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Archived from groups: alt.games.coh (More info?)
Marc Bissonnette <dragnet@internalysis.com> once tried to test me with:
> Knight37 <knight37m@email.com> wrote in
> news:Xns96331C2EE4182knight37m@130.133.1.4:
>
>> Marc Bissonnette <dragnet@internalysis.com> once tried to test me
>> with:
>>
>>> (I'm a DB/CGI programmer, so I'm not pulling numbers out of my bum
>>>
>>>
>>> There's a *ton* of information stored per character, that would take
>>> far more than a kilobyte.
>>>
>>> A kilobyte ? Not even close (That would only be 1024 yes/no on/off
>>> bits of data)
>>
>> You're a programmer, and you don't know that a kiloBYTE can store a
>> hell of a lot more than 1024 yes/no bits of data? I think you need to
>> go back to school.
>>
>> A BYTE is 8 bits. So that's 8 different yes/no values per BYTE. And
>> that's 1024 of those.
>>
>> This is basic CS 101 stuff. It doesn't get any more basic than this.
>> :/
>>
>> Besides which, the data they'll be storing is most likely NOT a
>> series of yes/no values. They're probably using numerical codes that
>> mean something specific, like a code for each face-style, etc.
>
><Rolls eyes>
>
> So, lemme get this straight: You think that all the character data is
> stored in a single kiloBYTE on their servers ?
Uh, NO, did I write that? Pick another straw man.
> Of course, in the classic newb-to-usenet fashion, you snipped the rest
> of my comment, which stated that there is probably, on average, 10-20K
> of data per character, minimum.
Regardless, you made an error, I corrected it. And if you think i'm a newb,
you're an idiot. Go use google and get a free clue.
> Given even the volume of data stored, this just makes sense.
> Obviously, however, to geniuses like you, it can all magically be
> squeezed into a byte or three, eh ?
No, genius, I didn't write that. Go back and reread the thread, you seem to
have a reading comprehension problem.
> You *do* know, by the way, that storing a byte with eight bits of
> *usable* data is only true if they're communicating directly in
> binary, eh ?
Communicating directly in binary? Are you on crack? You do not have to
write code in binary to use bytes. You can do it in C, C++, C# or any
number of languages that support bitwise operations if you're wanting to
use 1-bit flags for yes-no variables.
> Ya caught me on my slip-up with the 8 bits to a byte - however, there
> are 1024 bytes to a kilobyte, which is, generally, still 1024 pieces
> of useable information.
It's 1024 8-bit pieces of information. You can store 8 yes/no bits of data
in 8 bits.
> (Try it: type "1" 1024 times in a text file and see how big the file
> is...)
LOL, and what would that prove? That "1" is a type char, which is a byte.
That's not the same as "yes/no" which only requires 1 bit.
> Thanks ever so much for your gentlemanly response.
Look, you tried to pass yourself off with credentials as being a
programmer, then you screwed up something as basic as the difference
between bits and bytes. Sorry if I was a bit harsh, but you were flat out
wrong.
I have no idea if they can store a character in CoH in a single kilobyte,
because I do not have any clue (nor does anyone else reading this) about
how many bits of data they actually need to store to store character
status. I'm sure I could think of some things, but I probably wouldn't
think of everything and that could throw off the numbers when talking about
the database size as a whole by a huge ass margin. I only wanted to correct
your error, I do not disagree with you (neither do I agree) with how large
the size must be to store a character. Truthfully, I think 20k is probably
a pretty high estimate, but 1k is probably low.
--
Knight37 - http://knightgames.blogspot.com
Once a Gamer, Always a Gamer.
Marc Bissonnette <dragnet@internalysis.com> once tried to test me with:
> Knight37 <knight37m@email.com> wrote in
> news:Xns96331C2EE4182knight37m@130.133.1.4:
>
>> Marc Bissonnette <dragnet@internalysis.com> once tried to test me
>> with:
>>
>>> (I'm a DB/CGI programmer, so I'm not pulling numbers out of my bum
>>>
>>>
>>> There's a *ton* of information stored per character, that would take
>>> far more than a kilobyte.
>>>
>>> A kilobyte ? Not even close (That would only be 1024 yes/no on/off
>>> bits of data)
>>
>> You're a programmer, and you don't know that a kiloBYTE can store a
>> hell of a lot more than 1024 yes/no bits of data? I think you need to
>> go back to school.
>>
>> A BYTE is 8 bits. So that's 8 different yes/no values per BYTE. And
>> that's 1024 of those.
>>
>> This is basic CS 101 stuff. It doesn't get any more basic than this.
>> :/
>>
>> Besides which, the data they'll be storing is most likely NOT a
>> series of yes/no values. They're probably using numerical codes that
>> mean something specific, like a code for each face-style, etc.
>
><Rolls eyes>
>
> So, lemme get this straight: You think that all the character data is
> stored in a single kiloBYTE on their servers ?
Uh, NO, did I write that? Pick another straw man.
> Of course, in the classic newb-to-usenet fashion, you snipped the rest
> of my comment, which stated that there is probably, on average, 10-20K
> of data per character, minimum.
Regardless, you made an error, I corrected it. And if you think i'm a newb,
you're an idiot. Go use google and get a free clue.
> Given even the volume of data stored, this just makes sense.
> Obviously, however, to geniuses like you, it can all magically be
> squeezed into a byte or three, eh ?
No, genius, I didn't write that. Go back and reread the thread, you seem to
have a reading comprehension problem.
> You *do* know, by the way, that storing a byte with eight bits of
> *usable* data is only true if they're communicating directly in
> binary, eh ?
Communicating directly in binary? Are you on crack? You do not have to
write code in binary to use bytes. You can do it in C, C++, C# or any
number of languages that support bitwise operations if you're wanting to
use 1-bit flags for yes-no variables.
> Ya caught me on my slip-up with the 8 bits to a byte - however, there
> are 1024 bytes to a kilobyte, which is, generally, still 1024 pieces
> of useable information.
It's 1024 8-bit pieces of information. You can store 8 yes/no bits of data
in 8 bits.
> (Try it: type "1" 1024 times in a text file and see how big the file
> is...)
LOL, and what would that prove? That "1" is a type char, which is a byte.
That's not the same as "yes/no" which only requires 1 bit.
> Thanks ever so much for your gentlemanly response.
Look, you tried to pass yourself off with credentials as being a
programmer, then you screwed up something as basic as the difference
between bits and bytes. Sorry if I was a bit harsh, but you were flat out
wrong.
I have no idea if they can store a character in CoH in a single kilobyte,
because I do not have any clue (nor does anyone else reading this) about
how many bits of data they actually need to store to store character
status. I'm sure I could think of some things, but I probably wouldn't
think of everything and that could throw off the numbers when talking about
the database size as a whole by a huge ass margin. I only wanted to correct
your error, I do not disagree with you (neither do I agree) with how large
the size must be to store a character. Truthfully, I think 20k is probably
a pretty high estimate, but 1k is probably low.
--
Knight37 - http://knightgames.blogspot.com
Once a Gamer, Always a Gamer.