Patrick Webb wrote:
> I'm definitely warming up to the idea of the pluggable 19117 protocol.
You guys have to communicate what 19117 *is*, remember we have not all 
got access to the doc :-)  So you guys want to tell me what 19117 *is* 
and then I can consider getting excited as well....

Jody
>> Got to go pluggable :-)
>>
>> We use it in uDig and it *rocks*, not even limited to/by SLD, you can 
>> use any "metadata" to control your rendering that is placed on a 
>> "style blackboard".
>>
>> Okay now that that is out of the way I can respond to the email :-)
>>> Problem: Geotools' renderer is based on SLD, SLD does not allow 
>>> anything
>>> which is not specifically defined, and SLD does not define a means of
>>> portraying vector data, aka wind barbs.  Current hacks generate a large
>>> number of icons (for each wind-speed/direction combo) and define one 
>>> rule
>>> per icon.  Patrick is interested in solving this problem so the hack 
>>> is not
>>> necessary.
>>>
>> We have resolved the *extention* approach at an architecture level - 
>> see discussion on "shield" labels. If you need to extend
>> an existing SLD construct (or add a new kind of symbolizer) you can 
>> add it to StyleFactory2, extensions should
>> be marked as such (so TextSymboloizer has a subclass TextSymboloizer2 
>> that is geotools specific). All such
>> things are optional and may not be understood by all renderers (since 
>> they would not conform to a standard) but
>> what the heck.
>>
>> Cory has permission to collapse the GeoAPI style interfaces, allowing 
>> us to directly use the GeoAPI interfaces. We will
>> still keep our practice of extension as described above. Just retire 
>> our own interfaces in a the same manner as is happening
>> with Expression and Filter on trunk right now.
>>> The discussion thus far has centered on the approach to use, and 
>>> Patrick
>>> has solicited feedback from me (as a GT-associated-person) as to 
>>> what is
>>> "most useful".   It thus becomes time to connect Patrick with the
>>> developers list, lest my opinion be mistakenly construed as 
>>> consensus. :)
>>>
>> Hi Patrick - afraid my above two statements were a bit definitive. I 
>> have examples of both approaches working
>> (but the uDig based one is *so* much nicer to use).
>>> The choices discussed focus on these two alternatives:
>>> 1] Refactor the rendering framework to accept some sort of pluggable
>>> rendering component.   Write a wind-barbing component too.  If we're 
>>> doing
>>> this, the framework might as well conform to 19117.
>>>
>
> Hello there. I'm reading all the material in the link you included 
> below. Thank you.
>
>>>
>> Would love to see this compared with the "Adaptive Rendering" used by 
>> uDig, and outlined in an OGC OWS-3
>> implementation report (if you can get your hands on such things).
>>> 2] Extend SLD (& our renderer) to define a WindBarbSymbolizer & 
>>> parameters.
>>> This would need to be a legal tag for point features and coverages.
>>>
>> Approach used in GeoTools currently.
>>> #2 grates on my nerves because too many "extensions" is going to 
>>> produce
>>> nasty code.  #1 is more work, but provides a very nice framework 
>>> into which
>>> new functionality may be added (e.g., it allows everything not 
>>> specifically
>>> forbidden).  Can you guess which one I've been talking up? :)
>>>
>> Understood, but why not review the uDig implementation - the code can 
>> be back ported and it is working out
>> perfectly. With plug-ins being written OSSIM, WMS and optimizations 
>> for common use like shapefiles it appears
>> to scale, allow for specific code where useful etc...
>>> My concern regarding #2 (aside from the nasty code that such grafting
>>> generally produces) is "tampering" with SLD.  Are people going to 
>>> want a
>>> "normal" SLD to live side by side with the "extended" SLD?  Could we 
>>> just
>>> replace the normal SLD parser with our extended version, or does 
>>> this cause
>>> heartburn?  If we need _two_ SLD parsers, how do we select the one 
>>> to use?
>>>
>> Note: we needed to allow for extension of SLD when people work on the 
>> "next" version of the
>> specification SLD 1.1 so it was not really going out of our way.
>>> Please "reply to all" with comments, as I do not know if Patrick is 
>>> on the
>>> list yet.  (Patrick, it'd be good to join the mailing list if you 
>>> haven't
>>> already. http://docs.codehaus.org/display/GEOTOOLS/Mailing+Lists)
>>>
>
> I've been on the developer list, just haven't really contributed until 
> now. Bryce, I don't have a copy of the 19117 format to peruse. Do you 
> happen to know of a place where I could acquire such information? 
> Also, is the uDig rendering system an alternative to the 19117 format, 
> or just a means of implementing a renderer (which could just as well 
> conform to 19117)?
Like you I have no idea :-) The important part to me of the uDig 
rendering system is the way in which a renderer is selected for the
content, user controlled style, and device at hand.
>> Thanks for the intro and trying to entice new developers. I know I 
>> went through the above issues very quickly,
>> and all the docs describing what uDig does at an architecture level 
>> is either commercial training materials or
>> locked behind an OGC process right now.
>>
>> Here is a programmers guide document though:
>> - http://udig.refractions.net/confluence/display/DEV/7+Renderers
>>
>> The examples at the bottom of the page show the system working with 
>> both SLD styles (for feature renderers) and named styles (for WMS 
>> renderers). Adding renderers is based on a plugin system, choosing 
>> renderers is based applicability and a quality vs speed trade off as 
>> appropriate.
>>
>> I know it is not the right level of detail for this discussion but 
>> should at least introduce terms. There are only a couple
>> *great* ideas in uDig and this is one of them.
>>
>> Aside: The Renders in the above link are isolated from SWT or SWT and 
>> could be used to draw
>> into an OpenGL pipeline if needed. Writing platform specific 
>> renderers, or making use of C++ code
>> (like OSSIM) is all fair game.
> Lots of information here to read. Whew.
:-)
Have fun.
Jody



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