Current definition of Viua objects is too imprecise (or does not exist at all, depending on how one looks at it).
Objects should have a type (used to link an object to it's class definition; e.g. for dynamic dispatch) and a set of named slots (member variables).
A slot can be accessed (for reading or writing) using its name given as a string.
Values stored in slots can be freely changed during the lifetime of an object.
Defining structure of objects that have both native Viua classes and classes created in C++ in their inheritance hierarchy is beyond the scope of this issue.
Current definition of Viua objects is too imprecise (or does not exist at all, depending on how one looks at it).
Objects should have a type (used to link an object to it's class definition; e.g. for dynamic dispatch) and a set of named slots (member variables). A slot can be accessed (for reading or writing) using its name given as a string. Values stored in slots can be freely changed during the lifetime of an object.
Defining structure of objects that have both native Viua classes and classes created in C++ in their inheritance hierarchy is beyond the scope of this issue.