RE: game development question:reading and writing game data to and from files

  • From: "Ken Perry" <whistler@xxxxxxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Mon, 13 Jul 2009 22:03:15 -0400


This is what the boost::serialization library gives to c++.

Ken

-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of black ares
Sent: Monday, July 13, 2009 4:06 PM
To: programmingblind@xxxxxxxxxxxxx
Subject: Re: game development question:reading and writing game data to and
from files

java has the serialization concept,
so for it use ObjectOutputstream and objectinputstream.
You can give write(obj) and that is all.
regardless of the type of the object. Sure, it can be a map, an array list, 
etc.
Also java implements the java.util.properties class and concept
where files with key/value pairs can be saved and loaded easily.

Just search and don't try to get complex things for simple tasks.
That is the reason that I've told that I see that solution as a over 
engineered.

You want to use bison flex and co, which are powerfull parsing tools, for 
simply write some data and read it back.
This is like I will use a spaceship to go from londra to new york.


----- Original Message ----- 
From: "Tyler Littlefield" <tyler@xxxxxxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx>
Sent: Monday, July 13, 2009 6:40 PM
Subject: Re: game development question:reading and writing game data to and 
from files


> um, a very very very long line, possibly?
> I know you could fwrite the struct, but that's kind of rough, no?
> I guess I could write in all the data, then I'd have to read it all back, 
> but I'm not quite sure how to do a binary dump of multiple maps.
> I'd like to get this done kind of soonish, as it's the only thing holding 
> me up, though.
> ----- Original Message ----- 
> From: "Sina Bahram" <sbahram@xxxxxxxxx>
> To: <programmingblind@xxxxxxxxxxxxx>
> Sent: Monday, July 13, 2009 9:33 AM
> Subject: RE: game development question:reading and writing game data to 
> and from files
>
>
> How is this not a oneliner in c, c++, java, python, perl, or lisp?
>
> I've done it as a oneliner in all of those things.
>
> Take care,
> Sina
>
> -----Original Message-----
> From: programmingblind-bounce@xxxxxxxxxxxxx
> [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Bill Cox
> Sent: Monday, July 13, 2009 8:32 AM
> To: programmingblind@xxxxxxxxxxxxx
> Subject: Re: game development question:reading and writing game data to 
> and
> from files
>
> In my DataDraw based system, if I want to save or load a
> mysqldump-like version of my data, it's 1 line of code.  It's similar
> if I prefer a binary dump.
>
> The fact that C++, Java, and other languages don't have this simple
> feature blows me away.  How hard is it to auto-traverse your data and
> print it to a file, and to load that same file later?  I'm amazed at
> the waste of effort and time programmers spend on this automatible
> task.
>
> Anyway, for the vast majority of programmers without such simple
> solutions available, here's what I recommend.  Print your data to a
> file.  If flex/bison is too complex, then use fscanf.  It's really
> that simple.  Extra credit if you make your save file a list of
> commands that recreate your data when executed.
>
> Bill
>
> On Mon, Jul 13, 2009 at 1:45 AM, black
> ares<matematicianu2003@xxxxxxxxxxx> wrote:
>> it sounds some how as an over engineered system.
>>
>> ----- Original Message ----- From: "Bill Cox" <waywardgeek@xxxxxxxxx>
>> To: <programmingblind@xxxxxxxxxxxxx>
>> Sent: Sunday, July 12, 2009 10:39 PM
>> Subject: Re: game development question:reading and writing game data to
> and
>> from files
>>
>>
>> So long as we're talking about some more esoteric stuff, I'll go ahead
>> and describe how I actually deal with saving data. However, be
>> warned, it will make your brain hurt.
>>
>> I do a semi-object-oriented style of C, based on a database code
>> generator I maintain at datadraw.sf.net. It keeps all the data
>> in-memory rather than on disk, and has an interface somewhat like
>> mysql, but with speed that's faster than plain C. When I want to
>> save, I have the database manager write out an ASCII database, similar
>> to what you get with mysqldump. As users take actions that modify the
>> database, I log the commands that modified it to a log file, so to get
>> to the current state, I load the ASCII database, and replay the log
>> file. If I wanted all this automated, I'd use a persistent DataDraw
>> database, but I prefer the version where I replay commands from the
>> log file.
>>
>> I would recommend you don't do what I do. It's way cooler and more
>> efficient and easier in the long run to deal with than a Mysql
>> database, but then again, I wrote the DataDraw tool, and am the
>> leading expert in it's use.
>>
>> For multiple users interacting with a server, I use a simple tool I
>> wrote called Command Serialiser, at comserial.sf.net. It allows
>> front-end tools (typically in PHP for web pages) to connect in a way
>> similar to mysql. My back-end engine reads commands from it one at a
>> time, so it can be single threaded, and uses a simple console style
>> command interface. The overall architecture, I feel, is far more
>> secure, many times faster, and easier to write and maintain than
>> typical LAMP applications. However, LAMP runs the world. My system
>> currently runs only one web site, and learning it will turn you into
>> an alien.
>>
>> On Sun, Jul 12, 2009 at 3:16 PM, black
>> ares<matematicianu2003@xxxxxxxxxxx> wrote:
>>>
>>> xml files is all he needs.
>>>
>>> ----- Original Message ----- From: "Rui Batista"
>>> <ruiandrebatista@xxxxxxxxx>
>>> To: <programmingblind@xxxxxxxxxxxxx>
>>> Sent: Sunday, July 12, 2009 9:17 PM
>>> Subject: Re: game development question:reading and writing game data to
>>> and
>>> from files
>>>
>>>
>>>> Why don't you use DBM files or sqlite or something?
>>>>
>>>> Flex/bison/parsing-almost-from-scratch stuff is better to do things 
>>>> more
>>>> complex then that, like programming languages, complex configuration
>>>> files, Etc... You are just saving data I think.
>>>>
>>>> Just my to cents.
>>>>
>>>> Best regards,
>>>>
>>>> Rui Batista
>>>> Dom, 2009-07-12 às 10:50 -0600, Tyler Littlefield escreveu:
>>>>>
>>>>> I like that idea. Do you have any good resources for bison? I've tried
> a
>>>>> few
>>>>> times and never managed to understand how it works all that well.
>>>>>
>>>>> ----- Original Message ----- From: "Bill Cox" <waywardgeek@xxxxxxxxx>
>>>>> To: <programmingblind@xxxxxxxxxxxxx>
>>>>> Sent: Sunday, July 12, 2009 10:48 AM
>>>>> Subject: Re: game development question:reading and writing game data 
>>>>> to
>>>>> and
>>>>> from files
>>>>>
>>>>>
>>>>> In general, for complex databases, I prefer to write custom
>>>>> reader/writers using bison/flex. An ASCII file that mirrors your
>>>>> classes well has many advantages. You can edit it easily, and it's
>>>>> fairly simple to maintain backwards compatibility with previous
>>>>> versions.
>>>>>
>>>>> Bill
>>>>>
>>>>> On Sun, Jul 12, 2009 at 12:39 PM, Tyler
> Littlefield<tyler@xxxxxxxxxxxxx>
>>>>> wrote:
>>>>> > hmm, so I would store the pointer to an int/string/double.
>>>>> > I need to be able to tell what it is though, no?
>>>>> >
>>>>> > ----- Original Message ----- From: "Sina Bahram" <sbahram@xxxxxxxxx>
>>>>> > To: <programmingblind@xxxxxxxxxxxxx>
>>>>> > Sent: Sunday, July 12, 2009 10:36 AM
>>>>> > Subject: RE: game development question:reading and writing game data
>>
>>>>> > to
>>>>> > and
>>>>> > from files
>>>>> >
>>>>> >
>>>>> >> The map definitely handles this bro.
>>>>> >>
>>>>> >> Just don't make it a map of primative to primative, make it a map 
>>>>> >> of
>>>>> >> primative to object. That object can be of any type you like.
>>>>> >>
>>>>> >> Take care,
>>>>> >> Sina
>>>>> >>
>>>>> >> ________________________________
>>>>> >>
>>>>> >> From: programmingblind-bounce@xxxxxxxxxxxxx
>>>>> >> [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler
>>>>> >> Littlefield
>>>>> >> Sent: Sunday, July 12, 2009 12:18 PM
>>>>> >> To: programmingblind@xxxxxxxxxxxxx
>>>>> >> Subject: game development question:reading and writing game data to
>>>>> >> >> >>
>>>>> >> and
>>>>> >> from
>>>>> >> files
>>>>> >>
>>>>> >>
>>>>> >> Hello all,
>>>>> >> I've started work on a custom mud, and am trying to figure 
>>>>> >> something
>>>>> >> >> out.
>>>>> >> Each player will have a set of keys that will be stored, name, >>
>>>>> >> connect
>>>>> >> time,
>>>>> >> creation time, etc.
>>>>> >> I was thinking of storing these in a map, but that requires that 
>>>>> >> the
>>>>> >> >> map
>>>>> >> hold multiple values; something which the c++ map doesn't do.
>>>>> >> So, I'm trying to figure something out.
>>>>> >> I'd like to be able to store player data, and a list of the 
>>>>> >> player's
>>>>> >> inventory so the objects can be recreated when the player connects
>>>>> >> somehow.
>>>>> >> I would need to store object type, name, etc etc.
>>>>> >> I'm not quite sure how I could achieve this easily; I could 
>>>>> >> possibly
>>>>> >> itterate through the map once I've gotten the data type thing
> figured
>>>>> >> >> out
>>>>> >> and do something like write key=value.
>>>>> >> Then when I loaded it I could just strtok on the = and set that up,
>>>>> >> >> >>
>>>>> >> but
>>>>> >> I'm
>>>>> >> not quite sure how I'd handle inventory and that.
>>>>> >> This is the only snag I'm having so far, and I'm not able to move 
>>>>> >> on
>>>>> >> without
>>>>> >> it, as I'm to the point where I need to start saving player data, 
>>>>> >> so
>>>>> >> >> help
>>>>> >> would be really appriciated at this point. :)
>>>>> >> Thanks,
>>>>> >>
>>>>> >> __________
>>>>> >> View the list's information and change your settings at
>>>>> >> //www.freelists.org/list/programmingblind
>>>>> >>
>>>>> >
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>>>>>
>>>> Rui Batista
>>>> E-mail/googletalk: ruiandrebatista (at) gmail (dot) com
>>>> MSN/WLM: ruiandrebatista (at) hotmail (dot) com (don't send mail to 
>>>> this
>>>> on)
>>>> Skype: ruiandrebatista
>>>> twitter: http://twitter.com/ragb
>>>> weblog: http://outputstream.wordpress.com
>>>>
>>>> __________
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>>>> //www.freelists.org/list/programmingblind
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>>>
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