On Wed, 14 Apr 1999, Anthony Benjamin wrote: > do{ > dreams junk > }while(originialHP < GETHIT(ch)) Which wouldn't be a good idea since CircleMUD is a non-threaded, multiplexing, asynchronous server. In other words: nothing would be done until the function terminates. If I do, while (1) { ... connection and timing handling some_function(tick); tick++; } void some_function(int tick) { while (!(tick % SOME_VAL)) { ... } } assuming the internal loop of some_function() doesn't alter tick, we have an infinite loop. If some_function() does alter the value of tick, then we have poor programming and what would be perceived as lag by other connections to the game while some_function() does whatever it needs to do, which means CircleMUD would be completely unresponsive until such time as some_function() returns -- which may be nearly instantaneous, as all of CircleMUD's functions are; several seconds; several minutes; several hours. Whatever. It's *NOT* a good idea. -dak +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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