Changed all can not cannot

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niklas 2011-05-11 14:17:41 +02:00
parent 28340e67e9
commit 5a9339b321

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@ -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.