MuWS Multi user Window System Selection mechanism based on objects in rooms, inventory, each other. Everything has a container and a contents list. Each container has an set of methods, that are links to neighboring containers, or actions. Each user is in a room. Rooms contain objects, and the users who are in it. Users contain their inventory. Objects are like selections. They can be picked up, carried around, and dropped. They can be passed around and traded, duplicated and destroyed by the users. Between the user and the A user can carry around mechanisms: tape recorder, cellular phone, tricorder, zap gun, target These objects contained in the user can be protocol engines that handle messages that the user object does not know how to deal with. As with event distribution over the canvas hierchy, their "shape" can define what subset of the events hitting their parent they have a chance at. So an object should be able to express interest in events sent to its container. pre/post child interests. It should be able to schedule the execution the way DDL does, in the order that it gives various objects (room, direct object, etc) a chance at the verb. Exclusive interests can be used instead of the ddl-style exit.