1. OOP Question
- Posted by ck lester <cklester at YAHOO.COM> Nov 23, 2000
- 376 views
I'm putting together this game, and I'm curious about the best way to go on something... Ralf, you may have some particularly relevant insight on this considering your PixelBot work... The players will be controlling pieces on a board. There are two ways to track their position: 1. The GAME object or PLAYFIELD object monitors/tracks the piece position, and the pieces query the playfield object for their position, OR 2. The PIECES monitor/track their own position, and the GAME object or PLAYFIELD object queries the piece for its position. The first one is what I'm thinking is best, because the pieces' position is irrelevant outside the context of a playfield! The second one just doesn't sound right, but maybe I'm missing some logic here. Any helpful insight is appreciated. -ck P.S. I've got it set up so the game itself is an object, within which you'll find a playfield, pieces, players, etc... all interacting in the environment of the game. _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com
2. Re: OOP Question
- Posted by George Henry <ghenryca at HOTMAIL.COM> Nov 24, 2000
- 415 views
- Last edited Nov 25, 2000
Tongue-in-cheek suggestion for an OOP solution (fufills the letter of OOPness, if not the spirit): Create an "Omniscient Programmer" object, and have all the other objects that need to "know" the position of the pieces query the programmer as to their whereabouts. Seriously, I think that position is logically an attribute of a game piece. Of course, position is relative to the playfield and the game and everything else in the universe, but each piece "has-a" position that is uniquely its (unless your game allows two pieces to occupy the same position; maybe I should write, "characteristically its" -- then again maybe not, 'cause that's too hard to type...). What active part does the board (playfield) take in a game, unless the board has wormholes that randomly appear and transport pieces to other positions on the board? Pieces, on the other hand, do lots of interesting stuff like move (change position), capture one another, etc. depending on the rules of the game. To change position, a piece needs to "know" its current position and the rules that determine where it can go next. Its position, seems to me, is a fundamental characteristic. Hmm, it's like my position at my job. I know my position. The rules prevent me from becoming president of the company tomorrow, or from suddenly deciding I want to be the janitor; But I could make a sideways move to a comparable position in another department, or an incremental upward move under aprropriate cursumtances. So I (an actor in the dynamic life of the company, as I conceive of a piece being an actor in a game) will not try to make a move that violates the rules, based on a clear knowledge of my current position. I hope this helps? George Henry Computers save time the way kudzu prevents soil erosion. -- Al Castanoli _____________________________________________________________________________________ Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
3. Re: OOP Question
- Posted by "Fam. Nieuwenhuijsen" <nieuwen at XS4ALL.NL> Nov 24, 2000
- 366 views
- Last edited Nov 25, 2000
> I'm putting together this game, and I'm curious about the best way to go on > something... Ralf, you may have some particularly relevant insight on this > considering your PixelBot work... Well, the Pixelbots are not OO structured. It had the positions tracked by the bot itself using service routines from the library, but I must admit that storing their positions as part of the playfield makes much more sence. Ralf N nieuwen at xs4all.nl
4. Re: OOP Question
- Posted by ck lester <cklester at YAHOO.COM> Nov 24, 2000
- 359 views
"George" (if that's your real name), > I hope this helps? Is that a question? > I think that position is logically > an attribute of a game piece. And I've considered this, but then what would you do? Have the PLAYFIELD query the piece... "Where are you?" The playfield should know where "its" pieces are! > ...each piece "has-a" position... Say a piece has a position of { 6 , 9 }. That is totally useless information. However, say a PLAYFIELD has a piece on { 6 , 9 }. Now you've got relevance. So, who manages the position? I still believe it is the playfield's. However, remember there's a third object here- the "god" object (no offense). It manages EVERYTHING. This "game" object is composed of a playfield and pieces. Maybe the GAME object manages the positions, TELLING the playfield AND the pieces where they are in relation to each other. Maybe I'm just thinking too much. Anyway, the three options: 1. The piece manages its position - now you have the playfield asking the piece where it is. "Where are you?" 2. The playfield manages the position of its pieces - now you have the playfield telling the piece where it is. "You are here, what do you want to do now?" 3. The game object manages the position of the pieces on the playfield. "You, piece, are at {6,9}. Did you hear that, playfield?" > What active part does the board (playfield) take in a game, > unless the board has wormholes that randomly appear and > transport pieces to other positions on the board? > Pieces, on the other hand, do lots of interesting stuff like > move (change position)... I submit that the piece doesn't move (itself), but GETS MOVED. I think it's a crucial difference, no? > capture one another... Again, a piece doesn't capture, it is captured. > To change position, a piece needs to "know" its current > position... You assume that "position" is a property of piece... I can see it being a temporary storage variable, but the piece itself does nothing with it except to remind the playfield where it is... thus eliminating the need for the playfield to store the positions. > and the rules that determine where it can go next... Now this is something with which I agree (grammar gymnastics!)... or do I? Imagine this: You have a bishop piece. You have a chessboard CB1 and another chessboard CB2. CB1 rules stipulate the bishop moves diagonally (ah, normality). CB2 is a bit twisted and stipulates the bishop moves horizontally/vertically! You have the SAME PIECE yet two different movement rules, as defined by the PLAYFIELD. Do you see where I'm going? So, it is not the piece that determines its movement, but the playfield/gameboard/RULES OBJECT. > Its position, seems to me, is a > fundamental characteristic. Nope, because a piece can be nowhere. It is only within the confines of a playfield or rules system that a piece "acquires" any positional relevance. Therefore, it is the piece that is told where it is, it does not tell where it is. > Hmm, it's like my position at my job. > I know my position. The rules prevent > me from becoming president of the company > tomorrow, or from suddenly deciding I > want to be the janitor... A-HA! You've just validated my position! It is the RULES that determine the move value, NOT THE PIECE. <whew> Thank you. > But I could make a sideways move to a comparable > position in another department, or an > incremental upward move under aprropriate > cursumtances. Well, just as the rules allow that, you can also become a janitor, if ya wanna. > So I (an actor in the dynamic life of > the company, as I conceive of a piece being > an actor in a game) will not try to make > a move that violates the rules, based on a > clear knowledge of my current position. Wrong, you will NOT BE ALLOWED to make a move that goes against the rules, no matter how much you try. And you only know your position as you query your environment... > I hope this helps? Most certainly! Thanks. > Computers save time the way kudzu > prevents soil erosion. -- Al Castanoli What's kudzu again? (I know, I know... look it up.) -ck _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com
5. Re: OOP Question
- Posted by George Henry <ghenryca at HOTMAIL.COM> Nov 25, 2000
- 354 views
Hi, ck (if that's your real name 8^) ), I wasn't trying to argue, I was just trying to help you clarify things. If your opinion differs from mine, that's extremely cool -- after all, it's YOUR program we're discussing. If you want to know my true personal opinion, it is an extremely relevant and pointed argument against OOP, which OOP itself creates, that issues of this sort arise and steal hours of people's thinking time when they could be doing more meaningful design or implementation work. Maybe (just maybe) AFTER I get the whole thing working via procedural programming, I can then intelligently REdesign something like this, assigning the responsibility for carrying particular bits of data and initiating particular actions to certain classes of objects. But all too often, I see actions being performed ON a group of things, that make little or no sense outside the context of the group. (As you point out, a game piece has a position and moves [or is moved] only in the context of the playfield.) So what performs the action? The "program" object, which OOP really tries to exclude and pretend does not exist, does it TO the complex of data structures that are meaningful in the context of the program. Period. Gymnastics and gyrations that force you to pretend that something else is happening are doing nothing but forcing an artificial and fundamentally false view of the proceedings on the programmer, the program, and anyone who tries to understand the program in the future. And I submit that anything that does that is doing a disservice, rather than improving matters. You refer to the "god" object. Same as the program object, or the omniscient programmer as shey embody sheirself in the code (where shey, sheirself are gender-neutral singular pronouns of my own invention). Sorry, but OOP is a godless approach to programming, where every data structure becomes a demigod, but a god is unnecessary; and if a program has a (created) god, shey has strictly limited powers. More pointedly, shey has only powers that are explicitly granted, in the same way that powers are granted to other objects; and maybe that is a good thing, in the context of programming. I am basically amused by this whole discussion from an abstract point of view. On the other hand, maybe we all stand to learn form it, myself certainly included. You must realize that there's (necessarily) a big difference in our viewpoints. You're in the middle of designing and programming something that obviously means a lot to you. While I am in no way inclined to trivialize what you're doing, my POV is more aloof, and I'm more interested in taking an abstract view of the whole ball of wax. Saying that, to me a playfield should be a "stupid" thing - in the sense that, what does the playfield neeed to know, or be responsible for? Suppose I want to write a program about astronomy. Planets, stars, and other bodies have positions in space, and the rules of physics determine where they can move to next. If I want to know the position of the Earth at 4:04 AM on November 25, 2000, I am more inclined to formulate my query as earth.position("2000:11:25:04:04") than as space.position("earth", "2000:11:25:04:04"). I just don't see any sense in asking space where each object is in relation to it. It's simpler (note, one less argument, since position in *space* is the only position that's meaningful) to ask each body where it is. So do I want space to "know" where a potentially infinite number of bodies are at all times, or do I want each body to know its own whereabouts, velocity, and trajectory? I think, the latter. Of course, the whole situation is a lot less complicated with game pieces on a playfield, my analogy is imperfect, and we're free to treat bodies in space and game pieces on a playfield completely differently. However, to me this analogy is somewhat persuasive, or at least it's a way of illustrating the approach to your progblem that I would tend to take, were it my problem. Now, if I were introducing additional coordinate systems, and positing that that a body could have independent positions in different coordinate systems, that would be a different matter. Maybe Earth has one position in space, and a completely different position in hyperspace. But who cares, unless Earth can hold both positions simultaneously? If so, then I could query earth.position(hyperspace, time) or hyperspace.position(earth, time); but if Earth can't be in both space and hyperspace simultaneously, then my code would look more like this: earth.context = hyperspace; pos = earth.position(time) -- where I am back to the simplicity of a single argument and the sense of rightness that (to me) goes along with that simplicity. Kudzu is a vine that was imported into the US to help prevent soil erosion, and proceeded (and is still proceeding) relentlessly to cover everything, smothering native vegetation and creating a uniformly unattractive (unless you *really, really* like the looks of kudzu) blanket over the landscape wherever it has become established. Astronomically, George (my real name, which my parents saw fit to give me) _____________________________________________________________________________________ Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
6. Re: OOP Question
- Posted by ck lester <cklester at YAHOO.COM> Nov 25, 2000
- 343 views
'enry, > I wasn't trying to argue, I was just trying to help you clarify things. I know! I'm of the same spirit. An increase in knowledge is good far beyond the stature of "rightness." I'm of the opinion that this is a mind-expanding exercise that does little, if any, harm... > If you want to know my true personal opinion, it is an extremely relevant > and pointed argument against OOP, which OOP itself creates, that issues of > this sort arise and steal hours of people's thinking time when > they could be doing more meaningful design or implementation work. I have had that thought pop into my head, as well. I don't think it's an argument against OOP, I think it's simply an argument against simplicity. I also believe that OOP allows one to leverage those hours spent. Once we have defined the object, it is usable over and over again, ad infinitum, ad nauseum, Nike ad museum. > Maybe (just maybe) AFTER I get the whole thing working via procedural > programming, I can then intelligently REdesign something like this, > assigning the responsibility for carrying particular bits of data and > initiating particular actions to certain classes of objects. The procedural approach, then: explain it for a game such as chess. You loop through various sub-procedures, such as "get_moves," "draw_board," "determine_winner_if_any," etc... > So what performs the action? The "program" object, which OOP > really tries to exclude and pretend does not exist... This "program" object I have discovered and named, "Game_Object." It exists, regardless of whether or not OOP wants to exclude or deny (hey, just like the Creator God of the universe! But I digress...). In fact, without the context of this "Game_Object," I don't see any way to truly model the game I want to create! Sure, we can let the piece carry its current position, but if we want to model real life, I think we have to let the Game_Object do it, because IT is the object that knows the rules. Not even the playfield can hold the rules, as was demonstrated with my previous illustration of the bishop's changing role on a chessboard. The playfield and the pieces are simply pawns in the Game_Object's universe. > You refer to the "god" object. Same as the program object, or the > omniscient programmer as shey embody sheirself in the code (where > shey, sheirself are gender-neutral singular pronouns of my own > invention). For a second I thought it was a speech-impediment made manifest via keyboard. Now I'm simply left wishing that's really what it was, instead of political correctness. Ah, well. I'm male so what do I know? > Sorry, but OOP is a godless approach to programming, > where every data structure becomes a > demigod, but a god is unnecessary; But didn't you state your belief in the god_object, despite OOP's denial thereof? The god, it seems, is necessary! How else does OOP programming work? Maybe I just don't understand. > to trivialize what you're doing, my POV is more aloof, and I'm more > interested in taking an abstract view of the whole ball of wax. I'm actually as interested in the forest as I am in this tree. I'm doing this as much for the benefit of the big picture as I am for the pixel. My contemplation here will have its reward in my future as well as yours and EU OOP. I like the abstract view because it is interesting and stimulating... moreso simply because I am NEW to it. I'm sure there are old-hat OOP guys 'n' gals out there who are yawning at this whole thing (or non-OOPers like jiri who are yawning as well). I appreciate their willingness to let this run its course! > Saying that, to me a playfield should be a "stupid" thing - in the sense > that, what does the playfield neeed to know, or be responsible for? Well, unfortunately, the pieces are stupid too. So, we've realized our need for the Game_Object, to control these stupid objects, right? > If I want to know the position of the Earth at 4:04 AM > on November 25, 2000, I am more inclined to formulate my > query as earth.position("2000:11:25:04:04") than as > space.position("earth", "2000:11:25:04:04"). I just don't > see any sense in asking space where each object is in relation to it. For simplicity's sake, you are inclined to do so... However, whereas you are desiring procedural simplicity, I am desiring an accurate OOP model, and despite the fact that the space object would be one humongous object, my viewpoint is that it should retain the position of the stupid objects that reside within it. > It's simpler (note, one less argument, since > position in *space* is the only position that's meaningful) to > ask each body where it is. But, IMO, it's an inaccurate model, and therefore I choose to disregard it. > So do I want space to "know" where a potentially infinite > number of bodies are at all times, or do I want each body to know its own > whereabouts, velocity, and trajectory? I think, the latter. I think the use of "potentially infinite" constrains your thinking. Disregard any current limitations of data storage... If you were going to model it all, would the position of an object be obtained from the space object, or would it be gotten from the floating rock? /huh?start An object can know, however, its velocity in relation to its facing... It would not know its facing, but it would know if it was "moving to its left," "moving backward," etc., would it not? Therefore, trajectory could be a property of the object. Wait. No. Then you have the playfield querying the planet object for its position. /huh?end > Of course, the > whole situation is a lot less complicated with game pieces on a playfield, > my analogy is imperfect, and we're free to treat bodies in space and game > pieces on a playfield completely differently. Well, we simply add gravity rules to the "game_object" and, WHAMMO, the game of space, where the (relevant for us) playfield is our solar system and the pieces... well... anyway. > Maybe Earth has one position in > space, and a completely different > position in hyperspace. Imagine further defining the planet class, to include the name of the solar system within which the planet resides, its neighbors, etc. Now you could have system("sol").planet("earth").neighbor(1) = "Venus" AND system("sol").planet("venus").neighbor(1) = "Earth", which is, in my book, a duplication of data and therefore BAD! IOW, you've got the same data represented multiple times. Isn't that considered a "bad thing" in database design/programming? Remove that property from the planet and give it to, say, the system object, and now earth and venus can ask, who are my neighbors, and get that data from the same data source. I don't think I did my OOP representation very well up there, but hopefully you understand my intent. If any OOP-guru can shed light on the above, and my horrific mangling of it all, please chime in. > where I am back to the simplicity of a single > argument and the sense of rightness that (to me) > goes along with that simplicity. Just to clarify, are you deriving your sense of rightness from the simplicity, disregarding the accuracy of the model, or do you believe your model is accurate, as well? We don't disagree that the model you present is simpler- I think we disagree on whether that model is accurate. And we both question whether it matters. -ck (my nickname, which my third-grade teacher saw fit to give me) _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com
7. Re: OOP Question
- Posted by Kat <gertie at PELL.NET> Nov 26, 2000
- 351 views
On 25 Nov 2000, at 13:46, ck lester and Henry wrote things.... which i won't copy over again here, cause it would just be too complicated. Cause i am exhausted, none of this may make sense tomorrow, but for now, it does... What if the solar system managed the interaction of the objects (planets), and each planet had it's own data (gravity, dimensions, lifeform listing, etc)? Since the path is based on interaction, the solar system can tell the planets where they are whenever they ask. If the solar system wants to know the planet's reflectivity, the planet should be happy to tell it, since that is a planetary quality. The solar system could then find how much light is reaching it, to see how brightly it shines, not all the time, but only when someone has asked for that particular piece of data, otherwise you are wasting time calculating useless data. My manner of executing the universe would be a separate procedural program for planets, and a program handleing the solar systems, and another to handle the galaxies. Naturally, if the program can run with larger granularity, run it all on one puter, time sliced. Alternative universes are up for grabs. Imho, the only reason to make it OOPish is if the real objects needed to respond in real time asynchonously to external stimuli, which they don't. Neither do they in chess. In fact, since, on one hand, the home pc is timeslicing *everything* anyhow, you can't get realtime. On the other hand, with increasing cpu speed, you can increase the rate of timeslicing (decrease the allocated time granularity) and approach realtime. But since it doesn't need regimented multitasking, i'd run it in dos. Every program i have converted to win from dos has run slower, even if it was the only user application running. In chess, you have the player moving in human speed, shey announces they shey wants the piece in the corner to move diagonally 2 spaces. The god(dess) part of the application looks to see what's there to move, finds it's a knight, looks up knight attributes, discovers knights can't move diagonally, and tells the player to go read a book on chess. And the modern puter can do all that, regardless of programming style, faster than the human can reach across the board to touch the piece,, so that's a semi-vote for procedural programming, that application sure doesn't need an interrupt or on_win-msg to interact with the human. All the bits of code for the pieces is recyclable too, if you simply change the name, legal moves, and values for each square on the board,, and use the same code for each place on the board. If you consider that the puter is the opposing player and must dream up a good move to make, then the overhead of OOP and time slicing is a significant time drain, and again, i'd go dos, with procedural programming, and the heck with the multitasking overhead too. As an aside,, as a teen, i could play against 6 *teams* at once, pretty much real-time, and win them all. After the 2nd game, i beat the adult guy who was teaching me the game, he never won another game from me. I have a dos chess game now, and it beats me nearly every game, even on the middle setting. Sometimes i wish i was a teen again. Kat, exhausted, mentally and physically, tonite.
8. Re: OOP Question
- Posted by Ck Lester <cklester at YAHOO.COM> Nov 26, 2000
- 347 views
On Sun, 26 Nov 2000 00:17:59 -0600, Kat <gertie at PELL.NET> wrote: >What if the solar system managed the interaction of the objects (planets), >and each planet had it's own data (gravity, dimensions, lifeform listing, >etc)? This is what has been proposed... and I agree with it. >My manner of executing the universe would be a separate procedural >program for planets, and a program handleing the solar systems, and >another to handle the galaxies. Naturally, if the program can run with larger >granularity, run it all on one puter, time sliced. Alternative universes are up >for grabs. I like to program as though my application will be running on those computers that make the "Matrix" possible... heh. heheh. <ahem> Honestly, though, as applications become larger, procedural programming won't cut it... or will it? >As an aside,, as a teen, i could play against 6 *teams* at once, pretty >much real-time, and win them all. After the 2nd game, i beat the adult guy >who was teaching me the game, he never won another game from me. I like! You ever play on Yahoo games or the Zone? -ck, up much later than he should be.
9. Re: OOP Question
- Posted by Kat <gertie at PELL.NET> Nov 26, 2000
- 352 views
On 26 Nov 2000, at 1:33, Ck Lester wrote: > > I like to program as though my application will be running on those > computers that make the "Matrix" possible... heh. heheh. <ahem> Too bad Connection Machines Inc. went bust. I would love to get my hands on one of those. They were bought up, but afaik they don't make `em like they useto. With the speed of development in new cpu and motherbd archetecture, building a big new multiprocessor box means it will be obsolete by the time you get it finished and running. I recall one *big* IBM puter, ~1000 Pentiums, 100Mhz(?). By the time the last board was installed, they couldn't find any more of those cpus new. I can imagine the Matrix, but i can't imagine how they chose a point at which to freeze the puter hardware development. An evolutionary hardware stage can obsolete the existing software, maybe that's how it would (could? did?) happen. > Honestly, though, as applications become larger, procedural programming > won't cut it... or will it? Sure they will, if you don't listen to micro$oft. <ramble> What will get harder is finding dos anywhere, and eventually it simply will fail in all date- critical situations, since it really isn't going to be maintained. And so programs you write for it won't have an audience. If you convert to linux, you take on that added overhead of the multitasking OS, and the built-in toys, such as inter-application msgs and on_events, become attractive to use, making the code more OOPish. The only percived and touted advantage OOP can offer is adding functions to a library when you don't have the oem source code, and overriding it's native functions,, both of which can be simulated with straight procedural coding, imo. </ramble> > I like! You ever play on Yahoo games or the Zone? No, i haven't. Two yrs ago, someone told me about a program to download that enabled people to play each other, but i never found anyone out there, not even the person who told me about it, and so i deleted it. No time now. Barely enough time to write any code. ( Kat, going to sleep now.
10. Re: OOP Question
- Posted by "Fam. Nieuwenhuijsen" <nieuwen at XS4ALL.NL> Nov 25, 2000
- 373 views
This is a very interresting discussion and therefor I would like to give my two cents. You are discussing the fact that actor1's position are attributes of the actor or of the playfield or of the game in general. The problem is, Actor1 doesn't exist. Actor1 is a set of positions, textures and controlling routines. Who am I ? Do I exist ? I'm merely a bunch of biologic cells existing at some place in this world. So, if you are really discussing which model is more accurate, than I wish to add to that list, that OO is not the way to model things. It is the simplicity itself that distuinishes between actors and playfield classes. In fact, you couldn't easy write code that disguishes classes. Its the whole label-way thinking, you're putting things in boxes. This is the good, but also the bad part of OOP. Therefor I would say, that the problem 'the most realisitic model using OO' .. is inmpossible problem. The most realisitic model is a context sensitive model, where each relation between facts is a fact on itself, which also relations. Far more complex than objects and their attributes. The reason we choose to use OO so often, is because it is very close to our languages. They too speak of attributes, and subjects, leading subjects, etc. "The box fell." or "I gave the man a hat.". However, we can change the basic classes and improve our structure on demand, when logic needs it to make it work. Programs can't. So you need to make the right choices from the start. If you wish to change the 'rules' of the playing field at some futher state of development you be wise to have at least the change in positions be determined by the playfield-object. (assuming the rules are also attributes of the playfield object). On the other hand, if you wish to create actors that behave differently, on the same playfield all the time, you would be better off having the positions as attributes of the actors themselves. To conclude, you can't really speak of a most realistic model, but you can speak a more useable model for a particular purpose. Ralf N. nieuwen at xs4all.nl
11. Re: OOP Question
- Posted by George Henry <ghenryca at HOTMAIL.COM> Nov 27, 2000
- 366 views
ck, Very briefly, on simplicity vs. rightness: I believe that "Occam's razor" - the simplest explanation or approach *that works* is nearly always best - is a good rule of thumb. I'm probably taking this slightly out of context, but I recall reading in an enormous book on OOP that it's an indicator of good style, language design, program design, etc. when generally speaking your method calls have at most one argument. Take that for what it's worth. I can't imagine a *valid* argument against simplicity, per se. I can imagine arguments against oversimplifying; but I think making things unnecessarily complicated is at least as bad, if not worse. All of the foregoing are statements of general principles, rules of thumb, and the like. It's apparent that some other folks who have contributed to this discussion have given it all deeper thought than I have. There is no such thing as an "accurate OOP model," except in a relative sense. You are striving for an optimum or best model, which is the thing to do. Sounds like you're on the right track. No doubt your model will evolve as you work on the project, but it helps to be headed in the right direction at the outset, no? On the idea of space (moer accurately, space-time) storing the locations of everything -- all *particles* and quanta of energy -- why not? It's possible that it actually does just that. Greg Bear wrote a novel, Moving Mars, that explores (among other things) what sorts of feats we could accomplish if we could access and *directly manipulate* that information. (Greg Bear manages to easily persuade me to suspend disbelief, so I enjoy his books.) George Henry Computers save time the way kudzu prevents soil erosion. -- Al Castanoli _____________________________________________________________________________________ Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com