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July 21, 2003
Game theory in movies

Remember the movie Footloose? My apologies to anyone in advance who'd managed to forget it, but I need you to reactive those brain cells right now. Because I just stumbled upon something incredibly cool -- a site that indexes examples of game theory as represented in popular culture: Movies, television, books and music.

Who knew that by watching Footloose, we were getting the following lesson:

A game of chicken on a narrow road, with ditches on each side for effect, and riding tractors. A stuck shoe lace demonstrates commitment.
Posted by Clive Thompson at July 21, 2003 07:51 PM

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Comments

The whole gametheory.net site is a great resource.

Posted by: Erik at July 22, 2003 4:32 PM

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Posted by: Gabriola Island at January 10, 2004 6:23 AM

Nice site. thx.

Posted by: Online Casino at January 16, 2004 2:54 AM

Each Stack Frame represents a function. The bottom frame is always the main function, and the frames above it are the other functions that main calls. At any given time, the stack can show you the path your code has taken to get to where it is. The top frame represents the function the code is currently executing, and the frame below it is the function that called the current function, and the frame below that represents the function that called the function that called the current function, and so on all the way down to main, which is the starting point of any C program.

Posted by: Benjamin at January 19, 2004 7:01 PM

Let's take a moment to reexamine that. What we've done here is create two variables. The first variable is in the Heap, and we're storing data in it. That's the obvious one. But the second variable is a pointer to the first one, and it exists on the Stack. This variable is the one that's really called favoriteNumber, and it's the one we're working with. It is important to remember that there are now two parts to our simple variable, one of which exists in each world. This kind of division is common is C, but omnipresent in Cocoa. When you start making objects, Cocoa makes them all in the Heap because the Stack isn't big enough to hold them. In Cocoa, you deal with objects through pointers everywhere and are actually forbidden from dealing with them directly.

Posted by: Ciriacus at January 19, 2004 7:01 PM

Note the new asterisks whenever we reference favoriteNumber, except for that new line right before the return.

Posted by: Abraham at January 19, 2004 7:01 PM

Since the Heap has no definite rules as to where it will create space for you, there must be some way of figuring out where your new space is. And the answer is, simply enough, addressing. When you create new space in the heap to hold your data, you get back an address that tells you where your new space is, so your bits can move in. This address is called a Pointer, and it's really just a hexadecimal number that points to a location in the heap. Since it's really just a number, it can be stored quite nicely into a variable.

Posted by: James at January 19, 2004 7:01 PM

This is another function provided for dealing with the heap. After you've created some space in the Heap, it's yours until you let go of it. When your program is done using it, you have to explicitly tell the computer that you don't need it anymore or the computer will save it for your future use (or until your program quits, when it knows you won't be needing the memory anymore). The call to simply tells the computer that you had this space, but you're done and the memory can be freed for use by something else later on.

Posted by: Edi at January 19, 2004 7:01 PM

Note first that favoriteNumbers type changed. Instead of our familiar int, we're now using int*. The asterisk here is an operator, which is often called the "star operator". You will remember that we also use an asterisk as a sign for multiplication. The positioning of the asterisk changes its meaning. This operator effectively means "this is a pointer". Here it says that favoriteNumber will be not an int but a pointer to an int. And instead of simply going on to say what we're putting in that int, we have to take an extra step and create the space, which is what does. This function takes an argument that specifies how much space you need and then returns a pointer to that space. We've passed it the result of another function, , which we pass int, a type. In reality, is a macro, but for now we don't have to care: all we need to know is that it tells us the size of whatever we gave it, in this case an int. So when is done, it gives us an address in the heap where we can put an integer. It is important to remember that the data is stored in the heap, while the address of that data is stored in a pointer on the stack.

Posted by: Barbara at January 19, 2004 7:01 PM

The most basic duality that exists with variables is how the programmer sees them in a totally different way than the computer does. When you're typing away in Project Builder, your variables are normal words smashed together, like software titles from the 80s. You deal with them on this level, moving them around and passing them back and forth.

Posted by: Christopher at January 19, 2004 7:01 PM

But variables get one benefit people do not

Posted by: Catherine at January 19, 2004 7:01 PM

The rest of our conversion follows a similar vein. Instead of going through line by line, let's just compare end results: when the transition is complete, the code that used to read:

Posted by: Ninion at January 19, 2004 7:01 PM

Let's see an example by converting our favoriteNumber variable from a stack variable to a heap variable. The first thing we'll do is find the project we've been working on and open it up in Project Builder. In the file, we'll start right at the top and work our way down. Under the line:

Posted by: Lawrence at January 19, 2004 7:01 PM


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