Manual Worlds of the Universe

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A dry, rasping rattle echoes off the cool walls of the tomb, a sound almost human in the solitude of the desert. This rocky world only 4 light-years away may have lost oceans of water to the radiation blasts of its star, leaving it a possible desert world.

When the skeletons rise on Halloween night, their bones clatter as they leave their graves. Over a hundred light-years away, a planet is metaphorically having its flesh stripped from its bones. Soon, the planet and any skeleton armies on it , will be destroyed by gravity. Mar 20 0. Weekly eXchange — Phoenix Fiasco!!! Nov 12 0. Sep 10 0. Strategic eXpanse 33 — 4th Anniversary Hangout Session!

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Monday eXcursion: Conquest — Frontier Wars What if I told you that there was a real-time space strategy game that allowed you to explore star systems, colonize planets, build fleets, recruit admirals, and fight against strange alien races? May 18 0. Jan 16 0. Jul 29 0. Jun 24 0. Mar 07 0.

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Support Us! Subscribe to eXplorminate. Current Poll. Recent Comments. Upcoming Releases. Most Popular Posts. Messages are sent to the universe program, which runs on some computer in the world.

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The next section is about constructs for creating such a universe server. For now, we just need to know that it exists and that it is the recipient of messages. IP string? Before a world program can send messages, it must register with the server. Registration must specify the internet address of the computer on which the server runs, also known as an IP address or a host. Here a IP address is a string of the right shape, e.

A big-bang description of a world program that wishes to communicate with other programs must contain a register clause of one of the following shapes:. When a world program registers with a universe program and the universe program stops working, the world program stops working, too. Finally, the receipt of a message from the server is an event, just like tick events, keyboard events, and mouse events. Dealing with the receipt of a message works exactly like dealing with any other event. DrRacket applies the event handler that the world program specifies; if there is no clause, the message is discarded.

The on-receive clause of a big-bang specifies the event handler for message receipts.

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Because receive-expr is or evaluates to a world-transforming function, it too can produce a Package instead of just a WorldState. If the result is a Package , its message content is sent to the server. A registered world program may send a message to the universe server at any time by returning a Package from an event handler.

The message is transmitted to the server, which may forward it to some other world program as given or in some massaged form. The arrival of a message is just another event that a world program must deal with. Like all other event handlers receive accepts a WorldState and some auxiliary arguments a message in this case and produces a WorldState or a Package.

When messages are sent from any of the worlds to the universe or vice versa, there is no need for the sender and receiver to synchronize. Indeed, a sender may dispatch as many messages as needed without regard to whether the receiver has processed them yet. The messages simply wait in queue until the receiving server or world program takes care of them.

A server is the central control program of a universe and deals with receiving and sending of messages between the world programs that participate in the universe. Like a world program, a server is a program that reacts to events, though to different events than world s.

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The two primary kinds of events are the appearance of a new world program in the universe and the receipt of a message from a world program. The teachpack provides a mechanism for designating event handlers for servers that is quite similar to the mechanism for describing world programs.

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Depending on the designated event handlers, the server takes on distinct roles:. Each world is given a chance to send a message and must then wait to get a reply before it sends anything again. A server may play the role of a special-purpose arbiter, e. As a matter of fact, a pass-through server can become basically invisible, making it appear as if all communication goes from peer world to peer in a universe.

This section first introduces some basic forms of data that the server uses to represent world s and other matters. Second, it explains how to describe a server program. The server and its event handlers must agree on a data representation of the world s that participate in the universe. The three sample iworlds are provided so that you can test your functions for universe programs. For example:. The list of iworlds in the third field of the bundle are removed from the list of participants from which to expect messages.

Why there might be many more universes besides our own

If disconnecting from these worlds results in an empty list of participants, the universe server is restarted in the initial state. A mail represents a message from an event handler to a world. The teachpack provides only a predicate and a constructor for these structures:. A server keeps track of information about the universe that it manages.

One kind of tracked information is obviously the collection of participating world programs, but in general the kind of information that a server tracks and how the information is represented depends on the situation and the programmer, just as with world programs. The design of a universe server demands that you come up with a data definition for all possible server states.

For running universe s, the teachpack demands that you come up with a data definition for your state of the server. Any piece of data can represent the state.


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We just assume that you introduce a data definition for the possible states and that your event handlers are designed according to the design recipe for this data definition.