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<H1>[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Why modules? (Was: Inheritable modules)</LI>
<LI><em>From</em>: Thandor &lt;<A HREF="mailto:thandor#donut,dhis.org">thandor#donut,dhis.org</A>&gt;</LI>
<LI><em>Date</em>: Sun, 1 Nov 1998 14:07:17 +1100</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Sat, Oct 31, 1998 at 12:53:47PM -0700, Chris Gray wrote:
&gt; I think you've got it backwards here. The details of the interface seem
&gt; to have settled on a simple C-compatible function call because that
&gt; choice *allows* the most flexibility and language choice for those
&gt; writing modules (and even the core). The concensus I've seen is that
&gt; the writers of modules and the core are free to use whatever language
&gt; and tools they feel best suit the job. That's good. Forcing the semantics
&gt; of any one higher-level language on the interface restricts everything
&gt; to that language, and that is bad.

I've heard several posts saying "I think the core should be done in C" or
words to that effect. Not just it should use C calling conventions, but
that it should be done in C. Deciding on C calling conventions now doesn't
really bother me because I stuggle to see the list come up with a better
alternative. However, as for the actual language of implementation - I
certainly don't know enough about how the system is intended to work to be
able to say at this stage that C is the best language for the job.

I'm not convinced that giving people enough rope to hang themselves (ie
allowing them to write modules in any language) is the greatest idea
anyway. I thought the idea is you only had to do the very low level stuff
in native code, the rest could be handled by some sort of game code? In
which case, keeping things simple by deciding on a single language to use
for the implementation of the native code section might not be such a big
tradeoff. I certainly find things easier to understand when everything is
writen in the same language, rather than every other module choosing the
author's pet language.

So, does anyone mind telling me what exactly are we really hoping to gain
from allowing any language at all to be used? Confusion is what I see being
gained. Then again, I just can't get my mind around the idea of the
infinitely flexible design that people seem to want. Maybe someone needs to
spell it out in simple english how that allows me to make a better mud so I
can understand it.

- Shane King.


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<li><strong><A NAME="00658" HREF="msg00658.html">[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</A></strong>
<ul compact><li><em>From:</em> James Wilson &lt;jwilson#rochester,rr.com&gt;</li></ul>
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<LI><STRONG><A NAME="00640" HREF="msg00640.html">[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</A></STRONG>
<UL><LI><EM>From:</EM> Chris Gray &lt;cg#ami-cg,GraySage.Edmonton.AB.CA&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00678" HREF="msg00678.html">[MUD-Dev] DevMUD: CVS Tree is ready.  Are your sources?</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 02 Nov 1998, 06:29 GMT
<LI><strong><A NAME="00675" HREF="msg00675.html">[MUD-Dev] ScryMUD [CUSTOM] Code release.</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 01 Nov 1998, 18:19 GMT
<LI><strong><A NAME="00659" HREF="msg00659.html">[MUD-Dev] Reminiscing</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 01 Nov 1998, 04:28 GMT
<LI><strong><A NAME="00640" HREF="msg00640.html">[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 31 Oct 1998, 21:23 GMT
<UL>
<LI><strong><A NAME="00655" HREF="msg00655.html">[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</A></strong>, 
Thandor <a href="mailto:thandor#donut,dhis.org">thandor#donut,dhis.org</a>, Sun 01 Nov 1998, 03:13 GMT
<UL>
<LI><strong><A NAME="00658" HREF="msg00658.html">[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Sun 01 Nov 1998, 04:25 GMT
<UL>
<LI><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Sun 01 Nov 1998, 16:17 GMT
</LI>
</UL>
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<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00642" HREF="msg00642.html">[MUD-Dev] Re: Why modules? (Was: Inheritable modules)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 31 Oct 1998, 21:23 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00635" HREF="msg00635.html">[MUD-Dev] DevMUD:  Module message passing</A></strong>, 
The Arrow <a href="mailto:arrow#trelleborg,mail.telia.com">arrow#trelleborg,mail.telia.com</a>, Sat 31 Oct 1998, 21:06 GMT
</LI>
</UL></BLOCKQUOTE>

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