Changes to 3.1

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Niklas Landin 2011-05-12 19:36:44 +02:00
parent 2cea30ea1e
commit cac015a6d1

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