From 3615801a1ae91c42d6782ae7c4faf3da8023e538 Mon Sep 17 00:00:00 2001 From: niklas Date: Thu, 12 May 2011 14:32:29 +0200 Subject: [PATCH] Added section in conclusions! --- report.lyx | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/report.lyx b/report.lyx index 2f8bd37..bd0c3e9 100644 --- a/report.lyx +++ b/report.lyx @@ -6470,7 +6470,7 @@ Hot code replacement is a technique used to update systems while they are running. The main use of hot code replacement are in critical systems that require low downtime, such as telecom systems. - By using hot code replacement system can be able to achieve as high uptime + By using hot code replacement, systems can be able to achieve as high uptime as possible and thus improving the reliability of the system. Code replacement is a feature that exist in Erlang which means that with some work it could be implemented into the GGS. @@ -8131,6 +8131,17 @@ This thesis concludes that it is reasonable to use the same tools as those It has been demonstrated in this thesis that games can be developed for the GGS in JavaScript, while still benefiting from the features offered by Erlang and the OTP. + +\end_layout + +\begin_layout Standard +In the current state the GGS prototype is not scalable, however it seems + possible to implement scalability with more time available. + The implementation of scalability could be performed in two different ways, + either to scale one instance of the GGS or to scale by creating new instances + and support communication among them. + There are one case where problems may occur, modules in the GGS can not + be divided; therefore the scaling of one instance will be limited. \end_layout \begin_layout Standard @@ -8154,10 +8165,6 @@ printnomenclature \end_inset -\end_layout - -\begin_layout Standard - \end_layout \begin_layout Standard