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glowcoil | 4 years ago
This book seems to be discussing distributed object systems, which is a sense of the word "component" that has little or nothing to do with the sense used by game developers in reference to the ECS architecture. Distributed object systems are designed to enable an object-oriented design philosophy to be used for a system which spans multiple address spaces or machines. The entity-component-system architecture is a methodology for organizing data layout and program functionality, usually within a single address space on a single machine, where the data associated with a given entity is spread across multiple components or subsystems and associated by index relations (much like a relational database), rather than being all grouped together in one place (as encouraged in OOP).
These two concepts (distributed object systems and ECS) are designed to solve different problems, they are generally used in different scenarios, and they apply at different levels of system organization. There is so little resemblance between the two that I have to conclude someone calling them "sides of the same coin" is either completely unfamiliar with one of them or is being deliberately misleading.
pjmlp|4 years ago
COM and DirectX aren't distributed object systems, nor Objective-C protocols, for example.
Don't confuse COM with DCOM and COM+.
Then there are the component models based on traits, mixins, patterns, message passing, type classes,... plenty of variants scattered around SIGPLAN and ECOOP papers.
Rusky|4 years ago
The book is one of the first sources to move into discussing "components," as in coding against interfaces/protocols/traits/etc.
ECS deals with "components," as in pieces of data composed using a relational model. This has nothing to do with interfaces or protocols whatsoever! It is practically the opposite thing- working directly with raw data, with no abstraction boundary.
You can't just pattern match on the word "component" and expect it to mean the same thing to everyone.