Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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The question is in the Title. I'm just a noob at programming and would like to know.
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Like, what is the exact process? Or why do you need them?
The latter is easier for me to explain, so...
"Deserialize" is a fancy way of saying there's data in a format. You want to take that data, and make it easier to use (I guess). Or, just change formats.
"World deserialize" is when the world data (block data, potions(?), backgrounds, custom blocks... text) is put in a format you don't easily understand... or need to convert. EE servers put the data in a certain format that they like. You have to "deserialize" based on the methods they choose.
There's also a similar setup in the database. Serializing also helps keep the data size (file size) small as possible. This way, you CAN actually cram all that ** in a 300x300. Also speeds up transmission.
Fun fact: Chris originally wrote EE to transmit every block (200*200 = 40,000) in the world upon joining.
tl;dr: de-serializing = optimization by agreeing on rules
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Serialization is persisting an object from memory to a sequence of bits.
Aka: Convert variables (objects) into bits (zeros and ones).
Obviously deserialization is the opposite thing, reading the bits and converting them into objects (which you can put in variables).
World data (all the blocks (foreground and background) in a room (things like background color, potions active, people who have edit, etc. aren't in the world data) has been serialized so that it's readable by everyone and you don't need a library (dll) to extract the block objects.
In this case you have to read bit by bit to figure out what you're currently reading: a block on the foreground with id 385 containing the text "lol i'm a sign".
That data you can then put into your own object.
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World Deserializers are glasses for bots. Basically bots can't see as you see the world.
Everybody edits, but some edit more than others
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