[MUD-Dev] CORBA, RMI, threads

Brandon Gillespie brandon at roguetrader.com
Tue Jan 27 14:26:10 CET 1998


On Mon, 26 Jan 1998, Marc Eyrignoux wrote: 

> I would like to know what ColdC exactly does. Is it a better alternative
> to lua (I mean: can I write some scripts for some objects or monsters,
> these scripts being able to interact with other datas or objects in
> memory or in the database, store them in the database, and execute
> them?) 

Umm, I'm not fully sure what you are asking, but I think the answer is:

    yes

Perhaps you could clarify?

> > Hash table of instances, an instance is a collection of references to a
> > client-side database coupled with a server-side physical model and behavior
> > model. You won't find better than a well implemented hash table, believe me
> > I tried. Dynamic trees are the next best thing.
>
> In the case of a Hashtable, how can you store 2 identical monsters?  I
> think that 2 orks have the same server-side models. Is the difference
> made at the client-side refernces? (I take the case where 2 orks are at
> the same location, have the same number of lifepoints...) 

Go to the store and buy the set of books 'Datastructures and Algorithms'
(or something like this) by Donald Knuth--read the section on hash tables. 
It addresses collisions in the table and many other things.  It just might
be the best purchase you ever make, in computer books. 

But to explain--when you have a collision in your hash table there are
many ways you can deal with it.  The only useful (imho) ways are chaining
from that point on.  Essentially, you drop a binary tree at each point
in the hash table, and just expand from there out--or simply a linear
linked list also works.  This is where the 'deep' reference comes into
play--where 'wide' is the width of the hash table and 'deep' is how deep
you want it to handle collisions.  Usually after you go so deep you
rebuild the table with a wider setting.

-Brandon Gillespie





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