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Article #143

Re: Vote NO on Prop Eight

#143
From: Bill Z.
Date: Mon, 15 Dec 2008 06:39
77 lines
5775 bytes
LeRoy Blue <leroyblue@billon.net> writes:

> On Sun, 14 Dec 2008 08:46:34 -0800, nobody@nospam.pacbell.net (Bill
> Z.) wrote:
>
>>LeRoy Blue <leroyblue@billon.net> writes:
>>
>>
>>>>> I wonder why people like you remember senseless garbage from compute
>>>>> games (unless you're 15 years old. Are you fifteen?)
>>>>
>>>>Because, unlike people with alcohol-ridden brains, some of us have
>>>>good memories.  Also, <http://en.wikipedia.org/wiki/Hello,_Sailor> and
>>>><http://en.wikipedia.org/wiki/Zork> are available for reference.  Zork
>>>>was written in Muddle (subsequently renamed MDL), described in
>>>><http://en.wikipedia.org/wiki/MDL_programming_language>, and was a
>>>>computer language of some historical importance:
>>>>
>>>>           Although MDL is obsolete, some of its features have been
>>>>           incorporated in later versions of Lisp. Gerald Sussman went
>>>>           on to develop the Scheme language, in collaboration with
>>>>           Guy Steele, who later wrote the specifications for Common
>>>>           Lisp and Java. Carl Hewitt had already published the idea
>>>>           for the PLANNER language before the MDL project began, but
>>>>           his subsequent thinking on PLANNER reflected lessons
>>>>           learned from building MDL. Planner concepts influenced
>>>>           languages such as Prolog and Smalltalk. Smalltalk and
>>>>           Simula, in turn, influenced his future work on the Actor
>>>>           model.
>>>>
>>>>           But the largest influence that MDL had was on the genre
>>>>           known as interactive fiction. An interactive fiction game
>>>>           known as Zork, sometimes called Dungeon, was first written
>>>>           in MDL. Later, Reeve, Daniels, Galley and other members of
>>>>           Dynamic Modeling went on to start Infocom, a company that
>>>>           produced many early commercial works of interactive
>>>>           fiction.
>>>>
>>>>As to Zork, from the citation given above:
>>>>
>>>>            Zork distinguished itself in its genre as an especially
>>>>            rich game, in terms of both the quality of the
>>>>            storytelling and the sophistication of its text parser,
>>>>            which was not limited to simple verb-noun commands ("hit
>>>>            grue"), but some prepositions and conjunctions ("hit the
>>>>            grue with the Elvish sword").
>>>>
>>>>>>If you want a reply, come up with a sensible statement, not some
>>>>>>meaningless gibberish.  Otherwise you are just showing yourself to
>>>>>>be a puffed up fool - the sort of behavior you might see from
>>>>>>someone regularly hitting the bottle.
>>>>>
>>>>>
>>>>> If I want a reply I'll simply jerk your chain again.
>>>>
>>>>If you want a reply, come up with a sensible statement, not some
>>>>meaningless gibberish.  Otherwise you are just showing yourself to
>>>>be a puffed up fool - the sort of behavior you might see from
>>>>someone regularly hitting the bottle.
>>>
>>>
>>> I wonder how many people waste their lives away remembering crap like
>>> you have posted here? GET A LIFE! And you better hurry, On your
>>> tombstone there will be two dates...the short line between them was
>>> your life.
>>
>>A history of a computer language and how it influenced subsequent
>>work in that area is not "crap", ignorant fools like you notwithstanding.
>
>
> Dungeons, Zork! Your life is confined to looking up the ass of dead
> horses and you don't even know it. I'm pleased that you are a
> proponent of SSM. We need more like you on their team.

Try acting like an adult for a change, and maybe even read what you
were replying to: a historical account of some ideas that were
encorporated in various computer languages.
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Newsgroups: sac.general,ba.general,ba.politics,la.general,scruz.general
Subject: Re: Vote NO on Prop Eight
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From: nobody@nospam.pacbell.net (Bill Z.)
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Date: Sun, 14 Dec 2008 22:39:28 -0800