
The central library is the GCS (G Core System). It defines the
basic structure of world content. Every such piece of world
content is called an "element", represented by the class
GCS::GElement. This class uses other
classes like GCS::GObject to store
information about the element.
Basically an element consists of three things:
Energy,
Form,
Any number of agents.
Energy gives an element a certain characteristic
and is fully defined in the core system as
GCS::GEnergy. Energy can take
an important role for agent behaviour as some agents
behave differently for different energies.
Form defines the element's geometry, the basic form attributes are
defined in the GCS as GCS::GForm. The
GCS::GElementData object optionally contains
a setting for a 3D datafile, usually a 3D modell in the X3D file format.
The GCS::GObject class holds all data
of an element. This includes the energy, the form, the ID of
the element, the IDs of children and the parent ID as well as
the ID of the element this element is connected to. There is
also a generic data container which can hold any desired additional
data of the element. This data is stored in an XML structure.
All agents have access to this data and should use it to store ALL
persistent data. This data gets also automatically transported by the
GWE through the network and into the database.
The GCS::GObject class also stores the ID
of the connected element. Every element usually has an element
it is particularly connected with. This is always the element
of interest and towards which the actions of this element are directed.
The concept of connected elements is quite fundamental to the G System. Everything in the world is somehow connected with each other. This idea is represented by the connection ID of the element.
Agents perform all of the behaviours of elements, which includes
all laws that the element is affected by. No agents are defined
in the GCS itself, it only provides the
framework in GCS::GAgent to allow easy
creation of new agents. Have a look at the basic elements
library for some examples.
What the agent exactly does is completely up to the agent designer. Every agent is executed as a separate thread. Additionally the agent has read and write access to all data of its own element and read only access to other elements for which the IDs are known. When working with element data the agent designer has to keep in mind that there can be more active agents in the element which are also working with element data. For proper synchronisation most element data can be locked. It is highly recommended to use this locking mechanism when developing agents. To avoid deadlocks the order of locking is always:
Energy
Form
ElementData
Object
Please keep in mind that all data that should be persistent must be stored
stored in the GCS::GElementData object that is contained
in the element's GCS::GObject.
The GCS::GElementData class already provides methods to
work with element data. These methods have the prefix xml.
Agents basically have two responsibilities:
creating influences
responding to influences
The response mechanism is implemented by reimplementing a virtual
receive method of the GCS::GAgent class.
The parameter of this method is the influence itself.
GCS::GAgent inherits QThread
which means that the agent itself is a thread. In its execution
the agent can work with and process element data and can radiate influences
or send influences to specific destinations (often the connected element).
This is where most of the actual logic of the agent is usually defined.
An element can globally be started or parked, which means that all agent threads of that element get started or parked.
See the documentation of the GCS::GAgent class
for more details.
An influence is represented by the GCS::GElementInfluence
class. Agents can send out influences, either by radiation of influence or by
influencing a definite destination element (this is where the ID
of the "connected" element comes in). As soon as the agent has
created such an influence, the agent can send it out and the GWE is
then responsible for bringing the influence to the destination(s).
When an influence is sent out, some other element will receive
an influence. A virtual method of every agent of every receiver element is
called and the influence is the parameter. Using this method the agent can
define the reactions to the influence. The reaction can either be a simple
modification of element attributes - or even just internal agent
attributes - or more complex things that are handled in the agent's
thread (instead of handling the reaction directly in this
influence receiving method).
The GCS::GElementInfluence class is independent of
an GCS::GElement instance, but is used by elements
for interaction. By limiting interaction to one general way, it is possible
to create general rule systems that apply to all kinds of interaction.
The only attribute that is transported with an influence itself is energy.
In early versions of the G System it was common to subclass
GCS::GElementInfluence
to provide additional information to the receiving agent. But this brings
a close dependency between sender and receiver of the influence. Starting
with version 0.5 agents are able to access data of remote elements (for
reading only) and thus it is not necessary to transport any additional
information with the influence itself.
If for example an receiving element needs to react to the sender's
position then the agent would simply fetch the additional information
through the GCS::GWorldData interface.
Influences always carry energy from the source element with them. This means that an element that sends out an influence puts a certain amount of its own energy into that influence, which can be thought of as the strength of the influence. If more than one element receive the influence, the GWE automatically distributes the energy among all receivers. Every receiving element absorbs the received energy amount.
The kind of energy that is received with an influence also determines whether the influence is at all recognised. Only if the energies are somewhat alike the influence is received at all. Further improvements on the GWE could result in the GWE making decisions about how much energy is received by what element.
Agent behaviour depends on the energy of the element. If the energy changes then the behaviour of the agent can change as well. This depends on the design and implementation of the agent.
Sending or radiating influences can thus be a means to change the behaviour of other elements. If the rules the other element adhers to are known, then it is possible to control the behaviour of other elements. This is just the way reality works! Everything acts according to its energy, and things can only be modified by influence. Please note that this is a quite radical view of reality and there are many different ways to look at it!! The G System just tries to build a model-able simulation framework of reality and has also more to offer than just this very point of view. In particular you should have a look at the Philocorner. A lot of thoughts are collected there about philosophical aspects of life and evolution.
The element data of IDs proposes a hierarchical world structure, and in fact this is what is used. Every element is in itself a complete unit to the outside and can have a very complex subhierarchy - solar systems are good examples. First, we have the whole solar system that can be seen as a complete unit ("one element") to the rest of the galaxy. This element has some child elements, which are included in itself (in terms of position). These children are the planets, asteroids, large space stations and space ships and so on. Every such element again holds a complex subhierarchy - continents - oceans. Continents hold landscapes and cities. They hold either houses, individual beings or whatever. Individual beings are again a very complex entity - which is probably a topic for our Philosophical Corner (philocorner).
Please note that an element does not have any direct reference (or pointer) to other elements, only their ID. Thus it is not necessary to have the other elements in the same system process - they can even be on a remote machine connected through the network. Large applications probably even should be distributed hierarchically among a network. Reflecting the element hierarchy of the virtual world in the hierarchy of the computer systems used is often a good idea. See the chapter about GWE for further details.