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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>: Matt Chatterley &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Sun, 9 Nov 1997 13:38:08 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Sat, 8 Nov 1997 coder#ibm,net wrote:

&gt; On 04/11/97 at 09:21 PM, Sauron &lt;dlove#kusd,kusd.edu&gt; said:
&gt; 
&gt; &gt;Generally hardcode is what you use to write the server and has to be
&gt; &gt;compiled and restarted each time you make changes (note that i said
&gt; &gt;generally, i know this isn't ALWAYS true). Softcode tends to be the
&gt; &gt;internal programming language on your server. It has no need to be
&gt; &gt;compiled, generally adds to lag, but is also on the average easier to use
&gt; &gt;and uses the games internal functions to the best of their abilities. 
&gt; 
&gt; There are some notable exceptions here.  LP's LPC is easily recognisable
&gt; as "sfotcode", yet it is "compiled" into an internal form (bytecoding?  I
&gt; haven't checked), and in some versions can be compiled directly into
&gt; machine binaries.    ColC comparitively compiles into bytecode which is
&gt; then run by the Cold VM.  

Yeah. LPC is more like Java in the sense that it does run from a form of
VM (perhaps not strictly speaking, but in a theoretical sense). Using the
binary options you can also compile LPC to C at runtime, and keep it
stored as C for efficiency purposes.

The best example of softcode that I know of would be that found on the
Tiny/PennMUSH servers, and another example I could cite is the interpreted
scripting language being built into my mud (the interpretor/executor
written in LPC) to run magical spells.
 
&gt; &gt;The
&gt; &gt;real tradeoff is w/ hardcode you increase your cpu usage, and softcode it
&gt; &gt;chews up your ram. Most good mu*s tend to have a balance of both types of
&gt; &gt;programmed systems. 
&gt; 
&gt; Softcoded systems which compile to byte code lose many of their CPU
&gt; intensive aspects.  On a related note, disk based systems (don't keep
&gt; everything in RAM), can be much more effective at reducing CPU and RAM
&gt; consumption than the soft or hard code routes, as well as significantly
&gt; improving page fault rates and thus performance.  Marcus Ranum
&gt; demonstrated this very clearly.

Yes - basically there are pros and cons to each approach. Putting aside
the hardware usage side (which is perhaps not as important to many people,
at least not until you have a *large* server), the main differences are:

Softcode tends to be easier to learn (citing Tiny/Penn as an example).
Softcode also tends to be harder to do major things in (if it is possible
at all).
Hardcode generally requires a server reboot, and is inaccessible to
players.

And so forth, and so on.

Regards,
	-Matt Chatterley
	<A  HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"All extremists should be taken out and shot."


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<LI><STRONG><A NAME="00253" HREF="msg00253.html">Re: [MUD-Dev]  newbie</A></STRONG>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Sorry...</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<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><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
</LI>
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</LI>
</UL>
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</ul>
</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
<LI><strong><A NAME="00200" HREF="msg00200.html">Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 01 Nov 1997, 23:24 GMT
<UL>
<LI><strong><A NAME="00201" HREF="msg00201.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sun 02 Nov 1997, 00:14 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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