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diff --git a/docs/XmlConfiguration.tex b/docs/XmlConfiguration.tex
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@@ -19,7 +19,7 @@
same way you might write a webpage in HTML. We will refer to the XML system here-on-in as
`SmootConf'. \textbf{The fastest way to get familiar with SmootConf is simply to look at
the XML files in the configuration file. However, if you want a more structured approach to
- its feature and sublties this document should do the job.} Without any further ado, lets start looking at
+ its feature and subtleties this document should do the job.} Without any further ado, lets start looking at
how this all works.
\section{Declaring a class in SmootConf}
The most common thing done is SmootConf is declaring a class -- Class declaration code will
@@ -98,4 +98,126 @@
</InputElement>
</InputConfiguration>
\end{verbatim}
+ \texttt{InputElement}s live under the broader \texttt{InputConfiguration} tag. Thats all in
+ terms of basic configuration -- all other features are going to be specific to the
+ particular class you are declaring (and the class should specify those). However, the
+ system also offers a lot of features to give you more power and flexibility, as well as
+ minimizing repeated XML.
+ \section{XML Inheritance}
+ SmootConf allows you have XML objects inherit from this other. Think of this as an
+ X:Include crossed with OO style inheritance, if those are familiar concepts. The most basic
+ tag of inheritance in SmootConf is the \texttt{InheritsFrom} tag. Here is a quick example
+ of it in action:
+ \begin{verbatim}
+ <Renderer Scale="4">
+ <InheritsFrom>renderers/Pygame.xml</InheritsFrom>
+ </Renderer>
+ \end{verbatim}
+
+ And the contents of \texttt{renderers/Pygame.xml}:
+ \begin{verbatim}
+ <Renderer>
+ <Class>renderers.PygameRenderer</Class>
+ <Args>
+ <Id>pygamerender</Id>
+ <displaySize>(1300,50)</displaySize>
+ </Args>
+ </Renderer>
+ \end{verbatim}
+
+ The \texttt{InheritsFrom} tag indicates to look in the XML File indicated, parse it, and
+ recursively merge its tags with the siblings of the \texttt{InheritsFrom} tag. From a high
+ level, the algorithm works as follows:
+
+ \begin{itemize}
+ \item For every tag:
+ \item If the tag is in the inheriter, use that. Otherwise, use the inherited tag.
+ \item Recurse to children.
+ \end{itemize}
+
+ SmootConf adds a bit of syntactic sugar that allows you override args in the args dict when
+ doing inheritance by simply specifying them as attributes of the parent. The example below
+ comes from a pixel layout config:
+ \begin{verbatim}
+ <PixelConfiguration>
+ <PixelStrip Id="strip1.1" originLocation="(0,0)" Reverse="True">
+ <InheritsFrom>layouts/50PixelStrip.xml</InheritsFrom>
+ </PixelStrip>
+ <PixelStrip Id="strip1.2" originLocation="(200,0)">
+ <InheritsFrom>layouts/50PixelStrip.xml</InheritsFrom>
+ </PixelStrip>
+ \end{verbatim}
+
+ The contents of \texttt{layouts/50PixelStrip.xml} are:
+ \begin{verbatim}
+ <PixelStrip>
+ <Class>layouts.LineLayout</Class>
+ <Args>
+ <pixelToPixelSpacing>4</pixelToPixelSpacing>
+ <spacing>4</spacing>
+ <numPixels>50</numPixels>
+ </Args>
+ </PixelStrip>
+ \end{verbatim}
+
+ A careful reading of the algorithm will reveal some behaviors which are not specified. What if there are
+ multiple instances of identical sibling tags? The answer is that this is not currently
+ supported. It may be supported in the future.
+
+ If you want your tags to be added to an inherited config without trying to merge, put them
+ in an \texttt{APPEND} tag like so:
+
+ \begin{verbatim}
+ <Behaviors>
+ <InheritsFrom>behaviors/StockBehaviors.xml</InheritsFrom>
+ <APPEND>
+ <Beavhior>
+ <InheritsFrom>behaviors/SomethingElse.xml</InerhitsFrom>
+ </Behavior>
+ <Behavior>
+ <Class>blah.blah</Class>
+ <Args>
+ </Args>
+ </Behavior>
+ </APPEND>
+ </Behaviors>
+ \end{verbatim}
+ \section{Variable Bindings}
+ SmootConf allows developers to reference other variables within the \texttt{<Args>} tag. These
+ references are dynamic, and are bound for the lifetime of the object and will updated as
+ their bound values update. Here is an example:
+ \begin{verbatim}
+ <Behavior>
+ <Class>behaviors.SomeClass</Class>
+ <Args>
+ <Id>dimming</Id>
+ <DecayCoefficient>${DecayTime}$*5</DecayCoefficient>
+ <DecayTime>10</DecayTime>
+ </Args>
+ </Behavior>
+ \end{verbatim}
+ In this (fake) example, we bind the DecayCoefficient to the value of DecayTime, which allows us to
+ set decay in a reasonable unit, decoupled from the coefficient required by the behavior
+ itself.
+
+ Under the hood, this feature is done with lambda functions. When you query arguments on the
+ object, the lambda gets resolved (look at \texttt{operationscore/SmootCoreObject.py} for the
+ implementation of this). Because of this, we also have to ability to go 1 layer deeper.
+
+ Let's say you wanted to operate on another dictionary -- say, the current behavior packet or
+ and args of another behavior. By surrounding your variable in quotes, querying its value
+ with product a lambda function, which, when given another dictionary, will resolve the
+ value.
+ \begin{verbatim}
+ <Behavior>
+ <Class>behaviors.SomeClass</Class>
+ <Args>
+ <Id>stayinbounds</Id>
+ <MaxX>100</MaxX>
+ <OutOfBounds>'${x}$' &lt; ${MaxX}$</OutOfBounds>
+ </Args>
+ </Behavior>
+ \end{verbatim}
+ If you call \texttt{self['OutOfBounds']}, and pass it a dictionary with a value at key
+ \texttt{x}, it will return a boolean stating whether or not \texttt{x > MaxX}.
\end{document}