4 ms·
It always depends on the definition of OOP. Typical enterprise OOP is grounded of the idea of creating black boxes that you can't misuse. That creates silos tha
by jstimpfle 10mo ago
It always depends on the definition of OOP. Typical enterprise OOP is grounded of the idea of creating black boxes that you can't misuse. That creates silos that are hard to understand externally (and often internally as well, because their implementation tends to be composed of smaller black box objects). That practice may prevent some misuse but it creates a lot of problems globally because nobody understands what's happening anymore on the global scale. This leads to inefficiencies, both performance wise as well as development wise. Even with some understanding, there is typically so much boilerplate that changing things around becomes extremely tedious.
Actually, I have some similar concerns about powerful type systems in general -- not just OOP. Obsessing about expression and enforcement of invariants on the small scale can make it hard to make changes, and to make improvements on the large scale.
Instead of creating towers of abstraction, what can work better often is to try and structure things as a loosely coupled set of smaller components -- bungalows when possible. Interaction points should be limited. There is little point in building up abstraction to prevent every possible misuse, when dependencies are kept in check, so module 15 is only used by 11 and 24. The callers can easily be checked when making changes to 15.
But yeah -- I tend to agree with GP that immutability is a big one. Writing things once, and making copies to avoid ownership problems (deleting an object is mutation too), that prevents a lot of bugs. And there are so many more ways to realize things with immutable objects than people knew some time ago. The typical OOP codebase from the 90s and 00s is chock-full with unnecessary mutation.
- ksclk 10mo ago> the idea of creating black boxes that you can't misuse Could you please expand upon your idea, particularly the idea that creating (from what I understood) a hierarchical structure of "blackboxes" (abstractions) is bad, and perhaps provide some examples? As far as I understand, the idea that you compose lower level bricks (e.g. classes or functions that encapsulate some lower level logic and data, whether it's technical details or business stuff) into higher level bricks, was what I was taught to be a fundamental idea in software development that helps manage complexity. > structure things as a loosely coupled set of smaller components Mind elaborating upon this as well, pretty please?
- jstimpfle 10mo ago> Could you please expand upon your idea that [..] a hierarchical structure of "blackboxes" [...] is bad? You'll notice yourself when you try to actually apply this idea in practice. But a possible analogy is: How many tall buildings are around your place, what was their cost, how groundbreaking are they? Chances are, most buildings around you are quite low. Low buildings have a higher overhead in space cost, so especially in denser cities, there is a force to make buildings with more levels. But after some levels, there are diminishing returns from going even higher, compared to just creating an additional building of the same size. And overhead is increasing. Higher up levels are more costly to construct, and they require a better foundation. We can see that most higher buildings are quite boring: how to construct them is well-understood, there isn't much novelty. There just aren't that many types of buildings that have all these properties: 1) tall/many levels 2) low overall cost of creation and maintenance 3) practical 4) novel. With software components it's similar. There are a couple of ideas that work well enough such that you can stack them on top of each other (say, CPU code on top of CPUs on top of silicon, userspace I/O on top of filesystems on top of hard drives, TCP sockets on top of network adapters...) which allows you to make things that are well enough understand and robust enough and it's really economical to scale out on top of them. But also, there isn't much novelty in these abstractions. Don't underestimate the cost in creating a new CPU or a new OS, or new software components, and maintaining them! When you create your own software abstractions, those just aren't going to be that useful, they are not going to be rock-solid and well tested. They aren't even going to be that stable -- soon a stakeholder might change requirements and you will have to change that component. So, in software development, it's not like you come up with rock-solid abstractions and combine 5 of those to create something new that solves all your business needs and is understandable and maintainable. The opposite is the case. The general, pre-made things don't quite fit your specific problem. Their intention was not focused to a specific goal. The more of them you combine, the less the solution fits and the less understandable it is and the more junk it contains. Also, combining is not free. You have to add a _lot_ of glue to even make it barely work. The glue itself is a liability. But OOP, as I take it, is exactly that idea. That you're creating lots of perfect objects with a clear and defined purpose, and a perfect implementation. And you combine them to implement the functional requirements, even though each individual component knows only a small part of them, and is ideally reusable in your next project! And this idea doesn't work out in practice. When trying to do it that way, we only pretend to abstract, we just pretend to reuse, and in the process we add a lot of unnecessary junk (each object/class has a tendency to be individually perfected and to be extended, often for imaginary requirements). And we add lots of glue and adapters, so the objects can even work together. All this junk makes everything harder and more costly to create. > structure things as a loosely coupled set of smaller components Don't build on top of shoddy abstractions. Understand what you _have_ to depend on, and understand the limitations of that. Build as "flat" as possible i.e. don't depend on things you don't understand.