An OBJECT is usually an abstraction of a real-world entity. Everything is an object in a MOO. Players, Rooms, Containers, Noters, WhiteBoards, Editors and so on. Each object has an OBJECT NUMBER in the MOO database eg Computer Lab1 is object number #3153. The object number can be substituted for the object name at any time.
A CLASS is a collection of objects having common features. A good example is the set of player classes of archwizard, wizard, programmer, builder, disciple and guest. This is a skill-based hierarchy. When you connect to AussieMOO as a new user, and successfully work your way through the Tutorial Caverns (another object with object number of #1126), you can then change yourself by getting your own MOO player object by @requesting (type help @request) thus upgrading your parent class from guest to player. For higher levels such as programmer and wizard, these are awarded to experienced players on request to a player of class wizard. (type '@wizards' for a list of on-line wizards)
The MOO database core starts off with basic object types called GENERICS. As
you create new objects, the class is defined. Typical generic objects are
$thing, $player, $room, $note and $container. The $root_class is the ROOT CLASS
where all objects begin.
If I wanted to create a computer object in the current room using the $note
class:
@create $note named "computer"
If I wanted to create a computer SUBCLASS, the command is:
@create "computer" named "macintosh"
@create "computer" named "compaq"
*NOTE* "computer" does not exist. -- Archwiz.
*NOTE* We do not update this list very often, try going to the musuem (#3285) -- Archwiz.
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