Ran across this old paper from Edsger Dijkstra, discussed on Slashdot:
On the Cruelty of Really Teaching Computer Science, as a PDF of scanned handwriting or the text transcript.
I'm not going to attack or defend the overall thesis, but anyway this paragraph I will agree with:
My next linguistical suggestion is more rigorous. It is to fight the "if-this-guy-wants-to-talk-to-that-guy" syndrome: never refer to parts of programs or pieces of equipment in an anthropomorphic terminology, nor allow your students to do so. This linguistical improvement is much harder to implement than you might think, and your department might consider the introduction of fines for violations, say a quarter for undergraduates, two quarters for graduate students, and five dollars for faculty members: by the end of the first semester of the new regime, you will have collected enough money for two scholarships.
The problem is the false assumptions and analogies that get introduced by these lines of thinking. If a network is "this guy talking to that guy", your thinking will be constrained by what you know about human conversation. If there's a problem, someone can talk louder, slower, etc. and the analogy holds. But if the solution involves something that has no equivalent in the day-to-day world, how are you going to conceptualize it?
My pet peeve, that descends from this same idea, is from the teaching of object orientation. A car is a type of vehicle; a truck is a type of vehicle; they both have wheels; maybe the number of wheels is different; maybe each has a different turning radius or procedure for backing up.
Great, now you understand inheritance, polymorphism, member functions, etc. However, in practice, you use object orientation to avoid zillions of "if" statements, special case code, large blocks of almost-but-not-quite duplicated code. These are concrete issues that you can see while writing programs, that have concrete effects like making things run faster or slower, making the code bulkier or more compact, more or less readable and maintainable.
In my experience, someone who learned OO by simple analogies is likely to be locked into thinking "I have to write every program by making a tree of classes like with the cars and trucks". Rather than "there are different ways to structure the code, and a good OO way will get rid of a lot of branching, magic numbers, and redundant code, without slowing things down too much or obfuscating what's really happening".
I remember seeing such analogies many times in the early days of Java. I don't know to what extent they made it into textbooks and university classroom settings, but I still see them here and there, for example this Q&A about how to implement an association relationship in Java.