Changed so it doesn't state that TCP, UDP and HTTP are of the same kind.

This commit is contained in:
Jeena Paradies 2011-05-04 13:05:24 +02:00
parent 4d3bd75723
commit 4d004c1c0f

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@ -2271,10 +2271,11 @@ name "sec:Choice-of-network"
\end_layout
\begin_layout Standard
There are three main ways in which computer communication over the Internet
usually takes place; TCP, UDP and HTTP.
The first two are transport layer protocols, which are commonly used to
transport application layer protocols, such as HTTP.
There are two main ways in which computer communication over the Internet
usually takes place; TCP, UDP are known network layer protocols and HTTP
is the most prominent application layer protocol.
The transport layer protocols, are commonly used to transport application
layer protocols, such as HTTP.
TCP and UDP can not be used on their own, without an application layer
protocol on top.
Application layer protocols such as HTTP on the other hand needs a transport
@ -4070,7 +4071,7 @@ A game launched on the GGS is run within a virtual machine.
For each programming language supported, there is a virtual machine that
interprets the game.
Furthermore an interface for communication between the GGS, the game and
the players playing the game must be present.
the players playing the game is present.
\end_layout
\begin_layout Standard
@ -4082,22 +4083,18 @@ The reason for the GGS requiring a communication channel between the game
the game state and send messages between players.
The interface provides access to three objects called
\emph on
world
\emph default
,
\emph on
player
world, players
\emph default
and
\emph on
localstorage
localStorage
\emph default
.
The game state is safely stored in a database and retrieved for manipulation
by a call for the world object.
Interaction with the players is done the same way using the player object
instead.
The localstorage is a convenient way to store globals and other variables
The localStorage is a convenient way to store globals and other variables
seperated from the game state.
Unique id:s called gametokens are generated for hosted games so that they
are not mixed up.
@ -4396,7 +4393,7 @@ expose(GameVM, Table) ->
\begin_layout Plain Layout
{"setTimeout", fund(#erlv8_fun_invocation{}, [Time, Function])->
{"setTimeout", fun(#erlv8_fun_invocation{}, [Time, Function])->
\end_layout
\begin_layout Plain Layout