On Fri, 14 Jan 2011 12:36:22 -0800 (PST)
<br>&quot;Wolfgang Jeltsch-2 [via Haskell]&quot;
<br>&lt;<a href="/user/SendEmail.jtp?type=node&node=3343767&i=0" target="_top" rel="nofollow">[hidden email]</a>&gt; wrote:
<br><div class='shrinkable-quote'><br>&gt; Is this really ideal for OO? I thought that in a cellular automaton,
<br>&gt; all cells have to change synchronously. In addition, cells have to
<br>&gt; access the old states of their neighbours to compute their new
<br>&gt; states. So you would have to heavily synchronize the objects.
<br>&gt; 
<br>&gt; In this light, I’d say that the distributed OO approach isn’t very
<br>&gt; practical. A global control of the whole system might be better.
<br>&gt; 
<br>&gt; Note that I’m by no way an expert in cellular automata. I’m just
<br>&gt; thinking of the game of life. :-) 
<br>&gt; 
<br>&gt; Best wishes,
<br>&gt; Wolfgang
</div><br>Hi Wolfgang, 
<br><br>I don't yet have experience with cellular automata either. What u say
<br>seems plausible, but then the life game might have been coded that way,
<br>because most OO language don't offer concurrent objects and the
<br>distributed OO approach (seems to be a very recent concept). 
<br><br>Looking at life u probably could save time, if u only would evaluate
<br>code on cells, where the neighbors have changed status. So rather than
<br>triggering them all centrally and each checks its neighbours, we could
<br>use the concept:
<br><br>- let the active ones trigger the neighbours & so pass on activity
<br>&nbsp; 
<br>&nbsp; 
<div class='shrinkable-quote'><br>&gt; 
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