Your live cases:
-Active simulations:
-TODO
- +Sieberdam:
- +
Table of Contents
Requires workflow and bcms and their prerequisites.
Option 1: use a custom tarball which includes those modules. In + that case, the custom tarball will have a file install.xml in + its root directory, so that installing OpenACS normally will + produce a simulation server.
Option 2: Install acs-core, and then rely on the + automated install to do the rest. Go to /acs-admin/install/install + and install simulation. The rest should happen automatically.
Table of Contents
An OpenACS simulation is a collection of interactive + objects, plus a set of roles and tasks. In the first part, it + is conceptually similar to a MOO (Multiple-User Dungeon, + Object-Oriented). This is a technology dating to 1990, in which + a database of interactive objects is presented to users through + a text interface. MOOs, in turn, are based on MUDs + (Multiple-User Dungeons), which are many years older. More + recently, MOOs have been supplanted by multi-million dollar + commercial MMORPGs (Massively Multiplayer Online Roleplaying + Games), which are essentially MOOs with graphical instead of + textual interfaces. Given their lineage and success, it makes + sense to draw on MOO technology when designing our simulation + object model.
Basic MOO objects
+Root Class + Room + Thing + Note + sittable object + furniture + Event-dispatching object + Containing Object + Player + Builder + programmer + wizard + Guest + Exit + Container + Openable Container +
(From the LambdaMOO Programmer's Manual
+There are three fundamental attributes to every object: + + 1. A flag (either true or false) specifying whether or not the object represents a player, + 2. The object that is its parent, and + 3. A list of the objects that are its children; that is, those + objects for which this object is their parent.
"Every object has eight built-in properties whose values are constrained to be of particular types. "
+name a string, the usual name for this object +owner an object, the player who controls access to it +location an object, where the object is in virtual reality +contents a list of objects, the inverse of `location' +programmer a bit, does the object have programmer rights? +wizard a bit, does the object have wizard rights? +r a bit, is the object publicly readable? +w a bit, is the object publicly writable? +f a bit, is the object fertile? +
Your live cases:
-Active simulations:
-TODO
- +Sieberdam:
- +
Table of Contents
Requires workflow and bcms and their prerequisites.
Option 1: use a custom tarball which includes those modules. In + that case, the custom tarball will have a file install.xml in + its root directory, so that installing OpenACS normally will + produce a simulation server.
Option 2: Install acs-core, and then rely on the + automated install to do the rest. Go to /acs-admin/install/install + and install simulation. The rest should happen automatically.
Table of Contents
An OpenACS simulation is a collection of interactive + objects, plus a set of roles and tasks. In the first part, it + is conceptually similar to a MOO (Multiple-User Dungeon, + Object-Oriented). This is a technology dating to 1990, in which + a database of interactive objects is presented to users through + a text interface. MOOs, in turn, are based on MUDs + (Multiple-User Dungeons), which are many years older. More + recently, MOOs have been supplanted by multi-million dollar + commercial MMORPGs (Massively Multiplayer Online Roleplaying + Games), which are essentially MOOs with graphical instead of + textual interfaces. Given their lineage and success, it makes + sense to draw on MOO technology when designing our simulation + object model.
Basic MOO objects
+Root Class + Room + Thing + Note + sittable object + furniture + Event-dispatching object + Containing Object + Player + Builder + programmer + wizard + Guest + Exit + Container + Openable Container +
(From the LambdaMOO Programmer's Manual
+There are three fundamental attributes to every object: + + 1. A flag (either true or false) specifying whether or not the object represents a player, + 2. The object that is its parent, and + 3. A list of the objects that are its children; that is, those + objects for which this object is their parent.
"Every object has eight built-in properties whose values are constrained to be of particular types. "
+name a string, the usual name for this object +owner an object, the player who controls access to it +location an object, where the object is in virtual reality +contents a list of objects, the inverse of `location' +programmer a bit, does the object have programmer rights? +wizard a bit, does the object have wizard rights? +r a bit, is the object publicly readable? +w a bit, is the object publicly writable? +f a bit, is the object fertile? +