As for classes: They are merely a construct in many languages, that people have come up with for organizing code and in my opinion a very debatable one. Some newer languages don't even deal in classes at all (Rust for example) and with good reason. If one says we need classes for having objects—No we don't. And objects are a concept to manage state over the lifetime of what the object represents, so that might be a worthy concept, but a class? I mostly find classes being used as a kind of modules, not actually doing anything but grouping functionality, that could simply be expressed by writing ... functions ... in a module, a construct for grouping that functionality.
I think what many people actually want is modularity, which in contrast to classes is a concept, that truly seems to be well accepted and almost every language tries to offer it in some way or another. It is just that many people don't realize, that this is what they are chasing after, when they write class after class in some mainstream language, that possibly does not even provide a good module system.
When you first write a struct, and then you below write an implement block for that struct containing functions that can only be applied to that struct, it really looks like a class to me, it just has a syntax that differs from what we're used to in other languages. Why wouldn't you call that a class?
I would not name it a class, because I don't want people to fall back into thinking: "Ah I know! Inheritance!".
I appreciate the programming language design behind them and hope, that Rust will not devolve into an ecosystem, where everyone thinks that they must put everything into classes or similar, needlessly maintaining state therein, requiring users to mutate that state through accessors and whatnot, when simply a couple of functions (and I mean strictly functions, not procedures) would have done the job.
I never stated, that I personally think classes necessarily mean inheritance. But guess who thinks so. Lots and lots of developers working with mainstream languages, where frequently inheritance is made use of, in combination with what those languages call a "class". That is why I am saying, that I don't want those people to fall back into their previous thinking and would not want to call them classes. It gives many many people the wrong ideas.
What other people call it is their own choice. I am merely stating my own preference here and probably the preference of the language designers, whom I mostly deem to be quite a lot more competent in drawing the distinction than myself.
There are plenty of cases where this makes sense, such as when working with sub-word data (bitfields), which is common in the embedded domain and often found as part of efficient code more generally. In fact, it may be more rare to have actual structs where one definitely wants to provide actual access (e.g. via pointers/refs) to the underlying data, and thus cannot just rely on getters/setters.
module Hello = let say() = "hi" // returns the string "hi"
There are mechanisms to encapsulate implementation details (private functions), to have multiple modules for different "domains" and specifying public contracts.
A class seems to imply more than that: each class specifies how to create an object with a constructor (where an object is something with the class's methods except modifying some state only owned by and accessible by the object itself).
> a constructor is a special type of function called to create an object.
Now, I don't think Wikipedia is always the authority on everything, but this is how I view them as well. A constructor is kinda like a callback that the language runtime invokes when an something is created. For example, in C++:
class Foo {
public:
Foo() {
// your code goes here
}
};
int main() {
Foo a; // constructor invoked here
}
(please excuse formatting, there is no unified C++ style so I just picked one)or in Ruby:
class Foo
def initialize
# your code goes here
end
end
Foo.new # constructor invoked here
These "constructors" in Rust don't work like that at all. They are not special member functions that are invoked when something is created; they are the syntax to create something.I do agree that it can be useful when discussing code to refer to these style functions with a more specific term, like a constructor, but that’s a colloquialism, and when discussing language features, being precise is important.
Right, yes, but those principles are often still very much in flux in the early days of a feature. Once a feature is more mature, it’s easier to confidently say what the code should do, and so that becomes a good time to refactor. Early on in the development lifecycle I think it’s rarely a good idea to worry about code duplication, underabstraction, etc.
And yes I agree with you that classes are an organizational concept with parallels in functional languages. Modularity is very important, but as you say there’s no reason that modularity implies classes. Sometimes I find classes to be ergonomic, and when they are using them makes sense, but plenty of other times a struct will do, as long as there’s some type of module system to keep different things different.
That's specious reasoning at best.
A class basically means a way to specify types that track specific states and behavior. Afterwards this materializes in other traits like interfaces and information-hiding.
Don't tell me Rust does not support those.
Also, C++ precedes Rust and it supports free functions and objects without member functions from day one. Rust is hardly relevant or unique in this regard. What Rust supports or not is not progress, nor is the definition of progress whatever Rust supports.
> And objects are a concept to manage state over the lifetime of what the object represents, so that might be a worthy concept, but a class?
You're showing some ignorance here. Classes and objects are entirely different concepts. An object is an instance of a class. A class is a blueprint of an object. This is programming 101.