Package: thingking
[thingking](http://dx.doi.org/10.5281/zenodo.10773)![doi](http://zenodo.org/badge/doi/10.5281/zenodo.10773.png)ThingKing assigns a byte-for-byte correlation between a resource onthe World Wide Web (WWW) identified by its Uniform Resource Locator(URL) and a Python virtual memory buffer.  The PageCacheURL classdefines an LRU mechanism for caching pages from a URL, with adefault page size of 1 MB and an active pool of 1024 pages.  TheHTTPArray class extends this model to numpy arrays, while httpfilesupplies a file-like interface.Once the URL is mapped to an HTTPArray, an application may index thearray as if it was present in main memory.  The interface also enables"lazy loading", using a small amount of RAM even for very largeresources.Copyright (c) 2014, Matthew J. Turk, Samuel W. Skillman and Michael S. WarrenAll rights reserved.__thingking__ is distributed under the terms of the BSD 3-clause License.The full license is in the file COPYING.txt, distributed with this software.For use in research and related activities, please cite the followingas appropriate:Matthew J. Turk, Samuel W. Skillman and Michael S. Warren(2014). ThingKing: Memory Mapping the World Wide Web. Zenodo.[doi:10.5281/zenodo.10773](http://dx.doi.org/10.5281/zenodo.10773)thingking=========[http://www.physics.ohio-state.edu/~bcd/humor/paging.game.html](http://www.physics.ohio-state.edu/~bcd/humor/paging.game.html)28-Feb-80 15:38:18-EST,00004278;000000000001--------DATE: 28-Feb-80 15:38FROM: MARANTZSubject: The Paging GameTo: BBOARDTHE PAGING GAME1.  Each player gets up to 8,388,608 THINGS in the version 4 game.In older games, each player gets up to 262,144 things.2.  Things are kept in CRATES that hold 512 things each.  Thingsin the same crate are called crate-mates.3.  Crates are stored either in the WORKSHOP or a WAREHOUSE.  Theworkshop is almost always too small to hold all the crates.4.  There is only one workshop but there may be several warehouses.Everybody shares them.5.  Each thing has its own THING NUMBER.6.  What you do with a thing is to ZARK IT.  Everybody takes turnszarking.7.  You can only zark your things, not anybody else's.8.  Things can only be zarked when they are in the workshop.9.  Only the THING KING knows whether a thing is in the workshop orin a warehouse.10. The longer a thing goes without being zarked, the GRUBBIER it issaid to become.11. The way you get things is to ask the thing king.  He gives outthings only in full crates at a time.12. The way you zark a thing is to give its thing number.  If yougive the number of a thing that happens to be in the workshop itgets zarked right away.  If it is in a warehouse, the thing kingpacks the crate containing your thing back into the workshop.  Ifthere is no room in the workshop, he first finds the grubbiestcrate in the workshop, whether it be yours or somebody else's,and packs it off with all its crate-mates to a warehouse.  In itsplace he puts the crate containing your thing.  Your thing thengets zarked and you never knew that it wasn't in the workshop allalong.13. Each player's things have the same numbers as everybody else's.The thing king always knows who owns what thing and whose turnit is, so you can't ever accidentally zark somebody else's thingeven if it has the same thing number as one of yours.14. If the thing king must move a crate from the warehouse to theworkshop to let you zark it, he first sends you to sleep so youdon't mind the wait.NOTES1.  Traditionally, the thing king sits at a large, segmented tableand is attended to by pages (the so-called "TABLE PAGES") whosejob it is to help the thing king remember where all the thingsare, who they belong to, and how grubby they are.2.  One consequence of Rule 13 is that everybody's thing numbers willbe similar from game to game, regardless of the number of players.3.  The thing king has a few things of his own, some of which moveback and forth between workshop and warehouse just like anybodyelse's.  Some, however, are just too heavy to move out of theworkshop.4.  With the given set of rules, oft-zarked things tend to get keptmostly in the workshop while little-zarked things stay mostly ina warehouse.  This is efficient stock control.5.  Sometimes even the warehouses get full.  The thing king then hasto start piling things on the dump out back.  This makes the gameslower because it takes a long time to get things off the dumpwhen they are needed in the workshop.  The thing king tries toselect the grubbiest things in the warehouse to send to the dumpin his spare time, but sometimes even this doesn't help, and thething king has to take more time away from players to move crates.This is caused by a player trying to zark so many things at oncethat even crates which aren't grubby at all have to be moved intothe warehouse.  This is called THRASHING, and at times like thesethe game is more for a fool than the thing king.6.  From note 5, a player can figure out that if he has a lot ofthings to zark, it is best to zark only a small number of thingsat once, and to get a thing's zarking done with quickly.  Thatway, the thing king doesn't have to do as much thrashing, andcan reward the player by putting him to sleep less often.  Playerswho do this win the game, and help other players win too.--  several sources (last snarfed from SCORE's bboard)