Abstract
An environment is outlined in which programming objects collect and disseminate information, using analogies from the animal world. Objects have their own rules of behaviour. They coordinate their activities by participating in events. Objects get born, move around, communicate and receive information and, eventually, die.
This paper originally appeared in Office Automation, Springer-Verlag, 1985.
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© 1997 Springer-Verlag Berlin Heidelberg
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Tsichritzis, D. (1997). Objectworld. In: Vitek, J., Tschudin, C. (eds) Mobile Object Systems Towards the Programmable Internet. MOS 1996. Lecture Notes in Computer Science, vol 1222. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-62852-5_2
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DOI: https://doi.org/10.1007/3-540-62852-5_2
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