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What are some common mistakes made when writing object oriented Lua programs?

{"text":"Lua is not an object-oriented language, but it has all of the facilities for writing object-oriented code. You can implement object orientation in Lua with the help of tables and first-class functions of Lua. By placing functions and related data into a table, an object is formed. Inheritance can be implemented with the help of metatables, providing a look-up mechanism for nonexistent functions (methods) and fields in parent objects. You can define a class as a table that contains all its methods. A table in Lua is an object in more than one sense. Like objects, tables have a state. Like objects, tables have an identity (a selfness) that is independent of their values; specifically, two objects (tables) with the same value are different objects, whereas an object can have different values at different times.\n\nSome common mistakes made when writing Lua programs include excessive string creation, not using tables to avoid excessive string creation, and not understanding good habits and bad habits.","dsl":{}}

Can you provide some examples of good habits and bad habits when writing object-oriented Lua programs?

{"text":"Sure, here are some examples of good and bad habits when writing object-oriented Lua programs:\n___\n### Good habits:\n\u2022 Use modules to organize your code and avoid global variables.\n\u2022 Use object-oriented programming (OOP) principles such as encapsulation, inheritance, and polymorphism to write modular and reusable code.\n\u2022 Use constructors to initialize objects and destructors to clean up resources.\n\u2022 Use accessors and mutators to control access to object properties.\n\u2022 Use interfaces to define common behavior for related objects.\n\u2022 Use inheritance to reuse code and create specialized objects.\n\u2022 Use polymorphism to write generic code that works with different types of objects.\n\u2022 Use error handling to gracefully handle unexpected situations and avoid crashes.\n\u2022 Use comments and documentation to explain your code and make it easier to understand and maintain.\n___\n### Bad habits:\n\u2022 Use global variables instead of modules to share data between functions and scripts.\n\u2022 Write procedural code instead of OOP code, leading to code that is difficult to maintain and reuse.\n\u2022 Use ad-hoc initialization and cleanup code instead of constructors and destructors, leading to code that is difficult to understand and error-prone.\n\u2022 Expose object properties directly instead of using accessors and mutators, leading to code that is difficult to maintain and debug.\n\u2022 Write code that is tightly coupled to specific objects instead of using interfaces, leading to code that is difficult to reuse and modify.\n\u2022 Use inheritance to create complex class hierarchies that are difficult to understand and maintain.\n\u2022 Use polymorphism inappropriately, leading to code that is difficult to understand and debug.\n\u2022 Ignore error handling, leading to code that crashes or behaves unpredictably in unexpected situations.\n\u2022 Write code that is poorly documented and difficult to understand.","dsl":{}}

What can I do to break the bad habits on the list tonight? Because sometimes I don't know how I got this way, and I know it's not alright.