Editing Talk:2200: Unreachable State

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I want to clarify on why one would write an "impossible" error message. This isn't because one sits around thinking of conditions the program could be in and writing messages for them. It's because one can add a sort of "try/fail" condition to any line of code one is adding, and pass along a message in case it fails. Some programmers will do this constantly. So it's not that they anticipated the conditions of an impossible state the program is in when it fails, they simply wrote a "try/fail" around a line of code even though they think could never fail. This is also why the programmer can't suggest anything useful to the end-user: When writing it, he simply can't imagine why that "try" would ever fail. — [[User:Kazvorpal|Kazvorpal]] ([[User talk:Kazvorpal|talk]]) 16:22, 12 September 2019 (UTC)
 
I want to clarify on why one would write an "impossible" error message. This isn't because one sits around thinking of conditions the program could be in and writing messages for them. It's because one can add a sort of "try/fail" condition to any line of code one is adding, and pass along a message in case it fails. Some programmers will do this constantly. So it's not that they anticipated the conditions of an impossible state the program is in when it fails, they simply wrote a "try/fail" around a line of code even though they think could never fail. This is also why the programmer can't suggest anything useful to the end-user: When writing it, he simply can't imagine why that "try" would ever fail. — [[User:Kazvorpal|Kazvorpal]] ([[User talk:Kazvorpal|talk]]) 16:22, 12 September 2019 (UTC)
 
Should this be added to the list of Cueball computer problems? [[Special:Contributions/108.162.219.40|108.162.219.40]] 19:51, 9 December 2019 (UTC)
 
 
I seem to recall reading that some of the classic interactive fiction games from Infocom contained descriptions of unreachable locations. If so, there may be some entertaining "Unreachable State" messages in this archive: https://github.com/historicalsource - [[User:Hotwebmatter|Hotwebmatter]] ([[User talk:Hotwebmatter|talk]]) 19:37, 10 December 2019 (UTC)
 
 
'''UPDATE:''' I found ''exactly'' what I was thinking of: https://www.drdobbs.com/the-rezrov-infocom-game-interpreter/199101705
 
 
The linked article, written in 1999 by Michael Edmonson, describes how he used the Perl programming language (see also https://xkcd.com/519/) to write an Infocom game interpreter called "rezrov" which supported various cheat commands including "teleport" and "pilfer". As Edmonson explains:
 
 
: Besides its obvious nefarious uses, the pilfer command raises the possibility of revealing Easter eggs in old Infocom games. I remember a maddening puzzle from the game Planetfall, involving a room that you could enter, but not see anything in. There was a lantern in the game, but it was located in a lab full of deadly radiation. You could enter the room and take the lamp, but would die of radiation poisoning in a few moves, just out of reach of where you needed it. In this way the player's natural curiosity was denied even if they sacrificed their life to get a peek. And as it turned out, you didn't need to see inside that room to finish the game. In fact, as pilfering the lamp and entering the room reveals, you were never meant to:
 
 
Transportation Supply
 
You have just located a serious bug.
 
 
[[User:Hotwebmatter|Hotwebmatter]] ([[User talk:Hotwebmatter|talk]]) 15:45, 12 December 2019 (UTC)
 

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