Object Oriented Role Analysis and Modeling
en.wikipedia.org
en.wikipedia.org
I found the idea of reifying use-cases into explicit code constructs interesting.
https://heim.ifi.uio.no/~trygver/1996/book/WorkingWithObject...
A role as understood by OOram design principles paper is "An activity is a task carried out by a set of associated objects in cooperation."
That's an abstraction more easily and succinctly solved by higher-order functions.
And to boot OOram uses inheritance for re-using those role-models, which we would avoid nowadays.
An interesting idea for sure, but more like an observation on the limitations of (older) object-oriented language with regard to abstractions we now take for granted.
Definitely a legitimate approach. In my mind, it seems to be describing Dependency Injection or some type of Strategy Pattern. The activity is defined using "roles" (interfaces) in some use-case class and then implementations of those interfaces are injected.
Why do you believe that nowadays we should avoid implementing a common interface?
OOP languages also happen to be some of the most popular languages around - C#, Java, C++, Javascript. Coincidence? (in before nitpicking about how C++ and Javascript aren't OOP).
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What was originally conceived as message passing[1] is actually implemented by OO languages as passing around pointers to objects that have mutable state, so in effect, every object is potentially part of global shared state.
Inheritance is a confused mess of "is-a" semantics, type system behavior, and code/state sharing in a set of subclasses.
I'm often somewhat amazed that we can build working large-scale systems at all in these languages given their weaknesses and the knowledge/skill level of the average programmer.
One source for what OOP was meant to be is https://wiki.c2.com/?AlanKaysDefinitionOfObjectOriented. That article links to others, and you can follow quite a rabbit trail of "what OOP is" threads.
Inheritance by its nature introduces dependencies but accomplishes little to nothing that couldn't be accomplished better with a different technique.
Likewise putting any sort of transformation from one type to another inside a class introduces a dependency on that type, which may be doing the same thing, thus depending on other types, etc.
On the other hand message passing in the form of pointers, interprocess communication, copying within a program, etc. Can be done in C++. Unfortunately most people go where the language leads them because few people really have a great idea of how to structure complex software.
I saw a Pharo (smalltalk) demo recently, the damn thing was so slow to react I thought it was a bad joke. Can't even begin to imagine what actual message passing would look like - oh wait, I do actually know due to spending 6 hours last weekend finding why a software had uncomfortable mouse interaction, actually caused by fucking objc_msgSend making everything async and slow on that wretched Apple OS.
But, then when you go to actually implement and testing something designed this way that's non-trivial. That's the point where I am arguing that OOP should not be manner in which the implementation is expressed because the paradigm is optimized for organizing functions that operate on common data context. But, not for organizing actors that must share data and carefully coordinate the which and in what order functions are applied to modify that data.
Is this solved in a better way using other paradigms?
you mean... the actor model?!