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Author Topic: Learn to program Amiga applications and games in #AmigaE  (Read 22153 times)

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Offline Fats

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Re: Learn to program Amiga applications and games in #AmigaE
« on: August 16, 2011, 08:49:13 PM »
Quote from: JJ;654930
Is AmigaE a fully OO language like .net


It's OO but not like you know it. It is a OO language that is not type checking (that's also why I don't consider PortableE a real AmigaE implementation as it is type-checked).
Syntax is more like pascal than C, no curly braces but the use of the END keyword.

greets,
Staf.
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Offline Fats

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Re: Learn to program Amiga applications and games in #AmigaE
« Reply #1 on: August 17, 2011, 09:40:23 PM »
Quote from: Thorham;654960
And what exactly is wrong with object orientation?


My major gripe with OO is that it often leads to overdesign by implementing unused methods to make APIs complete, very long inheritance chains etc. OO seems to really get the worst out of (some) mediocre programmers.
And if you look how many times programmers still reinvent the wheel, OO has not fulfilled it's promise of code re-usability either. Don't quote me on it but I think I once read it is inherent with OO and that generic programming is more fit for that.

greets,
Staf.
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Offline Fats

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Re: Learn to program Amiga applications and games in #AmigaE
« Reply #2 on: August 19, 2011, 11:50:53 PM »
Quote from: Thorham;655230

Yes, but why blame oo for what people do wrong when using oo? It's like blaming your new, sharp knife for getting yourself cut. Would you rather have a blunt knife that doesn't cut well?


No, but maybe OO is a two sided super sharp knife and most people should stick to using a sharp single sided knife ...

greets,
Staf.
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Re: Learn to program Amiga applications and games in #AmigaE
« Reply #3 on: November 10, 2011, 09:16:30 PM »
Quote from: nyteschayde;667172
It is true that many junior developers write OO code, especially in Java, that has overly long inheritance chains, but junior developers make all kinds of mistakes. This is simply one of them.


Unfortunately I am not talking about the juniors but about the professional OO die hards that are coming with huge class hierarchies with lots of methods to solve simple problems; and then redo everything once in a while to get things 'right'.
Of course I am exaggerating but the OO way of starting to implement something by drafting a class hierarchy with the methods using something like UML is IMHO asking for a project to become unnecessary bloated. I don't have anything against using OO as one of the tools to use during coding; I do have a problem with organizing whole development projects around the OO paradigm.

Quote from: nyteschayde;667172
How does all this pertain to OO? OO is good when used right.


Some tools are easier abused then others; I would claim pure OO is more to the wrong side.

Quote from: nyteschayde;667172
The amount of time saved by using many C++ STL classes for things like vectors, maps and strings over reimplementing the same thing (over and over again) in C is amazing.


IMO the power of C++ STL is the usage of generic programming and not the fact it is OO; e.g. the clever usage of the C++ templating system. I would claim a lot of code bloat could be avoided and more code could be reused if people would use more generic programming (=templating) and less OO programming (=class hierarchies+methods).

greets,
Staf.
Trust me...                                              I know what I\'m doing