3 ms·
I agree with the first comment, this is pure sketchy nonsense. The bike example: If you only consider the bike to be some thing in the world, and only give it
by justin_vanw 17y ago
I agree with the first comment, this is pure sketchy nonsense.
The bike example: If you only consider the bike to be some thing in the world, and only give it attributes based on the world-context, then yes, when you take the attributes predicated on that context out you are left with nothing.
But what about all the stuff you can say about a bike that isn't dependent on the world-context? Color, weight, tire pressure, the wear state of the breaks, how hard the brakes are being applied, the pressure being applied to the pedals, the rate of rotation of the gears and movement of the chain, what gear it is currently in, the state of the gear changing apparatus, the condition of the spokes, the wear level of the tires, whether it has dirt or mud splattered on it, what kind of seat it has, is it a girls or boys bike, a ten-speed or a bmx, if there is a current 'rider' of the bike, and if so a reference to the 'rider' instance.
Now, you can use these attributes in methods that allow you to interact with other objects in the environment. Suppose there is a 'rider' on the bike. The 'rider' can call methods like 'shift up' or 'push on pedal', and these methods might take arguments. 'shift up' probably doesn't take arguments, 'push on pedal' probably does, perhaps something like the pounds of force applied ot the pedal in the forward direction.
Now, the 'world' object still has to exist. Collision detection, orientation of objects in it, as well as speed must be tracked here. The world object would also have to notify objects of 'what they hear' or of other sensory data which must be applied to them. Finally, when 'press on pedal(5 pounds, 2 seconds)" is called, the bike must calculate - based on the current gear ratio, the 'in-ness' of the gear system (perhaps the chain is off etc), how oiled the chain and gears are - how much force is applied to the wheels, and the world would have to notify the bike in response how much resistance there is to that force, and somebody has to figure out what the final state is (for example, if you are off the ground, the wheel would spin freely. Only the world knows if you are on the ground, but only the bike knows how this effects the computation of wheels speed.)
In the end, nothing will be a very good approximation of the real world. In the real world, there are no objects, just amalgamation of particles whipping around or sticking together. What we perceive as objects are just big sticky clusters of particles, and even those particles aren't really objects, it's globs all the way down.
The important part is that you can make really cool stuff if you pick an appropriate approximation to model.