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by loup-vaillant 3095 days ago
OO is better because bundling data and code together is better, because code is data, and I have no idea what I'm babbling about. </strawman>

The real advantage of OOP, as used today in Java/C++, is instantiation. Instead of having procedures working on global variables, you have procedure working on local variables, including complex data structures.

Instantiation took some time to get widespread adoption. Originally, even local variables were actually global, scoped variables, thus forbidding even recursive calls (see earlier versions of FORTRAN). Programming languages since use a stack to instantiate their local variables (and return pointers), thus enabling recursion. The instantiation of more complex data structures (arrays, user defined structs…) followed.

Ironically, instantiation took some time to become ubiquitous in the C language even though it fully supported it from the very beginning, with a stack and user-defined compound types. Case in point: Lex/Yacc, which use global names (and state) by default.

Now however, instantiation is so pervasive (global variables are assumed evil by default), that we don't even call it OO any more. We just call it good practice.

2 comments

> Now however, instantiation is so pervasive (global variables are assumed evil by default), that we don't even call it OO any more. We just call it good practice.

This is another one of my pet peeves... If it's global (a static resource), make it a global. Local variables for static resources make code so much less readable. The only argument against globals is testing, and that's only an argument because common OO languages have no support for resetting global "objects"! Solution: Just don't use OO syntax in the first place - it's wrong. Just write init() and exit() functions.

> The only argument against globals is testing

No, the newer argument against globals is testing, but that's mostly a side effect of the older issue, that globals limit composability/reusability, which was the main objection to globals before TDD became a popular religion.

The "reusability" argument is just as wrong... True reusability (without any changes) is not possible in most cases anyway, and furthermore I don't see a reason why surrounding some static object (which can only exist once in a program, like a sound module, a network module, etc) with braces and a "class" keyword would somehow increase this vague idea of reusability.

It's only a syntactic change. It's not changing what should actually happen. It's just making it less readable. How in the world can that be an improvement on any frontier?

> I don't see a reason why surrounding some static object (which can only exist once in a program, like a sound module, a network module, etc) with braces and a "class" keyword would somehow increase this vague idea of reusability.

Often, because the assumption that it can exist only once is wrong; this is particularly true of instances of some descriptive class of interface to an external hardware resource, which covers all of your examples.

> It's only a syntactic change.

No, it's usually not; while the syntactic change is usually necessary, it usually isn't the whole difference between the desirable modular code and the bad global-using code that should be made, and quite often if you aren't writing it as a global resource in the first place, you never make the other wrong decisions that would need to be changed.

Using globals may occasionally be justified (either as an optimization or, even more rarely, as “correct” from a fundamental design perspective), but most often it's a symptom of sloppy thinking.

> Often, because the assumption that it can exist only once is wrong; this is particularly true of instances of some descriptive class of interface to an external hardware resource, which covers all of your examples.

The key here is how to understand the word "can". It's "only" a design decision! Of course you can do almost anything on a computer. However, most programs don't make sense with two sound modules or network modules or graphics modules. So "can" here means, "it absolutely makes no sense, and I'm never realistically going to instance two or more of this thing". (And if I really want to do that later, 1 in 1000 times, I'll just edit the code).

> it usually isn't the whole difference between the desirable modular code and the bad global-using code that should be made, and quite often if you aren't writing it as a global resource in the first place, you never make the other wrong decisions that would need to be changed.

Give an example: I don't think there are any. I can easily give you some bad things that happen when avoiding globals to represent static resources: Much more input and output arguments to type. Then, the syntactically ugly, useless, meaningless Singleton. I've seen it many times, and it is the best proof that it made no sense to avoid the global in the first place, and it even potentially leads to nondeterministic initialization.

And more importantly, an occasional reader has a much harder time browsing through the code because she never knows where the local variables are pointing at.

Most VR games make sense with 2 displays (Headset + screen), and 2 sound systems (binaural for the headset + stereo for the audience). You'd likely know that from the outset, though.
Of course, I would use a global whenever appropriate. But I would try and limit the number of entry points to that global (for instance by limiting its scope, or putting a big fat comment about how we're supposed to use it), so I don't end up making implicit data dependencies spaghetti.
One should always avoid unnecessary dependencies. But I don't use special syntax or complicated scope rules to achieve that. This only makes the code more complex.

No -- I just don't depend. I don't reference the global where it's not needed. Simple :-)

>The real advantage of OOP, as used today in Java/C++, is instantiation. Instead of having procedures working on global variables, you have procedure working on local variables, including complex data structures.

You can have the same in functional programming, by creating closures on demand.

As a long time FP advocate, I know. Instantiation just happens to be one of the things OOP claimed, for a time, to be the sole purveyor of.