Re: KPovModeler Tutorial
Hugo Ferreira <[email protected]>
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
Luis, Thanks for the feedback. You have given me valid arguments against Bison/Flex (yes, I was thinking of those tools specifically). In fact the Object orientated argument had already presented itself but I did not give it much importance becuase I found an application to be used specifically with Bison when trying to generate C++ (bisonpp). On more argument againts Flex/Bison: I have seen another person's attempt to use these tools to parse povray files. His complaint was that there ir no formal specification of the grammer and that parsing such a file using these tools becomes very difficult. Anyway, it was just a question. I will first try and work on the object data structure and its viewing and then it's export and finally import. Regards, Hugo. P.S.: I am now living in the "backlands" where I only have access to analog telephony trunks, in other words no ADSL for me. Oh brother ! 8-( On Monday 14 Jul 2003 6:52 pm, CARVALHO Luis Passos wrote: > > -----Original Message----- > > From: Hugo Ferreira [mailto:[email protected]] > > Sent: segunda-feira, 14 de Julho de 2003 9:04 > > To: [email protected] > > Subject: Re: KPovModeler Tutorial > > > > > > Hi, > > > > Sorry for only replying now. I have no connection at home. > > (Gave up on cable modem, service was really bad). > > Try ADSL. I live in Barcelos and never had any complaints. > At least for my uses 2Gb/month are more than enough. > > > Kwrite, Kate, (maybe KEdit ) and Kdevelop have code folding. > > I tried Gideon > > and this seems to work ok. > > Yes, I know. However, I keep doing esc+i to edit. What can I say. > You can't teach an old horse new tricks. :) > > > Unfortunatelly I don't have much time. Basically I just > > wanted to support the > > polygons. I can go on giving some of my time, but I cannot give u any > > guarantees. 8-( > > > > I will be looking at the tutorial and asking some questions, > > of course ;-). > > Andreas, thanks for the info. Any way I could add comments to > > the code to > > reflect this information? > > More comments are always A Good Thing(tm). :) > > The most simple objects to implement are those that don't require 3d. > We'll, at least for me as I don't really understand openGL. For now, > I'll study it eventually. > > > I would like to ask a related question. I had a look at the > > parser and see > > that it is a major part of the work. I have also realized > > that parsing and > > supporting all the PovRay objects is a constant battle for > > any application > > that interfaces with povray. So may question is, have any of > > you considred > > using automatic parser generators to do this work? If not, > > why? Please note: > > this is not a suggestion to change Kpovmodeler. I am merely > > interested in the > > reasons for your decisions. > > I assume you're talking about bison and flex. > > Hmmm, although I didn't actually make the decision here are a few ideas: > * Reverse engineering from povray -> povray doesn't use bison/flex > * Less compile time precedences -> kdegraphics didn't require > bison/flex > * Object oriented parsers -> as far as I know, from my limited > experience > with it at university bison/flex are not object oriented. How well do they > fit in > this methodology I do not know. > > In fact, if you look at the code there is not much to change when the > parsing changes. > * PMScanner -> Token parser. Does flex's job, even if only for > povray. > Maybe it could be generalized to contain different token dictionaries. > * PMPovrayParser -> using a PMScanner instance to feed it with > tokens, implements > the parsing rules for povray. > > When I had to develop a new object, I had only to add one or two missing > tokens to > PMScanner and develop a new method in PMPovrayParser, eventually using > other methods as > components for the new parse. Anyway, most of the code is not for the > parsing itself but > more for the construction of the object tree. > > New plugins for different grammars may be interesting to develop using > parser generators. > > However, really cool would be to have a user configurable grammar parser to > avoid compile-time > dependencies. If you know of such a parser (that is fast), I'm sure we > could have advantages > in adopting it. :) > > Cheers, > Luis > > List archive and information: > http://mail.kde.org/mailman/listinfo/kpovmodeler-devel List archive and information: http://mail.kde.org/mailman/listinfo/kpovmodeler-devel