Object
An Object in Intention Space reflects Signals.
It is not a traditional object in the object-oriented programming sense. It is a runtime participant that carries, persists, and reflects communication without hiding arbitrary computation.
Reflect, Do Not Compute Secretly
The Object rule is strict:
Objects should reflect, persist, route, or declaratively transform Signals, but they should not secretly derive new business values.
This protects the visibility of computation.
If a value must be created, calculated, validated, inferred, or transformed through logic, that work belongs in a Design Node.
Why Objects Matter
Objects make Signal movement manageable.
They can:
- receive a designated absorbed Signal
- check whether the incoming Signal matches
- apply declared reflection rules
- persist what was received or reflected
- release a reflected Signal
- support replay and compensation
This creates a more accountable runtime than anonymous event passing.
O_holder
In an Intention Container, O_holder is the accumulator.
It preserves perception history across activations.
human action 1
human action 2
human action 3
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O_holder accumulated state
O_holder does not compute the meaning of the history. It makes the history available to the Design Node.
O_reflector
O_reflector receives the Design Node result and reflects it outward.
It is the outward-facing boundary of the Intention Container.
In frontend CPUX, the O_reflector result is especially important because the originating GridLookout Cell can receive it directly before wider Field propagation completes.
Developer Rule
If an Object begins to contain hidden logic, stop and ask:
Should this be a Design Node instead?
Objects preserve the clarity of CPUX by refusing to become secret processors.