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Remove llGiveInventory

Ace Cassidy
Resident Bohemian
Join date: 5 Apr 2004
Posts: 1,228
04-03-2005 06:29
I'm all in favor of this thread's death, and there is absolutely no reason to ever have to throttle 'llDie()'.

- Ace
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Zeno Concord
To infinity, and beyond!
Join date: 28 Mar 2005
Posts: 51
Replication is not the problem
04-03-2005 09:54
I agree there is a problem (the potential for problems is a problem), but I disagree that the problem is replication specifically. Replication is a good thing if it can be controlled. Out of control replication leads to too many objects and contention of resources which leads to severe lag and crashing of servers. I think it is important to make that distinction so that we can preserve the ability to do replication.

In fact, other events can also lead to the same result of too many objects and contention of resources. For example, too many players converging on a single sim, and each player rezzing one object could have the same effect. It's just that replication makes it very easy to get out of control, and thus we tend to blame replication.

As a programming analogy, think of loops and recursion. Both can lead to infinte loops that consume all CPU time or fill up memory. But we would not want to ban loops and recursion. (Pure functional programmers want to ban loops just because they are inelegant and it is more difficult to prove they work compared to recursion. )

From: blaze Spinnaker
The issue was that replication can cause problems in SL.


Yes, but other things can cause the same problems, only replication makes it very easy. Focusing on replication as the problem is what has caused most of the controversy in this thread, I think.

From: blaze Spinnaker

If you still think it's not a problem, IM me, and I'll send you my short ten line program that can (and has) replicated into the entire grid.


I'd like an example of a safe replicator, one that self-regulates such that there will never be more than, say, 100 per sim, whatever it takes to avoid causing problems. I think it would be great if there were simple ways to build in such self-regulation, so that more people could experiment with replcation in a safe way.


From: blaze Spinnaker
I like the idea of moving across Sim Borders the most as it implies unless you own property in the SIM or that's where you rezzed, then your access to the grid at large becomes limited.


Constraints on crossing borders would constrain the problem to specific sims, but I don't think that is enough. I don't want any sims to become overloaded and crash for any reason.

From: blaze Spinnaker
Also, re-open a thread Zeno. For whatever reason, I don't see it, I have done nothing but attract interpersonal comment after interpersonal comment in this thread.


Claiming that the problem is replication or the llGivenInventory command has caused many people, myself included, to react against overconstraints. But many people have not gotten beyond that. Many people won't accept that there can be a problem until they see or even experience the problem themselves. And THAT is a social engineering problem.

We should have a new thread on balancing resource consumption. I'll get around to doing that, unless someone else does first.
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
04-03-2005 10:01
I tried to write something that could replicate in an intelligent and constrained way.

I could not for the life of me think of a way to do it that could deterministically ensure that replication would not proceed into exponential growth.

I sent you a copy of the program, let me know how you think it might be possible to improve it such that exponential growth could not occur.

The problem with replication, in my opinion, is that it becomes global in nature.

I have found pretty much every architecture problem to be solved by localization. Something LL should really really consider for SL in general so we don't have these global blackouts on the login server.

Small outages are fine. You can apologize to a small group of customers and try to arrange things so it doesn't happen again. Global outages are very very painful.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
04-03-2005 11:02
From: blaze Spinnaker
I tried to write something that could replicate in an intelligent and constrained way.

I could not for the life of me think of a way to do it that could deterministically ensure that replication would not proceed into exponential growth.

I sent you a copy of the program, let me know how you think it might be possible to improve it such that exponential growth could not occur.

The problem with replication, in my opinion, is that it becomes global in nature.

I have found pretty much every architecture problem to be solved by localization. Something LL should really really consider for SL in general so we don't have these global blackouts on the login server.

Small outages are fine. You can apologize to a small group of customers and try to arrange things so it doesn't happen again. Global outages are very very painful.


it's called a start param or an sparam or a rez param.
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Zeno Concord
To infinity, and beyond!
Join date: 28 Mar 2005
Posts: 51
04-03-2005 13:53
From: blaze Spinnaker
I could not for the life of me think of a way to do it that could deterministically ensure that replication would not proceed into exponential growth.

It is an interesting challenge, given the lack of built-in global constraints on resource consumption, such as what I was suggesting. (By global, I mean within a sim, but perhaps we need both sim-level and grid-level constraints.) The problem is how would each individual object know how many other individuals already exist? The only way to do it without global communication is somehow computing how long each individual should wait until it reproduces, and voluntarily dying at the right times.

Ah.. here is an idea: maybe do something like Conway's game of life where if an individual sees too many others nearby, it up and dies, and individuals without at least two neighbors would die (of loneliness or starvation, depending on how you think about it). So an individual in SL should only reproduce in an area that had some small number of other individuals.

From: blaze Spinnaker
I sent you a copy of the program, let me know how you think it might be possible to improve it such that exponential growth could not occur.

Thanks. It might be OK if there is exponential growth for a while, as long as it can contain itself before it goes too far.

From: blaze Spinnaker
The problem with replication, in my opinion, is that it becomes global in nature.

Well, to pick a nit, there is nothing inherent in replication by itself that means it must become geographically global. But objects can move around, obviously.

From: blaze Spinnaker
I have found pretty much every architecture problem to be solved by localization. Something LL should really really consider for SL in general so we don't have these global blackouts on the login server.

Small outages are fine. You can apologize to a small group of customers and try to arrange things so it doesn't happen again. Global outages are very very painful.

Certainly global outages should be a top priority. Occasional local outages are not so serious, but I would never say they are fine. As you say, arrange things so it doesn't happen again. And if local outages can be prevented altogether, then the global level takes care of itself. I am a firm believer in decentralized control as much as possible, to avoid single-point-of-failure problems and to increase scalability.
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
04-04-2005 05:22
From: someone

Ah.. here is an idea: maybe do something like Conway's game of life where if an individual sees too many others nearby, it up and dies, and individuals without at least two neighbors would die (of loneliness or starvation, depending on how you think about it). So an individual in SL should only reproduce in an area that had some small number of other individuals.


If you check the script I sent you, you'll see that it has the capability for that. Basically, I shout and if anyone hears, I die.

Unfortunately, I found that I died too quickly. And, unfortunately, the messaging in LL is not very deterministic. IE, you have no idea when it's going to fire and when it's going to be heard.

I could come up with a lot of soft rules which decrease the likelihood of replication going out of control, but as I put in more rules the more complex it became. At some point, I realised, I could just bug myself out and "goo the grid" as it were purely by accident.

One idea I had was to test in preview. At least if I took preview down, no one will get toooo mad at me :)

Might want to warn a linden, first, though :)
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
04-04-2005 06:46
*sigh*
Treat it like how cells devide. Use the start paramater as a sort of telomere length

Some articles on Telomeres
http://en.wikipedia.org/wiki/Telomere
http://www.findarticles.com/p/articles/mi_qa3874/is_199809/ai_n8823970
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
04-04-2005 07:05
That doesn't work if you expect to replicate widely because of the large amount of parcels which will not let you pass or rez.

You can tweek but at some point your 'telomere length' will be too much for the grid to handle.

The confusion here might be that I am interested global replication, which is the problem interesting to me.

Simply replicating in a constrained area doesn't seem particularly interesting.

I think another solution, which could work, is to contact a central server and see if there is "room" for another object. Basically, come up with the assumption that we can have no more than 20 replicants per sim and we don't replicate until we get an answer back.

The only problem with this, is that will be a lot of emails getting send out (20*500 sims) every second.

We could computationaly elect a prim per sim which tells everyone whether they can replicate or not. I get nervous though, because a) the code could have a bug (it only takes, one bug) and b) LL's messaging system isn't very reliable.
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
10-25-2005 05:41
From: blaze Spinnaker
The issue is not black and white. There are always gradations, compromises, and appropiate solutions for particular problems.

This particular problem leaves open for the capacity for global and mass havok. Reducing that capability so that any problems are localized seems like the most reasonable behaviour.

Now, what would be ideal is a bottom up solution, rather than one forced down our throats top down. A lot of people complain that LL doesn't bother collaborating with the community on the road map or technical decisions.

But why would they? We tend to be short sighted and only seem to care about our own particular needs rather than something that is benficial to the community as a whole. Not to mention generally offensive, insulting and quick to jump to accusations and blame.

Proposing a thoughtful bottom up solution proposed by the community about how to intelligently constrain its own capability for mass chaos would definitely be the right step forward in proving that we're worthy collaborators.


Yeah, this is probably my favorite.
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
10-25-2005 05:45
From: blaze Spinnaker
Yeah, this is probably my favorite.


pleased with yourself, are you?
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
10-25-2005 05:48
Well, yes, how the current O2O solution that has been forced down our throats top down kinda amused me, yes.
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
10-25-2005 05:55
From: blaze Spinnaker
Well, thow the current O2O solution that has been forced down our throats top down kinda amused me, yes.



Oh good.

I'm really fucking amused too. So is Surina. Oh, and Francis is, I'm sure. As are Strife and Xylor. And probably anyone else trying to be innovative and creative with this function. And anyone that ever bought their products. I'm sure we'll see LOTS more of them before the week is out and people have had a chance to do damage assessment.

But glad you're amused at least. :)
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
10-25-2005 06:04
Hmmm, yeah. Well, re-read this thread. I think I deserve at least that much.
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
10-25-2005 06:18
From: blaze Spinnaker
Hmmm, yeah. Well, re-read this thread. I think I deserve at least that much.


What? 8 pages of you ignoring peoples reasoned objections and arguments and then having them all keep pointed out you're doing so for you to ignore that too? What was your point? That somehow you won and pwned the lot of us?

You were right about one thing: your prediction that LL would sometime down the road make a fucking ridiculous knee jerk nerfing of the functionality and thereby fuck over a whole bunch of residents and content creators.

Well done.
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
10-25-2005 06:24
I just realised that someone can fly around and rez objects by dragging them out of his/her inventory, and there is NO LIMIT to how much he can do this - this must be stopped at once. Think about the children! NNOOO, my knee! Rabble, rabble, rabble! RABBLE RABBLE RABBLE!!!

Guns don't kill people, people kill people. No wire hangers! Never EVER shake a baby! And never EVER enable physics on your baby and unlink it!

Seriously, before I get and more cynical I'll stop and just second what Jillian(and everyone else) has said 100 times over - NO. Don't break functionality to try to idiot-proof SL.
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
10-25-2005 06:29
From: Logan Bauer
NO. Don't break functionality to try to idiot-proof SL.


Too late. The idiots win.
jerry Therian
Registered User
Join date: 19 Jun 2004
Posts: 12
wow
10-25-2005 06:52
Thought this was a forum, not a chat room
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
10-25-2005 06:59
there's a difference?
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Myrilla Vixen
Definitely Bloo
Join date: 11 Jun 2005
Posts: 143
*the last horse finally crosses the finish line*
10-25-2005 09:37
Hey! I had a kinda dumb idea but...

What if, when an object crosses a sim border, it remembers that it did so.. and it automatically checks every few minutes to see if the sim ir originated from is still running. If the 'parent' sim crashes, then all scripts on the object shut off(or the items are returned to the creator) and the lindens are immediately informed, just in case?

I think if there were a way to make this work, and make it work for all objects rezzed by a 'wandering' object.. etc etc..

Already emailing it to Kelly Linden, but thought I would ask for some opinions..

*Edit* One last edit.. you can crash a sim without scripting, and if you've got the patience even without physics. I've done both unintentionally(both in empty or near empty sandboxes). No amount of putting rubber bands on peoples claws is going to stop malicious intent, and as long as SL lets people into their grid for free, so that they don't even have the tenous affection that a purchase makes, then these stupid spats of gridwide drama are going to keep getting more prolific.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-25-2005 16:53
From: Kris Ritter

From: blaze Spinnaker

Hmmm, yeah. Well, re-read this thread. I think I deserve at least that much.

You were right about one thing: your prediction that LL would sometime down the road make a fucking ridiculous knee jerk nerfing of the functionality and thereby fuck over a whole bunch of residents and content creators.

Well done.


I say we get our pitch forks and torches and give the messenger what he deserves :p
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
10-25-2005 16:58
From: Strife Onizuka
I say we get our pitch forks and torches and give the messenger what he deserves :p


Ooh can we? Please? You promise?
Merwan Marker
Booring...
Join date: 28 Jan 2004
Posts: 4,706
10-25-2005 17:10
LindenLab:FuckingUpContentCreators::We-Value-Your-Imput:X

X = you tell me...

:eek:
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
12-15-2005 04:51
From: Kris Ritter
What? 8 pages of you ignoring peoples reasoned objections and arguments and then having them all keep pointed out you're doing so for you to ignore that too? What was your point? That somehow you won and pwned the lot of us?


Ok Kris, I'll bite, which reasoned objection were you referring to?
_____________________
Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
12-15-2005 07:44
can't this thread just die? it's a year old. The only suggestion in it that was ever implemented was this theads name sake (and then unimplemented). Other suggestions in the thread to make it possible for sims to talk to each other about active infections and take automated responces have been... ignored. The situation is simple, LL doesn't want to invest the time and effort to write the software needed. When will they relize this is inevitable? It doesn't take a genious scripter to write grey goo.

The problem is simple, the solution is complex.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
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