One term (probably too long) would be "interjection".The context here is I'm working on an adventure game. You insert commands, the engine evaluates what to do with them, then you retract it again. Once the initial conflict set is evaluated there is no more use for the fact, and you end with redundant rules. I'd rather declare @liftetime(flake) @liftetime(durable) and have the engine handle that, or something along those lines/terms. Grindwork also adds something slightly different called "consume" for handling similar situations:
A more pictorial word is "flake", which (thinking of snowflake) provides an inkling for the fast fade away.
-W
On 12 August 2011 12:00, Mark Proctor <mproctor@codehaus.org> wrote:
What would you call a fact that is inserted once and the conflict set
computed (the rules that can fire). The fact is then retracted so no
more matches can take place, but the conflict set itself is allowed to
fire (assuming their other facts remain true).
I think this is quite a common use case and most users will handle this
via a lower salience and retracting the fact manually, but I think it's
useful enough to build in as a keyword on type declaration. We just need
a name for it :)
Mark
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