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Re: [MUD-Dev] Introduction
clawrenc#cup,hp.com wrote:
>
> Another address to the too-many-objects-at-a-location problem is to
> make the list of objects at a location instead a table of hashed
> buckets.
>
But what about the memory overhead of an empty hashtable? Linked lists
can be better, for small numbers of objects...
There is a nice solution to this problem that uses C++. By using an
abstract object container class (one which defines the interface with
the rest of the code), we can change from linked-list storage to
hashtable storage to any other kind of storage without having to change
the outside code.
This way, if a linked-list container gets too full (more than X
objects), it will automagically transfer its contents to a hashtable
container-- and back, if the objects go away.
HOWEVER, I don't know if this will work with Java... (which is what he
said he wrote it in?)
--
Michael Hohensee michael#sparta,mainstream.net
http://www.geocities.com/SiliconValley/Heights/9025/
Finger me for my PGP Public Key, or use:
http://sparta.mainstream.net/michael/pgpkey.txt
- Thread context:
- Re: [MUD-Dev] Introduction,
John G. ashen#pixi,com, Thu 14 Aug 1997, 02:54 GMT
- DemonScape,
clawrenc clawrenc#cup,hp.com, Wed 13 Aug 1997, 20:57 GMT
- Re: [MUD-Dev] New to this mailing list,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 13 Aug 1997, 14:50 GMT
- Re: [MUD-Dev] C&C and Event Rescheduling,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 12 Aug 1997, 06:06 GMT
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