Strings & Memory Usage
Greg Munt
greg at uni-corn.demon.co.uk
Mon Apr 14 20:07:01 CEST 1997
Is there a common way to save the memory used up by storing strings? I'm
sure something was said on this subject in the RGMA 'MUD Memory' thread
(by George Reese, IIRC)
I will probably be using some sort of bytecode compilation on my mud now.
Would this method of memory saving simply involve checking a list of
those strings currently in memory, and either adding a new string, or
adding a pointer to an old string? (that would probably slow down the
process unless the storage structure was right, tho)
Thanks,
Greg.
PS On the subject of project management, I was planning on some sort of
autocratic method, quite simply because I have experienced first-hand the
political nightmare of a democracy (see my intro). I'll probably have
some communication medium through which people can talk about design
ideas, then I would decide what I wanted, and share the work out to
numerous people. One of the goals of Frontiers is to have a code base
which *anyone* can contribute to - thats one of the reasons i'll be using
the copyleft. Probably a core base of serious programmers, and
'contractors' who want to do the odd feature here and there. I do think
it important that the programmers dont make unilateral design changes
while coding tho - they should report design flaws, where a solution
should either be given by me (if a simple fix), or discussed by everyone.
The documentation of every development stage is of paramount importance -
it sickens me how poorly documented muds and code bases are. In fact, it
might be to blame, to a degree, on the massive proliferation of stock
muds; mudders are hobbyists, so want some code to hack - they dont want
to create a unique game, most arent that serious about it.
Maybe I'm wrong, but I doubt it.
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