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[Bug 17073] New: Dygear@gmail.com - Mark 'Dygear' Tomlin With the View Data Specification gaining maturity, I wanted to add something to it that I feel would make a huge impact on the power of Binary Data and Web Sockets. I was hoping that someone with quite a lot more kn

From: <bugzilla@jessica.w3.org>
Date: Wed, 16 May 2012 00:44:01 +0000
To: public-webapps@w3.org
Message-ID: <bug-17073-2927@http.www.w3.org/Bugs/Public/>
https://www.w3.org/Bugs/Public/show_bug.cgi?id=17073

           Summary: Dygear@gmail.com - Mark 'Dygear' Tomlin With the View
                    Data Specification gaining maturity, I wanted to add
                    something to it that I feel would make a huge impact
                    on the power of Binary Data and Web Sockets. I was
                    hoping that someone with quite a lot more kn
           Product: WebAppsWG
           Version: unspecified
          Platform: Other
               URL: http://www.whatwg.org/specs/web-apps/current-work/#top
        OS/Version: other
            Status: NEW
          Severity: normal
          Priority: P3
         Component: WebSocket API (editor: Ian Hickson)
        AssignedTo: ian@hixie.ch
        ReportedBy: contributor@whatwg.org
         QAContact: public-webapps-bugzilla@w3.org
                CC: mike@w3.org, public-webapps@w3.org


Specification: http://www.w3.org/TR/websockets/
Multipage: http://www.whatwg.org/C#top
Complete: http://www.whatwg.org/c#top

Comment:
Dygear@gmail.com - Mark 'Dygear' Tomlin

With the View Data Specification gaining maturity, I wanted to add something
to it that I feel would make a huge impact on the power of Binary Data and Web
Sockets. I was hoping that someone with quite a lot more knowlage then me
would be able to tell me if the idea was feasible, and if it could be
implemented before the View Data / Binary Web Sockets spec was done.

So the idea being that, in very much the same way the php's pack and unpack
functions allow for the conversion of binary data, into php arrays I would
like to do the same within JavaScript, but natively supported within the
specification, and handled by the browsers C++ engine, not by the JavaScript
run time. This is to ensure that packet based information could be handled by
JavaScript without very many problems for the programmer.

An example of the format as to what this would look like is as follows. (Noted
that I moved away from PHP's implementation slightly in the characters used
for each data type.)

Name    Bit Len Format Character
bit    1    t
nibble    4    n

Padding Type    Null    Space
string    8    a    A

        Signed    Unsigned
bit    8    b    B
short    16    s    S
long    32    l    L


Float Type    Float    Decimal
float    32    f    F
double    64    d    D
quad    128    q    Q

Markups for format.
Anything within a {} is a struct within the format, mainly useful for an array
of structs so it should be used with the [] most of the time. [] refers to a
variable already formatted and on the same level as the reference, that we
wish to use the value of. () refers to the internal structure of a datatype,
or getting specific information from within it's bits.

So if we take this information and apply it to a packet, that as a struct
within a struct we get get a pretty powerful experience. If we take for
example the LFS Packet MCI (Muli-Car Info) that as another structure built
into it we can parse this easily with this information The MCI packet, and
CompCar data structure is as follows.

bSize/bType/bReqI/bNumC/{SNode/sLap/bPLID/bPosition/bInfo(tBlue/tYellow/t3/tLa
g/tFirst/tLast)/bSp3/lX/lY/lZ/sSpeed/sDirection/sHeading/sAngVel}[NumC]Info

Data Types are in bold in the above string back references are underlined and
internal references are italicized, so you know where they are coming from in
my example  Below is the Struct of this as shown in C.

struct IS_MCI // Multi Car Info - if more than 8 in race then more than one of
these is sent

{

    uint8    Size;        // Size in Bytes = 4 + (NumC * 28)

    uint8    Type;        // Always ISP_MCI (38)

    uint8    ReqI;        // 0 unless this is a reply to an TINY_MCI
request

    uint8    NumC;        // number of valid CompCar structs in this
packet



    CompCar Info[8];    // car info for each player, 1 to 8 of these
(NumC)

};

struct CompCar // Car info in 28 bytes - there is an array of these in the MCI
(below)

{

    uint16    Node;        // current path node

    uint16    Lap;        // current lap

    uint8    PLID;        // player's unique id

    uint8    Position;    // current race position : 0 = unknown, 1 =
leader, etc...

    uint8    Info;        // flags and other info - see below

    uint8    Sp3;

    int32    X;        // X map (65536 = 1 metre)

    int32    Y;        // Y map (65536 = 1 metre)

    int32    Z;        // Z alt (65536 = 1 metre)

    uint16    Speed;        // speed (32768 = 100 m/s)

    uint16    Direction;    // direction of car's motion : 0 = world y
direction, 32768 = 180 deg

    uint16    Heading;    // direction of forward axis : 0 = world y
direction, 32768 = 180 deg

    int16    AngVel;     // signed, rate of change of heading : (16384
= 360 deg/s)

};

The only thing really missing is the * oparator that repeats until it has no
more input, and the @ NUL-fill oparator, as I've not discussed them, but they
should also be implemented.


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