I lived in a perfect OOP bubble for my entire life. Everything was peaceful and it worked perfectly. When I wanted to move that player, I do player.move(10.0, 0.0); When I want to collect a coin, I go GameMan -> collect_coin(); And when I really need a global method, so be it. I love my C++, I love my python and yes, I also love my GDScript (Godot Game Engine). They all work with classes and objects and it all works perfectly for me.

But oh no! I wanted to learn Rust recently and I really liked how values are non-mutable by defualt and such, but it doesn’t have classes!? What’s going on? How do you even move a player? Do you just HAVE to have a global method for everything? like move_player(); rotate_player(); player_collect_coin(); But no! Even worse! How do you even know which player is meant? Do you just HAVE to pass the player (which is a struct probably) like this? move(player); rotate(player); collect_coin(player, coin); I do not want to live in a world where everything has to be global! I want my data to be organized and to be able to call my methods WHERE I need them, not where they just lie there, waiting to be used in the global scope.

So please, dear C, Rust and… other non OOP language users! Tell me, what makes you stay with these languages? And what is that coding style even called? Is that the “pure functional style” I heard about some time?

Also what text editor do you use (non judgemental)? Vim user here

  • Smorty [she/her]OP
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    9 months ago

    Hm… Never though about it that way. I guess that really is how they work, don’t they?.. But it’s all cool and combined in OOP so it works so nicely and stuff.

    • Kairos@lemmy.today
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      9 months ago

      That’s because Java and C don’t make it explicit. Python and Golang and others do.

    • Kairos@lemmy.today
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      9 months ago

      It’s also how inheritance works.

      Because struct members are just offsets of a memory address, to add more member types, you (as in the compiler) just create a new struct with the same offset for the inherited types and new, further down offsets for new member types.