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+\documentclass{article}
+\usepackage{fullpage}
+\begin{document}
+ \title{XML in SmootLight: Configuration++}
+ \author{Russell Cohen}
+ \date{\today}
+ \maketitle
+ \section{Motivation}
+ Why use XML (or any non-code language for that matter) to configure code? 2 Reasons:
+ \begin{itemize}
+ \item We would like small changes (like changing the color, speed, or type of behavior)
+ to be as quick as possible, and require modifying only 1 piece of code.
+ \item We would like these changes to be able to be made \emph{programmatically}
+ \item (Not applicable to python, but important in languages like Java or C): We want to
+ be able to make changes \textbf{without} having to recompile the source.
+ \end{itemize}
+ As you will see, however, XML in SmootLight goes beyond simple configuration. XML in
+ SmootLight allows us to declare a LightSystem (an inherently non-declarative thing) in the
+ 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 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
+ get parsed by SmootLight at runtime and \emph{actually} \textbf{declare} your classes for
+ you, exactly how you describe them. Classes are declared under a broader
+ \texttt{Configuration} tag which we will describe later. Lets look at the declaration of
+ \texttt{PygameInput}, an input that takes data from a Pygame window.
+ \begin{verbatim}
+ <InputElement>
+ <Class>inputs.PygameInput</Class>
+ <Args>
+ <Id>pygameclick</Id>
+ <RefreshInterval>10</RefreshInterval>
+ <Clicks>True</Clicks>
+ </Args>
+ </InputElement>
+ \end{verbatim}
+ The first attribute we see is the \texttt{Class} attribute. This specifies what
+ fully-qualified Python class to this object should be an instance of. In this case, it is
+ an instance of PygameInput, which lives in the inputs module/folder. Next, we see the
+ \texttt{Args}. The Args are where \emph{every} piece of configuration (except the actual
+ Class) goes. Let me repeat that, becuase it is a common sticking point. If you place
+ something in the configuration outside of the \texttt{Args} tag, it will not be read.
+ Period.
+
+ If you are familiar with the SmootLight system, you will know that many objects in
+ SmootLight behave like dictionaries -- you can use statements like
+ \texttt{Self['ParamName']} to access parameters. If you have ever wondered where this
+ mystery dictionary is filled from, look no further -- it is here in the Args tag.
+
+ Lets dig into the contents of the Arg tag. First we see \texttt{Id}. All components in the
+ SmootLight system are \emph{not} explicitly required to have an Id
+ specified.\footnote{Components declared without Id's will get a randomly assigned Id at
+ declaration time}
+ However, if you want to be able to reference this class in other places in the XML (which
+ we will look into later), you will need to specify and Id. The other two parameters are
+ simply bits of configuration which will get passed to PygameInput when it gets instantiated.
+
+ \section{The Structure of a SmootLight Configuration Document}
+ The individual class declarations are the `leaves' of a full configuration document that
+ gets interpreted by the parser. In order for the parser to know what to do with them, it
+ also needs the branches. The structure of these `branches' (tags) follow:
+ \begin{verbatim}
+ <LightInstallation>
+ <InstallationConfiguration>
+ <Defaults />
+ </InstallationConfiguration>
+ <PixelConfiguration />
+ <PixelMapperConfiguration />
+ <RendererConfiguration />
+ <InputConfiguration />
+ <BehaviorConfiguration />
+ </LightInstallation>
+ \end{verbatim}
+ Under each of the tags indicated, place the classes that you want to instantiate in that
+ category. Each category has a different child tag:
+ \begin{itemize}
+ \item PixelConfiguration: PixelStrip
+ \item PixelMapperConfiguration: PixelMapper
+ \item RendererConfiguration: Renderer
+ \item InputConfiguration: InputElement
+ \item BehaviorConfiguration: Behavior
+ \end{itemize}
+ Some further clarification on this: Recall in the previous section we inspected the
+ declaration of the Input element. The input configuration for that system might have looked
+ like:
+ \begin{verbatim}
+ <InputConfiguration>
+ <InputElement>
+ <Class>inputs.PygameInput</Class>
+ <Args>
+ <Id>pygameclick</Id>
+ <RefreshInterval>10</RefreshInterval>
+ <Clicks>True</Clicks>
+ </Args>
+ </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}