Quote:Original post by evolutional
That often seems to be the typical anti-Xml argument, that all tags need entering twice. That's only true if the tag is a container element for other elements. Even then, the amount of time you'd be hard coding the xml will be minimal if you create a tool to edit your content. Xml has the benefit of being hand tweakable too.
Let's leave the tools out - making them costs time and makes the data format unflexible. Not having to use tools other than a text editor is a strong point of data description languages, compared to binary formats.
For instance, let's compare how one would describe a set in lua and in XML:
--luaset={1,2,5,12,"foobar",20};XML<set><element>1</element><element>2</element><element>5</element><element>12</element><element>foobar</element><element>20</element></set>
Quote:Xml doesn't pretend to be a scripting language and hence shouldn't have the capability of Lua
XML in facts pretends to be nothing useful at all. It doesn't even has separate types for numerical values and strings. To get to do anything at all with XML you have to either write extra code or start shopping for tools and extensions, from DTD to Schema to XSLT to Xwhatever (== work).
Quote:As ever, I'm inclined to argue the case for using both as I believe they can both be used together sucessfully, however as other have pointed out there are solutions availbale using one or the other, I guess it's up to your development team and game as to which one of the solutions you take.
My point is that a scripting language and a data description languages are both useful in a program, but lua _is_ both to begin with. It's better than xml at plain data description and it's that much better because one can mix data description and code in various ways.