpose?


XML was considered as a notation format for this, but was rejected because:
- writing XML from scratch is a bit of a hacker thing which wasn't expected to fit really well with the less tech-savvy writers.
- manually typing up XML can get annoying (specifically having to type the name of the key twice (once in the opening and once in the closing tag)) when having to type a fairly large bit of code (though I agree that the legibility is better)
- afaik XML wasn't really designed to be manually written by humans.
- the use of indentation for nesting groups is similar to python, which people will have to learn anyway

YAML was chosen as an alternative because it seemed to be easier on the non-tech savvy, and a parser for it already exisited.

The name AlcScript was just chosen because basically I couldn't figure otu a better name :P - even though it technically isn't a script.

(Note that the AlcScript implementation does allow for an XML backend to be written, without noticably affecting the rest of the code)
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Re: AlcScript indentation levels

Postby Jojon » Mon Jan 12, 2009 12:33 pm

Chacal wrote:Here's an intro called "Plasma 101" that was started by Hoikas some months ago.
http://www.guildofwriters.com/wiki/Plasma_101


Ah, yes. I remember reading that and finding it very informative and promising (although already at that stage a bit above my head :P). I thought Adam either hadn't time to keep them coming, or lost interest with it, but upon rereading, I notice that he was expecting feedback (as in suggestions and requests, rather than a pat on the back :) , before continuing.
Hmm, let's see if a nights good sleep might help this perpetually confused and unattentive reader formulate something to encourage the good man... *no breath held*
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Re: AlcScript indentation levels

Postby Chacal » Mon Jan 12, 2009 12:34 pm

I understand.

However from what was posted since Alcscript started, it seems indentation is a major useability problem, worse than the possible annoyances with XML (actually it didn't start with Alcscript. We had exactly the same problem punching COBOL code on paper cards in the 70s. :P).

Support is also a problem because whenever someone posts some script on the forums, there's always a question of whether or not what we see is different from the original.

I'm not the best one to give an opinion, since I'm tech-savvy and I don't write Ages. I'm definitely on the hacker side. Also I'm not a PyPrp dev so I'm not stuck with rewriting code. But if I was I guess I would go with what works, which would be XML.
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Re: AlcScript indentation levels

Postby Aloys » Mon Jan 12, 2009 12:58 pm

My opinion would also differ since I would ditch any form of text-based interaction, and go with some GUI.. ;) (me being one-track minded? never!) At least for the more basic stuff. More advanced stuff is harder to implement through a GUI unless we can afford developping some complex node-based interface, or something similar.. Like UnrealEd's scripting GUI. That seems to be some pretty advanced work though. :(

[edit]typos..
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Re: AlcScript indentation levels

Postby Chacal » Mon Jan 12, 2009 1:12 pm

Can't argue with that. As far as useability goes, a GUI would be hard to beat.
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Re: AlcScript indentation levels

Postby Trylon » Mon Jan 12, 2009 3:29 pm

True.
AlcScript was only invented as a means to avoid incomprehensable clutter of the logic properties. Gui would be way better - though a lot harder to implement.
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Re: AlcScript indentation levels

Postby Chacal » Mon Jan 12, 2009 3:34 pm

A user-friendly GUI would be a shock to experienced Blender users. :D
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Re: AlcScript indentation levels

Postby Lontahv » Mon Jan 12, 2009 3:38 pm

Currently GUI stuff is pretty difficult to implement (even though I've coded some stuff that makes GUI button creation pretty easy--XML code to describe buttons and what they should set).

I'm pretty sure all of the current PyPRP devs want GUIs for PyPRP.

Mostly it's just a matter of waiting. It seems like Blender2.5 will open some of the UI window dialogs to the API. This means we can make buttons and little windows on top of the 3dview just like Blender does (think of "Transform Properties" or something).

I've halted work on my GUI because using spacehandlers is hell. So, I will wait for Blender2.5 before touching GUIs again.
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Re: AlcScript indentation levels

Postby Grogyan » Mon Jan 12, 2009 11:21 pm

Aloys wrote:My opinion would also differ since I would ditch any form of text-based interaction, and go with some GUI.. ;) (me being one-track minded? never!) At least for the more basic stuff. More advanced stuff is harder to implement through a GUI unless we can afford developping some complex node-based interface, or something similar.. Like UnrealEd's scripting GUI. That seems to be some pretty advanced work though. :(

[edit]typos..



Well Blender does have a node system, which I assume works with the internal game engine, so i'm not sure on specifics if creating a GUI system from nodes will work any, or even how much work it would take to implement it.
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