I've never once reached for it for building servers.
For games? All the time.
I've never once reached for it for building servers.
For games? All the time.
Hmm, but game objects is exactly the popular use case where traditional inheritance breaks down first and composition makes much more sense? That's why the whole Entity-Component idea came up decades ago (like in Unity, long before the more modern column-database-like ECS designs).
Even in ECS's you will often find inheritance. Some implementations have you inherit a Component struct, others will have the systems inherit a System class.
I'm sure it's still used today in some engines and by some developers but the overwhelming opinion is that doing something like Entity -> Actor -> Monster -> Orc -> IceOrc is a bad idea. Instead it would be like
class IceOrc : Entity { components {Health, Enemy, PlayerSeek, Position, etc} }
Where each component is like class Health : Component { value = 100 }
And yeah, they favour composition re. Components, it's just that the components tend to inherit from a Component class. But I would still call it composition!Like an Entity might have a Position, a reference to the World, the Screen, methods for interacting with other entities, etc. You don't get that from simply implementing an interface, although it's not difficult to pass those into the object. A common example I've seen is having every class extend an EventEmitter superclass. You could implement that as part of the interface but that becomes a ton of duplication.
I think of it like this: If you model your domain as something like `A : B : C : D {}` you get all the problems of inheritance, when simply doing D { A; B; C; } gives you the same benefits without the problems. Doing `A : X {}, B : X {}, C : X {}` sidesteps most of the problems with inheritance but gives you some of the benefits as well.
Inheritance is actually useful for Widget > Input > TextBox since methods and behaviors do follow parent-child and even sibling relationships.
But there aren't many domains like this.
Rust and other languages choosing traits and type classes instead of strict species-oriented class inheritance seems like the much more modern and more widely applicable approach.
Classes feel clinical and dated.
But I do like classes - you can use them without inheritance, and the other stuff that comes with them (encapsulation, polymorphism, etc) fits my mental model. [0] Classes are just syntactic sugar over closures at the end of the day.
But inheritance is best when it's limited and shallow.
0:
The venerable master Qc Na was walking with his student, Anton. Hoping
to prompt the master into a discussion, Anton said "Master, I have
heard that objects are a very good thing - is this true?" Qc Na looked
pityingly at his student and replied, "Foolish pupil - objects are
merely a poor man's closures."
Chastised, Anton took his leave from his master and returned to his
cell, intent on studying closures. He carefully read the entire
"Lambda: The Ultimate..." series of papers and its cousins, and
implemented a small Scheme interpreter with a closure-based object
system. He learned much, and looked forward to informing his master of
his progress.
On his next walk with Qc Na, Anton attempted to impress his master by
saying "Master, I have diligently studied the matter, and now
understand that objects are truly a poor man's closures." Qc Na
responded by hitting Anton with his stick, saying "When will you
learn? Closures are a poor man's object." At that moment, Anton became
enlightened. cloj := func() {
val := 1
return func(m string) {
switch m {
case "inc": val = val + 1
case "dec": val = val - 1
}
}
} ()
cloj("inc")
In JS you can close upon state and return an object, which is essentially how classes work in the language. let cloj = (() => {
let x = 0; return { inc: () => x++, dec: () => x-- }
})()
cloj.inc()At the language implementation level, Scheme-like closures only have one operation, which is the ability to apply them to arguments and thus evaluate them. But as a couple of the other replies show, a closure's code can be implemented as a dispatcher which handles multiple methods. That's not a language feature, just user code.
I wrote the koan quoted above in 2003, a few years before Graydon Hoare started working on Rust. At the time, there weren't any "static" languages with built-in support for closures.
Even Python had only had read-only closure support for a couple of years at that point - so those closures couldn't be used to implement mutation of closed-over variables. (Python didn't get mutable closures until around 2008.) Java only got closure support in version 8 around 2014. C++ 11 got closures in 2011.
Of course you can implement dynamic-dispatching objects using closures in Rust or C++, but that's not going to be the equivalent of a statically-defined structure.
The principle of least surprise, bad evil and scary techniques in general might be the orthodox, efficient and intuitive for maintainers in context. Templates in GUI frameworks versus business apps, for example.