Skip to main content

Server coding, part 5

A shell can be extended into the subparts, which then form a shell
system. Shell systems can be used for constructing a server. And a
server is note, not a piece of cake to build up together. Here is an

example of a shell system:

class ServerNode
{
    std::string shell_system[50]{};
public:

    void add_shell(std::string push);
    std::string read();
};


The add_shell function pushes a new shell into the system, while
read() function reads the most important one.

CREATE(INSERT());

This is a test code for sql, when you use it for server building.
Server nodes have to be applied in a table matter, so that they can
be correctly used for running a server and applying videogame

runtime queries. The above test code is for measuring table records,
which have to be reading properly, before being installed into the
server private infrastructure. The test code runs in instance of the

table, to see if there are any dynamic variable incongrencies to be
made for the main tables of the database. A server map is actually is
a very useful tool for making (and maintaining servers), but you have

to first ask yourself, what kind of a server map. One type is a design
map for the infrastrucutre and maintainance, the other one is the
actual infrastructure of the server.

class WindowsHandle
{
    std::string operating_system_store[100];
};

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should, but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

object render, part 3

 Making a object requires a class call, but also has to be rendered. Monster monster{}; monster = new Monster[10]; void render_monster(Monster* monster_array); The iso c++ standard says you should use classes for making objects, not structs(structures). Considering it is a standard.  With emphasis on  should , not  must . It is a standard, not a coding rule. It was set forth by iso commitee and bjarne stroustrup. Polymorphism allows us to make multiple monster arch map types. virtual void render_monster(std::string map_name, int type=0); Atch map is a data map about what all is happening in the game, like for example campaign map. It allows making archetypes. monsters, for more efficient run time memory and pointers managing bugs and random access memory. Random access memory can hold quite many objects. class BackPack {     std::string inventory_node{}; };

object render, part 4

Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster {     std::vector<int>  head_memory{};     std::vector<int> body_particles{}; public:     int get_memory(int element);     int get_particles(int element);     int get_head_memory_size();;     int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...