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<H1>Re: [MUD-Dev] Rooms, 3D arrays, etc.</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Rooms, 3D arrays, etc.</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 27 May 1997 22:16:20 -0700</LI>
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<PRE>
At 08:35 PM 5/27/97 PST8PDT, you wrote:

&gt;Hmm, never heard of a compressing array.  I just figured on an array of 
&gt;structures like:
... 
&gt;
&gt;I suppose this could get on the large side.  
&gt;How would you do compression?

This is a classic problem and basic bit of programming with many standard
solutions
The problem is formally called a "sparse array".  You'll fidn a wealth of
info under that topic by lookign in the index of any book on data
structures.  (Data Structures is a fundemental and basic bit of coding
knwoledge. Anyone who hasn't read a book on data structures probably should.)

&gt;

JK


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Quests [was Resets, repops and quests]</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00991" HREF="msg00991.html">Re: [MUD-Dev]  Quests [was Resets, repops and quests]</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 31 May 1997, 16:20 GMT
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<LI><strong><A NAME="00961" HREF="msg00961.html">Re: [MUD-Dev]  Quests [was Resets, repops and quests]</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Sat 31 May 1997, 01:17 GMT
</LI>
</ul>
<LI><strong><A NAME="00965" HREF="msg00965.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 31 May 1997, 04:33 GMT
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<LI><strong><A NAME="01061" HREF="msg01061.html">Re: [MUD-Dev]	Resets, repops and quests</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 03 Jun 1997, 02:12 GMT
</LI>
</ul>
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<LI><strong><A NAME="00878" HREF="msg00878.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 28 May 1997, 12:13 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00921" HREF="msg00921.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 29 May 1997, 13:03 GMT
<UL>
<LI><strong><A NAME="00924" HREF="msg00924.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Thu 29 May 1997, 16:22 GMT
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<LI><strong><A NAME="01005" HREF="msg01005.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 01 Jun 1997, 00:17 GMT
<UL>
<LI><strong><A NAME="01116" HREF="msg01116.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 04 Jun 1997, 04:50 GMT
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</UL></BLOCKQUOTE>

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