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Nothing you have said above applies only to OO systems. Everything
above could be just as hard to change in a procedural system, or
harder.
(C) I think rabid OO fans would simply say that if the change you have
to make is so painful, then either your design wasn't good enough, or
you were very unlucky (and thus would have gotten caught out
regardless of what you used to implement it with).
I'm surprised you would say this. Do you not consider prototype-based
OO "real OO"? Also, even among languages that call their OO mechanism
"classes", there is great disparity in the details; enough that not
all class-based languages encourage the same OO style as Java.
My point is that C cannot stand for (carry the banner for, or be the
champion of) all procedural languages, certainly not for RPG. And
vice versa. If RPG actually does fall to 0% share, that has *no
bearing whatsoever* on C or on any other procedural language. None.
Whatsoever. And no matter how much C rises or falls, it is
*completely independent* of the rise or fall of RPG. This is what I
mean by "C provides no coattails for RPG to hang onto".
This is getting a bit off track, but the fact is you can't just
substitute languages willy-nilly based on some broad categorization.
C++ does not have the same relationship to C as C# has to VB.
There are problem sets which OO is good for, and others where it is notMost of the latter? Really? Do you mean "most of the latter *that
and for most of the latter RPG is the best fit.
needs to be tackled on an IBM midrange*"?
In my opinion, this apparent strength comes mainly from the fact that
most of us find procedural programming the easiest and most natural.
I certainly do. And more than just that, the language *does matter*,
even within a given paradigm. The language that we happen to think in
most easily is going to be the one that seems to respond best to
"major external stimuli". I believe there are meaningful objective
differences, but they have to be quite large before they can overcome
our own biases.
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