this post was submitted on 05 Jan 2025
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Programming

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[–] [email protected] 1 points 1 day ago (1 children)

inheritance rarely solves anything

[–] [email protected] 1 points 1 day ago (1 children)

You gotta know how to use it properly

[–] StrikeForceZero 2 points 18 hours ago (1 children)

At that point I would argue composition/traits are the way to go.

"This extends Draggable". That's great but now we can't extend "Button" to override the click handler.

Traits: You wanna have Health, and do Damage, but don't want to implement InventoryItem? No problem. You wanna be an Enemy and InventoryItem? Go for it. What's this function take? Anything that implements InventoryItem + Consumable

[–] [email protected] 1 points 18 hours ago (1 children)
[–] StrikeForceZero 1 points 16 hours ago* (last edited 16 hours ago) (1 children)

Yeah Interfaces would be the next best thing.

The only reason why traits are considered better is because in languages like rust it can enable static dispatch. Whereas interfaces in C#, Java, Typescript, (and C++ via abstract classes, not templates) are always dynamic dispatch.

[–] [email protected] 1 points 14 hours ago* (last edited 14 hours ago)

Looking at the Rust docs, it looks like it's not much more than a difference in implementation under the hood.

It would be clunky, but in C# you could duct tape this: make a static abstract method in an interface that takes an object named 'self', then an extension method that extends the class and just casts then runs the function with Unsafe.As<TFrom, TTo>(ref obj), or an explicitly aligned struct with overlapping values.

I don't expect any such implementation anytime soon though :/

ps: Typescript can go take a hike, it's a superset for a language that was never designed for this