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<H1>Re: [MUD-Dev]  newbie</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]  newbie</LI>
<LI><em>From</em>: Derrick Jones &lt;<A HREF="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 6 Nov 1997 23:19:23 -0500 (EST)</LI>
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<PRE>


On Tue, 4 Nov 1997, Sauron wrote:

&gt; [snip]
&gt; &gt; More generally, what is the distinction between softcode and hardcode?
&gt; [snip]
&gt; 
&gt; abilities. The real tradeoff is w/ hardcode you increase your cpu usage,
&gt; and softcode it chews up your ram. Most good mu*s tend to have a balance
&gt; of both types of programmed systems. 

Does this tradeoff stem from the nature of softcode/hardcode?  I've
noted that the two most widely used examples (LP for softcode and DIKU for
hardcode) show this to be the case, but I had always assumed that it was
(flaws in the???) the core server designs that caused this phenomenon, and
that they were accomplished in hard/soft code to be purely coincidental.
For example, a quick glance of DIKU-clone source shows that 80-90% of the
CPU drain comes from the pulse/heartbeat/tic system where everything is
polled for continous update.  (disclaimer:  that isn't meant as a flame of
the source...I actually started with a gutted Circle many moons ago, but
the first thing I did was strip that system and put in an event-driven
one, which seemed to speed things up conciderably)  On the other side of
the coin, I could see where an eternal language could increase the RAM
overhead (caching the language itself, as well as code-bloat from having
multiple people generating generally unoptimized code), but a well managed
system would minimize this and the bloat would be negligable. 
Any thoughts?

Gunther


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<LI><STRONG><A NAME="00237" HREF="msg00237.html">Re: [MUD-Dev]  newbie</A></STRONG>
<UL><LI><EM>From:</EM> Sauron &lt;dlove#kusd,kusd.edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  newbie</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00234" HREF="msg00234.html">Re: [MUD-Dev]  newbie</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Tue 04 Nov 1997, 10:47 GMT
</LI>
<LI><strong><A NAME="00236" HREF="msg00236.html">Re: [MUD-Dev]  newbie</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 04 Nov 1997, 17:44 GMT
<UL>
<LI><strong><A NAME="00239" HREF="msg00239.html">Sorry...</A></strong>, 
Bjarni Norddahl <a href="mailto:btn#dark,x.dtu.dk">btn#dark,x.dtu.dk</a>, Wed 05 Nov 1997, 08:46 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00237" HREF="msg00237.html">Re: [MUD-Dev]  newbie</A></strong>, 
Sauron <a href="mailto:dlove#kusd,kusd.edu">dlove#kusd,kusd.edu</a>, Tue 04 Nov 1997, 21:47 GMT
<UL>
<LI><strong><A NAME="00249" HREF="msg00249.html">Re: [MUD-Dev]  newbie</A></strong>, 
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Fri 07 Nov 1997, 04:13 GMT
</LI>
<LI><strong><A NAME="00253" HREF="msg00253.html">Re: [MUD-Dev]  newbie</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 09 Nov 1997, 04:31 GMT
<UL>
<LI><strong><A NAME="00257" HREF="msg00257.html">Re: [MUD-Dev]  newbie</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 09 Nov 1997, 13:10 GMT
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</LI>
<LI><strong><A NAME="00202" HREF="msg00202.html">Re: [MUD-Dev]  Re: Idea: Hive-mind monster</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Sun 02 Nov 1997, 01:47 GMT
<LI><strong><A NAME="00199" HREF="msg00199.html">Re: DESIGN: ECONOMICS: Money Supply</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 01 Nov 1997, 23:26 GMT
</UL></BLOCKQUOTE>

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