[x3d-public] ProtoBody completeness in nested Protos
Andreas Plesch
andreasplesch at gmail.com
Fri Apr 29 07:51:47 PDT 2022
Hi John,
Here is a draft of an example of a circular definition:
file A.x3d:
ExternProtoDeclare name='B' url=' "B.x3d" '
ProtoDeclare name='A'
ProtoBody
ProtoInstance name='B'
Shape DEF='sphere'
/ProtoBody
/ProtoDeclare
ProtoInstance name='A'
file B.x3d:
ExternProtoDeclare name='A' url=' "A.x3d" '
ProtoDeclare name='B'
ProtoBody
ProtoInstance name='A'
Shape DEF='box'
/ProtoBody
/ProtoDeclare
ProtoInterfaces are omitted (and not used here).
Note that Proto A does not use an instance (directly) of itself, and
Proto B also does not use an instance of itself.
Browser tries to display A.x3d .
This case is not realistic since it cannot be resolved. But, like
recursive cases, there are situations which could render in theory, if
the circle is eventually broken for certain conditions. Since such a
circular definition is also recursive, albeit indirectly, the existing
recursive clause in the spec. may cover this as well. Such circular
definitions leading to infinite loops would be hard to detect for a
browser (perhaps by monitoring for stack overflows or by time outs).
Andreas
On Fri, Apr 29, 2022 at 12:00 AM John Carlson <yottzumm at gmail.com> wrote:
>
> One can’t instantiate until after definition. I’m fairly sure that covers this case? Maybe we can work with an example?
>
> Thanks,
>
> John
>
> On Thu, Apr 28, 2022 at 9:23 PM Andreas Plesch <andreasplesch at gmail.com> wrote:
>>
>> Thanks much for the review and revision effort.
>>
>> The recursive case brings up circular dependencies. Proto A may use an instance of Proto B, but Proto B in turn may use an instance of Proto A unless some initial condition occurs, so that in theory a result can be resolved.
>>
>> The recursive clause in a way covers this in my view but perhaps circular definitions could be made explicitly illegal.
>>
>> Just a thought,
>>
>> Andreas
>>
>> ---on the phone---
>>
>> On Thu, Apr 28, 2022, 8:45 PM Brutzman, Donald (Don) (CIV) <brutzman at nps.edu> wrote:
>>>
>>> We reviewed closely. Prose definitions are correct. Slight editorial changes (essentially re-ordering sentences) hopefully make things clearer.
>>>
>>>
>>>
>>> Mantis 1395: improve clarity of prototype scoping rules
>>> https://www.web3d.org/member-only/mantis/view.php?id=1395
>>>
>>> -
>>>
>>> 4.4.4.4 Prototype scoping rules
>>> https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-CD1/Part01/concepts.html#Prototypescopingrules
>>>
>>> -
>>>
>>> A prototype may be instantiated in a file anywhere after the completion of the prototype definition. Prototype definitions appearing inside a prototype definition (i.e., nested) have scope local to the enclosing prototype. IS statements inside a nested prototype's implementation may refer to the prototype declarations of the innermost prototype. A prototype may not be instantiated inside its own implementation (i.e., recursive prototypes are illegal).
>>>
>>>
>>>
>>> A PROTO statement establishes a DEF/USE name scope separate from the rest of the scene and separate from any nested PROTO statements. Nodes given a name by a DEF construct inside the prototype may not be referenced in a USE construct outside of the prototype's scope. Nodes given a name by a DEF construct outside the prototype scope may not be referenced in a USE construct inside the prototype scope.
>>>
>>> -
>>>
>>>
>>>
>>> Again thanks for all efforts to make the X3D4 specification clear and consistently repeatable.
>>>
>>>
>>>
>>> all the best, Don
>>>
>>> --
>>>
>>> Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu
>>>
>>> Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
>>>
>>> X3D graphics, virtual worlds, Navy robotics https:// faculty.nps.edu/brutzman
>>>
>>>
>>>
>>> From: Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
>>> Sent: Wednesday, April 27, 2022 9:23 PM
>>> To: GPU Group <gpugroup at gmail.com>; Andreas Plesch <andreasplesch at gmail.com>; Richard F. Puk (puk at igraphics.com) <puk at igraphics.com>
>>> Cc: X3D Graphics public mailing list <x3d-public at web3d.org>; Brutzman, Donald (Don) (CIV) <brutzman at nps.edu>
>>> Subject: RE: [x3d-public] ProtoBody completeness in nested Protos
>>>
>>>
>>>
>>> Thanks for your precision and thoroughness Doug.
>>>
>>>
>>>
>>> Seems clear and unambiguous that it is scoped, as previously described. We’ll double check on phraseology.
>>>
>>>
>>>
>>> Dick can we please discuss in tomorrow’s meeting, TIA.
>>>
>>>
>>>
>>> all the best, Don
>>>
>>> --
>>>
>>> Don Brutzman Naval Postgraduate School, Code USW/Br brutzman at nps.edu
>>>
>>> Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149
>>>
>>> X3D graphics, virtual worlds, Navy robotics https:// faculty.nps.edu/brutzman
>>>
>>>
>>>
>>> From: x3d-public <x3d-public-bounces at web3d.org> On Behalf Of GPU Group
>>> Sent: Tuesday, April 26, 2022 9:57 AM
>>> To: X3D Graphics public mailing list <x3d-public at web3d.org>
>>> Subject: Re: [x3d-public] ProtoBody completeness in nested Protos
>>>
>>>
>>>
>>> https://www.web3d.org/documents/specifications/19775-1/V4.0/Part01/concepts.html#Prototypescopingrules
>>>
>>>
>>>
>>> "A prototype may be instantiated in a file anywhere after the completion of the prototype definition."
>>>
>>> If the specs meant what you are suggesting --protos are self contained including proto definitions-- then it would have said "context" rather than "file"
>>>
>>> "Prototype definitions appearing inside a prototype definition ( i.e., nested) are local to the enclosing prototype. "
>>>
>>> - refinement of the above file order rule.
>>>
>>>
>>>
>>>
>>>
>>> On Tue, Apr 26, 2022 at 9:51 AM GPU Group <gpugroup at gmail.com> wrote:
>>>
>>> "I really do
>>> not think that proto declarations should be required to inherit
>>> existing declarations from parent execution contexts"
>>>
>>>
>>>
>>> If C++ required each class definition to be self-contained --to redefine all the types it depends on-- it would be a very messy and onerous system. If you want a system that can build up types - types on top of types to make more complex types - then you need a way for a type to use previously defined types.
>>>
>>> In x3d -a prototyping language- that looks like a new type being able to use a type defined previously in the file. Extern ProtoDeclares are stored in scene files as ProtoDeclares. As such they should be able to use type defined previously in their host file.
>>>
>>>
>>>
>>>
>>>
>>> On Tue, Apr 26, 2022 at 9:37 AM Andreas Plesch <andreasplesch at gmail.com> wrote:
>>>
>>> > Date: Tue, 26 Apr 2022 07:56:47 -0600
>>> > From: GPU Group <gpugroup at gmail.com>
>>> > To: X3D Graphics public mailing list <x3d-public at web3d.org>
>>>
>>> > When I started with freewrl around 2009, it had a text-based system for
>>> > protos:
>>> > - when parsing a scene, if it found a proto declare, it would scrape the
>>> > text into a buffer. Then as it continued parsing, when it hit a proto
>>> > instance it pasted, and continued parsing over the pasted text as though it
>>> > had been there all along. Extern protos similar, it would pause parsing, go
>>> > to the file referenced, look for the proto declare by name, and scrape out
>>> > the text of the ProtoDeclare, for pasting in-scene.
>>> > And it worked a bit. But especially extern protos weren't working reliably.
>>> > As a casual volunteer I decided to fix the bugs. How hard could it be? A
>>> > little debugging and presto, I'd be a hero. As I got into it and saw more
>>> > scene failure examples there were several emotional stages like grieving
>>> > denial, shock, sadness, resistance etc. And a slow dawning realization the
>>> > whole system needed a rework.
>>> > And I didn't have support from others -just silence, perhaps they knew it
>>> > was a mess and wanted to stay clear.
>>> > It was a sickening feeling, and I needed to think for a few weeks whether I
>>> > even wanted to be a volunteer programmer if the system was rotten from the
>>> > core.
>>> > So it can not only be a monster task, but precisely because it's a monster
>>> > there's little support for those brave enough to tackle it.
>>> > (After a few weeks I got to the Acceptance stage of grieving, and spent 6
>>> > months of hobby time building the new proto system).
>>>
>>> Thanks for the story, and for engaging. To me, I became interested
>>> when I realized that x3dom is probably flexible enough to allow for
>>> parameterized definition and registration of new nodes dynamically
>>> which behave then exactly like native nodes. This is different from
>>> filling in templates. For example, there is no performance penalty
>>> during tree traversal and it enables instancing using xml nodes with
>>> the new names, just as in x3dv.
>>>
>>> I am pretty happy with how it came out. An additional complication is
>>> asynchronous loading of remote resources which is standard on the web.
>>> X3D should rely less on how nodes or statements are ordered in a
>>> scene.
>>>
>>> It is just frustrating that there are ill defined corners. I really do
>>> not think that proto declarations should be required to inherit
>>> existing declarations from parent execution contexts ( DEF/USE name
>>> scopes are different but there is still a separated execution context
>>> ). That means the protos array of a new execution context should be
>>> empty initially. The SAI spec. actually says so.
>>>
>>> Best, Andreas
>>>
>>> _______________________________________________
>>> x3d-public mailing list
>>> x3d-public at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>
>> _______________________________________________
>> x3d-public mailing list
>> x3d-public at web3d.org
>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
--
Andreas Plesch
Waltham, MA 02453
More information about the x3d-public
mailing list