[MUD-Dev] TECH: programming languages (was: Re: TECH: STL / Heaps, etc.)

Sean K sean at hoth.ffwd.cx
Mon Sep 10 12:22:11 CEST 2001


On Sun, 9 Sep 2001, Ola Fosheim [iso-8859-1] Gr=F8stad wrote:
> Jon Lambert wrote:

>> The speed of RDMSs has nothing to do with the original issue of a
>> high level languages determining an optimal approach to solving a
>> problem.  I think the example is an excellent one.  You are
>> perhaps taking the example literally though.  Don't assume there
>> is an RDBMS at all.  SQL can just as easily interface to a file
>> system, as well as an in-memory structures of some sort.

> Can you easily deal with hierarchical/recursive structures in SQL?

Yes.

> I thought SQL was pretty much tied to fixed tables.

It is.  The keying structure works similar to pointers in C.

>> It's obvious, at least to me, that such a beast, if ever written,
>> would have to sport a smart high-level or abstract "language" of
>> some sort.

> I don't think it has to, (the physical world does not), but I
> think it is a good idea to have an optimizing search/unification
> engine "down there". A virtual world should be more powerful than
> the physical, not less. Still, some areas such as spatial
> subsystems require informed optimization.

I'm surprised that transactions and business rules aren't mentioned
more often when discussing the benefits of SQL.  The common
occurence of duping bugs and the like in online games makes me think
that these features may not be being given the attention they
deserve.  IMO this is just as important as the benefits of ad-hoc
queries and maintenance.

Sean

_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list