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http://haskell.org/haskellwiki/Shooting_your_self_in_the_foot
...but then, most of these will probably be a little lost here. :-/
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Invisible wrote:
> http://haskell.org/haskellwiki/Shooting_your_self_in_the_foot
>
> ...but then, most of these will probably be a little lost here. :-/
I see too much repeated stuff in that list... The "you shoot yourself but
nothing happens until you look at the foot" is like half a dozen times with
different wording.
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Nicolas Alvarez wrote:
> I see too much repeated stuff in that list... The "you shoot yourself but
> nothing happens until you look at the foot" is like half a dozen times with
> different wording.
Agreed.
When you word it correctly, it's amusing. When you repeat it 25 times
with slightly different wording... it quickly stops being amusing.
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Nicolas Alvarez <nic### [at] gmail com> wrote:
> I see too much repeated stuff in that list... The "you shoot yourself but
> nothing happens until you look at the foot" is like half a dozen times with
> different wording.
Which raises an interesting question: Can lazy evaluation hide bugs
which could otherwise be immediately detected?
--
- Warp
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And by the way... The "nothing happens until you try to see it" reminds me
of quantum stuff :P
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Nicolas Alvarez wrote:
> And by the way... The "nothing happens until you try to see it" reminds me
> of quantum stuff :P
You're not the only one. ;-)
In Haskell, "cat" may be alive or dead (or neither), and it doesn't
became a definite value until you "observe" it.
(And if you never "observe" it, it may in a very real sense never exist.
The compiler might optimise it out of existence if it isn't used for
anything...)
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Warp wrote:
> Which raises an interesting question: Can lazy evaluation hide bugs
> which could otherwise be immediately detected?
That *is* an interesting question.
Suppose you write a tokeniser that takes a string and returns a list of
tokens. Suppose your program just counts how many tokens there are. You
run your program, and it seems to work. Great!
Then later you change it so it tries to print out the tokens. And *now*
you discover that processing the 8th token in the list causes a
divide-by-zero error. Oops! If it weren't for lazy evaluation, you would
have found that out sooner.
OTOH, by the simple act of printing out the token list while you're
testing your tokeniser, you would probably have found that bug anyway.
So it's a pretty contrived example.
Let us not forget, of course, that in a "normal" language it's not in
any way unusual for changing the structure of a program to cause some
new, previously unused code path to suddenly get used and reveal a bug
or two that you didn't know about. So lazy evaluation doesn't make
things *so* much different. It just makes it somewhat easier for certain
kinds of bugs to hide.
(Of course, Haskell also makes it easier to test your functions. You
don't have to write a whole test program, just open up GHCi and type in
some expressions to check you get the right answers. And since printing
out a value usually causes it to be completely evaluated, laziness
shouldn't be hiding anything from you...)
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Invisible <voi### [at] dev null> wrote:
> Let us not forget, of course, that in a "normal" language it's not in
> any way unusual for changing the structure of a program to cause some
> new, previously unused code path to suddenly get used and reveal a bug
> or two that you didn't know about.
It's just that with lazy evaluation even if you *do* execute all possible
code paths that doesn't guarantee that their result is actually calculated.
Thus code coverage might not have the same degree of guarantee than with
other languages.
--
- Warp
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Warp wrote:
> It's just that with lazy evaluation even if you *do* execute all
> possible
> code paths that doesn't guarantee that their result is actually
> calculated. Thus code coverage might not have the same degree of guarantee
> than with other languages.
>
And you can't even turn off lazy evaluation for testing. In Haskell it seems
to be common to generate generate infinite lists and then only read the
needed data from them. Unless you have infinite memory, you *need* lazy
evaluation.
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Warp wrote:
> Invisible <voi### [at] dev null> wrote:
>> Let us not forget, of course, that in a "normal" language it's not in
>> any way unusual for changing the structure of a program to cause some
>> new, previously unused code path to suddenly get used and reveal a bug
>> or two that you didn't know about.
>
> It's just that with lazy evaluation even if you *do* execute all possible
> code paths that doesn't guarantee that their result is actually calculated.
> Thus code coverage might not have the same degree of guarantee than with
> other languages.
Depends on what you do with the results.
If you do "nothing" with them then no, they won't be computed. If you,
say, check that the generated result matches an expected result, then
the way equality is *usually* implemented will ensure that the full
result is indeed computed.
If your program is *supposed* to generate an infinite result set then
yeah, you have a problem. You'll have to check that some finite portion
of it matches what it's supposed to be. ;-)
One of the nice properties of Haskell is that since a function can have
no side effects, you "only" need to check that it produces the correct
output for every valid input. (Yeah, I realise that's usually still
impossible - but it beats having to ensure that global variables get
initialised first and aren't corrupted afterwards, checking for thread
safety, etc.)
GHC actually comes with a library called Quick Check, who's purpose is
to automatically generate (randomised) test cases and check arbitrary
properties that you specify. (Obviously they must be *computable*
properties - in fact _you_ have to specify the algorithm for checking
the result is acceptable.) The only snag is that you need to be careful
with how you randomise so you get a "meaningful" sample.
There are people in the Haskell community who are very obsessive about
always writing Quick Check properties for all code developed.
Personally, I sometimes find that devising meaningful tests that are
machine-checkable can be as hard as writing the code I want to check... ;-)
The times I have used Quick Check, it's been quite helpful. For example,
a while back a started work on a small library to do binary
serialisation. (As in, read and write integers of arbitrary width, not
limited to being byte-aligned.) QC has invaluable in quickly generating
lots of random inputs, writing then and reading them back, and checking
the result match. Usually if there was a bug, it found it in split
seconds. Much quicker than typing in tests by hand...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Orchid XP v8 wrote:
> Warp wrote:
>> It's just that with lazy evaluation even if you *do* execute all
>> possible
>> code paths that doesn't guarantee that their result is actually
>> calculated.
>> Thus code coverage might not have the same degree of guarantee than with
>> other languages.
>
> Depends on what you do with the results.
Heh, and I'm in such a hurry to reply that I completely miss one of the
most important points.
No matter how buggy your Haskell code is, it *cannot* segfault. It
cannot access initialised or dangling references. It cannot corrupt
global variables. It cannot be thread-unsafe. It cannot cause other
unrelated parts of your program to not malfunction. You do not need to
test for these bugs because they cannot exist in the first place.
(Unfortunately most or all of those guarantees vanish as soon as you
start performing I/O. This perhaps explains why Haskell programs usually
contain the tiniest amount of explicit I/O possible...)
So even if some code path wasn't adaquately tested, the worst thing your
program can do is
A) Give the caller the wrong answer.
B) Throw an exception.
C) Lock up and loop forever.
D) Eat all of your RAM.
Exceptions can be caught and logged if desired. It's possible to
annotate them to get some idea where they're coming from. You can use
the GHCi debugger to make it automatically drop you into debug mode when
an exception is thrown. If your program segfaults, there's not much you
can do about it. It just says "segmentation fault" and stops, and that's it.
The other problems are the same as you'd have in any other language.
(And they're roughly has difficult to fix as anywhere else.) Admittedly
the last two problems are somewhat more common in Haskell than in other
languages. (E.g., it's quite easy to write a function that *should* work
for an infinite input, but doesn't due to a subtle oversight on your part.)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Orchid XP v8 <voi### [at] dev null> wrote:
> No matter how buggy your Haskell code is, it *cannot* segfault. It
> cannot access initialised or dangling references. It cannot corrupt
> global variables. It cannot be thread-unsafe. It cannot cause other
> unrelated parts of your program to not malfunction. You do not need to
> test for these bugs because they cannot exist in the first place.
You mean there aren't mutable arrays in Haskell?
--
- Warp
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Warp wrote:
> Orchid XP v8 <voi### [at] dev null> wrote:
>> No matter how buggy your Haskell code is, it *cannot* segfault. It
>> cannot access initialised or dangling references. It cannot corrupt
>> global variables. It cannot be thread-unsafe. It cannot cause other
>> unrelated parts of your program to not malfunction. You do not need to
>> test for these bugs because they cannot exist in the first place.
>
> You mean there aren't mutable arrays in Haskell?
You're fascinated by mutable arrays, aren't you? :-)
OK, I rephrase:
No matter how buggy your Haskell code is, there are a whole bunch of
Extremely Bad Things that cannot happen --- UNLESS your function uses
mutable state and/or performs I/O operations. (Or calls external C
functions. Obviously.)
Happy now? :-P
Haskell does indeed have mutable arrays. And (thread-safe) mutable
variables of several kinds. There's even a somewhat clunky mutable
hashtable. (Well let's face it, who would want an *immutable* hashtable??)
You will note that what Haskell *does not* have is mutable global
variables. So even if you have mutable state, it cannot be a global
variable. You must manually pass it to any function that wants it. That
limits the damage somewhat.
(Of course C can have global mutable state, and Haskell can talk to C.
But that's not really a Haskell property...)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Orchid XP v8 <voi### [at] dev null> wrote:
> > You mean there aren't mutable arrays in Haskell?
> You're fascinated by mutable arrays, aren't you? :-)
I suppose I just can't get over the mentality that arrays are the
fastest possible data containers for random access, that random access
is required for very many algorithms, that many algorithms require
modifying the data in the array, and that an array is one of the most
memory-efficient ways of storing data in memory (in certain circumstances
there are even more space-efficient ways, but those are a bit exceptional
cases).
Many programming languages seem to detest arrays because they are not
very dynamic (it's very hard to increase the size of an array in an
efficient way, and alternative O(1) random access containers which are
easy to resize have an annoying minimum overhead, which is bad for very
small arrays). Of course their mutability (immutable arrays are not very
useful, after all) also makes certain things difficult in a language which
tries to ensure certain things about safety and correctness.
I'm curious: Were mutable arrays a later addition to the Haskell language?
Did it start as a pure functional language, but mutable arrays were added
later because pure functionality is *not* the silver bullet?-)
--
- Warp
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Warp <war### [at] tag povray org> wrote:
> I'm curious: Were mutable arrays a later addition to the Haskell language?
> Did it start as a pure functional language, but mutable arrays were added
> later because pure functionality is *not* the silver bullet?-)
Possibly, yes. Like Monadic IO, which was added later. You may ask how IO was
done before.
Think Haskell doing pure functional processing and producing and output list of
results and an outer program receiving the list and doing proper, ugly, impure
IO over it and you may have a somewhat accurate picture. Of course, relying on
an external program doesn't do the ego any good... :)
Or so I heard from Simon Peyton Jones in his excelent "Tackling the Awkward
Squad" paper:
http://research.microsoft.com/~simonpj/papers/marktoberdorf/
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>> You're fascinated by mutable arrays, aren't you? :-)
>
> I suppose I just can't get over the mentality that arrays are the
> fastest possible data containers for random access, that random access
> is required for very many algorithms, that many algorithms require
> modifying the data in the array, and that an array is one of the most
> memory-efficient ways of storing data in memory (in certain circumstances
> there are even more space-efficient ways, but those are a bit exceptional
> cases).
All valid points of course. (Indeed, in languages like Pascal, you'd be
forgiven for thinking that arrays are the *only* container type.)
Oddly enough, I don't often find myself wanting to use arrays. I guess
this is just an artifact of the kinds of programs I tend to write. If I
was doing lots of image processing or DSP or something then I'd almost
certainly want arrays. But many of the programs I write involve parsing
some text input to generate a small parse tree, processing that tree
according to some highly complex algorithm, and writing the result back
out. There isn't much call for an array in there. (Although I commonly
want dictionaries, which you could conceivably implement as hash tables
instead of trees.)
> I'm curious: Were mutable arrays a later addition to the Haskell language?
> Did it start as a pure functional language, but mutable arrays were added
> later because pure functionality is *not* the silver bullet?-)
I wasn't there, but as I understand it, Haskell has had mutable arrays
for a very long time now. (E.g., they are explicitly mentioned in the
current language standard document, circa 1998.)
Monadic I/O was definitely a later addition; Haskell used to have a much
more chunky I/O system based on infinite lazy lists. (A Haskell
"program" takes an infinite list of I/O responses as input, and returns
an infinite list of I/O requests as output. If that sounds confusing -
it is. And it's very easy to get wrong!)
As for pure functional programming... it has many attractive properties.
It is self-evident that a complete program that is *totally* pure is
formally equivilent to a null program, so that isn't very useful.
Different functional languages solve this problem in different ways:
- SQL, while not technically a "functional" language, solves it by being
a special purpose language who's purpose is to return results to the
caller who then actually "does" stuff with it. (Oh, and by having DML
statements.)
- Lisp does it by being impure. (I.e., if you want to mutate something,
you just mutate it. But you're supposed to "avoid" doing that too much.)
- Clean does it using an interesting concept known as "uniqueness
typing". (Basically works like Lisp, except the type system enforces
some constraints.)
- Haskell uses monads instead. (It's a simple way to structure I/O, and
turns out to be useful for many other things too.)
- I have no idea what Erlang does...
Silver bullet? No. Useful? Well, I think so. But then, I'm biased. ;-)
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Orchid XP v8 <voi### [at] dev null> wrote:
> One of the nice properties of Haskell is that since a function can have
> no side effects, you "only" need to check that it produces the correct
> output for every valid input.
Wait a minute... Exactly how do you create a random number generator in
Haskell?
A random number generator function is, by definition, a function which
returns different values every time it's called (with the exact same
parameters, eg. none), and to do that it must remember its state from
the previous call.
Not being able to create a RNG function would be rather restrictive in
many applications...
--
- Warp
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Warp wrote:
> Wait a minute... Exactly how do you create a random number generator in
> Haskell?
>
> Not being able to create a RNG function would be rather restrictive in
> many applications...
You write a function that takes a PRNG state and returns a random number
and a new PRNG state.
(That is, if you want *psuedo*-random numbers. If you're after truly
random numbers, you'll obviously need to perform some kind of I/O to get
them, since true randomness comes only from physical sources.)
This is a common idiom in Haskell; write a function that takes an
initial state and returns an answer and a new, modified state. In fact,
there's even a standard monad for automating this so you don't have to
manually pass the state around by hand all the time.
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Invisible <voi### [at] dev null> wrote:
> You write a function that takes a PRNG state and returns a random number
> and a new PRNG state.
Where do you store this state, given that you can't assign it to anything?
One common idiom in imperative languages to write a RNG function is,
for example in C++:
namespace
{
unsigned seed = 0;
unsigned getRandom(unsigned maxValue)
{
seed = <calculate a new seed using seed itself>;
return seed % maxValue;
}
}
Of course you could do it like this:
unsigned getRandom(unsigned seed)
{
return <calculate a new seed using seed itself>;
}
But then the calling code would have to keep that seed somewhere. This
can be a real burden if the same RNG stream would need to be used in
different parts of the code (ie. basically the different parts all would
have to share the same seed).
The idiom used in the POV-Ray SDL is that there's a seed identifier
which internally contains the seed value for that stream. However, the
rand() function *modifies* the contents of the seed identifier in order
to store the newest seed.
I don't understand how it could be done if modifying the identifier
was prohibited.
--
- Warp
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>> You write a function that takes a PRNG state and returns a random number
>> and a new PRNG state.
>
> Where do you store this state, given that you can't assign it to anything?
It's not so hard.
get_random :: Seed -> (Int, Seed)
foo :: Seed -> (Int, Seed)
foo s0 =
let
(x1,s1) = get_random s0
(x2,s2) = get_random s1
(x3,s3) = get_random s2
in ((x1 + x2 + x3) `div` 3, s3)
bar :: Seed -> ([Int], Seed)
bar s0 =
let
(y1,s1) = foo s0
(y2,s2) = foo s1
(y3,s3) = foo s2
in ([y1, y2, y3], s3)
Here "foo" grabs three random numbers and returns their arithmetic mean.
(And also returns the final PRNG seed, in case anybody else wants it.)
Basically you create a new variable for each version of the seed value.
(Similarly, "bar" calls "foo" three times to generate three (more
uniformly distributed) random numbers and returns them in a list - along
with the new seed.)
> But then the calling code would have to keep that seed somewhere. This
> can be a real burden if the same RNG stream would need to be used in
> different parts of the code.
Yes. This does quickly become tedious if you need random numbers all
over the place. In principle each function that uses it must take an
initial seed value, and return a new seed value as part of its result.
And the callers must remember to use the correct version of the state
each time.
(E.g., imagine if I make a typo and foo actually returns s0 instead of
s3. Now the "random" number generator appears to always return the same
result!)
But basically, it works.
You can improve it by using a state monad. This basically means that the
seed is invisibly passed from place to place automatically (and you
can't accidentally use the wrong seed by mistake).
Alternatively, you can go down the mutable state road. On the face of
it, this would still require you to pass around a reference to the
mutable state, because Haskell doesn't have mutable global variables. So
some hacking is required there.
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Invisible wrote:
> - I have no idea what Erlang does...
You send a message to another process, or receive such a message, which
isn't therefore functional as such. Processing the message is (mostly)
functional, but the behavior of a collection of processes varies with
timing and such.
Plus, there are processes implemented in C which do non-functional stuff
with messages, like write them to stdout.
> (A Haskell "program" takes an infinite list of I/O responses as input, and returns
an infinite list of I/O requests as output.
I remember reading about that a long time ago! :-)
--
Darren New / San Diego, CA, USA (PST)
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On Mon, 06 Oct 2008 21:58:46 +0100, Orchid XP v8 <voi### [at] dev null> wrote:
>UNLESS your function uses
>mutable state and/or performs I/O operations.
Is that like a WOM (Write Only Memory) :P
--
Regards
Stephen
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>> - I have no idea what Erlang does...
>
> You send a message to another process, or receive such a message, which
> isn't therefore functional as such. Processing the message is (mostly)
> functional, but the behavior of a collection of processes varies with
> timing and such.
>
> Plus, there are processes implemented in C which do non-functional stuff
> with messages, like write them to stdout.
So it's kinda like SQL - it's basically stateless, except for some
top-level state mutation. (?)
>> (A Haskell "program" takes an infinite list of I/O responses as input,
>> and returns an infinite list of I/O requests as output.
>
> I remember reading about that a long time ago! :-)
Yeah. Frighteningly easy to accidentally get the requests and replies
out of sync. This means it's also very easy to accidentally try to read
a response before the request has been sent - also known as a
"deadlock". :-/
We got rid of that For A Reason(tm). ;-)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Orchid XP v8 wrote:
> So it's kinda like SQL - it's basically stateless, except for some
> top-level state mutation. (?)
Hmmm. Not really. I'd say more like, "it isn't functional, it's just
single-assignment". If you call a function with the same arguments,
it'll give you the same results, except if it actually looks in its
message queue. But since the only way to communicate with a process is
via its message queue, this isn't saying much. Oh, and there are also
calls to (for example) create a new process or kill off an old process.
There's also one global mutable hash table per process. So it isn't
really functional in the sense that the same function necessarily
produces the same result for a given input. It's more that it's a
single-assignment language aspiring to be functional but only including
the annoying parts. It does have closures, tho.
--
Darren New / San Diego, CA, USA (PST)
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Invisible <voi### [at] dev null> wrote:
> >> You write a function that takes a PRNG state and returns a random number
> >> and a new PRNG state.
> >
> > Where do you store this state, given that you can't assign it to anything?
> It's not so hard.
So basically if two completely different functions in completely separate
parts of the program, both being called through long separate chains of
function calls would require using the same RNG stream, you would have to
put the seed parameter to each single function in both chains, even though
most of the functions don't use the RNG for anything themselves.
If you add calling the RNG to some function in the future, and you want
it to use the same RNG stream, you will then have to add the seed as a
parameter to the function and modify all the lines where that function is
called (which possibly requires to add the seed as parameter to those
functions where those lines are, etc.) If you later remove the need for the
RNG, then the parameter becomes obsolete, but are you going to remove it?
How do you even create objects which have a state in Haskell? Suppose
that you want to create, for example, sprite objects, each one with their
own state. This state could be, for example, an image (which may be shared
among several sprite objects, or different from other sprite objects, and
which might even change in the future due to some event), their location
on screen and a RNG stream specific to that sprite object. When you call
some update function of the sprite, then the sprite could eg. call the RNG
function using its own RNG stream, and update its own position on screen
based on that. Given that you can't (in theory) assign anything to anything
else, how can you make an object which changes its own state?
I suppose I just can't stop thinking in the object-oriented way, where
you have objects, each one having its own private state, each one being
able to modify its own state without exposing the details to the outside.
This feels like the ideal design for things like for example sprites, as
described above. I just call, for example, some kind of update function
of those sprites, and they do whatever; I don't know and I don't even
want to know, from the outside, what they are doing inside.
The Haskell way seems to be that you always have to somehow copy the
elements from one place to another if you want to change them (which in
itself already exposes some of the internal details of the object, as
you need to be aware from the outside that the state of the object is
changed, so you need to copy it somehow). But that seems to make it
impossible to share an object (eg. an image) between several other
objects (eg. sprites) if the state of that first object could be changed.
How do you share a changing object among several other objects?
--
- Warp
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Darren New wrote:
> So it isn't really functional. It's more that it's a
> single-assignment language aspiring to be functional but only including
> the annoying parts. It does have closures, tho.
LOL! Nice... I must try it out sometime! ;-)
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Warp wrote:
> So basically if two completely different functions in completely separate
> parts of the program, both being called through long separate chains of
> function calls would require using the same RNG stream, you would have to
> put the seed parameter to each single function in both chains, even though
> most of the functions don't use the RNG for anything themselves.
In a purely functional language, yes. If the result of the function
depends on only its arguments, then quite reasonably if the function's
result depends on the result of the RNG stream, you have to pass the RNG
stream into the function, even if it's only used at lower levels.
Yes, it's rather a PITA. It's how Erlang works, too, except there's a
back door where you can stuff some of your values into a per-process
hash table (where a "process" is a very small and efficient thing in
Erlang). You have to take care not to walk on someone else's key, tho.
> If you add calling the RNG to some function in the future, and you want
> it to use the same RNG stream, you will then have to add the seed as a
> parameter to the function and modify all the lines where that function is
> called (which possibly requires to add the seed as parameter to those
> functions where those lines are, etc.)
Yes. And it shows you that calling that new function may now alter the
results from other functions that used to take the same stream.
> If you later remove the need for the
> RNG, then the parameter becomes obsolete, but are you going to remove it?
Recall that all looping is done with recursion, too, so you wind up
calling yourself a lot more than in other languages, too. So you wind up
not only having to add it to all the callers, but to all the "loops" as
well.
> How do you even create objects which have a state in Haskell? Suppose
> that you want to create, for example, sprite objects, each one with their
> own state. This state could be, for example, an image (which may be shared
> among several sprite objects, or different from other sprite objects, and
> which might even change in the future due to some event), their location
> on screen and a RNG stream specific to that sprite object. When you call
> some update function of the sprite, then the sprite could eg. call the RNG
> function using its own RNG stream, and update its own position on screen
> based on that. Given that you can't (in theory) assign anything to anything
> else, how can you make an object which changes its own state?
You might have a structure called "World" that you pass to a function
Update.
Function Update(World) ->
ThisJoysticks = Read_Joysticks()
NewPlayers = Update_Players(ThisJoysticks, World.Players)
NewSprites = Update_Sprites(World.Sprites)
NewWorld = World{NewPlayers, NewSprites}
Update(NewWorld)
Function Update_Sprites(Sprite_List) ->
NewSprits = map UpdateOneSprite Sprite_List
function UpdateOneSprite(Sprite) ->
ThisRNG = Sprite.RNG
ThisPos = Sprite.Position
NewRNG = Rand(ThisRNG)
NewPos = ThisPos + NewRNG.value
NewSprite = Sprite{Sprite.Image, NewRNG, NewPos}
Draw(NewSprite.Image, NewSprite.Position)
return NewSprite
Basically, you track the world, and create a new world from scratch
each time thru the loop by recalculating what all the new parts are
based on the old parts. And you pass up and down everything you need.
It's fairly ugly.
I saw a blog about it that gave a really good explanation, but I can't
seem to find it any more. I'll keep looking.
> This feels like the ideal design for things like for example sprites, as
> described above.
Not unreasonable. For things like games, where you have a bunch of
independent actors, an OO approach works well and intuitively.
There's another way to do it, tho, which is to have independent
functions of time. Some of my stuff worked that way, where the position
of the sprite is calculated based on the clock, not unlike the way
POV-Ray handles animation. There the RND was based on the clock also, as
was the inputs (as in, "return the list of characters he typed up to
time X"). It took some getting used to, but it was nice because you
could combine things from different projects and get a nice visual effect.
For example, http://home.san.rr.com/dnew/FootNotes.html is written in
this (custom) essentially-functional language, and a bunch of the bits
are reused in lots of places (like, all the random movements are the
same code, all the ovals are the same code, combining the two gets you
the alien speaking, ...) I could probably dig up the sources.
> How do you share a changing object among several other objects?
You put the image as one field of a structure (in C-speak), and the
position as another field. When you want to move the sprite, you create
a new sprite with the same image and a new position. The compiler avoids
copying the actual image because it knows you can't change it so it's OK
to share it with other sprites.
--
Darren New / San Diego, CA, USA (PST)
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Warp wrote:
> So basically if two completely different functions in completely separate
> parts of the program, both being called through long separate chains of
> function calls would require using the same RNG stream, you would have to
> put the seed parameter to each single function in both chains, even though
> most of the functions don't use the RNG for anything themselves.
Basically... yes.
Presumably it goes without saying that you try to avoid structuring your
program that way.
> If you add calling the RNG to some function in the future, and you want
> it to use the same RNG stream, you will then have to add the seed as a
> parameter to the function and modify all the lines where that function is
> called (which possibly requires to add the seed as parameter to those
> functions where those lines are, etc.) If you later remove the need for the
> RNG, then the parameter becomes obsolete, but are you going to remove it?
This kind of refactoring is both common and irritating. There are ways
around it. For example, if you're doing a lot of work with random
numbers, or any kind of state-carrying operation, you would probably use
some kind of monad. That way, changing what gets passed around involves
changing a few type signatures rather than wholesale editing of the
whole program. (Especially if those type signatures are automatically
derived, or even if you just use a few carefully chosen type aliases.)
> How do you even create objects which have a state in Haskell?
Answer #1: You don't. You structure your program some other way.
Answer #2: If you really want to, Haskell does provide mutable storage.
> Suppose
> that you want to create, for example, sprite objects, each one with their
> own state. This state could be, for example, an image (which may be shared
> among several sprite objects, or different from other sprite objects, and
> which might even change in the future due to some event), their location
> on screen and a RNG stream specific to that sprite object. When you call
> some update function of the sprite, then the sprite could eg. call the RNG
> function using its own RNG stream, and update its own position on screen
> based on that. Given that you can't (in theory) assign anything to anything
> else, how can you make an object which changes its own state?
If the PRNG is unique to each sprite then it's fairly easy. You just
write some function that takes a sprite structure describing how the
sprite is right now (i.e., where it is, what image it has, etc.) and
returns a new sprite structure.
More generally, for something like a complex game with collision
detection, object interaction, user input from the outside world, etc.,
you would probably have some structure that represents the state of the
entire "game world", and a function that computes a new state from the
previous one plus some user input. You then have some functions that
display this somehow.
> I suppose I just can't stop thinking in the object-oriented way, where
> you have objects, each one having its own private state, each one being
> able to modify its own state without exposing the details to the outside.
> This feels like the ideal design for things like for example sprites, as
> described above. I just call, for example, some kind of update function
> of those sprites, and they do whatever; I don't know and I don't even
> want to know, from the outside, what they are doing inside.
Where this trips over is if, for example, how one object updates depends
on the state of another object. Then you have to update them in the
correct order - and *you* have to know what that order is. Otherwise
some objects update themselves according to the old state of the world,
and some according to the new state of the world, and others according
to a hybrid state that should never actually exist.
If you take the entire game world and produce a new, modified copy of
it, you know where you are, and you can compute things in any order. The
only constraint is data dependencies - and the compiler will figure that
out for you automatically; *you* do not need to care.
> The Haskell way seems to be that you always have to somehow copy the
> elements from one place to another if you want to change them (which in
> itself already exposes some of the internal details of the object, as
> you need to be aware from the outside that the state of the object is
> changed, so you need to copy it somehow).
Not so much. You ask for the new version of some object, and it gives
you an object of the appropriate type. Maybe this is a completely new
object that was just constructed. Maybe it's actually the original
object, unmodified. You can't tell, and you don't need to care. All that
matters is that it's *potentially* a different object.
> But that seems to make it
> impossible to share an object (eg. an image) between several other
> objects (eg. sprites) if the state of that first object could be changed.
> How do you share a changing object among several other objects?
You cannot have object A point to object B, and alter object B such that
object A sees the change. This is by design. You must duplicate object A
and object B (thus making it clear that something has happened to *both*
objects) for this to work.
That is, unless you actually use mutable state of course - which there
is no law against. It just makes things like performing updates in the
right order more tricky.
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Darren New <dne### [at] san rr com> wrote:
> > How do you share a changing object among several other objects?
> You put the image as one field of a structure (in C-speak), and the
> position as another field. When you want to move the sprite, you create
> a new sprite with the same image and a new position. The compiler avoids
> copying the actual image because it knows you can't change it so it's OK
> to share it with other sprites.
What if you want to change the image and want all the sprites using that
image to see the change?
--
- Warp
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Warp wrote:
> What if you want to change the image and want all the sprites using that
> image to see the change?
In Haskell, you must either manually track down all the sprites and
update them, or you must explicitly use mutable state.
Notice that this is a *design feature*; it prevents things from suddenly
changing when you didn't touch them, but only touched something they
indirectly reference. This behaviour can be unexpected in a large,
complex system. If you actually _want_ this, you must perform work to
make it happen. (Or... use mutable state.)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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