Changed all VM:s to VMs
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48
report.lyx
48
report.lyx
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@ -1356,8 +1356,8 @@ ng them, a Generic Game Server should address all of them and help the developer
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\end_layout
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\begin_layout Standard
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Due to the limited capability of threading in many GDL VM:s, the GGS prototype
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will not support MMORPG:s.
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Due to the limited capability of threading in many GDL VMs, the GGS prototype
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will not support MMORPGs.
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\end_layout
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\begin_layout Standard
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@ -2976,7 +2976,7 @@ Ds generated until 3400 A.D.
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This is accomplished by gathering several different sources of information,
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such as: time, MAC addresses of network cards, and operating system data,
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such as percentage of memory in use, mouse cursor position and process
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ID:s.
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IDs.
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The gathered data is then
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\emph on
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hashed
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@ -3028,7 +3028,7 @@ and
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\emph default
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the rest of the network later re-establish communication, they may have
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generated the same ID:s if using algorithm
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generated the same IDs if using algorithm
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\begin_inset CommandInset ref
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LatexCommand ref
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reference "alg:A-simple-generator"
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@ -3036,7 +3036,7 @@ reference "alg:A-simple-generator"
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\end_inset
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, even when mutual system-wide exclusion is implemented.
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This is exactly the problem UUID:s solve.
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This is exactly the problem UUIDs solve.
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\begin_inset ERT
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status open
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@ -3863,24 +3863,24 @@ ports
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\emph on
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NIF
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\emph default
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:s (Native implemented functions)
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s (Native implemented functions)
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\emph on
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.
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\emph default
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Through ports communication can take place much in the same way communication
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is performed over sockets.
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NIF:s are called like any other functions without any difference to the
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NIFs are called like any other functions without any difference to the
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caller but are implemented in C.
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\end_layout
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\begin_layout Standard
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The GGS uses Erlang ports for generating UUID:s
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The GGS uses Erlang ports for generating UUIDs
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\begin_inset Foot
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status collapsed
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\begin_layout Plain Layout
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UUID:s are discussed in section
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UUIDs are discussed in section
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\begin_inset CommandInset ref
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LatexCommand ref
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reference "sub:UUID"
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@ -3892,7 +3892,7 @@ reference "sub:UUID"
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\end_inset
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and NIF:s for interfacing with the virtual machines of games
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and NIFs for interfacing with the virtual machines of games
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\begin_inset Foot
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status collapsed
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@ -4364,7 +4364,7 @@ reference "alg:exposing-erlang"
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\end_inset
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is specific to V8 and JavaScript, however implementations for different
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GDL:s, or different JavaScript VM:s should be similar.
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GDLs, or different JavaScript VMs should be similar.
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\end_layout
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\begin_layout Standard
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@ -5558,7 +5558,7 @@ The game VM contains the state of the VM and a table token associated with
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\begin_layout Standard
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The VM itself makes it possible for the game developer to program in the
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programming language covered by the VM.
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In future releases, more game VM:s will be added to support more programming
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In future releases, more game VMs will be added to support more programming
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languages.
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Because the game VM keeps track of the correct table, the game developer
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does not need to take this into consideration when programming a game.
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@ -5896,7 +5896,7 @@ GGS.
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sendCommandToAll(command, args).
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The localstorage is a convenient way to store global data and other variables
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separated from the game state.
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Unique id:s called gametokens are generated for hosted games so that they
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Unique ids called gametokens are generated for hosted games so that they
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are not mixed up.
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\begin_inset ERT
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status open
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@ -7242,7 +7242,7 @@ Erlang identifies processes uniquely throughout the entire Erlang network
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using process IDs (PID).
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When we wish to refer to erlang processes from outside our erlang system,
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for example in a virtual machine for a different language, possibly on
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a different machine, these PID:s are no longer useful.
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a different machine, these PIDs are no longer useful.
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\end_layout
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@ -7250,9 +7250,9 @@ Erlang identifies processes uniquely throughout the entire Erlang network
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This problem is not new, and a common solution is to use a Universally Unique
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Identifier, a UUID.
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These identifiers are generated both using randomization and using time.
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A reasonably large number of UUID:s can be generated before a collision
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A reasonably large number of UUIDs can be generated before a collision
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should occur.
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There are standard tools in many UNIX systems to generate UUID:s, we chose
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There are standard tools in many UNIX systems to generate UUIDs, we chose
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to use the uuidgen command, which employs an equidistributed combined Tausworth
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e generator.
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\end_layout
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@ -7734,14 +7734,14 @@ Compatibility
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\begin_layout Standard
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GGS relies on modern technologies.
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This includes the virtual machines(VM) that the GGS uses for communication
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between Erlang and the GDL:s.
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These specific VM:s are crucial for game developers to be able to write
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between Erlang and the GDLs.
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These specific VMs are crucial for game developers to be able to write
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games in other languages than Erlang.
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Therefore it would be best for the GGS to have as many of these VM:s implemente
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d as possible.
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The VM:s taken into consideration so far have been unstable or incomplete
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and it is possible to search for more VM:s, testing them and integrate
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them into the GGS prototype.
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Therefore it would be best for the GGS to have as many of these VMs implemented
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as possible.
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The VMs taken into consideration so far have been unstable or incomplete
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and it is possible to search for more VMs, testing them and integrate them
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into the GGS prototype.
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\end_layout
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\begin_layout Subsection
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@ -7767,7 +7767,7 @@ The GGS does not support many programming languages.
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For a programming language to be compatible with the GGS, not only does
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it require a VM for that specific language, but the VM must have the ability
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to communicate to Erlang.
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More research is needed to find VM:s with this built in functionality.
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More research is needed to find VMs with this built in functionality.
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\end_layout
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