Changes to 3.1
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report.lyx
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report.lyx
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@ -3486,12 +3486,12 @@ reference "cha:Theory"
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.
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Here the problems and their solutions are discussed in greater detail,
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and at times the text becomes more specific to GGS.
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and at times the text becomes more specific to the GGS.
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\end_layout
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\begin_layout Standard
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Much of what is discussed in this chapter has been implemented in the Erlang
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GGS prototype.
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Much of what is discussed in this chapter has been implemented in the GGS
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prototype.
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Specific solutions such as
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\emph on
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supervisor structures
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@ -3584,13 +3584,13 @@ textbf{Context switch}}{The act of switching from one context, commonly
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\end_layout
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\begin_layout Standard
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The cost of swapping operating system processes becomes a problem when many
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The cost of swapping operating system processes become a problem when many
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processes are involved.
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If the GGS system had been developed using regular operating system processes,
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it would have had to be designed in a way to minimize the number of processes.
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Using Erlang, which is capable of running very many processes, several
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times more than an operating system can, the mapping between the real world
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system (described in
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times more than an operating system can, the relation between the real
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world and the GGS (described in
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\begin_inset CommandInset ref
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LatexCommand vref
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reference "sec:Design-of-the"
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@ -3601,7 +3601,7 @@ reference "sec:Design-of-the"
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\end_layout
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\begin_layout Standard
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Erlang allows the GGS to create several process for each player connecting,
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Erlang allows the GGS to create several processes for each player connecting,
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these processes can handle a multitude of different tasks, parsing data
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for example.
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Since each task is handled by a different process, the tasks are clearly
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@ -3610,7 +3610,7 @@ Erlang allows the GGS to create several process for each player connecting,
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\end_layout
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\begin_layout Standard
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In addition to creating (or
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Besides creating (or
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\emph on
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spawning
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\emph default
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@ -3718,11 +3718,11 @@ reference "fig:The-layout-of"
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\end_inset
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the entire GGS system is represented graphically.
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The circles marked with 'C' topmost in the picture represent game clients.
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The circles marked with 'C' topmost in the picture represents game clients.
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These circles represent processes running on gamers computers, and not
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on the GGS machine.
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If a game of chess is to be played on the server, the clients on the gamers
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machines will be chess game clients.
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machine will be chess game clients.
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Clients connect through a network, pictured as a cloud, to the dispatcher
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process in the GGS.
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The dispatcher process and all other modules are discussed in
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