Changed all VM:s to VMs

This commit is contained in:
Niklas Landin 2011-05-09 12:26:55 +02:00
parent 9eb4bc2093
commit a86e0fca3c

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@ -1356,8 +1356,8 @@ ng them, a Generic Game Server should address all of them and help the developer
\end_layout
\begin_layout Standard
Due to the limited capability of threading in many GDL VM:s, the GGS prototype
will not support MMORPG:s.
Due to the limited capability of threading in many GDL VMs, the GGS prototype
will not support MMORPGs.
\end_layout
\begin_layout Standard
@ -2976,7 +2976,7 @@ Ds generated until 3400 A.D.
This is accomplished by gathering several different sources of information,
such as: time, MAC addresses of network cards, and operating system data,
such as percentage of memory in use, mouse cursor position and process
ID:s.
IDs.
The gathered data is then
\emph on
hashed
@ -3028,7 +3028,7 @@ and
\emph default
the rest of the network later re-establish communication, they may have
generated the same ID:s if using algorithm
generated the same IDs if using algorithm
\begin_inset CommandInset ref
LatexCommand ref
reference "alg:A-simple-generator"
@ -3036,7 +3036,7 @@ reference "alg:A-simple-generator"
\end_inset
, even when mutual system-wide exclusion is implemented.
This is exactly the problem UUID:s solve.
This is exactly the problem UUIDs solve.
\begin_inset ERT
status open
@ -3863,24 +3863,24 @@ ports
\emph on
NIF
\emph default
:s (Native implemented functions)
s (Native implemented functions)
\emph on
.
\emph default
Through ports communication can take place much in the same way communication
is performed over sockets.
NIF:s are called like any other functions without any difference to the
NIFs are called like any other functions without any difference to the
caller but are implemented in C.
\end_layout
\begin_layout Standard
The GGS uses Erlang ports for generating UUID:s
The GGS uses Erlang ports for generating UUIDs
\begin_inset Foot
status collapsed
\begin_layout Plain Layout
UUID:s are discussed in section
UUIDs are discussed in section
\begin_inset CommandInset ref
LatexCommand ref
reference "sub:UUID"
@ -3892,7 +3892,7 @@ reference "sub:UUID"
\end_inset
and NIF:s for interfacing with the virtual machines of games
and NIFs for interfacing with the virtual machines of games
\begin_inset Foot
status collapsed
@ -4364,7 +4364,7 @@ reference "alg:exposing-erlang"
\end_inset
is specific to V8 and JavaScript, however implementations for different
GDL:s, or different JavaScript VM:s should be similar.
GDLs, or different JavaScript VMs should be similar.
\end_layout
\begin_layout Standard
@ -5558,7 +5558,7 @@ The game VM contains the state of the VM and a table token associated with
\begin_layout Standard
The VM itself makes it possible for the game developer to program in the
programming language covered by the VM.
In future releases, more game VM:s will be added to support more programming
In future releases, more game VMs will be added to support more programming
languages.
Because the game VM keeps track of the correct table, the game developer
does not need to take this into consideration when programming a game.
@ -5896,7 +5896,7 @@ GGS.
sendCommandToAll(command, args).
The localstorage is a convenient way to store global data and other variables
separated from the game state.
Unique id:s called gametokens are generated for hosted games so that they
Unique ids called gametokens are generated for hosted games so that they
are not mixed up.
\begin_inset ERT
status open
@ -7242,7 +7242,7 @@ Erlang identifies processes uniquely throughout the entire Erlang network
using process IDs (PID).
When we wish to refer to erlang processes from outside our erlang system,
for example in a virtual machine for a different language, possibly on
a different machine, these PID:s are no longer useful.
a different machine, these PIDs are no longer useful.
\end_layout
@ -7250,9 +7250,9 @@ Erlang identifies processes uniquely throughout the entire Erlang network
This problem is not new, and a common solution is to use a Universally Unique
Identifier, a UUID.
These identifiers are generated both using randomization and using time.
A reasonably large number of UUID:s can be generated before a collision
A reasonably large number of UUIDs can be generated before a collision
should occur.
There are standard tools in many UNIX systems to generate UUID:s, we chose
There are standard tools in many UNIX systems to generate UUIDs, we chose
to use the uuidgen command, which employs an equidistributed combined Tausworth
e generator.
\end_layout
@ -7734,14 +7734,14 @@ Compatibility
\begin_layout Standard
GGS relies on modern technologies.
This includes the virtual machines(VM) that the GGS uses for communication
between Erlang and the GDL:s.
These specific VM:s are crucial for game developers to be able to write
between Erlang and the GDLs.
These specific VMs are crucial for game developers to be able to write
games in other languages than Erlang.
Therefore it would be best for the GGS to have as many of these VM:s implemente
d as possible.
The VM:s taken into consideration so far have been unstable or incomplete
and it is possible to search for more VM:s, testing them and integrate
them into the GGS prototype.
Therefore it would be best for the GGS to have as many of these VMs implemented
as possible.
The VMs taken into consideration so far have been unstable or incomplete
and it is possible to search for more VMs, testing them and integrate them
into the GGS prototype.
\end_layout
\begin_layout Subsection
@ -7767,7 +7767,7 @@ The GGS does not support many programming languages.
For a programming language to be compatible with the GGS, not only does
it require a VM for that specific language, but the VM must have the ability
to communicate to Erlang.
More research is needed to find VM:s with this built in functionality.
More research is needed to find VMs with this built in functionality.
\end_layout