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<H1>Re: [MUD-Dev] Embedded languages, object persistance... ack.</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Embedded languages, object persistance... ack.</LI>
<LI><em>From</em>: <A HREF="mailto:icecube#ihug,co.nz">icecube#ihug,co.nz</A></LI>
<LI><em>Date</em>: Wed, 19 Jan 2000 09:22:15 +1300</LI>
<LI><em>Mail-Followup-To</em>: mud-dev#kanga,nu</LI>
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<PRE>
On Tue, Jan 18, 2000 at 01:17:25AM -0800, J C Lawrence wrote:
&gt; On Mon, 3 Jan 2000 15:20:42 -0500 
&gt; Jay Carlson &lt;nop#mitre,org&gt; wrote:
&gt; 
&gt; &gt; The big lose of persistence is that it's harder to get things back
&gt; &gt; to a known state if your code screws up.  
&gt; 
&gt; In general this is a function of transaction and logging models.
&gt; Given a well implemented transactional model rolling back the log to 
&gt; the last set of compleat transactions *should* be cheap and fast.

I read Jay's comment more along the lines of "if your code screws up and
creates 50,000 Swords-o'-Death scattered across the world" rather than a
transaction issue. If your world is persistant, you can't just "fix the code
and reboot" to get back to an undamaged game state.

-- 
Oliver Jowett - icecube#ihug,co.nz - <A  HREF="http://homepages.ihug.co.nz/~icecube/">http://homepages.ihug.co.nz/~icecube/</A>
KeyID: 1024/679D94C5  Fingerprint: CD94 5270 E2F4 339F 6A90 05C9 9DE4 EECC



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<LI><STRONG><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></STRONG>
<UL><LI><EM>From:</EM> "Jay Carlson" &lt;nop#mitre,org&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00124" HREF="msg00124.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#kanga,nu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00004" HREF="msg00004.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 01 Jan 2000, 19:03 GMT
<UL>
<LI><strong><A NAME="00046" HREF="msg00046.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>, 
Jay Carlson <a href="mailto:nop#mitre,org">nop#mitre,org</a>, Tue 04 Jan 2000, 01:28 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>, 
Jay Carlson <a href="mailto:nop#mitre,org">nop#mitre,org</a>, Mon 03 Jan 2000, 20:25 GMT
<UL>
<LI><strong><A NAME="00124" HREF="msg00124.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Tue 18 Jan 2000, 09:17 GMT
<UL>
<LI><strong><A NAME="00137" HREF="msg00137.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>, 
icecube <a href="mailto:icecube#ihug,co.nz">icecube#ihug,co.nz</a>, Tue 18 Jan 2000, 20:52 GMT
</LI>
<LI><strong><A NAME="00144" HREF="msg00144.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>, 
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Wed 19 Jan 2000, 02:56 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00092" HREF="msg00092.html">Re: [MUD-Dev] Embedded languages, object persistance... ack.</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sat 15 Jan 2000, 07:14 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00001" HREF="msg00001.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Fri 31 Dec 1999, 21:22 GMT
<UL>
<LI><strong><A NAME="00025" HREF="msg00025.html">Re: [MUD-Dev] Admins as Mortals twist</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 02 Jan 2000, 22:20 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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