The libomv OSD classes handle it in OpenSim, which as far as I can tell is the "generic name" given to the libomv LLSD handler.
BlueWall On Mon, Jul 5, 2010 at 5:01 AM, Impalah Shenzhou <impa...@gmail.com> wrote: > Hi: > > Correct me if I'm wrong but I think that JSON.NET most famous > serializer/deserializer (http://json.codeplex.com/) works like > standard .NET XML serializer... > > The advantage of using JSON is less storing space and some thing like > "direct connection" with Javascript. If the first is not a problem and > you won't publish this kind of information to an external web > service... well, XML serializer is part of .NET core, and JSON > serializer is part of a codeplex project... one of them could be > discontinued some day. > > Personally I can't find any advantage on using JSON here except for > saving disk space and so on. > > This is my opinion, I have others if you don't like it :-) > > > Impalah > > > 2010/7/5, Justin Clark-Casey <jjusti...@gmail.com>: > > Hi folks, > > > > As part of the media-on-a-prim implementation, I'm serializing the > > parameters for a media texture to the database. This > > seems better than creating new database fields or even a whole new table > for > > these parameters, both because there are > > lots of them (url, scaling, controls, whitelist, etc.) and because > different > > future virtual environments may want to > > store different things. > > > > I'm going to serialize them as an OSDArray or MediaEntrys using the > > libopenmetaverse library. However, the question > > then becomes whether to use the JSON representation or the XML > > representation. > > > > I tend to prefer XML for storage representations. I believe that it's > > somewhat more human readable and that there is > > better tool support for manipulating it. However, I know other people > would > > prefer storage in JSON and I accept that > > serialization/deserialization there may be slightly faster. > > > > The only other example of serialization that I know of in OpenSim > currently > > is that of SceneObjectGroups into inventory, > > which encompasses object properties, object inventory properties and > script > > state. This is done in XML and media > > entries would become part of that serialization. > > > > If there's a majority preference for JSON I don't mind using that > instead, > > though I would want a justification for going > > this route rather than XML. If there's no real argument then I will go > with > > XML. > > > > Also, I believe that we should try and be consistent, so picking one or > the > > other now should make it more likely that > > the same approach would be used for the next serialization case. > > > > Regards, > > > > -- > > Justin Clark-Casey (justincc) > > http://justincc.org > > http://twitter.com/justincc > > _______________________________________________ > > Opensim-dev mailing list > > Opensim-dev@lists.berlios.de > > https://lists.berlios.de/mailman/listinfo/opensim-dev > > > _______________________________________________ > Opensim-dev mailing list > Opensim-dev@lists.berlios.de > https://lists.berlios.de/mailman/listinfo/opensim-dev >
_______________________________________________ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev