How does Python OOP compare to PHP OOP? - php

I'm basically wondering if Python has any OOP shortcomings like PHP does. PHP has been developing their OOP practices for the last few versions. It's getting better in PHP but it's still not perfect. I'm new to Python and I'm just wondering if Python's OOP support is better or just comparable.
If there are some issues in Python OOP which don't follow proper OOP practices I would definitely like to know those. PHP for instance, doesn't allow for multiple inheritance as far as I'm aware.
Thanks Everyone!
Edit:
How about support for Public and Private? or support of variable types. I think these are important regarding building OOP software.

I would say that Python's OOP support is much better given the fact that it was introduced into the language in its infancy as opposed to PHP which bolted OOP onto an existing procedural model.

Python's OOP support is very strong; it does allow multiple inheritance, and everything is manipulable as a first-class object (including classes, methods, etc).
Polymorphism is expressed through duck typing. For example, you can iterate over a list, a tuple, a dictionary, a file, a web resource, and more all in the same way.
There are a lot of little pedantic things that are debatably not OO, like getting the length of a sequence with len(list) rather than list.len(), but it's best not to worry about them.

One aspect of Python's OOP model that is unusual is its encapsulation mechanism. Basically, Python assumes that programmers don't do bad things, and so it doesn't go out of its way to any extent to protect private member variables or methods.
It works by mangling names of members that begin with a two underscores and ending with fewer than two. Such identifiers are everywhere changed so that they have the class name prepended, with an additional underscore before that. thus:
class foo:
def public(self):
return self.__private()
def __private(self):
return 5
print foo().public()
print foo()._foo__private()
names beginning and ending with two (or more) underscores are not mangled, so __init__ the method python uses for constructing new instances, is left alone.
Here's a link explaining it in more detail.

I think they're comparable at this point. As a simple test, I doubt there's any pattern in Design Patterns or Patterns of Enterprise Application Architecture, arguably the two most influential books in OOP, that is impossible to implement in either language.
Both languages have come along by leaps and bounds since their infancies.
As far as multiple inheritance, it often creates more problems than it solves, and is, these days, commonly left out of languages as an intentional design decision.

Also: Python has native operator overloading, unlike PHP (although it does exist an extension). Love it or hate it, it's there.

If you are looking for "more pure" OOP, you should be looking at SmallTalk and/or Ruby.
PHP has grown considerably with it's support for OOP, but because of the way it works (reloads everything every time), things can get really slow if OOP best practices are followed. Which is one of the reasons you don't hear about PHP on Rails much.

Related

Why should I start writing object-oriented code in PHP?

I have been using regular PHP for some time now. My formal code training is zero. Whatever I've learned I've found here, on the PHP documentation site, the MySQL documentation, etc.
I write PHP from scratch. I use functions for tasks that re-occur, I apply MVC to write more maintainable code, and I recently wrote a nice little library with some of my functions so I can save time in future projects. Long story short, without being some sort of guru, I have a decent relationship with PHP, and so far it seems to get things done for me.
So my questions are the following: Why should I start writing object-oriented code in PHP? How will it make my programming life better and why is it better than the traditional way of doing things?
OOP was made to make programming languages more similar to real life.
What does that mean?
We live in a world of objects. You are an object (Person), you live in an object House, that House object (as well as any other House object) has an House::$address and House::$number, your house probably contains other objects such as LivingRoom and Kitchen. The Kitchen can hold Oven and Stove and Refrigerator, which are all extensions of the KitchenAppliance object.
OOP programming takes that approach, and incorporates it into the programming world.
How does it help me?
Well, there are several things:
It makes your code more maintainable. Instead of dividing your program into tasks (functions), you divide it into objects, if you think of a database connection as an object (meaning, there can be multiple database connections, they share methods and properties, but each is preformed on a different instance), it makes it easier to understand and maintain.
It makes your code more readable. You define an object with the class decleration, and then call it with the new ClassName() keyword.
It allows for extensibility and flexibility. Just like KitchenAppliance can be extended into Oven or Stove, so can your objects and classes.
Summary
OOP programming comes with many advantages. It requires a slightly different way of thinking, but eventually, it's worth it.
You have received a lot of comprehensive answers, so I will use one argument: design patterns. (http://en.wikipedia.org/wiki/Software_design_pattern).
You can find tones of solutions for commons problem, which can save your time and improve quality of your code.
Some design patterns examples:
Strategy pattern (http://en.wikipedia.org/wiki/Strategy_pattern) - for using different alghoritms/solutions in class without changing it
Observer pattern (http://en.wikipedia.org/wiki/Observer_pattern) - you can invoke different actions (and register them during execution) - when state of object changes.
Decorator pattern (http://en.wikipedia.org/wiki/Decorator_pattern) - you can extend your object dynamically, and use new objects in same manner as old.
Franky speaking, if you want to better understand OOP, you have to:
Learn or understand common design pattern.
Start using unit testing, you will find out that lack of dependency injection can be real pain in bad architecture.
learn and understand OOP principles, like SOLID http://en.wikipedia.org/wiki/SOLID_%28object-oriented_design%29.
Without this you will be using functions encapsulated in classess, like in namespace, not OOP.
For sure you can write your code without OOP and try to implement designs/patterns like MVC without using just a single object.
I don't want to answer why to program in OOP. This you could read in e.g. on this Stack Overflow question.
I think you want to know, when and why you would fail with your coding behavior:
This would be at the moment when you try to work with another person together. The other programmer would never find your code readable. He will take a long time till he understands how your software works.
I think it's hard to separate tasks in your code for teamwork. How are your files separated, and how is the naming convention? You have to solve this by your own and don't reuse every known pattern.
What are you doing with third-party stuff? How do you integrate them? I do not know any usable library without using an OOP schema...
There are many more problems which are surely possible to solve, but every time you lose the possibility for others to understand your code and to reuse it in other programs...
One word: cohesion.
When you start developing software using objects (especially when those objects use Dependency Injection), you find that common functionality starts to gravitate into their own specialised classes that are reused. This makes maintaining and enhancing the software MUCH easier, and results in higher quality software.
Example:
Many applications use sessions, for storing all sorts of stuff. When all session data is managed by a specialised session manager class, all the code that is responsible for dealing with the session is kept in one place. If you want to change the way you application uses session data (perhaps to make it more secure, or more efficient), you only need to change code in one place.
I made the jump to OOP PHP three months ago and it is one of the best things I have done.
I started off with PHP Object-Orientated Solutions and have just finished Real-world Solutions for Developing High-quality PHP Frameworks and Applications. Both of those books have helped me a lot, and I highly recommend them.
The learning curve is quite high. But I guarantee, you will be glad you've turned to OOP.
With OO you can develop applications a lot faster and in a cleaner way. You could easy to reuse your extisting classes with extending them (reducing your code base).
With OO design you only have to deal with small pieces of codes at any one time, not a bunch a functions in a file with 3000+ lines of code. You should also look after the
SOLID guidelines.

Are Objects the Same in Objective-C as They are in PHP?

I am about to start learning Objective-C and I was wondering whether or not the concepts are the same as with PHP. For example, are the concepts in Object Oriented PHP the same as Objective-C, such as "Class, Instance, Message, Method, Instance Variable, Inheritance, Superclass/Subclass, and Protocol"? If so, this will I am guessing it will be much easier for me to learn and grasp since I already know the basics and foundations of Object Oriented PHP. Or are they completely different from each other?
Any help and advice is greatly appreciated. Thanks!
They are basically the same idea, but not implementation, since most of those are CS theory concepts. Messages and protocols don't exist in PHP. PHP has what most languages call an interface which is akin to a protocol in Objective-C.
All "propper" OO language constructs should be essentially the same. They should always have all of, or a sub section of the the following (and probably more).
class / object (completely different)
method (vs function)
method visibility/access control (public, private, protected)
constructor
static/class variables & methods
destructor/finalizer
inheritance (and often, multiple inheritance)
interface/protocol
abstract class
overriding
overloading
there are plenty more terms to do with things that are more conceptual rather than language features, but that's a short (and reasonably incomplete) list of some things that you should know for programming in ANY OO language worth it's salt.
There's a nice little list of terms on Wikipedia to help if you'd like.
http://en.wikipedia.org/wiki/List_of_object-oriented_programming_terms
I'd suggest reading about the terms above, as well as
Instance variables
Polymorphism
Composition
Encapsulation
If you know your defenitions of OO, moving from one language to the next is far simpler, because you will have a very wide base to stand on and only have to learn subtle differences (as with learning any new language after knowing a few, but more so with OO concepts).
The short answer is "Yes." The medium-length answer has been written by Apple, and you can read it here:
http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/OOP_ObjC/Introduction/Introduction.html

Is OOP worth using in PHP?

There are many debates on whether Object Oriented Programming is good or not. But, using OOP in Php is slower. Would it be a good trade to use procedural programming and faster speed and OOP with slower speed (since classes have to be initiated every time a page loads and big websites will start to become slow).
More importantly, would it be good to wrap stuff inside a class and use static functions or would it be better to just have many lying functions with a prefix ex: wp_function().
If the reason you're worried about using OO with PHP is speed, fear not: PHP is a slow language all around. If you're doing something that's processor-intensive enough for the speed loss from using objects to matter, you shouldn't be using PHP at all.
With regards to static functions, this is a design choice, but I'd err on the side of avoiding classes made up entirely of static functions. There's really no advantage to it over prefixes, and using a construct just because it's there isn't a good idea.
Yes, it is almost always a good idea to use OOP. This is because OOP is a style of coding, and coding styles for the most part are easily able to be transferred accross languages.
People don't use coding-styles because they use a certain language. People use coding styles because the style of coding offers good methods to do things they feel are desirable. Therefore, as long as the basic elements are there (inheritance, class properties, etc), it will always be viable to write in that coding style.
No, using procedural functions to access them probably isn't a good idea. This is because, you probably will have to do something like this to maintain the state.
function myFunc()
{
global $class;
$class->doMethod();
}
function myFunc2()
{
global $class;
$class->doMethod2();
}
This is a bad idea as it creates a ton of global state.
I strongly disagree with Chacha102's answer.
A proper answer to this question would fill several books - never mind a 20 line post here.
Both approaches have their benefits and drawbacks. I would recommend anyone who wants to consider themselves a good programmer to have significant experience in procedural, non-procedural and object-oriented programming. As well as experience with different methodologies such as SCRUM, cascade and RAD.
Regarding PHPs suitability for OO vs procedural coding, certainly the roots of the language are in the latter (but note that both Java and ASP are hybrid rather than true OO languages).
Peronally, I tend to write procedural code when I need to produce something which is either very simple or must have its behaviour to be thouroughly defined and predictable. However when writing complex code where the behaviour will vary greatly at run-time, I find OO to be vastly more efficient in terms of developer time - despite the design being based around a finite set of use-cases.
To argue that you should always write procedural code because it will run faster than OO code:
1) is not necessarily true
2) totally ignores the relative cost of developer time vs hardware costs
would it be good to wrap stuff inside a class and use static functions
Given that namespaces are now available in PHP, this is a really messy way to avoid namespace collisions and not something I would recommend.
C.
The same arguments about performance were made about Objective C and C++ back in the day. And the answer to that problem was to take advantage of available memory and processing power that is continuously getting bigger, better and faster.
Yes, OO requires more resources to run. But the benefits of using OO outweigh the hardware cost $$ (which is likely to be insignificant) of supporting OO applications.
It is, however, a good thing to be concerned about software performance. However looking under the hood of procedural vs. oo as a place to start is a bit misguided. You need to be focused on writing efficient code to begin with, whether procedural or OO (and both are relevant).
Keep in mind that even though PHP may not be the fastest platform out there (Java, for instance, kicks its butt) PHP is used to power some of the most traffic heavy websites on the Internet: namely Facebook.
If you have any other doubts about PHP and OO, just look at Zend and Magento (based on Zend). Magento is a VERY resource-intensive platform, memory usage can be upwards of 36MB per instance. However the platform itself is capable of handling millions of hits. This is because a properly configured server environment with a healthy serving of hardware resources make all the benefits of using OO far outshine the cost of the server itself. But in a world of clustered computers, NOT using the processing power and memory (responsibly) available to you is--IMHO--clinical insanity.
In my humble opinion, PHP developers should not try to go solely one direction. (procedural vs object-oriented) In some cases, all you need is a few global functions, other times it is more beneficial to use objects. Don't try to force everything one way or the other, be flexible and use what works best for each situation.
I was curious of this myself. Unfortunately after I changed my code from procedural to oop I ran some benchmarks and not beforehand.
Here's the benchmark code.
class game{
function maxp($val){
return max(0,pow($val,0.5));
}
}
$game = new game;
for($i=0;$i<100000;$i++){
$game->maxp(100);
//game::maxp(100);
}
OOP results ranged between 0.13 and 0.2 seconds;
Procedural results ranged between 0.08 and 0.1 seconds.
The results remained consistent over a good length of time.
I encourage you to run your own tests.
php 5.4.3
There's really no perfect answer since it depends on so many unknown variables, and then it doesn't have to be all-or-nothing.
For example, if you split your application into the MVC model, you might have your Model be OO but keep the Controller more simplistically procedural.
You could use classes as a means to simply group common static functions, or you could take it a lot farther into the active record pattern.
If you're building a small single-page webform that shoots a POST off in an email, you really don't need OO--lest you perhaps include an existing mail class to leverage.
Nobody can give you proper advice without understanding the project you're taking on.
That said, if your only concern is speed, then OO will be slightly slower. And there's a lot of sneaky things you can do in even procedural PHP to mimic some of the OO gains. But unless you're taking on a huge project, the added overhead will never amount to much. And by the time you have a huge project, the pros of OO might outweigh the cons of its overhead.
OOP has more merits than its de-merits. See PHP OOP, What Are The Benefits?. Also see for OOP vs PP in PHP.
Yes as your application grows.. (and it will) it will save you many hours of frustration. And repeating yourself (copying pasting code all over the place).. :)

How do i get out of the habit of procedural programming and into object oriented programming?

I'm hoping to get some tips to kinda help me break out of what i consider after all these years a bad habit of procedural programming. Every time i attempt to do a project in OOP i end up eventually reverting to procedural. I guess i'm not completely convinced with OOP (even though i think i've heard everything good about it!).
So i guess any good practical examples of common programming tasks that i often carry out such as user authentication/management, data parsing, CMS/Blogging/eComs are the kinda of things i do often, yet i haven't been able to get my head around how to do them in OOP and away from procedural, especially as the systems i build tend to work and work well.
One thing i can see as a downfall to my development, is that i do reuse my code often, and it often needs more rewrites and improvement, but i sometimes consider this as a natural evolution of my software development.
Yet i want to change! to my fellow programmers, help :) any tips on how i can break out of this nasty habbit?
What is the point in using object-oriented programming when you cannot find good reasons or motivation to do so?
You must be motivated by the need to conceive and manipulate ideas as objects. There are people who feel the need to be perceptive of concepts, flow or functions rather than objects and they are then motivated towards programming oriented towards concepts, ideas, or functional flow.
Some 13 years ago, I switched to c++ from c simply because there were ideas I needed but c would not easily perform. In short, my need motivated my programming oriented towards objects.
The object-oriented mind-set
First, you have bytes, chars, integers and floats.
Then your programme starts being cluttered with all kinds of variables, local and static.
Then you decide to group them into structs because you figured that all the variables which are commonly passed around.
Conglomeration of data
So like printer's info should have all its variables enclosed into the Printer struct:
{id, name, location,
impactType(laser|inkjet|ribbon),
manufacturer, networkAddr},
etc.
So that now, when you call function after function over printer info, you don't have functions with a long list of arguments or a large collection of static variables with huge possibilities of cross-talk.
Incorporation of information
But data conglomeration is not good enough. I still have to depend on a bunch of functions to process the data. Therefore, I had a smart idea or incorporating function pointers into the Printer struct.
{id, name, location,
impactType(laser|inkjet|ribbon),
manufacturer, networkAddr,
*print(struct printer),
*clean(struct printer)
}
Data graduates into information when data contains the processes on how to treat/perceive the data.
Quantization of information
Now laser, ribbon and inkjet printers do not all have the same set of information but they all have a most common set of denominators (LCD) in information:
Info common to any printer: id, name, location, etc
Info found only in ribbon printers: usedCycles, ribbon(fabric|cellophane), colourBands, etc
Info found only in inkjet: ink cartridges, etc
Info found only in lasers: ...
For me and many object-oriented cohorts, we prefer to quantize all the common info into one common information encapsulation, rather than define a separate struct/encapsulation for each printer type.
Then, we prefer to use a framework which would manage all the function referencing for each type of printer because not all printers print or are cleaned the same way.
So your preference/motivation oriented away from objects is telling you that your programming life is easier if you do not use objects? That you prefer to manage all those structural complexities yourself. You must not have written enough software to feel that way.
The necessity of laziness
Some people say - necessity is the mother of creativity. (as well as, Love of money is the root of evil).
But to me and my cohorts - laziness in the face of necessity are the parents of creativity. (as well as the lack of money is the other parent of evil).
Therefore, I urge you to adopt a lazy attitude towards programming so that the principle of the shortest path would kick into your life and you'll find but have no other choice than to graduate towards orienting yourself towards programming with objects.
Step 1. Read a good Design Patterns book. http://www.oodesign.com/
Step 2. Pick something you already know and rework it from an OO perspective. This is the Code Dojo approach. Take a problem that you already understand, and define the object classes.
I did this -- and wrote down what I did.
See http://homepage.mac.com/s_lott/books/oodesign.html#book-oodesign
You can do the same series of exercises to get the hang of OO design and code.
The OO mindset is based on principles that lie at a much more basic level than design patterns. Design patterns are somehow fashionable these days (and have been for a while), and they are useful, but they are just one more layer that you can put upon more basic stuff that you absolutely must learn and master if you want to do OO properly. In other words: you can do OO perfectly without design patterns. In fact, many of us did OO well before the phrase "design patterns" was even coined.
Now, there is stuff you can't do without. I suggest you start at the basics. Read and understand "Object-Oriented Software Construction" 2nd edition by Bertrand Meyer. It's probably the best book on OO programming around, both in width and depth. That is if you're interested in programming.
First, congrats on taking steps to learn something new! I hate it when developers decide to NOT evolve with technology.
As far as moving from procedural programming to OOP, I would say that one thing that you can do is take an existing app (as others have mentioned) and, before you even open a text editor, sit down and think about how each aspect of the application would be converted. I have found that more than half of OO programming is defining the conceptual objects in your mind first.
Again, I will agree with everyone's recommendations on design patterns. Specifically, I would look into the MVC (Model-View-Controller) pattern as this one might be the easiest one to grasp. You have already written code, so you should be able to look at your existing applications and begin putting each part into the M,V or C categories.
Best of luck and have fun!
There are already quite a few answers about where to find information on programming in an object-oriented fashion. Indeed, there are many great books out there that will define the basic concepts however I think the question was more on how to "stick with it" through development for someone new to the method.
Of the many concepts in object-oriented programming, the main one that will keep you on track as a newcomer is encapsulation. Does my class know how to take care of itself? Does my class have behaviour? If it doesn't, then you don't have a class, you have a structure and you'll likely be writing a lot of procedures to change its state (as it's said, "you are back to writing C in Java"). Does my class only expose methods publicly that are required for its use? Those questions may not be terribly elaborated upon but perhaps consider this thought experiment when designing your classes: What if each one of your application's classes were to be developed and maintained by a different developer on the internet and the classes also had to interact with eachother over the internet. Would each developer agree that the class they are writing and maintaining adheres to the single responsibility principle and therefore be happy that they aren't maintaining what should be someone elses code?
Regarding the design of class interfaces, consider writing all of the code that uses your classes first. Don't worry about what has to happen at the metal yet. You should be able to stub out the entire program in terms of the class relationships before you write your first bit-twiddling implementation detail. If you can't do this without twiddling bits or making a variable public, then it is time to go back to your class relationship diagram and see if you are missing an abstraction. Phrased another way, use your code before you write your code. Do this first, and you might be suprised how clean your code and interfaces turn out if you've never done it before.
While design patterns are certainly good to learn, and some are extremely powerful, they aren't generally intrinsically object-oriented and as some argue (and I tend to agree) design patterns are often just exposed weaknesses in the language. One language's design patterns is another's basic founding principles. So when starting, don't get hung up on whether or not some relationship is a good candidate for a bridge or a facade; this is not specific to object-oriented thought, this is related to what a specific language's constructs afford.
Don't.
First, learn writing. Second, learn user experience and interaction design. Third, learn business analysis. Fourth, learn role modeling.
Now that you know what objects are, you will come to see that objects are not found in code. They are found at runtime; in the space between the machine and the user's mind. This is what object orientation really means. Unfortunately recent academia has twisted it into an engineering concept. Nothing could be further off the mark. And try as they might to emulate, the end result is crap. Why? Because the "OOP" paradigm as the industry knows it today is built on a fundamentally flawed idea: decompositional analysis of identity. How is this flawed? Because identity in and of itself is meaningless. It is void. In a mathematical sense, in a philosophical sense. This is not how a human being perceives and interacts with the world.
Canon: Alan Kay, Trygve Reenskaug, James (Jim) Coplien
How I wish I was in your position. :)
I think it helps to first skim over some existing, decent, proven object-oriented code (e.g. Qt source code) so you can get a feel for "how it's done". After that, learning from a book or creating your own framework will be much more effective.
In general, it really helps to see things in context before reading about and practicing them, as it gives you moments to say to yourself, "Oh, that's why they did that!" At least that's how it works for me.
The hard part of OO is which stuff should be put together into one object. As you already mentioned the evolution of your source code, here you have a simple guideline on how to evolve your source code towards an OO design:
"Put stuff together that changes together."
When two pieces of code have similar change velocities, that's a hint that they should be placed in the same object. When the change velocities are different, consider placing them in different objects.
This is also known as "Change Velocity".
If you follow that guideline your code will naturally evolve towards a good OO design. Why?
Fragments of code often have similar
change velocities if they access a
common representation. Every time the
representation changes, all the pieces
of code that use it must change at
once. This is part of the reason we
use objects as modules to encapsulate
representation. Separating interface
from implementation makes sense under
this guideline too - the
implementation changing more often and
thus having a higher change velocity.
If a class has a stable part and an
unstable part, that's a difference in
change velocity that suggests moving
the stable part to a (possibly
abstract) base class.
Similarly, if a class has two parts
which change equally often but at
different times or in different
directions (that is to say, for
different reasons), then that again
suggests refactoring the class.
Sometimes replace "class" with
"method". For example, if one line of
a method is likely to change more
often than the rest - perhaps it is
the line which creates a new object
instance and contains the name of its
class - consider moving it to its own
routine. Then subclasses can easily
effect their change by overriding it.
I came across this concept on C2 wiki many years ago, but I've rarely seen it used since. I find it very useful. It expresses some crucial underlying motivation of object oriented design. Of course, it's therefore blindingly obvious.
These are changes of the program.
There is another sense of change
velocity - you don't want instance
variables changing at different rate,
or rather that is a sign of potential
problems. For example, in a graphics
editor you shouldn't keep the figures
and the handles in the same
collection, because the figures change
once a minute or once an hour and the
handles change once a second or once a
minute.
In a somewhat larger view, you want a
system to be able to change fast
enough to keep up with the changes in
the business.
PS: the other principle that you should follow is "Law of Demeter", that is, an object should only talk to its friends. Friends are: yourself, instance variables, parameters, locals, and members of friendly collections - but not globals and static variables.
You might consider using the CRC (Class/Responsibility/Collaboration) card approach to OO design. This is nothing too scary - just a way to sort out what your objects should be, and which object should be responsible for which tasks by writing stuff down on a bunch of file cards to help clarify your thoughts.
It was originally designed as a teaching tool for OO thought, and might work for you. The original paper is at: http://c2.com/doc/oopsla89/paper.html
A poster above suggested programming in Smalltalk to force you into OO habits, and to an extent that's a good suggestion - Smalltalk certainly did me a lot of good, but
a) you may not have the spare time to learn a new language. If you do, great.
b) I used to tutor a university course in OO programming, using Smalltalk, and the students did an excellent job of proving that old joke about how "You can write FORTRAN in any language".
Finally: when I was learning about OO (from books) I got the impression that you subclassed a lot, creating complicated class hierarchies. When I started working with OO programmers I realised it didn't happen as often as I thought. I think everyone makes this mistake when they're learning.
The only way to write better code is to write more code. Take a project you've implemented procedurally and convert it to OOP (assuming you're working in a language that supports both). You'll probably end up with a fragile, tightly coupled solution the first time around, but that's ok. Take the bad OOP implementation and start refactoring it into something better. Eventually, you'll figure out what works, and what doesn't.
When you're ready to take the next step, pick up a Design Patterns book and learn some of the OOP design terminology. This isn't strictly necessary, but it will give you a better grasp of some of the common problems and solutions.
I think you should convince yourself by researching all of the downsides with procedural programming, for example (some buzzwords following, watch out): scope, state ... practically you'd be able to extract many terms just by reading examples of design patterns (read: common examples of using objects together.)
Stressing yourself into learning something you don't believe in won't get you anywhere. Start being really critical on your earlier work and refactor it to avoid copied code and using the global scope, and you'll find yourself wanting more.
For me the ah-ha moment of OOP was the first time I looked at code and realised I could refactor common stuff into a base class. You clearly know your way around code and re-use, but you need to think around classes not procedures. With user authentication it's clear you're going to have a username and password, now they go into the base class, but what if you need a tokenId as well, re-use your existing login base class, and create a new subclass from that with the new behaviour, all your existing code works without change.
See how that works for you.
Well, first off design patterns are about the worst thing to pattern your programming to.
It's just a big set of things. It's nothing to do with OOP, and most of them such as singleton are constantly used for all the wrong reasons (ie initialization). Some of these things you have to use so telling you about them is pointless, others are counterproductive, and the rest are just special case things. If you try to learn anything this way everything will start to look like some bizarre doodad someone came up with for a very special problem or because they needed infinite genericity (which is seldom true). Don't let people con you into using a million iterators and templates for no reason and make things ten times more complicated.
Really OOP is a simple subject that gets massively overcomplicated. Unfortunately in C++ it has a lot of issues but really simple virtual methods are what matters. Pure virtual base classes used much like a java interface object are the most useful but also just plain virtual methods here and there will come in handy.
It's mostly been overblown. It also doesn't lend itself well to every problem. If you make database and gui stuff it lends itself well to that. If you make system tools it is usually not as helpful.
I found that one of the things which has really helped solidify the benefits of OOP for me has been writing unit tests with a mock object framework (such as EasyMock). Once you start to develop that way, you can see how classes help you isolate modules behind interfaces and also allow for easier testing.
One thing to keep in mind is that when people are first learning OOP, often there is an overemphasis on inheritance. Inheritance has its place, but it's a tool that can easily be overused. Composition or simple interface implementation are often better ways of doing things. Don't go so far in attempting to reuse code via inheritance that you make inheritance trees which make little sense from a polymorphism standpoint. The substitution principle is what makes inheritance/interface implementation powerful, not the fact that you can reuse code by subclassing.
A great step would be to start of with a OOP framework, you can still write procedural code in the framework but over time you can refine your coding habits & start converting functionality into objects.
Also reading about patterns & data modeling will give you more ideas about to code your logic in a OOP style.
I have found that a very intense way learning to train abstraction in programming is to build a OOP library with a defined functionality, and then to implement two projects with similar but still different requirements that are building on that library, at the same time.
This is very time-consuming and you need to have learned the basics of OOP first (S.Lott has some great links in the other answer). Constant refactoring and lots of "Doh!" moments are the rule; but I found this a great way to learn modular programming because everything I did was immediately noticeable in the implementation of one of the projects.
Simply practice. If you've read everything about OOP and you know something about OOP and you know the OOP principals implemented in your language PHP... then just practice, practice and practice some more.
Now, don't go viewing OOP as the hammer and everything else as the nail, but do try to incorporate at least one class in a project. Then see if you can reuse it in another project etc..
Learn a new language, one that helps to move you gently to OOP. Java is nice, but a bit bloated, though. But its system library is mainly OO, so you are force to use objects.
Moving to another language also helps you not to reuse your old code :-)
I think it´s important to learn the theory first. So reading a book would be a good start.
I believe that the mechanics of OOP seem completely arbitrary and make no sense until you read a book on design patterns and understand the "why" of it. I recommend Head First Design Patterns. I thought OOP was ridiculous and completely useless until I picked up this book and saw what it was actually good for.
OO makes a lot more sense when you understand function pointers and how it relates to indirect function calls and late binding. Play around with function pointers in C, C++, or D for a little while and get a feel for what they're for and how they work. The polymorphism/virtual function part of OO is just another layer of abstraction on top of this.
Procedural is the right tool for some jobs. Don't act like it's wrong. IMHO all three major paradigms (procedural, OO, functional) are valuable even at a fine-grained level, within a single module. I tend to prefer:
Procedural is good when my problem is simple (or I've already factored it enough with functional and OO that I now have a subproblem that I consider simple) and I want the most straightforward solution without a lot of abstraction getting in the way.
Object-oriented is good when my problem is more complex and has lots of state that makes sense in the context of the problem domain. In these cases the existence of state is not an implementation detail, but the exact representation is one that I prefer to abstract away.
Functional is good when my problem is complex but has no state that makes sense at the level of the problem domain. From the perspective of the problem domain, the existence of state is an implementation detail.

Has anyone attempted to make PHP's system functions more Object-Oriented?

I'm just curious if any project exists that attempts to group all (or most) of PHP's built-in functions into a more object-oriented class hierarchy. For example, grouping all the string functions into a single String class, etc.
I realize this won't actually solve any problems (unless the modifications took place at the PHP source code level), since all the built-in functions would still be accessible in the global namespace, but it would certainly make usability much easier.
Way too many times. As soon as someone discovers that PHP has OO features they want to wrap everything in classes.
The point to the OO stuff in PHP is so that you can architect your solutions in whichever way you want. But wrapping the existing functions in Objects doesn't yield much payoff.
That being said PHP's core is quite object oriented already. Take a look at SPL.
I think something like this is intergral for PHP to move forward. Being mainly a .Net programmer, I find PHP painful to work in with it's 1 million and 1 global functions. It's nice that PHP 5.3 has namespaces, but it doesn't help things much when their own libraries aren't even object oriented, let alone employ namespaces. I don't mind PHP as a language so much, but their API is terribly disorganized, and it probably needs a complete overhaul. Kind of like what VB went through when it became VB.Net.
To Answer your question, Yes there exists several of libraries that do exactly what you are talking about. As far as which one you want to use is an entirely different question. PHPClasses and pear.org are good places to start looking for such libraries.
Update:
As the others have suggested SPL is a good library and wraps many of built in php functions. However there still are lots of php functions that it does not wrap. Leaving us still without a silver bullet.
In using frameworks such as Cakephp and Zend (others too), I have noticed that they attempt to solve some of these problems by including their own libraries and building basics such as DB connectivity into the frame work. So frameworks may be another solution
I don't agree. Object Oriented Programming is not inherently better than procedural programming. I believe that you should not use OO unless you need polymorphic behavior (inheritance, overriding methods, etc). Using objects as simple containers for code is not worth the overhead. This is particularly true of strings because their used so much (e.g. as array keys). Every application can usually benifit from some polymorphic features but usually at a high level. Would you ever want to extend a String class?
Also, a little history is necessary to understand PHP's odd function naming. PHP is grounded around The Standard C Library and POSIX standard and uses many of the same function names (strstr, getcwd, ldap_open, etc). This is actually a good thing because it minimizes the amount of language binding code, ensures that a full well thought out set of features (just about anything you can do in C you can do in PHP) and these system libraries are highly optimized (e.g. strchr is usually inlined which makes it about 10x faster).

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