Thetaplane is an ecosystem where people can publish and protect content, enabling the functionality to run untrusted (or foreign) code in a controlled way on a server (mainframe) or client (edge) architecture. Your code comes alive when run on the platform's network servers, interacting with other messages and tasks in an active world of user-created objects and programs.
Execution is primarily controlled by a securely authenticated web client, made of components relevant to the session. Interactive user elements (and an integrated shell console) connect to server views stored in an online library database, providing rich content transfer and programmatic generation of client application source code.
The library database is a collection of code objects called activities that can be instantiated and have subroutines. A programming interface is available for calling these subroutines and they are named by an hierarchical filesystem 'path'.
A path can be an activity or a directory folder whose purpose is to store other activity, folder, or interface nodes. An interface is a text document that provides a data input format which among other things implements web views and internal programs (triggers) running within the virtual world.
All objects in the library are protected by IO permissions, and are editable by users with the online web application.
Deployment & Integration
Other events within the system may cause your code to run. For instance, just connecting to the streaming player interface and logging in will cause customizable code to initialize the browser's UI and tie it into the embedded (game) environment on the server, which means that you can interact with the existing structures present in the configured network space.
Simplify the deployment of your internet infrastructure.
- Platform Runtime:
Asynchronous Callbacks, Or Events
Thanks to VM hypervisor scheduling, programmers focus on writing synchronous code, meaning they don't have to worry about concurrency unless for a desired feature. Program task units can communicate with each other by passing messages, tasks can be easily terminated, monitored or injected with errors, and all object instances maintain lifecycle state.
One software arrangement is the 'spatial' component. Its primary purpose is to deliver a cosmological model where its basic unit is a callback configuration called a network. A network may have any number of named subnetworks, or, named methods that resolve to an event observer pattern invoking the registered callbacks.
Programmers address the network configuration for any entity in the world and set callbacks for events that occur around those objects, like commands. This is how extended commands are delivered for verbs found in the MOO-like environment.