Seems it was derived from SGML, I guess not a subset, but not created
from the ground up either :)

Small quote from: http://www.w3.org/XML/

Extensible Markup Language (XML) is a simple, very flexible text format
derived from SGML (ISO 8879). Originally designed to meet the challenges
of large-scale electronic publishing, XML is also playing an
increasingly important role in the exchange of a wide variety of data on
the Web and elsewhere.

Cheers,
Rob.


On Mon, 2003-10-27 at 23:50, Ryan Thompson wrote:
> Just a small correction. I could be wrong but I don't believe XML is a subset 
> of SGML but created to be used instead of. It was created from the ground up 
> to replace SGML(not the easiest language to work with).
> 
> On Monday 27 October 2003 23:21, Robert Cummings wrote:
> > On Mon, 2003-10-27 at 20:40, Simon Fredriksson wrote:
> > > I think I've missed something somewhere, but how do I use XML?
> > > Everywhere, there are big hypes about XML. I could proably google quite
> > > a bit on this, but could someone give me a hint on how to use it in, say
> > > datahandling? Or to parse a website (like the php docs).
> >
> > PHP docs are SGML as far as I can remember. I think XML is a subset of
> > SGML. I would agree that XML in many cases has been hyped, but from a
> > practical point of view it does also have a lot of merit. One of the
> > examples I have found for it to work extremely well is on my MUD project
> > (Multi User Dimension). For example let's say we have a player with the
> > following stats:
> >
> > strength
> > intelligence
> > wisdom
> > dexterity
> > constitution
> >
> > We could define an XML document which stores this data in clear,
> > concise, and human readable fashion such as the following:
> >
> > <player>
> > <strength> 15 </strength>
> > <intelligence> 19 </intelligence>
> > <wisdom> 18 </wisdom>
> > <dexterity> 14 </dexterity>
> > <constitution> 10 </constitution>
> > </player>
> >
> > This is a pretty simple format, the fields are self explanatory. Now one
> > of the great advantages of XML is its flexibility. Let's say I now want
> > to add support for a charisma field... well it's as simple as adding the
> > field to the data, and if it doesn't exist assuming a default:
> >
> > <player>
> > <strength> 15 </strength>
> > <intelligence> 19 </intelligence>
> > <wisdom> 18 </wisdom>
> > <dexterity> 14 </dexterity>
> > <charisma> 17 </charisma>
> > <constitution> 10 </constitution>
> > </player>
> >
> > In older data formats such as binary, to add such a field would
> > generally require that version information be stored at the beginning of
> > the document and then when the data is resaved it would be saved as the
> > newer version. This caused problems with multiple versions in existence,
> > whereas with XML since the fields don't necessarily need to have any
> > kind of order, we don't need to keep track of version, only whether or
> > not the field was included. The other alternative (if you had complete
> > control over the data) was to convert it all to the new format which was
> > generally a tedious job and required a fair amount of effort to ensure
> > the validity of the new format. This is quite a trivialization of XML,
> > but this is one of the main advantages I see for it. One could easily
> > define a multitude of other formats that are just as flexible, but
> > currently XML is well supported by the development community and so is
> > probably  the better choice. As with all things, your mileage may vary.
> >
> > HTH,
> > Rob.
> 
> -- 
> Ryan Thompson
> [EMAIL PROTECTED]
> http://osgw.sourceforge.net
> ==============================
> "A computer scientist is someone who fixes
>  things that aren't broken" --Unknown
> 
> 
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