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Learning FP the hard way: Experiences on the Elm language
- jasim 11y agoWell explained, thanks!
- davexunit 11y agoReally nice explanation and code samples. I'm glad to see more accessible materials emerge for explaining what signals are. The Elm website already does a good job, but I think the extra detail in this article will help more people grok it. I have done my own exploration in this area. I hack on a game engine written in Scheme that includes a signal implementation, a declarative scene graph, and a live coding environment via a REPL server. It's not as glamorous as Elm, but I'm quite proud of it and I plan to make the first release soon. http://dthompson.us/pages/software/sly.html http://dthompson.us/pages/software/sly.html An older blog post I did with code samples and a quick screencast when the project had a different name: http://dthompson.us/functional-reactive-programming-in-scheme-with-guile-2d.html http://dthompson.us/functional-reactive-programming-in-schem...
- ohanhi 11y agoThank you! "Accessible" is precisely what I wanted the post feel like. Sly seems very cool too, I hope it will help popularizing these ideas!
- yellowapple 11y agoI think this is the first time the concept of currying has solidly clicked for me; most explanations focus on the "your function should take one argument" aspect more than the "your function should return a new function" aspect, which meant that, until now, currying looked more like an obstacle than a tool. Thanks!
- ohanhi 11y agoThat's great to hear! I also had some trouble finding the gist of currying. As you said, the _why_ is often missing in the explanations. Glad I could help you in that regard.
- crimsonalucard 11y agoSo when I update ship, that means a new ship was created right? What happens to the old ship? and how is recreating the universe for every iteration efficient? Is there something tricky going on in the background?
- angersock 11y agoConsider that in many cases, you don't need to recreate the whole universe--lots of stuff may stay the same. Also, to get to the old ship, you just rewind the events, because the state can be fully reconstructed (no weird side-effects).
- zimbatm 11y agoA new ship is created and the old ship is sailing towards garbage-collection unless other objects are still holding references to that value. This is going to add more pressure on the garbage-collector for sure.
- rtfeldman 11y agoThere is indeed something tricky going on: Elm uses persistent data structures behind the scenes. See this previous HN discussion about Elm's persistent data structures: https://news.ycombinator.com/item?id=7686272 https://news.ycombinator.com/item?id=7686272
- mcphage 11y agoYou claim that this is reactive rather than imperative, but instead, it feels imperative instead of object oriented. You still have your "setup method": Signal.map show (Signal.foldp update initShip inputSignal) and your "handle updates method": updateVelocity newVel (updateShooting isShooting (applyPhysics dt ship)) And the distinction between "set the ship's position to ship.position + ship.velocity * dt" and "create a new ship similar to the old ship but the velocity is ship.position + ship.velocity * dt" seems like splitting hairs. It's not OO, definitely—but it doesn't feel like you're doing anything differently than you would if this was a purely structural program, even if some of the details are different. If this was straight C, "update" would be a method that gets called 30 times per second, and "main" would get called when the game starts, and everything else would map pretty much line-for-line. Similarly, the "functional-reactive" nature of it feel like an implementation detail, rather than a different way of thinking about the code—in your update method you still walk through the steps "was <- or -> pressed? was ^ pressed? Move the ship. Fire your gun. Change your velocity." Maybe some of them don't need to be recalculated? Okay, but as the programmer you still need to describe the same steps, even if some of them get optimized away. And honestly, even going through the same steps, it makes it harder to understand. Take your update function: updateVelocity newVel (updateShooting isShooting (applyPhysics dt ship)) Okay, so you have an applyPhysics method that takes a ship, and a dt. That's pretty clear. And it returns... something, and that something gets passed into updateShooting, and then what updateShooting returns gets passed into updateVelocity. You have to go elsewhere to read that, okay, applyPhysics and updateShooting both return ships. The same steps, written in a more imperative syntax: applyPhysics(ship, dt); updateShooting(ship, isShooting); updateVelocity(ship, newVel); Which (a) makes it more clear that a ship gets passed into each method, but (b) also lets you pass in the more important parameter first, which aids readability, and (c) lets you list the methods in the order that they occur, rather than writing them in the reverse of the order they occur. To at least get the better argument order with Elm you'd have to write it: updateVelocity (updateShooting (applyPhysics ship dt) isShooting) newVel Which is completely unreadable—you're reduced to counting parentheses to see which method "isShooting" gets passed into.
- ohanhi 11y agoGood feedback, thank you! I will rethink some of the phrasing, especially on the reactive/imperative references. To be honest, the reactive part in the example is rather slim (arguably only the `Signal.foldp` is "reactive"), and it is so by design. I wanted to describe the appeal of writing pure functions first off, and then subtly bind the existing code to the signals at play. Obviously this is an opinionated decision. Regarding the update function, I refrained from using the infix operator just to make the article a bit more approachable. Was I to write the code just for myself, it would have been: ship |> applyPhysics dt |> updateShooting isShooting |> updateVelocity newVel This is also the reasoning for the argument order.