I had hoped to have a usable version of the components framework by now. Instead, I have a reasonably self-consistent set of scaffolding that illustrates a lot of the concepts. It isn't at a critical mass of functionality, and it has a lot of bugs and mis-steps. I was sure that copy semantics, multiple views, and event handling were going to be hard, as would getting enough corners tacked down so that I could start to cut the cloth. But they turned out to be much harder than I imagined. Nonetheless, I've now got a stake in the ground as the starting point. Maybe now there's enough 'it' there that I can next report, “made 'it' do such-and-such”, or “added X to 'it'.”
Below the fold is a diary/log of how I got to this point. (I originally called this a “bootstrapping” architecture, because components allow people to build their Croquet models from within Croquet itself.)
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Marshall McLuhan said that the interesting thing about a medium is what it makes the user become in order to use it.
What does Croquet make people become? Rick McGear, a Croquet advocate at HP, says that using Croquet makes us become programmers.
What is programming? The classic definition is of computational processes, but object-oriented programming seems to take a different view. And Croquet's TeaTime architecture describes objects in terms of a mapping between message histories. I'm not finding process to be satisfying.
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The
component model I'm working on tries to make everything you deal with visibly concrete so that it can be directly and uniformly manipulated — even behaviors. It was inspired by my wife's fascination with a game on her PDA.
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