Only a problem if humans insert them rather than, say, editor macros or other
software.
>
> Also, we are using this in sync with a derivative of SCP from HTTP-NG.
> Basically, using multiple interactive 'streams' or channels over the
> same connection.
Right. <A HREF="SCP:stuff">
> Because of this we are still considering how to specify
> actions on a specific channel,
<A HREF="SCP[5]:stuff">
> which may speak a known protocol. For
> instance, implementing HTTP over one of the channels, how to specify that
> it is a channeled http, rather than regular HTTP requiring its own
> connection, possibly to another server?
<A HREF="SCP[5]HTTP:stuff">
> The easiest response is to
> duplicate every URL scheme with a prefix to specify that it is channeled,
yup
> but I feel this is a very poor approach, and we are fishing for possible
> alternatives.
why poor?
> (BTW, this project is not necessarily a 'mud' per se, as that has
> connontations of being a game. The environment we are creating can be
> used for a variety of purposes, and will also include VRML as a facet
> (no game is included, although a game can be built onto what we have)).
I read the cold and ice cold pages. How is the un-named client coming on?
-- Chris Lilley, Technical Author and JISC represenative to W3C +-------------------------------------------------------------------+ | Manchester and North HPC Training & Education Centre | +-------------------------------------------------------------------+ | Computer Graphics Unit, Email: Chris.Lilley@mcc.ac.uk | | Manchester Computing Centre, Voice: +44 161 275 6045 | | Oxford Road, Manchester, UK. Fax: +44 161 275 6040 | | M13 9PL BioMOO: ChrisL | | Timezone: UTC +1 URI: http://info.mcc.ac.uk/CGU/staff/lilley/ | +-------------------------------------------------------------------+