Maybe if you chopped up the data into fine enough chunks you could make it so a 
decompression of a chunk was quick enough.... say partition into aa-, ab-, ac-, ad-, 
ae-, af-words, etc.  That way if the word was aardvark, you'd just decompress the aa 
record, and so on....

Kevin

-----Original Message-----
From: Robert Purcell [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 07, 2003 10:40 AM
To: Palm Developer Forum
Subject: RE: Word Lists for Games


That's not a bad idea.  At one time I thought about
doing that, but most decompression algorithms work by
building a lookup table as they parse the list.  This
requires them to always start from the beginning of
the compressed data.  But, as you mentioned, if I
stored all the a-words in a record, then I would only
have to parse the record with a-words.

However, this would really slow down the game.  EACH
and EVERY time that the user selected a word, I would
have to decompress the record and check for a match. 
I would suspect this would greatly slow down the
game...which I don't want to do.

Thanks for your help!

-Robert


>You don't have to uncompress the whole thing to
>search for one word... You
>could arrange it into several records that contained
>the compressed content -
>say record one is all a-words compressed, record two
>is all b-words compressed,
>and so on. That way when you need to look up a word,
>you only uncompress the
>section you need. Might be a bit slower, but you
>won't take up 500k....
>
>Kevin

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