Components and the Memory Game
Components and the Memory Game
- Subject: Components and the Memory Game
- From: Cornelius Jaeger <email@hidden>
- Date: Sun, 10 Feb 2008 23:37:36 +0100
Hi All
Since i'm just a little lazy in certain aspects of my character i was
wondering the following:
I have a component that generates a proprietary xml to interface with
some legacy software.
Turns out that the xml can get really large, requiring lots of objects.
I figured i could put the XML together using something like Wonders
ERXFetchSpecificationBatchIterator, and append to a text file and then
send that off.
However, wouldn't it be neat to be able to use a component as such?
Sort of cycling through part of a component, then generating a
response for that, append to xml file, gc, repeat until done. It would
be tricky to know where in the component to break, but maybe inserting
a comment tag that lets the system know when to break and append to
the xml file could work?
And a repetition seems like a natural place to cycle editing contexts.
Maybe every 10 rows or so, depending on the complexity of the xml.
Has anyone got some pointers on how to do this?
Is it a waste of time?
many regards
Cornelius
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