On Fri, 14 Jan 2011 12:36:22 -0800 (PST)
<br>"Wolfgang Jeltsch-2 [via Haskell]"
<br><<a href="/user/SendEmail.jtp?type=node&node=3343767&i=0" target="_top" rel="nofollow">[hidden email]</a>> wrote:
<br><div class='shrinkable-quote'><br>> Is this really ideal for OO? I thought that in a cellular automaton,
<br>> all cells have to change synchronously. In addition, cells have to
<br>> access the old states of their neighbours to compute their new
<br>> states. So you would have to heavily synchronize the objects.
<br>>
<br>> In this light, I’d say that the distributed OO approach isn’t very
<br>> practical. A global control of the whole system might be better.
<br>>
<br>> Note that I’m by no way an expert in cellular automata. I’m just
<br>> thinking of the game of life. :-)
<br>>
<br>> Best wishes,
<br>> 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>
<br>
<div class='shrinkable-quote'><br>>
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