I'm not against JSON (I use it on web projects), but I don't know how much work will require to "convert" XML serializing code to JSON.
If this were a vote, mine will be abstention. Greetings 2010/7/5, BlueWall Slade <[email protected]>: > 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 <[email protected]> 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 <[email protected]>: >> > 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 >> > [email protected] >> > https://lists.berlios.de/mailman/listinfo/opensim-dev >> > >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-dev >> > _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
