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<H1>[MUD-Dev] dispatching events</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>: [MUD-Dev] dispatching events</LI>
<LI><em>From</em>: Greg Miller <<A HREF="mailto:gmiller#classic-games,com">gmiller#classic-games,com</A>></LI>
<LI><em>Date</em>: Thu, 22 Jul 1999 01:02:23 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
I'm working on a lockless C&C game driver at the moment, and I'm
wondering how others handle the dispatching of events. I see three
approaches:
[1] Calling object/function pairs by name. This is simple, but it seems
rather less flexible than other approaches.
[2] Subscriptions. In this case I'm referring to events that trigger
calls to all subscribers as a single atomic unit. More flexible, but I
can easily envision situations where events have to be restarted
repeatedly if there are many subscribers.
[3] A combination of the two, using two stage events, where the first
stage generates a list of pending object/function pair calls. This would
allow each call to be handled atomically, but is far more complex.
I'm experimenting with #3 right now--anyone got any comments on the
subject?
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<li><strong><A NAME="00024" HREF="msg00024.html">Re: [MUD-Dev] dispatching events</A></strong>
<ul compact><li><em>From:</em> Mark Gritter <mark#erdos,Stanford.EDU></li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] mud vs. mush membership</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] mud vs. mush membership</A></strong>,
Jay Carlson <a href="mailto:nop#mitre,org">nop#mitre,org</a>, Mon 02 Aug 1999, 17:41 GMT
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<LI><strong><A NAME="00077" HREF="msg00077.html">Re: [MUD-Dev] mud vs. mush membership</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 02 Aug 1999, 23:50 GMT
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<LI><strong><A NAME="00085" HREF="msg00085.html">[MUD-Dev] Mud Census?</A></strong>,
Timothy O'Neill Dang <a href="mailto:timothy#nmia,com">timothy#nmia,com</a>, Wed 11 Aug 1999, 17:04 GMT
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<LI><strong><A NAME="00074" HREF="msg00074.html">Re: [MUD-Dev] mud vs. mush membership</A></strong>,
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Thu 29 Jul 1999, 23:43 GMT
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</ul>
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<LI><strong><A NAME="00018" HREF="msg00018.html">[MUD-Dev] dispatching events</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 22 Jul 1999, 17:13 GMT
<UL>
<LI><strong><A NAME="00024" HREF="msg00024.html">Re: [MUD-Dev] dispatching events</A></strong>,
Mark Gritter <a href="mailto:mark#erdos,Stanford.EDU">mark#erdos,Stanford.EDU</a>, Thu 22 Jul 1999, 21:01 GMT
<UL>
<LI><strong><A NAME="00029" HREF="msg00029.html">Re: [MUD-Dev] dispatching events</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 22 Jul 1999, 21:38 GMT
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</UL>
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<LI><strong><A NAME="00016" HREF="msg00016.html">[MUD-Dev] injury-based combat</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 22 Jul 1999, 17:12 GMT
<UL>
<LI><strong><A NAME="00026" HREF="msg00026.html">Re: [MUD-Dev] injury-based combat</A></strong>,
Brian Carter <a href="mailto:muddev#wyrms-of-malice,com">muddev#wyrms-of-malice,com</a>, Thu 22 Jul 1999, 21:03 GMT
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