Quoting Ed Murphy <[EMAIL PROTECTED]>:

root wrote:

On 9/17/07, Geoffrey Spear <[EMAIL PROTECTED]> wrote:
On 9/17/07, Ed Murphy <[EMAIL PROTECTED]> wrote:
Zefram wrote:

It seems to me that switches are a special case of your variable concept,
where the restricting type is an enumeration.
It doesn't have to be.  A rule could define a switch's valid values
as "all real numbers from 0 (default) to 1, inclusive", for instance.
It could but that would break the switch metaphor IMO.  I'd suggest
calling such a thing a "dial".  Then again personally I think a
"switch" should have exactly two possible values.

Interesting point.  This suggests to me that what we really ought to
do is to split switches into two disjoint components:  a variable to
hold values, and a switch (or dial, or whatever we want to call it)
that exists purely as a mechanism for changing its variable's value.

This sheds some new light on my CotC DB maintenance, e.g.
  update players set active = 'f' where name = 'Quazie'

What other game mechanisms can we re-cast using a SQL metaphor?

All of them? Hmmmm anyone ever done a pure programing/sql nomic?


--
Peekee

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