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Re: [MUD-Dev] MUD Design Fundamentals (Was: Looking for
[Jeff K:]
:An "object orinted database" is a lot mreo like what yo udescribe BUT the
:problem qwith your descriptionj is that it make sa concious act of storing
:and retrieving necessary. Many "inhearently p[ersistant" systems (such as
:cold or Smalltalk) do NOT require such an active effort. In genral the
:difference is in tehcnase of cold or Smalltalk the persistance is built
:into the system, in the case of a C++ persistance library it is an add on.
Exactly. Example from my system:
private thingamabob CreateThing(nil)$
thingamabob @ nameProperty := "Fred"$
<log out of system>
<shut down server>
<wait some time>
<restart server>
<log in>
d thingamabob @ nameProperty$
==> "Fred"
Nothing manual - its all automatic. This is what I understand a persistent
language to be.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution, (continued)
- OT: Mortality,
coder coder#ibm,net, Sun 31 Aug 1997, 06:10 GMT
- Re: [MUD-Dev] MUD Design Fundamentals (Was: Looking for,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 30 Aug 1997, 06:01 GMT
- Re: [MUD-Dev] MUD Design Fundamentals (Was: Looking for,
Brian Price blprice#bedford,net, Fri 29 Aug 1997, 21:24 GMT
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