Changed all can not cannot
This commit is contained in:
parent
28340e67e9
commit
5a9339b321
1 changed files with 21 additions and 20 deletions
41
report.lyx
41
report.lyx
|
@ -671,7 +671,7 @@ s are large.
|
|||
One specific section where the development has stalled is the game server
|
||||
section.
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Citation needed
|
||||
|
@ -682,7 +682,7 @@ Citation needed
|
|||
The existing game servers are functional but they lack good fault tolerance
|
||||
and the ability to scale well
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Citation needed
|
||||
|
@ -758,8 +758,8 @@ key "Armstrong03"
|
|||
either.
|
||||
An unavailable phone system could potentially have life threatening consequence
|
||||
s, leaving the public unable to contact emergency services.
|
||||
The same can not be said about an unavailable game server.
|
||||
The statement that game servers are less important than phone systems is
|
||||
The same cannot be said about an unavailable game server.
|
||||
The statement that game servers are less important than phone systems are
|
||||
not a reason not to draw wisdom from what the telecoms have already learned.
|
||||
\end_layout
|
||||
|
||||
|
@ -1059,7 +1059,7 @@ reference "cha:Implementation-of-a"
|
|||
provides a description of the prototype developed for this thesis.
|
||||
|
||||
\begin_inset Note Note
|
||||
status open
|
||||
status collapsed
|
||||
|
||||
\begin_layout Plain Layout
|
||||
We could go on and on about erlang..
|
||||
|
@ -1120,7 +1120,7 @@ Returning to the game industry, emergency services will not be contacted
|
|||
Consider an online casino company.
|
||||
The online casino company's servers must be available at all times to allow
|
||||
customers to play.
|
||||
If the servers are unavailable, customers can not play, and the company
|
||||
If the servers are unavailable, customers cannot play, and the company
|
||||
loses money.
|
||||
In this scenario, an unavailable server can be compared to a closed real-world
|
||||
casino.
|
||||
|
@ -1644,8 +1644,7 @@ Moves by players are made using the tables present in the chess club.
|
|||
This isolation of the games play an important part in many properties of
|
||||
the GGS, the isolation means that games can for example be transferred
|
||||
among different chess clubs, furthermore, if cheating takes place, corruption
|
||||
can only occur in the particular table where it was found, and can not
|
||||
spread.
|
||||
can only occur in the particular table where it was found, and cannot spread.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
|
@ -2266,8 +2265,8 @@ There are two main ways in which computer communication over the Internet
|
|||
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.
|
||||
TCP and UDP cannot 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
|
||||
layer protocol in order to work.
|
||||
|
||||
|
@ -3067,7 +3066,7 @@ status open
|
|||
nomenclature{
|
||||
\backslash
|
||||
textbf{Network split}}{Separation of two networks, occurs when two networks
|
||||
can not communicate, commonly because of a hardware or software failiure}
|
||||
cannot communicate, commonly because of a hardware or software failiure}
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
@ -3167,7 +3166,7 @@ Security
|
|||
\begin_layout Standard
|
||||
We only support languages running in a sandboxed environment.
|
||||
Each game session is started in its own sandbox.
|
||||
The sandboxing isolates the games in such a way that they can not interfere
|
||||
The sandboxing isolates the games in such a way that they cannot interfere
|
||||
with each other.
|
||||
If sandboxing was not in place, one game could potentially modify the contents
|
||||
of a different game.
|
||||
|
@ -3213,7 +3212,9 @@ name "sec:Game-Development-Language"
|
|||
\begin_layout Standard
|
||||
There is only a very limited number of game developers who would like to
|
||||
write their games in Erlang, therefore we had to come up with something
|
||||
to resolve this problem. The main idea was to offer a replaceable module which would introduce an interface to different virtual machines which would run the game code.
|
||||
to resolve this problem.
|
||||
The main idea was to offer a replaceable module which would introduce an
|
||||
interface to different virtual machines which would run the game code.
|
||||
This way a game developer can write the game in his favorite language while
|
||||
the server part still is written in Erlang and can benefit from all its
|
||||
advantages.
|
||||
|
@ -3406,8 +3407,8 @@ Due lack of time we have decided to use just the Erlang <-> JavaScrThere
|
|||
is only a very limited number of game developers who would like to write
|
||||
their games in Erlang, therefore we had to come up with something to resolve
|
||||
this problem.
|
||||
The main idea was to offer a replacable module which would introduce an interface to different virtual machines which would run
|
||||
the game code.
|
||||
The main idea was to offer a replacable module which would introduce an
|
||||
interface to different virtual machines which would run the game code.
|
||||
This way a game developer can write the game in his favorite language while
|
||||
the server part still is written in Erlang and can benefit from all of
|
||||
its advantages.
|
||||
|
@ -4205,7 +4206,7 @@ In using message passing in favor of the methods commonly used at the time,
|
|||
the issues commonly associated with shared memory and locking were avoided.
|
||||
In Erlang, everything is a process, and everything operates in its own
|
||||
memory space.
|
||||
Memory can not be shared among processes, which prohibits a process from
|
||||
Memory cannot be shared among processes, which prohibits a process from
|
||||
corrupting the memory of a different process.
|
||||
\end_layout
|
||||
|
||||
|
@ -5272,8 +5273,8 @@ Upon a crash, the coordinator process recovers the prior good state from
|
|||
A supervisor process monitors the coordinator process and restarts the
|
||||
process when it malfunctions.
|
||||
There is a window of time between the crash of the coordinator and the
|
||||
restarting of the coordinator, during this time, players can not be seated
|
||||
by new tables, and can not disconnect from the server.
|
||||
restarting of the coordinator, during this time, players cannot be seated
|
||||
by new tables, and cannot disconnect from the server.
|
||||
This window of time is very small, and the unavailability of the coordinator
|
||||
process should not be noticed by more than a short time lag for the clients.
|
||||
\end_layout
|
||||
|
@ -7630,7 +7631,7 @@ In the second testing session the delay between the server and clients was
|
|||
A connection can be seen between those values, as long as the server is
|
||||
under moderate load the delay is low and stable.
|
||||
When the load on the server increases heavily the delay does the same,
|
||||
this is because the server can not process all incoming messages and therefore
|
||||
this is because the server cannot process all incoming messages and therefore
|
||||
messages are put in a queue within the system.
|
||||
\end_layout
|
||||
|
||||
|
@ -7641,7 +7642,7 @@ status collapsed
|
|||
\begin_layout Plain Layout
|
||||
Important things to note are that the number of clients is not a good way
|
||||
of measuring the performance of the server because the server is possible
|
||||
to have a large number of clients on the server but it can not handle all
|
||||
to have a large number of clients on the server but it cannot handle all
|
||||
the information.
|
||||
Instead the performance of the server should be measured in the number
|
||||
of messages it can handle per second.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue