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Re:YAML: Probably not so great after all by DonHopkins on Tuesday August 20, 2019 @03:23AM (#20744552)
FYI, here are some concrete examples, and some demos of a multi player cross platform networked AR system I developed that's based on shitloads of JSON config files describing objects, behaviors, catalog entries, user interface, a multi player networking protocol, etc.

Pantomime extensively (and extensibly) uses the simple JSON templating system I described in this other link, which I wrote in C#. Everything you see is a plug-in object, and they're all described and configured in JSON, and implemented in C#:

https://news.ycombinator.com/item?id=20735366

Pantomime Playground - Immersive Virtual Worlds for the Rest of Us

https://vimeo.com/137924152

Pantomime Creatures - Real-Time Augmented Reality

https://vimeo.com/183132061

Bug Farm – First Minute, First Person 3D

https://vimeo.com/148805981

Consumer Augmented Reality Arrives – with Pantomime

https://vimeo.com/149319403

If I were to rewrite it from scratch, I'd simply use JavaScript instead of rolling my own JSON templating system, because it would have been much more flexible and powerful.

Oh wait -- I DID rewrite at least some of that stuff from scratch! To illustrate that superior JavaScript-centric approach, here's an example of some other JSON based systems I developed with Unity3D and JavaScript, one for scripting ARKit on iOS, and the other for scripting financial visualization on WebGL, both using UnityJS (an extension I developed for scripting and configuring and debugging Unity3D in JavaScript).

One nice thing about it is that you can debug and live code your Unity3D apps running on the mobile device or in the web browser while it's running, using the standard JavaScript debugging tools!

UnityJS is a plugin for Unity 5 that integrates JavaScript and web browser components into Unity, including a JSON messaging system and a C# bridge, using JSON.net.

https://github.com/SimHacker/UnityJS

WovenAR Tools with ARKit and Pantomime (built with an early version of UnityJS):

https://vimeo.com/240612327

A description of UnityJS, and how I use JavaScript and JSON to define, configure and control Unity3D objects:

https://news.ycombinator.com/item?id=19804242

https://news.ycombinator.com/item?id=19748582

https://news.ycombinator.com/item?id=19745034

Here's a demo of another more recent application using UnityJS that reads shitloads of JSON data from spreadsheets, including both financial data, configuration, parameters, object templates, etc.

https://reasonstreet.co/2019/01/31/how-does-amazon-make-mone...

https://reasonstreet.co/2019/08/09/tech-giants-acquisitions/

Here is an article about how the JSON spreadsheet system works, and discusses some ideas about JSON definition, editing and templating with spreadsheets, which is about a year old, but that I've developed it a lot further since writing that article.

https://medium.com/@donhopkins/representing-and-editing-json...

>Representing and Editing JSON with Spreadsheets

>I’ve been developing a convenient way of representing and editing JSON in spreadsheets, that I’m very happy with, and would love to share!

>I‘ve been successfully synergizing JSON with spreadsheets, and have developed a general purpose approach and sample implementation that I’d like to share. So I’ll briefly describe how it works (and share the code and examples), in the hopes of receiving some feedback and criticism. Here is the question I’m trying to answer:

>How can you conveniently and compactly represent, view and edit JSON in spreadsheets, using the grid instead of so much punctuation?

>My goal is to be able to easily edit JSON data in any spreadsheet, conveniently copy and paste grids of JSON around as TSV files (the format that Google Sheets puts on your clipboard), and efficiently export and import those spreadsheets as JSON.

>So I’ve come up with a simple format and convenient conventions for representing and editing JSON in spreadsheets, without any sigils, tabs, quoting, escaping or trailing comma problems, but with comments, rich formatting, formulas, and leveraging the full power of the spreadsheet.

>It’s especially powerful with Google Sheets, since it can run JavaScript code to export, import and validate JSON, provide colorized syntax highlighting, error feedback, interactive wizard dialogs, and integrations with other services. Then other apps and services can easily retrieve those live spreadsheets as TSV files, which are super-easy to parse into 2D arrays of strings to convert to JSON.

[...]

>Philosophy: The goal is to leverage the spreadsheet grid format to reduce syntax and ambiguity, and eliminate problems with brackets, braces, quotes, colons, commas, missing commas, tabs versus spaces, etc.

>Instead, you enjoy important benefits missing from JSON like like comments, rich formatting, formulas, and the ability to leverage the spreadsheet’s power, flexibility, programmability, ubiquity and familiarity.

More info:

https://news.ycombinator.com/item?id=17384078

https://news.ycombinator.com/item?id=18860467

https://news.ycombinator.com/item?id=18171571

Re:YAML: Probably not so great after all by SomeOldThrow on Tuesday August 20, 2019 @02:27PM (#20750293)
I really appreciate the post, I have a much better understanding.

I don't use configs in this way, or if I did, I would not be inclined to call them configs. I can certainly appreciate the problem of processing of JSON objects in many different contexts. I was more referring to a UX concept of providing a configuration interface—short of something like emacs that gives full functionality, simpler and easily debuggable is emphatically better.

Re:YAML: Probably not so great after all by DonHopkins on Tuesday August 20, 2019 @05:43PM (#20752525)
The topic of this discussion is YAML (and JSON as an alternative), and of this thread is "using text template engines to generate YAML", which covers a lot more than just config files. YAML and JSON and template engines are used for a hell of a lot more than just writing config files, but they're also very useful for that common task too. The issues that apply to config files also apply to many other uses of YAML and JSON. Dynamically generated YAML and JSON are very common and useful, and have many applications besides config files.

The fact that you've never done and can't imagine anything complicated enough to need more than a simple hand-written data-only config file doesn't mean other people don't do that all the time. It's simply a failure of your imagination.

What I can't understand is what you were getting at about "punching down". When you say things like "I would be strongly tempted to murder an engineer", that sounds like punching down to me. And why you were complaining nobody gave any examples, by saying "no specific GOOD examples of configuration-as-code have been brought up". Don't my examples count, or do you consider them bad?

So what was bad about my examples (or did you not read them or follow any of the link that you asked for)? Pantomime had many procedurally generated config files, using the JSON templating engine I described, one for every plug-in object (and everything was a plug-in so there were a lot of them), as well as some for the Unity project and the build deployment configuration itself. It also used dynamically generated JSON for many other purposes, but that doesn't cancel out its extensive use of JSON for config files.

Re:YAML: Probably not so great after all by DonHopkins on Tuesday August 20, 2019 @07:28AM (#20745676)
Here are some concrete examples of some actual JavaScript code that dynamically generates a bunch of JSON, both to create, configure, send message to, and handle messages from Unity3D prefabs and objects, and also to represent higher level interactive user interface objects like pie menus.

What this illustrates should be blindingly obvious: that JavaScript is the ideal language for doing this kind of dynamic JSON generation and event handling, so there's no need for a special purpose JSON templating language.

Making a JSON templating language in JavaScript would be as silly as making a HTML templating language in PHP (cough i.e. "Smarty" cough).

https://news.ycombinator.com/item?id=20736574

JavaScript is already a JSON templating language, just as PHP is already an HTML templating language.

UnityJS applications create and configure objects by making lots and lots of parameterized JSON structures and sending them to Unity, to instantiate and parent prefabs, configure and query properties with path expressions, define event handlers that can drill down and cherry pick exactly which parameters are sent back with events using path expressions (the handler functions themselves are filtered out of the JSON and kept and executed on the JavaScript side), etc.

At a higher level, they typically suck in a bunch of application specific JSON data (like company models and financial data), and transform it into a whole bunch of lower level UnityJS JSON object specifications (like balls and springs and special purpose components), or intermediate JSON user interface models like pie menus, to create and configure Unity3D prefabs and wire up their event handlers and user interfaces. Basically you're transforming JSON to JSON, and associating callback functions, and sending it back and forth in messages and events between JavaScript and Unity.

There are also a bunch of standard JSON formats for representing common Unity3D types (colors, vectors, quaternions, animation curves, material updates, etc), and a JSON/C# bridge that converts back and forth.

https://github.com/SimHacker/UnityJS/blob/master/doc/Archite...

This is a straightforward function that creates a bunch of default objects (tweener, light, camera, ground) and sets up some event handlers, by creating and configuring a few Unity3D prefabs, and setting up a pie menu and camera mouse tracking handlers.

Notice how the "interests" for events include both a "query" template that says what parameters to send with the event (and can reach around anywhere to grab any accessible value with path expressions), and also a "handler" function that's kept locally and not sent to Unity, but is passed the result of the query that was executed in Unity just before sending the event. The point is that every "MouseDown" handler doesn't need to see the exact same parameters, it's a waste to send unneeded parameter, and some handlers need to see very specific parameters from elsewhere (shift keys, screen coordinates, 3d raycast hits, camera transform, other application state, etc). So each specific handler gets to declare exactly which if any query parameters are sent with the event, up front in the interest specification, to eliminate round trips and unnecessary parameters.

https://github.com/SimHacker/UnityJS/blob/master/Libraries/U...

The following code is a more complex example that creates the Unity3D PieTracker object, which handles input and pie menu tracking, and sends JSON messages to the JavaScript world.pieTracker object and JSON pie menu specifications, which handle the messages, present and track pie menus (which it can draw with both the JavaScript canvas 2D api and Unity 3D objects), and execute JavaScript callbacks (both for dynamic tracking feedback, and final menu selection).

https://github.com/SimHacker/UnityJS/blob/master/Libraries/U...

Pie menus are also represented by JSON of course. A pie can contain zero or more slices (which are selected by direction), and a slice can contain zero or more items (which are selected or parameterized by cursor distance). They support all kinds of real time tracking callbacks so you can provide custom feedback. And you can make JSON template functions for creating common types of slices and tracking interactions.

This is a JavaScript template function MakeParameterSlice(label, name, calculator, updater), which is a template for creating a parameterized pie menu "pull out" slice that tracks the cursor distance from the center of the pie menu, to control some parameter (i.e. you can pick a selection like a font by moving into a slice, and also "pull out" the font size parameter by moving further away from the menu center, and it can provide feedback showing that font in that size on the overlay, or by updating a 3d object in the world, to preview what you will get in real time. This template simply returns a blob of JSON with handlers (filtered out before being sent to Unity3D, and kept and executed locally) that does all that stuff automatically, so it's very easy to define your own "pull out" pie menu slices that do custom tracking.

https://github.com/SimHacker/UnityJS/blob/master/Libraries/U...