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- From: "Bullard, Claude L (Len)" <clbullar@ingr.com>
- To: Leigh Dodds <ldodds@ingenta.com>, xml-dev <xml-dev@lists.xml.org>
- Date: Tue, 31 Oct 2000 09:56:44 -0600
And similar to the pre and post condition notions
used in the old IETM databases. A process
executes somewhat serially, completes,
and stores the results (post-conditions) as the
pre-conditions for the next process node.
Diagnostic models based on a simulation
of operational modes works like that.
The trick for the author is to ferret out
the hidden couplers that create unknown
unknowns in processes with parallel
schedules: eg, kill the guy on the other side
of the aircraft by moving a wing surface
while they are beneath it. Again, when
doing this for real work, don't fly the
first one.
Very much the kind of thing we are discussing
in standard business processes or what MS
calls long term transactions. Neat. We
see the same design pattern in so many
different applications: persist a process
by "dehydrating" and "rehydrating". So we
get back to layering, heterarchies of
processes, etc. This is good because
we can use this understanding to look
at the meta-models being advanced for
designing these (eg, XLang, ebXML) and inquire
if they are robust enough to solve the
problem.
We discussed this thoroughly on the
vrml-lit list as well as a way of
creating interactive fiction. While
it is not realistic to talk about
non-linearity (without predictability,
plot has little meaning), it is realistic
to talk about a system of locally linear
but evolvable plots. In effect, any
control-driven system with a means to
change paths based on abstracting discoverable
patterns into signals works this way.
Most simulations of real-time systems have
the same issues.
Len Bullard
Intergraph Public Safety
clbullar@ingr.com
http://www.mp3.com/LenBullard
Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h
-----Original Message-----
From: Leigh Dodds [mailto:ldodds@ingenta.com]
I was involved with a Java port of the Quake2 game server for
a while (the project [1] has dried up now).
We ended up using a DOM tree to store the level information,
allowing game modules to manipulate the data prior to
the start of a new level. XML was also used as a means of
persisting game data, and loading game state at start of level.
I also tinkered with an XML structure for capturing the model
animation data.
It was a neat way to add extensibility to the game data. Nothing
flashy but an interesting application to work with never the less.
[1]. http://www.planetquake.com/q2java/
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