[MUD-Dev] **sigh** OOP wars and defining RDBMS
Jeff Kesselman
jeffk at tenetwork.com
Mon Sep 1 12:57:04 CEST 1997
At 08:16 AM 9/1/97 PST8PDT, you wrote:
>Messages, methods, functioncalls... Actually I thought Self was the
>one to say there is nothing but objects, not Smalltalk? Personally I
>prefer the distinction between class and instance to be explicit as that
No, I wasn't sugegsting Smalltal khad no classes. What Iw as sayign is that
your code "world" is only objects and that even somethign like 2+2 is done as
(intobject(2)).plus(intobject(2))
(Thats pseudo code nto smalltalk. Smalltalk has the syntax from mars.)
>>MUD project. Ild note that for the record, thet orer of langauegs yo
>>uspecified at least in terms of C++ to JAVA shows a general trend AWAY from
>>staticlky bound "maximally efficient" langauges and twoard such
>>felxability.
>
>Wait, JAVA? How many applications executing the java virtual machine
>do you run on your computer? Besides JAVA is algol like, yes?
>Compiled optimized Java would be as efficient as most other algol type
>languages...
I've been workign in JAVA sicne the beginning of its release and have been
doing a numerb of comemrical projects in it for quite soem time. i ALWAYS
run under the VM. You lsoe most of the worthwhioel advnatges if yo
ucompile down to native code and linmk. In that cas eJAVA becoems simply a
prettier C++ IMO and fairly worthless.
>Yes, there is more and more cycles, but as there are getting more and
>more commercial actors into the MUD market the ones that gets most out
>of those cycles (as well as providing a usable design) essentially will
Nope. Disagree 100%. Our compuerts are reltively cheap. We must have 30
Sparc stations already anc can go buy and drop more itno our scalable
service architecture at the drop of a hat.
Thsoe who win will be those who can provide the msot compeeling experience
over time. Thsi demands flexability. Im stating this with over a years
woth of experience dealign witha comemrcial grtaphic MUD (DSO).
>win. You may of course take another approach and throw distribution at
>the problem and write off the hardware costs by an assumed gain in
>development time (although efficient largescale distribution isn't all
>that easy?).
We've solved it. Efficiency is nto the issue for us, macheins are cheap.
Scalability was the issue and our entire system architecture is a zero
bottleneck almsot infinitly scalabale system.
JK>
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCS/CC/E/IT/MC d+(++)@ s: a C++++$ ULSC+++(++++)$ P++(+++)$ L++
E--- W++$ N++$ o+ K--? w++(+++)$@>--- O+(++)>$ M+>$ !V PS++ PE+
Y+ PGP- t+ 5+ X- R+(++)$>+++* tv+ b+>++ DI+++ !D G e++ h r+++ y+++
------END GEEK CODE BLOCK------
Speak Geek!
http://krypton.mankato.msus.edu/~hayden/geek.html
More information about the mud-dev-archive
mailing list