August 2001
- [DGN] RP awards (was: Something in the water) Ananda Dawnsinger
- [DGN] RP awards (was: Something in the water) Matt Mihaly
- Anarchy Online (was Community Feeling) Matt Mihaly
- Anarchy Online (was Community Feeling) Hanz, Rob
- Anarchy Online (was Community Feeling) Travis Casey
- Anarchy Online (was Community Feeling) Dave Rickey
- Anarchy Online (was Community Feeling) Richard A. Bartle
- Anarchy Online (was Community Feeling) Steve {Bloo} Daniels
- Anarchy Online (was Community Feeling) Koster, Raph
- Anarchy Online (was Community Feeling) Daniel.Harman@barclayscapital.com
- Anarchy Online (was Community Feeling) Daniel James
- CGMud testing Chris Gray
- TECH: STL / Heaps, Eli Stevens
- TECH: STL / Heaps, David Bennett
- TECH: STL / Heaps, Travis Nixon
- TECH: STL / Heaps, Vincent Archer
- TECH: STL / Heaps, Sean K
- TECH: STL / Heaps, Daniel.Harman@barclayscapital.com
- TECH: STL / Heaps, Sean K
- TECH: STL / Heaps, Caliban Tiresias Darklock
- TECH: STL / Heaps, Adam Martin
- TECH: STL / Heaps, Ola Fosheim Grøstad
- TECH: STL / Heaps, Ling Lo
- TECH: STL / Heaps, Paul Schwanz
- TECH: STL / Heaps, Chris Jones
- TECH: STL / Heaps, Kwon Ekstrom
- TECH: STL / Heaps, Caliban Tiresias Darklock
- TECH: STL / Heaps, shren
- TECH: STL / Heaps, Jon Lambert
- Dictionary of Body Language ling.lo@coment.dk
- Dictionary of Body Language Koster, Raph
- Where to go with the maddog page Frank Crowell
- Academic journal on computer games Jussi 'Sulka' Haro
- "The gaming situation" by Markku Eskelinen Jussi 'Sulka' Haro
- "The gaming situation" by Markku Eskelinen Ola Fosheim Grøstad
- "The gaming situation" by Markku Eskelinen Madman Across the Water
- "The gaming situation" by Markku Eskelinen Matt Mihaly
- "The gaming situation" by Markku Eskelinen Travis Casey
- Non-Linear Item Combination Systems... Justin Rogers
- Rats in a cage? J C Lawrence
- Rats in a cage? J C Lawrence
- ECTS 2001 & GDC Europe Adam Martin
- ECTS 2001 & GDC Europe J C Lawrence
- Java tidbits (was: TECH: STL / Heaps, etc.) Ling Lo
- Java tidbits (was: TECH: STL / Heaps, etc.) Bobby Martin
- Java tidbits (was: TECH: STL / Heaps, etc.) Alistair Milne
- Player Types (Was Anarchy Online) Ola Fosheim Grøstad
- Korean marketing effort... Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Federico Di Gregorio
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Luke Carruthers
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Hans-Henrik Staerfeldt
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bobby Martin
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Miroslav Silovic
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Kwon Ekstrom
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- Skotos Articles: Why Marrach Isn't the Movies #1, #2, #3, and a Coda [LONG] Christopher Allen
- [BIZ] Job on a MMORPG Dave Kennerly
- Personality Types (was Anarchy Online (was Community Feeling)) Dave Kennerly
- Personality Types (was Anarchy Online (was Community Feeling)) Richard A. Bartle
- Personality Types (was Anarchy Online (was Community Feeling)) Ian Collyer
- Personality Types (was Anarchy Online (was Communit y Feeling)) Koster, Raph
- Personality Types (was Anarchy Online (was Community Feeling)) Ling Lo
- Personality Types (was Anarchy Online (was Community Feeling)) Hans-Henrik Staerfeldt
- Personality Types (was Anarchy Online (was Community Feeling)) Richard A. Bartle
- Personality Types (was Anarchy Online (was Community Feeling)) Marc Fielding
- Personality Types (was Anarchy Online (was Community Feeling)) John Hopson
- Personality Types (was Anarchy Online (wasCommunity Feeling)) Ola Fosheim Grøstad
- Personality Types (was Anarchy Online (was Community Feeling)) Hans-Henrik Staerfeldt
- Personality Types (was Anarchy Online (was Community Feeling)) Adam Martin
- Personality Types (was Anarchy Online (was Community Feeling)) Ola Fosheim Grøstad
- Personality Types (was Anarchy Online (was Community Feeling)) Erwin S. Andreasen
- Personality Types (was Anarchy Online (was CommunityFeeling)) Dave Kennerly
- Personality Types (was Anarchy Online (was CommunityFeeling)) Erwin S. Andreasen
- Personality Types (was Anarchy Online (was Community Feeling)) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Brian Hook
- MudDev FAQ - part 1 Marian Griffith
- MudDev FAQ - part 1 Marian Griffith
- MudDev Faq - part 1 Marian Griffith
- Mud Dev FAQ - Part 1 Marian Griffith
- Mounts and Vehicles Greg B
- Mounts and Vehicles Justin Harvey
- Mounts and Vehicles Richard A. Bartle
- Mounts and Vehicles Ammon Lauritzen
- Mounts and Vehicles Koster, Raph
- Mounts and Vehicles susan wu
- Mounts and Vehicles Tamzen Cannoy
- Mounts and Vehicles J C Lawrence
- Mounts and Vehicles Richard A. Bartle
- Mounts and Vehicles lwl@black-knight.org (Lydia Leong)
- Mounts and Vehicles Frederick Nacino
- Personality Types (was Anarchy Online (was Community Feeling)) Trump
- Wilderness (AO) Peter Tyson
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Caliban Tiresias Darklock
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Brian Hook
- TECH: programming languages (was: TECH: STL / H eaps, etc.) Daniel.Harman@barclayscapital.com
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Justin Rogers
- TECH: programming languages (was: TECH: STL / H eaps, etc.) Daniel.Harman@barclayscapital.com
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Dave Kennerly
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Jeremy Noetzelman
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Nathan F. Yospe
- small outfit is looking for computer game designers/programmers Frank Crowell
- Personality Types (was Anarchy Online (was Community Feeling)) Marc Fielding
- Personality Types (was Anarchy Online (was Community Feeling)) Kristen L. Koster
- Personality Types (was Anarchy Online (was Community Feeling)) Kwon Ekstrom
- Pocket PC Development Daniel.Harman@barclayscapital.com
- Pocket PC Development Peter Tyson
- Pocket PC Development Frank Crowell
- Pocket PC Development Peter Tyson
- Pocket PC Development Frank Crowell
- Pocket PC Development Peter Tyson
- Pocket PC Development Paul Schwanz
- Pocket PC Development Peter Tyson
- Pocket PC Development Matt Owen
- Pocket PC Development Coyote
- Pocket PC Development Frank Crowell
- Pocket PC Development Daniel.Harman@barclayscapital.com
- Pocket PC Development Peter Tyson
- Pocket PC Development Ling Lo
- Re[4]: d20 Travis Casey
- Re[4]: d20 Travis Casey
- Re[4]: d20 Michael Tresca
- Re[4]: d20 Travis Casey
- Re[4]: d20 Michael Tresca
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Adam Martin
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Bruce Mitchener
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Brian Hook
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Kwon Ekstrom
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Brian Hook
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Kwon Ekstrom
From: "Brian Hook" <bwh@wksoftware.com>
> At 04:01 PM 8/16/01 -0600, Kwon Ekstrom wrote:
>> I've never used objC so I can't say anything about how things are
>> handled with it, but it sounds like you're java code suffered
>> from poor design rather than language problems.
> This is often the argument used to defend C++, but usually stated
> in the form "If you're having problems, it's probably because you
> don't know what you're doing". Which is often true, however
> "knowing what you're doing" is a rather moving target, even with
> C++. If you read
> For me, C++'s primary problem is that it's greatest strength -- a
> nearly agnostic view on language/framework design and
> implementation idioms -- undermines its ability to be used by
> large teams. Take 10 class hierarchies written by 10 different
> programmers, and you will see 10 radically different ways of doing
> the same things. This can become a mess, especially with large
> collaborative projects where various team members may not
> particularly enjoy the idioms established for that team, project
> or company.
Yeah, that's where good documentation is a must. I really enjoy the
generated java docs, but even so, it requires a fair amount of the
programmers time to document classes properly.
>> I try to define constants on interfaces, and attempt to use more
>> or less unique naming of constants (because of multiply interface
>> inheritance). You can then modify the interfaces for a pretty
>> similar affect to modifying constants in header files.
> I'm a bit confused about the above -- can you rephrase that or
> provide an example?
Sure can, I'll even expand to include abstract classes to define
default implementations to increase code reuse. In java you only
have single inheritance, but you can implement multiple interfaces,
so they are a handy way to define details that may need to be
changed later. Also the ability to type an object as an interface
is a big help to reuse code.
Now if you don't need to extend another class, you can extend an
abstract class which defines the code to handle a default
implementation. This gives you a single point to write multiple
changes (it also helps if you have to change an interface later
since you can just define it in the abstract class and the changes
will show up on any child classes)
Interfaces also serve as enforced reminders, if you add a method to
an interface, any class that implements it must define the new
methods.
For an example, I have my list code, which extends java.util.List
and defines additional behavior such as filtering, multiple
retrieval, and output to another list. The class heirarchy looks
something like:
java.util.List -> org.Aaern.AaernList -> org.Aaern.genericList
With a variety of lists extending genericList for specific details.
I have a hasName interface defined that items with a name implement
such as Creature and Item (item and creature seem more descriptive
to me and are hopefully easier to understand for someone trying to
use my code)
So org.Aaern.hasNameList would extend org.Aaern.AaernList (with
interfaces you can have multiple inheritance, I don't use it here
but I do for my Token interface which is the basis for Room,
Creature, and Item... this further allows me to reuse code)
The interface gives me a single access point for the details such as
methods and constants, but I use an abstract class to provide a
single access point for implementation details with unique
requirements being modified later. As a rule, my abstract classes
define protected methods to handle areas that I think are most
likely to be modified in the future. You can then override those
methods to save work.
>> As for other things such as methods and fields, I prefer the fact
>> that java objects are stored in a single place.
> That's my point, and maybe your earlier statement which I didn't
> quite grok clarifies this. In Java, your interface and
> implementation are equally "exposed" to the public, so performing
> a "make" will possibly force a fairly significant rebuild even if
> you're only changing an implementation, not an interface.
Hrmm, I don't see how it would force a significant rebuild since the
JVM loads the classes into memory upon startup. Allowing you to
only recompile the classes you edit (unless you're adding methods to
an interface which requires all implementing classes to define that
method)
> Physically separating interface and implementation into separate
> files seems, to me, to be a very good thing.
*nod* That's the reason sun developed the interface system I think.
Additionally I create alot of interfaces to handle a small aspect of
what I need and have the major classes (Creature, Room, Item for
example) implement specific interfaces, this allows me to reuse code
for everything but the most specific cases. Since Creatures and
Items have names for example, I have a "hasName" interface to handle
retrieving and comparing names. One of my list interfaces allows
you to retrieve objects based on the name, so I can use those lists
for both creatures and items.
> If I spend some time doing my GMUD-In-A-Box, it will likely rely
> on a plethora of tools developed using Obj-C/Cocoa on OS X. High
> quality tools are the key to fast and effective content
> generation, and I would argue that proper tools and technology can
> radically affect a game's design philosophy. For example, if you
> can whip up a new "zone" in a week, that changes how you can view
> your game's life cycle vs. requiring 6 months to release a new
> zone.
*nod* I'm developing a text based mud, but one of the things I'd
like to write is a servlet that communicates with the mud to allow
building on the web page. A fair amount of what slows building I've
noticed is confusion about the builder commands, and a web form
seems like an idea way to simplify the work. It's a familiar
interface, but it can be setup to handle things quite easily.
Anyway, I have a complex interface scheme, I'd probably have to draw
it up or show the java docs to really explain it, my class heirarchy
is otherwise flat. But I tend to use interfaces to define specific
details to allow me to reuse more code. I hope this answered some
of your concerns without bringing up more... heh.
-- Kwon Ekstrom
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Kwon Ekstrom
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java J C Lawrence
- Chances of success (was d20 system) Bobby Martin
- Chances of success (was d20 system) Travis Casey
- Chances of success (was d20 system) Daniel.Harman@barclayscapital.com
- Chances of success (was d20 system) Travis Casey
- Chances of success (was d20 system) Daniel.Harman@barclayscapital.com
- Chances of success (was d20 system) Jon Lambert
- Chances of success (was d20 system) Kwon Ekstrom
- CoolMUD lives!, sort of. Robin Lee Powell
- CoolMUD lives!, sort of. Bruce Mitchener
- CoolMUD lives!, sort of. Dan Root
- CoolMUD lives!, sort of. Robin Lee Powell
- CoolMUD lives!, sort of. Miroslav Silovic
- CoolMUD lives!, sort of. Robin Lee Powell
- CoolMUD lives!, sort of. Bruce Mitchener
- CoolMUD lives!, sort of. Miroslav Silovic
- CoolMUD lives!, sort of. Robin Lee Powell
- MBTI vs Bartle Type (was: Personality Types) Ian Collyer
- Personality Types (was Anarchy Online (was Community Feeling)) Matt Mihaly
- Re[4]: Chances of success (was d20 system) Travis Casey
- Re[6]: d20 Travis Casey
- Re[6]: d20 rayzam
- Re[6]: d20 Bobby Martin
- MUD-Dev digest, Vol 1 #404 - 16 msgs Dr. Cat
- Personality Types Corey Crawford
- Chances of success (Bobby's algorithm) Bobby Martin
- SMAUG Code (was Personality Types) Kwon Ekstrom
- SMAUG Code (was Personality Types) Corey Crawford
- SMAUG Code (was Personality Types) Alistair Milne
- SMAUG Code (was Personality Types) Kwon Ekstrom
- SMAUG Code (was Personality Types) Miroslav Silovic
- SMAUG Code (was Personality Types) Kwon Ekstrom
- SMAUG Code (was Personality Types) Bruce Mitchener
- Re[6]: d20 Caliban Tiresias Darklock
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Kevin Littlejohn
- Writing a MUD Server in Visual Basic? Troy Fisher
- Writing a MUD Server in Visual Basic? Chris Gray
- Writing a MUD Server in Visual Basic? Matt Mihaly
- Writing a MUD Server in Visual Basic? Lars Duening
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Chris Gray
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Kwon Ekstrom
- Writing a MUD Server in Visual Basic? Jon Lambert
- Writing a MUD Server in Visual Basic? Sean K
- Writing a MUD Server in Visual Basic? Caliban Tiresias Darklock
- Writing a MUD Server in Visual Basic? Daniel.Harman@barclayscapital.com
- Writing a MUD Server in Visual Basic? Daniel.Harman@barclayscapital.com
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? verb@rpn.port5.com
- Writing a MUD Server in Visual Basic? Travis Casey
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Troy Fisher
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Bruce Mitchener
- Writing a MUD Server in Visual Basic? Tess Lowe
- Writing a MUD Server in Visual Basic? Nathan F. Yospe
- TECH: .Net (was: programming languages (was: TE CH: STL / Heaps, etc.)) Daniel.Harman@barclayscapital.com
- Pocket PC Development Peter Tyson
- Mental Nudges (was Pocket PC development) Paul Schwanz
- Mental Nudges (was Pocket PC development) Frank Crowell
- Mental Nudges (was Pocket PC development) Ian Collyer
- MojoWorld, or a new product for generated content Bruce Mitchener
- MojoWorld, or a new product for generated content Hans-Henrik Staerfeldt
- MUDs as an educational tool in impoverished regions? Eric Rhea
- ColdC documentation (SMAUG Code) brandon@roguetrader.com
- MUD to include space and more Daniel Bendiksen
- MUD to include space and more Brian Hook
- MUD to include space and more Andrew Norman
- MUD to include space and more David Loeser
- MUD to include space and more Phillip Lenhardt
- MUD to include space and more shren
- [DSN] Why Permadeath is Irrelevant Paul Schwanz
- [DSN] Why Permadeath is Irrelevant Robin Lee Powell
- [DSN] Why Permadeath is Irrelevant John Buehler
- [DSN] Why Permadeath is Irrelevant Paul Schwanz
- [DSN] Why Permadeath is Irrelevant Daniel Bendiksen
- [DSN] Why Permadeath is Irrelevant John Buehler
- AOL lawsuit Matt Mihaly
- AOL lawsuit John Robert Arras
- AOL lawsuit Matt Mihaly
- AOL Lawsuit John Robert Arras
- AOL Lawsuit Matt Mihaly
- AOL lawsuit Marian Griffith
- AOL lawsuit shren
- AOL lawsuit Jon Lambert
- Release and social aspect Ola Fosheim Grøstad
- Release and social aspect Daniel Bendiksen
- Mining the SW:G Forums Eric L. Rhea
- Mining the SW:G Forums Trump
- [TECH] MySQL for mud databases Brian Hook
- [TECH] MySQL for mud databases ryan daum
- [TECH] MySQL for mud databases Jim S
- [TECH] MySQL for mud databases Brian Hook
- [TECH] MySQL for mud databases Jussi 'Sulka' Haro