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.
CITATION STYLE
Tsichritzis, D. (1997). Objectworld. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 1222, pp. 7–22). Springer Verlag. https://doi.org/10.1007/978-3-642-82435-7_15
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