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I believe object-orientation is dated

Name: Anonymous 2012-05-06 2:07

I don't know how many advances might be happening recently on some underground Smalltalk mailing-list, but in general, OOP has remained the same for decades.

Does everybody think it's good enough? Does nobody want new features that will make your code more expressive somehow? Watcha think?

Name: Anonymous 2012-05-08 16:15

>>79
Not everyone goes to college, ``faggot''.
For example, I didn't even finish junior high.

Name: Anonymous 2012-05-08 16:55

>>81
What do you do for a living?

Name: Anonymous 2012-05-08 17:00

>>17
implying mental masturbation isn't fun

Name: Anonymous 2012-05-08 17:02

>>34
You can do that in C++ with operator overloading. Also you can use the period thing instead of the inclusive-or operator.

Name: Anonymous 2012-05-08 17:23

>>82
I'm not >>81, I'm >>78, and your assumptions about my background were really off, I suggest you kindly halt and catch fire OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker OOP-cock-sucker[/sub][/sub][/sub][/sub][/sub][/sub]

Name: Anonymous 2012-05-08 17:46

>>84
No you can't. Kindly show one code example that does that without making every method return a reference to itself.

Name: Anonymous 2012-05-08 18:09

>>82
That is irrelevant.

Name: Anonymous 2012-05-08 21:01

No paradigm actually solves expression problem. So, all of them are equally sucky. But suck in completely orthogonal ways.

Name: Anonymous 2012-05-08 21:16

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Name: Anonymous 2012-05-08 23:38

>>77

I don't want to be like one of those people that gets really mad and calls you names and shit, but I just want to put it out there that you are wrong, so that other readers not familiar with game engines wont be deluded. You are right about some things, like frogger would be pretty easy to make entirely from scratch. But game engines for non trivial games are very complex. Even the doom game engine an impressive piece of work.

http://www.doomworld.com/idgames/?id=8802

Many games don't implement an engine. They'll either use an existing engine and add only content, or they might take a predecessor engine and hack in the extra needed features. Game engines aren't easy. You will have to get low level to get the performance you need. The algorithms used will need to scale well if the game is to handle large environments and large amounts of entities. Realistic and reliable physics. Work all of this into networking for internet play. Sound and doppler effects. Efficient and good looking graphics for large levels. Culling areas that don't need to be drawn. Realistic and not stupid AI, which must also be fast enough to not drop the framerate. And then there's the art and general media. And the game itself. Even with all this work, you might fail to make something that is fun to play.

Name: Anonymous 2012-05-09 7:18

>>90
This is what gamers really believe.
Your view of what's difficult and what constitutes a large project will change quickly once you enter the real world.

Name: Anonymous 2012-05-09 18:13

>>91

Enlighten me.

Name: Anonymous 2012-05-09 18:43

>>91
I bet you think ``the real world" means make this billing system abusing Java design patterns

Name: Anonymous 2012-05-09 21:01

op you are a faggot.
do we abandon physics cuz it's old? no.
go suck a dick.

Name: Anonymous 2012-05-10 7:36

>>4
In theory, possibly, but in practice there are many different ways to model a problem domain.  Actors / use cases are fundamentally procedural thinking with frills.

Name: Anonymous 2012-05-10 23:26

>>93

I second that.

Name: Anonymous 2012-05-10 23:40

>>94

I don't want to abandon OOP. I just think it needs new features.

Name: Anonymous 2012-05-11 9:02

>>97
Paradigms don't acquire or shed explicit features, you blithering idiot. OOP is not a synonym for Java.

Name: Anonymous 2012-05-11 11:10

Czech um

Name: Anonymous 2012-05-11 11:36

Chock um

Name: Anonymous 2012-05-11 21:52

>>98

Inheritance and composition are explicit features.

Name: Anonymous 2012-05-11 22:38

>>101
They aren't. They're very general principles that can be implemented in a wildly disparate number of ways.

Name: Anonymous 2012-05-11 22:41

>>97

learn common lisp.

Name: Anonymous 2012-05-12 0:38

>>73
oh wow it's only getting this shit 10+ years after every other language

seriously? a gc language and it's just now getting weak reference support? js is shit

Name: Anonymous 2012-05-12 2:28

>>73
Const? Private/public? Classes? They're turning JavaScript into interpreted C++!

Name: Anonymous 2012-05-12 4:00

>>104
There was no real need for it until now. Rust on the other hand has gone full retard with unique pointers.

Only a handful of new languages have been introduced in the past 30 years that I can truly appreciate, and two have come from people working at Mozilla.

>>105
Chill, const is just a let. Introducing classes rather than just fixing protos seems a bit pointless to me though.

Name: Anonymous 2012-05-12 6:33

>>91

Game development is a special domain of realtime computing. Managing computational and physical resources in a scalable manner in this domain is far more complex than enterprise software. How do I know? After 10 years of working on AAA titles, I quit and took on the easy route of doing enterprise crap (less work, better pay!).

Name: Cudder !MhMRSATORI!FBeUS42x4uM+kgp 2012-05-12 7:32

>>73
useful
While it may be correct to say that that statement may possibly have a likelihood of containing elements of truth, this introduction of numerous novel functionality to a language provides the desired beneficial effects exclusively to the subset of users who possess the capabilities to effectively employ said functionality, and likewise via comparison to other relatively well-known programming languages to which features have similarly been added with little consideration to factors not commonly present in the context of said additions, one such illustratory example that comes to the mind being Perl, by extrapolation of this deliberation it can trivially be shown that the utility of said features has a "flip side" that should also be properly ruminated upon by the totality of the stakeholders involved, lest they become a greater liability to efficiency and an appeasal of the minority in contrary to the majority than genuine overall improvements. In particular it must be noted that implementation costs both for the machines and the humans, which most certainly should not be trivialised, may serve as a strong deterrent and impetus against gratuitous proliferation, resource wastage, and in general non-sustainable growth of "anti-infrastructure" ecosystem that bears purpose in solely supporting its own self-centered consumption to the exclusion or marginalisation of the primary underlying issues and concerns for which we have conceived these creations ab initio.

Name: What? 2012-05-12 12:08

>>46
What?

Name: Anonymous 2012-05-12 13:23

>>109
C99 is deprecated.

Name: Anonymous 2012-05-12 13:27

>>35
There is a problem with that, sometimes you need the result, sometimes you need the object again. Take .pop(), suppose you want to write (for whatever reason):

var foo = bar
    .pop()
    .pop()
    .pop();

...to end up with the 3rd last item in an array?

There is a clever solution: katy.js provides K and T combinators on the object and return value. I have used it, it's incredibly convenient if you ever need it. Since it's a mixin you don't need to write protos especially for it and it works on the standard ones as well.

https://github.com/raganwald/Katy

Name: Anonymous 2012-05-12 13:36

OOP is hard, let's go functional programming

Name: Anonymous 2012-05-12 14:30

>>112
FYI: pure functional OO is a thing.

Name: Anonymous 2012-05-12 14:59

>>111
reduce(lambda a:a.pop(), range(3))

Name: Why 2012-05-12 15:52

>>110
Why?

Name: Anonymous 2012-05-12 18:14

>>115
I presume he thinks C1x is in effect by now

Name: Anonymous 2012-05-12 18:25

>>116
'Tis. http://en.wikipedia.org/wiki/C11_%28C_standard_revision%29

>> ... was officially ratified by ISO and published as ISO/IEC 9899:2011 on December 8, 2011, ...

Name: Anonymous 2012-05-12 19:22

>>117
I hate to break it to you, but the currently used standard is dictated by compiler support, something of which C11 has none

Name: Anonymous 2012-05-12 21:20

>>118

Actually, a lot of C++11 features are supported by GCC, and in fact were supported before the standard was even finished. VC++ also supports a few things, I believe.

Name: Anonymous 2012-05-12 22:14

>>118
Clang implements all of C11 and is almost done with C++11 support.

http://clang.llvm.org/docs/LanguageExtensions.html

Unfortunately, only Mac OS X's libc implements the C11 library functions in the latest Xcode beta. glibc is lagging, thanks to Ulrich Drepper being a late adopter.

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