On Sun, Feb 22, 1998 at 04:48:54PM +0000, Daniel Houghton wrote: > > Daniel Koepke has a valid point. Another approach you could try is investigating > the Death Gate code (at ftp.imaxx.net/~thrytis) for its use of a > shared string manager. In short, most any lenthy description is stored in one > central table along with a counter of how many things use it (objects, mobs, > rooms, doesn't matter). This means that you'll save memory on anything > redundant, and that you could code a change of description for an individual > mobile, for example, without messing with the prototype - which you could use to > say, code a beefed-up animate dead spell. DG's shared string manager doesn't really provide a savings of memory over Circle's method of sharing strings. It was done to make a safer interface to sharing strings for my OLC (it reduces memory leaks or freeing a shared string too early). It also simplifies string sharing elsewhere (like the animate dead spell mentioned above). If you're looking for a shared string manager which will reduce memory, check out the version in the Forbidden Lands code at http://www.imaxx.net/~thrytis/fl. This if a new string is created and is already in the game (perhaps in a totally unrelated description) then the string is shared. You don't have to ss_share the string to get the benifit. Eric +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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