1999Q2/
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<H1>Re: [MUD-Dev] Virtual machine design</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>: Re: [MUD-Dev] Virtual machine design </LI>
<LI><em>From</em>: <A HREF="mailto:claw#kanga,nu">claw#kanga,nu</A></LI>
<LI><em>Date</em>: Sun, 18 Apr 1999 16:34:14 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Sat, 17 Apr 1999 10:21:21 -0600 
Chris Gray &lt;cg#ami-cg,GraySage.Edmonton.AB.CA&gt; wrote:

&gt; - if your MUD is disk-based rather than memory based, you need
&gt; accessor functions to get at things. When you are planning on
&gt; thousands of lines of code, its tedious and error prone to have to
&gt; write those calls all over the place. Having an in-MUD language
&gt; means that the code can be visually simpler, and the compiler
&gt; takes care of all of the details. C++ users might be able to
&gt; cleanly hide all of that stuff, but that wasn't an option for me.

Extrapolating slightly:

  A sufficiently well developed base library designed to support
programming your game world is functionally indistinguishable from a
softcode language.

&gt; - MUD languages often have security considerations, such as doing
&gt; things on function entry. Having an in-MUD language makes this
&gt; automatic, rather than manual.

ie you can (easily) dictate and enforce a security model without
relying on the cooperation of arbitrary later programmers.

-- 
J C Lawrence                              Internet: claw#kanga,nu
----------(*)                            Internet: coder#kanga,nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...


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<LI><STRONG><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] Virtual machine design</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:
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<LI><STRONG>Re: [MUD-Dev] Virtual machine design</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00088" HREF="msg00088.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Petri Virkkula <a href="mailto:pvirkkul#iki,fi">pvirkkul#iki,fi</a>, Mon 19 Apr 1999, 19:47 GMT
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</ul>
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<LI><strong><A NAME="00058" HREF="msg00058.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Alex Stewart <a href="mailto:riche#crl,com">riche#crl,com</a>, Sat 17 Apr 1999, 04:44 GMT
</LI>
<LI><strong><A NAME="00065" HREF="msg00065.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Jo Dillon <a href="mailto:emily#thelonious,new.ox.ac.uk">emily#thelonious,new.ox.ac.uk</a>, Sat 17 Apr 1999, 16:49 GMT
</LI>
<LI><strong><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 17 Apr 1999, 16:31 GMT
<UL>
<LI><strong><A NAME="00080" HREF="msg00080.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 19 Apr 1999, 07:52 GMT
</LI>
</UL>
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<LI><strong><A NAME="00064" HREF="msg00064.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Felix A. Croes <a href="mailto:felix#dworkin,nl">felix#dworkin,nl</a>, Sat 17 Apr 1999, 16:46 GMT
<UL>
<LI><strong><A NAME="00067" HREF="msg00067.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sat 17 Apr 1999, 22:46 GMT
<UL>
<LI><strong><A NAME="00076" HREF="msg00076.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 18 Apr 1999, 17:13 GMT
</LI>
<LI><strong><A NAME="00092" HREF="msg00092.html">Re: [MUD-Dev] Virtual machine design</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Tue 20 Apr 1999, 06:24 GMT
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