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Because the problem in OO is if you have any kind of cross-cutting concern, then it collapses totally. For example, I have a Wizard object. My wizard has a wand, we store the wand object on our Wizard object. Simple. But then my wizard casts a spell, and does damage to a goblin. Do we put the cast method on the wand, the wizard? There is no real reason to pick one over the other (this problem comes up a lot with game development, which is why this pattern is more common there...Spring is another example, aspect-oriented programming/dependency injection works from similar principles). It is far easier to separate that out totally and have a pure, reusable cast function that takes the wizard, goblin, and weapon. Another aspect of this problem (which Rust, as an example, makes clear) is that you introduce runtime bugs or hurt performance when you start carrying around a lot of references everywhere. Once you start to think about what actually needs a reference to another object (in Rust, this is limited by the borrow checker) then you realise why OOP doesn't work in some cases. OO doesn't perform validation, your code performs validation on the data. You can write a separate schema, you can write one schema, but the problem is that OOP tries to fit a round peg in a square hole with some applications. Very generally, it is harder to make mistakes if you use something like data-oriented. If you have a lot of code with calculations or interactions, it is very pure, easy to test, and fits well with how people think about those elements (one area I have found is financial applications, I actually worked this out and then found out data-oriented program existed when building financial-related stuff). In these cases, introducing OOP means state changing in unpredictable ways (and then someone comes into the project, doesn't understand the abstraction, calls a method that is named erroneously and it all goes wrong). |