Tony Marston

=== undefined ===
 "...Value objects - A Value Object is an immutable object whose responsibility is mainly holding state but may have some behavior. A Value Object has no conceptual identity separate from its attributes. Example of Value Objects might be Color and Temperature. PHP does not use value objects as every class property is a scalar, or perhaps an array, so I ignore these completely...."
Marston seems to be unaware what a class or object is: a struct with procedures taking the struct itself as their first parameter spawning a restricted global. 
 ....A Value Object has no conceptual identity separate from its attributes....
English version: A "value object" is as a collecion of datatypes such as (color(string) or temp(int) and no procedures, meaning it is a plain struct. 
=== marston ===
https://larvalsubjects.wordpress.com/2009/01/16/sokals-hoax/
http://www.tonymarston.net/php-mysql/oop-for-heretics.html (https://archive.ph/yo5cm only place to find the internal links archived) The problem with OOP is that there is no clear definition of what it is and what it is not. Since its first appearance numerous people have expanded on its original definition (whatever that was) and invented new 'rules' which in turn have been subject to different interpretations. For each interpretation there are also many different possible implementations. There is no single definition, or set of definitions, which is universally accepted, therefore, no matter what you do, somebody somewhere will always find a reason to complain that 'you are wrong!' single responsibility principle sklivvz
http://www.tonymarston.net/php-mysql/what-is-oop.html#inheritance.is.not , http://www.sickenger.com/2011/07/16/pragmatic-oo/ A Car and a Train and a Truck can all inherit behavior from a Vehicle object, adding their subtle differences. A Firetruck can inherit from the Truck object, and so on. Wait.. and so on? The thing about inheritance is that is so easy to create massive trees of objects. But what OO-bigots won't tell you is that these trees will mess you up big time if you let them grow too deep, or grow for the wrong reasons.
http://www.tonymarston.net/php-mysql/hero-or-heretic.html
http://www.tonymarston.net/php-mysql/good-bad-oop.html
http://web.archive.org/web/20050308004814/http://www.sitepoint.com/blog-post-view.php?id=206854
http://www.sitepoint.com/forums/showthread.php?208947-Data-Access-Layer-Is-there-a-real-seperation&p=1496780#post1496780
https://8thlight.com/blog/uncle-bob/2014/05/08/SingleReponsibilityPrinciple.htmlhttps://www.cs.umd.edu/class/spring2003/cmsc838p/Design/criteria.pdf
http://www.cs.utexas.edu/users/EWD/ewd04xx/EWD447.PDF
=== Ricky sickenger ===
http://www.sickenger.com/2020/07/31/functional-rulez-oop-sucks/
http://www.sickenger.com/2011/07/16/pragmatic-oo/ , (https://archive.ph/cGTXq) In my last blog post I talked about people pushing a process as the magic bullet when it is the people that matter. Having the wrong people on a team can cause havoc and kill a project. Sometimes these wrong people are cargo cult programmers. According to Wikipedia: ‘Object-oriented programming (OOP) is a programming paradigm using “objects” – data structures consisting of data fields and methods together with their interactions – to design applications and computer programs.’
OOP is supposed to be a practical way to organize a program into hierarchies of objects where similar objects can inherit behavior from each other and override that behavior when necessary. Objects can also contain other objects and that is a technique called composition. Certain programmers pick up OOP and fall in love with the rule-set without fully understanding it, or they over-apply the principles. These people are cargo cult programmers.
I have met programmers who believe that anywhere there is a conditional statement in OO code, there is cause to subclass, “because that is the OO way! ™”. And they will defend it against any pragmatic reasoning. So anywhere you see an if/then/else or a switch statement, you should find a way to break the logic into seperate objects to avoid the logic. The dogma here is that conditional statements complicate things and are not strictly OO, so they must be minimized and preferable erased.
A Car and a Train and a Truck can all inherit behavior from a Vehicle object, adding their subtle differences. A Firetruck can inherit from the Truck object, and so on. Wait.. and so on? The thing about inheritance is that is so easy to create massive trees of objects. But what OO-bigots won’t tell you is that these trees will mess you up big time if you let them grow too deep, or grow for the wrong reasons.
Programming like this might not be a problem on a small to mid-sized one-man project, since there will be a limit to how much you will need to subclass to get a viable solution to whatever problem you are attacking. But on a 100KLOC+ sized project with thousands of classes, you get into big trouble. The project transforms from manageable inheritance trees and simple classes into an unmanageable mess, with stack traces so deep you need diving skills to reach the offending code. If you are really OOP obsessed and have been using interfaces to avoid being implementation-dependent, then you are in for a real treat. You will end up at the bottom of the stack trace looking at some offending code that clearly fails, but when backtracking to figure out how it got in this state all you encounter is interfaces. So you spend half the time finding out what implementation of said interface is being used and then find out that it is calling super.somemethod(..) which again calles super.somemethod(..) and so on all the way up the inheritance chain.
And then there is the issue of needing to change something in an object near the top of the inheritance stack, which in turn changes the behavior of the objects below in sometimes undefined ways. The deeper the inheritance tree, the worse things get when changing top-level objects. You can of course (and should) have unit tests and regression tests to ensure that the behavior remains the same, but these tests are just crutches that will help you dig yourself into a deeper hole.
The real problem here is that using inheritance too aggressively to simplify the internal logic of individual objects is a bad move. It’s using the KISS (Keep It Simple Stupid) principle, but in the worst way possible. You might think you are adhering to good OOP practice, and your classes might be simple and conditional-free, but no one (including you) will be able to change or debug your code in a painless manner, even with unit tests and regression tests.
When wanting to keep things simple you should try to let the code flow in a linear fashion. Any related logic code should be kept as close as possible, even if it means using conditional statements. It is a lot easier to read code if most of the important bits are in the same object or file instead of spread out between multiple classes. You should of course use inheritance, but moderately and when necessary. You should also abstract out logic into appropriately named methods to keep a readable level of abstraction. And you can also use composition to add behavior to your objects. You want to maximize readability because that is what matters later on when you are maintaining or debugging. That is the pragmatic approach. No one is impressed by how OO your code is if it is impossible to debug.
=== Dependency injection ===
https://tonymarston.net/php-mysql/dependency-injection-is-evil.html#where.i.do.use.di spawns to links
davidscode.com Dependency injection anti pattern ,(https://archive.ph/fnF7w)
=== links ===
https://eran.ben-shahar.com/2019/12/27/object-oriented-programming-is-usually-not-the-best-especially-for-startups/, (https://archive.ph/RtItc)
Robert Martin , Richard Mansfield
Noun 
oop
Category:Oop
Category:Oop SRP
Category:Oop dependency injection