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This reminds me of the "data-oriented design" debate that's been raging in game programming for a while. I assume you've seen e.g. http://harmful.cat-v.org/software/OO_programming/_pdf/Pitfal... (or similar papers)


I actually have a post about data-centricity in games, though from a very different angle. http://www.chris-granger.com/2012/12/11/anatomy-of-a-knockou...


It seems like one large breakthrough in programming could simply be using the features of a language in a manner that best suits the problem. That's what I get from your blog post: design for what makes sense - not for what looks normal during a review. One thing I envy from LISP is that there seem to be few 'best practices' that ultimately make our applications harder to modify.


That should have a nice catch phrase "solidified into disaster by 'best practices'"?




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