On Monday 31 December 2007 10:40:35 Ian Kelly wrote:
> On Dec 30, 2007 6:03 PM, Josiah Worcester <[EMAIL PROTECTED]> wrote:
> > From playing B Nomic, I've seen one potentially useful idea: transactions. 
I'm
> > not sure if everyone wants them, but let's see:
> >
> > Proto: Transactions (power=3?)
> > Create a rule titled "Transactions" with the following text:
> > A transaction is a method of announcing actions, contained entirely
> > within "BEGIN TRANSACTION" and "END TRANSACTION". A transaction may have a
> > list of assertions and may have a list of actions. If any assertion made
> > within the transaction is not true at the time of the transaction or,
> > alternatively, the time specified within the assertion, then none of the
> > actions in the transaction take effect. If any action made within the
> > transaction fails, then none of the actions in the transaction take 
effect.
> 
> I'm not sure about this.  Well designed transactions could be useful,
> but poorly designed transactions could be worse than restricting
> atomicity to individual actions (i.e., what we do now).  For example,
> consider this hypothetical transaction:
> 
> BEGIN TRANSACTION
> I register.
> I sit up.
> END TRANSACTION
> 
> If this is accepted for several months, at which point somebody
> suddenly notices that the game was in emergency session at the time,
> then the transaction is invalidated, the registration is annulled, and
> every action performed since that moment by or involving that player
> is invalidated as well.
> 
> -root
> 

Perhaps have transactions self-ratify? :p

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