STAK/WILD no more
From a software architecture point of view, HyperCard had a number of
interesting ideas which might bear reexamination. At a time when
persistent object stores were still novel, HyperCard was built around
one. It’s not going too far to say that its user interface was simply a
reification of the object database. HyperCard’s programming model was
object-like, but didn’t fall neatly into either the class/instance or
delegation styles. Individual visible cards in a stack were created as
instances of prototypic backgrounds and could be pre-populated with text
fields and action buttons. Default message passing was an odd hybrid of
visual containment and fixed object hierarchy.
A Eulogy
for HyperCard (via λΩ.)