[x3d-public] ProtoBody completeness in nested Protos
John Carlson
yottzumm at gmail.com
Fri Apr 29 11:14:22 PDT 2022
What I’m trying to get at is, as the browser is processing the files
(serially), in one case, either A or B is instanced before it’s
definition. I think your extra clause should be added for parallel
loading. In particular, I don’t think that extern PROTOs should be allowed
to reference each other in a circular way (ignoring regular PROTO
definitions and instances to be clear). I thought we were talking about
PROTO instances, not extern PROTOs. Hopefully everyone will agree to add
Andreas’ clarification.
Thanks!
John
On Fri, Apr 29, 2022 at 9:52 AM Andreas Plesch <andreasplesch at gmail.com>
wrote:
> 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
>
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