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	<title>Comments on: Canceling in TRAUMA</title>
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	<description>Inductive Game Design Research</description>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/canceling/comment-page-1/#comment-4360</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Mon, 02 Aug 2010 02:33:56 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2433#comment-4360</guid>
		<description>I don&#039;t know anybody, who can do what I want to do better that I do.

Plus, I couldn&#039;t afford him anyway.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know anybody, who can do what I want to do better that I do.</p>
<p>Plus, I couldn&#8217;t afford him anyway.</p>
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		<title>By: Digital Tools</title>
		<link>http://gamedesignreviews.com/scrapbook/canceling/comment-page-1/#comment-4353</link>
		<dc:creator>Digital Tools</dc:creator>
		<pubDate>Sun, 01 Aug 2010 17:41:24 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2433#comment-4353</guid>
		<description>&quot;It’s an amazingly coder-unfriendly way to design a programming language. It takes away control, it’s almost impossible to debug and it causes unintentional waste of resources. Canceling a loading process is exactly one of those situations where you WANT to explicitly kill a bunch of objects and you want to make sure they are REALLY gone.&quot;

When I remember my Actionscript wisdom, that this really will make Flash for you. That&#039;s cleary the good thing about scripting languages: you don&#039;t have to care about this (I guess, you never debugged some memory leaking). 

Maybe this will get you on the right path:
http://gskinner.com/talks/resource-management/
http://blog.flexmonkeypatches.com/2007/03/28/flash-player-memory-management-and-garbage-collection-redux-2/
(this could be completely outdated, but I&#039;ve seen a similar presentation some months ago...)

Hope that helps a little bit...</description>
		<content:encoded><![CDATA[<p>&#8220;It’s an amazingly coder-unfriendly way to design a programming language. It takes away control, it’s almost impossible to debug and it causes unintentional waste of resources. Canceling a loading process is exactly one of those situations where you WANT to explicitly kill a bunch of objects and you want to make sure they are REALLY gone.&#8221;</p>
<p>When I remember my Actionscript wisdom, that this really will make Flash for you. That&#8217;s cleary the good thing about scripting languages: you don&#8217;t have to care about this (I guess, you never debugged some memory leaking). </p>
<p>Maybe this will get you on the right path:<br />
<a href="http://gskinner.com/talks/resource-management/" rel="nofollow">http://gskinner.com/talks/resource-management/</a><br />
<a href="http://blog.flexmonkeypatches.com/2007/03/28/flash-player-memory-management-and-garbage-collection-redux-2/" rel="nofollow">http://blog.flexmonkeypatches.com/2007/03/28/flash-player-memory-management-and-garbage-collection-redux-2/</a><br />
(this could be completely outdated, but I&#8217;ve seen a similar presentation some months ago&#8230;)</p>
<p>Hope that helps a little bit&#8230;</p>
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	<item>
		<title>By: Digital Tools</title>
		<link>http://gamedesignreviews.com/scrapbook/canceling/comment-page-1/#comment-4352</link>
		<dc:creator>Digital Tools</dc:creator>
		<pubDate>Sun, 01 Aug 2010 17:31:26 +0000</pubDate>
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		<description>Oh Lord, you discovered the joys of user-interface programming... ;)

No really, I think coding the (or better around the) UI is often enough really a pain, when you know the guts of the code-logic. I think UI-coding is really a discipline of its own. When on a medium / big project: get an UI-code-specialist, before everything gets too late.</description>
		<content:encoded><![CDATA[<p>Oh Lord, you discovered the joys of user-interface programming&#8230; <img src='http://gamedesignreviews.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>No really, I think coding the (or better around the) UI is often enough really a pain, when you know the guts of the code-logic. I think UI-coding is really a discipline of its own. When on a medium / big project: get an UI-code-specialist, before everything gets too late.</p>
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		<title>By: GhostLyrics</title>
		<link>http://gamedesignreviews.com/scrapbook/canceling/comment-page-1/#comment-4347</link>
		<dc:creator>GhostLyrics</dc:creator>
		<pubDate>Sun, 01 Aug 2010 10:40:50 +0000</pubDate>
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		<description>not necessarily. Look at how Guild Wars did that. You download an initial part and play. While accessing new areas things/updates are downloaded, but only if needed. On a side note you could also start the guildwars.exe with a flag in order to download all the data before starting. (I think it was --image or something...)</description>
		<content:encoded><![CDATA[<p>not necessarily. Look at how Guild Wars did that. You download an initial part and play. While accessing new areas things/updates are downloaded, but only if needed. On a side note you could also start the guildwars.exe with a flag in order to download all the data before starting. (I think it was &#8211;image or something&#8230;)</p>
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		<title>By: Phil</title>
		<link>http://gamedesignreviews.com/scrapbook/canceling/comment-page-1/#comment-4345</link>
		<dc:creator>Phil</dc:creator>
		<pubDate>Sun, 01 Aug 2010 09:11:20 +0000</pubDate>
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		<description>Wait, what? Is Trauma played in a web browser? Damn. Will there be a stand-alone fully-downloadable alternative? I don&#039;t mind downloading something in advance, but downloading while playing is a huge turn-off.</description>
		<content:encoded><![CDATA[<p>Wait, what? Is Trauma played in a web browser? Damn. Will there be a stand-alone fully-downloadable alternative? I don&#8217;t mind downloading something in advance, but downloading while playing is a huge turn-off.</p>
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		<title>By: GhostLyrics</title>
		<link>http://gamedesignreviews.com/scrapbook/canceling/comment-page-1/#comment-4344</link>
		<dc:creator>GhostLyrics</dc:creator>
		<pubDate>Sun, 01 Aug 2010 07:08:54 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=2433#comment-4344</guid>
		<description>hm. Sometimes I do tag quick, dirty lines of code with some comments, like #fixme or #todo in the source. That might seem easy, but it might improve the way you work... like the final cleaning up. ;)</description>
		<content:encoded><![CDATA[<p>hm. Sometimes I do tag quick, dirty lines of code with some comments, like #fixme or #todo in the source. That might seem easy, but it might improve the way you work&#8230; like the final cleaning up. <img src='http://gamedesignreviews.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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