Response to 'Reasons why Lisp games suffer'
techsnuffle.com
techsnuffle.com
(~R∊R∘.×R)/R←1↓ιR
(Hobby coding is cool and important too, but the aims are different.)
I've been poking around trying to sort out how to bind Chicken Scheme [0] to the Godot [1] C API.
The idea is to work in Godot using C files compiled by Chicken. This should work, in theory. The engine can handle the important timing stuff (mentioned in the article), and Scheme can be used for actual game-logic and algorithms.
I know a Scheme binding for Godot exists, but it hasn't been updated in quite a while.
What does 'blub' mean?
> I don't want to hurt anyone's feelings, so to explain this point I'm going to use a hypothetical language called Blub.
> As long as our hypothetical Blub programmer is looking down the power continuum, he knows he's looking down.
> But when our hypothetical Blub programmer looks in the other direction, up the power continuum, he doesn't realize he's looking up. What he sees are merely weird languages.
Graham starts with his "shockingly controversial statement" that "programming languages vary in power", which, I don't know that that is controversial, but OK. I'm with him that far. But he immediately loses me, because all of his exposition on this idea consists of beating around the bush, talking about characteristics of programming languages that are most definitely not the same thing as power, before moving on to this rather arrogant-sounding parable that makes it sound like he thinks of this "power" idea in remarkably similar terms to how colonial-era Europeans thought about "civilization" when it came to understanding why not everyone did things the way they did.
I would argue, on the contrary, that, when we're talking about programming languages, "power" is a characteristic that no reasonably well-traveled programmer should feel comfortable thinking of as an objective characteristic, let alone something that can be crammed into a linear continuum. Lisp has some powerful features, yes. So does C. And the differences that a Lisp fan might say make Lisp more powerful than C correspond remarkably closely to the things that a C fan might say make C more powerful than Lisp.
They're both right, too. Because any flat statement that "X is a powerful language" is incomplete. There's an unstated major premise, there - what problem are you trying to solve? That will be a big factor in determining what powers you need and don't need.
Which is why, around the time that Graham was writing this essay, I was implementing my first really big solo programming project in a mix of Scheme and C.
tl;dr: Yeah, what TFA's author said.
General principle: the more "clever" a thing is, in terms of making intricate use of the language's expressive power, the more incompatible, confusing, buggy and slow it is.
Another general principle: if your language gives you wheelwright tools but no wheels, nobody's wheel will fit anybody else's axle until conventions are established. And those conventions will make the open freedom of tools obsolete in practise. And they will be a hidden burden of learning to use the language.
The problem is, most dialects also have some horribly unexpressive things, too. Dynamic scope, cadadr, fifty bajillion words for "equals", stuff like that. My least favorite is that, in most Lisps, code and data look exactly the same. No M-expressions means that you can't reliably understand the basic structure of a blob of code by simply skimming. You've always got to be carefully reading it. Which gets exhausting if you're working in an unfamiliar codebase. Perhaps that's why Lispers have less of a tendency to travel in packs.
There's really just one Lisp dialect that gets to unironically wear an "I'm super-duper expressive!" t-shirt, in my book, and it's a young one: Clojure.
Common Lisp is a local maximum in language programmability (code as data, macros, programmable reader, EVAL, COMPILE, Meta-object Protocol, etc.).
> The problem is, most dialects also have some horribly unexpressive things, too. Dynamic scope, cadadr, fifty bajillion words for "equals", stuff like that.
The opposite is true. Common Lisp is its own code generation target - as such it has both low-level (blocks, go to, basic data structures, ...), mid-level (structures, streams, ...) and high-level (CLOS + MOP, macros, ...) programming constructs. Something like the additional dynamic scope expands the expressiveness of the language.
> No M-expressions means that you can't reliably understand the basic structure of a blob of code by simply skimming.
That's unrelated. You can easily read s-expression code as a human. It may only be unfamiliar to you - just like riding a bicycle is unfamiliar when you have never done it. Once you learn it, it's no issue.
(defun foo (a)
(+ a 10))
is no less readable than defun foo (a)
a + 10
It's only a matter of a bit training. Humans are actually very good at adapting to different sign systems (think about the differences between English, Arabic and Japanese) - each speaker of the various language groups think that the other language is difficult and the own one is natural.There is a bit of fear against Lisp code - this is partly justified, because of the extensible syntax - but that's unrelated ti s-expressions - one can have extensible syntax in M-expression based variants -> this creates the same problem of unlimited syntactic structures.
M-Expressions are not easier to reliably understand once you have macros in M-Expressions - which current versions of syntaxes similar to M-expressions actually support. See for example the RLISP of REDUCE.
I don't think that's quite what PG meant by power. That being said, I do not think I would be able to close the distance between our understandings, sadly.
Or you could just say what you think PG meant, e.g. "by more powerful he means a language more easily manipulated and expressive".
How about that instead of the current comment ending that can be understood as "I've given up hope that you'll ever understand what I mean".
I agree it's hard to write good abstractions, but the problem isn't really in Lisp per se - it's just that being able to express any abstraction you want cleanly makes you realize that coming up with correct abstractions is very hard mental work. You may refrain from doing it, but Lisp at least gives you the option.
Like, we all will admit that no natural language is inherently better than any other, but yet we still recommend that programmers learn English -- the quality of the language may not be inherent to the language, but it could be inherent to the context in which the language exists.
The essay says that Lisp is at the top of the power curve. Lisp programmers, looking at Haskell, are sure that they are looking down. They say, "How can you get anything done in Haskell? It doesn't even have (Lisp-style) macros."
But the Haskell types (pun intended) are also sure that they're at the top of the power curve. When they look at Lisp, they're also sure that they are looking down. "How can you get anything done in Lisp? It doesn't even have a decent (Hindley-Milner) type system."
Here you have proponents of two different languages, both sure that they're at the top of the power curve, and both sure that the other language is beneath their language. Something's wrong here...
What's wrong is the idea that languages can be placed on a one-dimensional axis labeled "power". That idea is mistaken.
To see why, think about hardware. We know what we mean by power in hardware - MIPS. But then someone says, "Well, we've got that floating point code, so we have to care about FLOPS. And then there's that data set that won't fit in cache, so we have to care about main memory bandwidth... except that sometimes you can trade off MIPS for larger cache size...." Now you've got at least four axes - MIPS, FLOPS, memory bandwidth, and cache size.
Then some psychopath comes into the room and says, "What I mean by 'power' in hardware is battery life." That is, their definition of power is something like 1/watts, which, for battery-operated hardware, is not as clearly unreasonable as the physical units might lead you to think.
Back to software. "Power"? Power for what? For writing programs. OK, which programs? For "general programming"? But I've never written a general program in my life. I've written a bunch of specific ones, though. So what I actually care about is power for writing this program. For this program, I have to ask what makes it hard to write the program, and pick the language that goes the furthest toward solving those problems for me.
High performance computing (or, as the article says, games)? I might need something that gives me control of memory layout. I don't want to try to deal with that in either Lisp or Haskell. Real-time computing? Let's skip garbage collection, thanks. (Yes, I know, it can be done. It sure doesn't make the problem of deterministic response time easier, though.) Let's also skip recursion and laziness.
On the other hand: Anytime we can, let's skip manual memory management.
Pick the language based on the characteristics of the problem. Don't blindly pick any language because it's "the most powerful".
I've seen it very clearly in languages with a severe lack of power. In VHDL there aer familiar structures, like "if" blocks. But then I found that you can't nest certain structures and expect them to work.
I've seen it in more powerful languages. You can build functions, modules, but sometimes it's very difficult to abstract certain behaviours. They tried to fill that gap with AOP, annotations, but I find them patchy and unelegant.
I won't say that one language is "superior" to all others, but "power" is not so vague that can't be measured.
Overwhelmingly, the most important criterion for the power of a feature is the degree to which it enables wrapping important semantics in a library, without creating overhead that makes you worry about whether you can afford it. It's better when the user doesn't need to understand the feature to use the library, although some enable better library interfaces; some of those, used in the interface, still don't demand the user know why. That's power.
Libraries are more powerful, and make their host language more powerful, when they (1) can themselves be composed, with one another, and with powerful language features, and (2) exist.
This is why the libraries you want to use always seem to be in some other language.
So you ask yourself, what sorts of languages are the things of obvious value built out of out there in the world? When you look you find a wide panoply of answers: C/C++, javascript, python, php, even bash scripts (even, ugh, batch scripts). You see a few examples of purportedly "advanced" languages like erlang or lisp (and relatives) in actual, shipping, functional, highly used software, but not that many. The arguments that there aren't enough brave pioneers out there learning these languages and trying to build stuff with them (there are tons) or that they just need critical mass of tools support to take off or something are fundamentally not serious. Devs work in all sorts of niche stacks constantly, and they're shipping stuff in all sorts of crazy languages all the time as well.
Ultimately, it turns out that the "power" of a language encompasses a lot more than expressiveness or "functionality". It may be really nice to have macros and higher-order functions and all that jazz but to some extent there's a law of diminishing returns. This is true in hand tools as well. Sometimes it's actually faster and easier to just put a workpiece in a vice and do some hand work on it with a file instead of trying to figure out all the right G-code to get the 6-axis CNC to do the work for you.
Honestly, I don't think that's a more direct measure, on the contrary, though it's a good measure of value. The question you ask is more of "is really power what we need?".
I would say yes, we need power, but not only. I actually agree with AnimalMuppet: some factor (like battery life) can render useless an otherwise impressive device.
My objection is that you can't call "power" to any factor that makes you more productive.
It's not just nitpicking. If you redefine power to mean value in general, you lose a more precise definition and take real power out of the equation to create value.
One of the little insights that I've found useful when thinking about all kind of problems is the often overlooked importance of negative factors. People usually look closely to power, acceleration and readiness, but fail to consider factors that are absent or that prevent a process to get traction.
I believe that the problem with Lisp is not that power is not important, or that we should call other things power, but that power is not sufficient by itself and there are other factors that prevented it for becoming the dominant language.
The article never mentions Haskell, or any similar language. It compares Cobol and Python, and it compares Perl 4 and Perl 5. It never compares two languages where people on both sides think they're on the more powerful side.
> What's wrong is the idea that languages can be placed on a one-dimensional axis labeled "power". That idea is mistaken.
It's also not in the essay. It says: "Note to nerds: or possibly a lattice, narrowing toward the top; it's not the shape that matters here but the idea that there is at least a partial order."
> The essay says that Lisp is at the top of the power curve.
True, but he carefully prefixes it with "Where they fall relative to one another is a sensitive topic." Along with the lattice comment, he leaves plenty of room for other languages to also be "at the top".
> High performance computing (or, as the article says, games)? I might need something that gives me control of memory layout.
This is addressed in the essay, too: "When you're writing desktop software, there's a strong bias toward writing applications in the same language as the operating system."
> The article never mentions Haskell, or any similar language. It compares Cobol and Python, and it compares Perl 4 and Perl 5. It never compares two languages where people on both sides think they're on the more powerful side.
That's because the article doesn't think that can happen. I think it can, and I give an example.
> > What's wrong is the idea that languages can be placed on a one-dimensional axis labeled "power". That idea is mistaken.
> It's also not in the essay. It says: "Note to nerds: or possibly a lattice, narrowing toward the top; it's not the shape that matters here but the idea that there is at least a partial order."
I fail to see how being a lattice allows there to be two elements where each is greater than the other. My criticism doesn't depend on partial vs. strict ordering; it depends on only one axis vs. multiple axes. Note that with multiple axes, you can't do even a partial order without imposing some outside criterion.
> > High performance computing (or, as the article says, games)? I might need something that gives me control of memory layout.
> This is addressed in the essay, too: "When you're writing desktop software, there's a strong bias toward writing applications in the same language as the operating system."
While games can be desktop software, high performance computing usually isn't.
I don't see what else he could mean by "lattice" or "partial ordering", except an admission that this can and does happen. Help me understand.
> I fail to see how being a lattice allows there to be two elements where each is greater than the other. My criticism doesn't depend on partial vs. strict ordering
Isn't that exactly what a lattice allows? The absolute ordering of Lisp and Haskell is undefined, while both are greater than some (like Cobol), and probably less than others. Users of either might think theirs is greater, but each has features the other doesn't, which is what makes the ordering merely partial.
But even if I'm wrong about a lattice, my claim is still true for programming languages. Perl > Haskell... for certain situations. Even assembly > Lisp... for certain situations. And yet assembly and Lisp are so far apart on the "power curve" that, if Lisp is not > assembly always, then... do we have any kind of ordering at all?
I view programming languages as being a tree, with branches spreading in all different directions. Some languages reach further in certain directions than other languages do. Your program is a vector. (Really, it's a bunch of different vectors, of different lengths, pointing in different directions, but one direction is the problem that makes it the hardest to write the program that you're trying to write.) Pick the language that reaches the farthest in the direction of whatever makes it hard to write the program that you're trying to write.
This means that your problem imposes an order on languages... for that problem. It's not a universal order, though. Others, with a different kind of problem, may view your order as completely wrong. And they are right - for their problem, your order is in fact wrong.
Which is precisely why adding Haskell into the mix is a useful extension of the discussion.
Things have gotten a lot better though.
It really didn't really make people feel welcome. I am but a visitor in lisp land (I work in CL a couple of times a year), and things have become noticeably nicer since 2010.
Eg: there was this vaguely clojurey statically typed non-GC language, being targeted for games, presented at a recent Clojure conf: https://github.com/carp-lang/Carp
Some people come to Lisp and expect to discover a magic wand to abolish all blub languages that was prophecised by the legendary almighty Lisp Prophet, and they rush out to seek it.
Then they realize that Lisp is just another programming language equivalent to all others by means of Turing completeness, with particular features, strengths and weaknesses they feel cheated and disenchanted, and go wing our their frustrations by means of articles like that.
Which is directly why articles like Baggers' happen.
The question is: why do people actually consider Lisp to be the Holy Grail By Which All ALGOL-Like Languages Must/Shall/Will Die? And the answer that instantly comes to my mind is all the unfair PR people like Graham give it. Calling Lisp a magical all-fixing wand is all fun and games until someone actually believes in it (who wouldn't believe The Y-Combinator Guy? after all), and then discovers that the reality doesn't really look that straightforward, and writing Lisp doesn't suddenly mean that you get to do less work than you'd otherwise do. As pointed out in Shinmera's response, https://reader.tymoon.eu/article/370 :
I believe Lisp allows me to be quicker about developing these tools than other languages, but making an actual game would be even quicker if I didn't have to make most of these tools in the first place.
Interestingly Halo used Lisp for scripting, and that rarely comes up.
That alone is a pretty hard condemnation of LISP/functional for games.
It's not really LISP/Scheme at that point, but a LISP-ish syntax for an imperative language.
Some tasks are more innately imperative. Games (and game scripting) are in that category. Trying to force game programming to work in FP is like trying to build a computer in Minecraft: It's cool to see that it can be done, but it doesn't say anything about whether it should be done.
Proving Turing Completeness doesn't mean you would want to actually write code in a Turing Machine.
(tagbody
start
(decf x)
(format t "~a~%" x)
(when (plusp x)
(go start)))
Lisp works just fine in imperative contexts.Imperative is normal for most Lisps.
https://news.ycombinator.com/item?id=9813111 https://www.gamasutra.com/view/feature/134566/the_secrets_of...
Even on GCed Lisps there were programs written which did manage memory manually.
That said, I know that my perspective is incomplete at best, so I would listen very attentively to anyone who might disagree with it.
https://rosettacode.org/wiki/Window_creation#Win32.2FWin64
The C original is here:
https://docs.microsoft.com/en-us/windows/desktop/learnwin32/...
The Lisp program recreates all of the needed C structure definitions, and binds to the needed functions from user32.dll and other libraries.
Here is another TXR Lisp program which parses TCP/IP packets right out of the "pcap" style output from tcpdump:
https://unix.stackexchange.com/a/379759/16369
Lisp dialects tend to be close-to-the-metal languages whose workings can be explained using bits and bytes (even if such an explanation is not always accurate due to issues of optimization and whatnot).
When I'm debugging Lisp, I think of word-sized arguments on a stack, and pointers and all those same kinds of things like when debugging a C program.
Historic Lisp implementations were bootstrapped from assembly code. Lisp primitives were written as a library of machine language routines. With that, plus I/O and memory management, you just need an eval routine for interesting things to start happening. The car and cdr terms are inspired by machine instructions, and they help keep us grounded in reality.
> Performance (beyond the efficiency gained from appropriate algorithms) is going to be dictated from your ability to control what is being processed and when. Maybe I can’t afford a GC in the middle of my frame, maybe to get the entity count I need I really have to maintain data locality.
> ANSI CL doesn’t have many provisions to allow for this kind of control. Certain implementations do have some and you can do a lot with CFFI, but at what point do the restrictions you impose on yourself making another language a better candidate?
This to me suggests that while certain operations may be "close to the metal" as you say, this is not necessarily descriptive of the whole, or perhaps that "close to the metal" may mean a number of different things. Other languages seem to offer more control, perhaps at the expense of abstract expressive power.
Also, while I believe your description of history is accurate as far as it goes, I had rather thought that the Lisp Machines were invented to run Lisp instructions in hardware. I'm not sure if that might argue against your point, nor if those were actually significant in the development of Lisp.
Thank you once again for helping to rectify my ignorance.
There are ways to avoid garbage collection pauses in Lisp or minimize them ranging from program design and coding techniques, as well as compiler optimizations to avoid the consing that leads to garbage collection, to garbage collectors that perform incrementally so as to conceal the pauses by amortization over time.
Lisp was implemented on IBM mainframes initially and then various other mainstream hardware. Research on Lisp-oriented hardware began in 1973 or so, and wasn't commercialized until 1979 or so; the "boom" in Lisp machines could be regarded as a 1980's phenomenon.
Lisp machines allow for type checking to be significantly reduced in cost. The hardware instructions themselves can perform a check such as whether the two operands to an add instruction are integers. A Lisp machine can have idealized type representations as well, so that Lisp programs aren't disadvantaged on it. E.g. It's hard to stick a type tag into floating-point numbers on conventional hardware (doing so involves a loss of mantissa bits), but we could design Lisp hardware which has it has type bits as part of the floating representation.
Run-time type checking overhead can also be reduced in compiled Lisp programs on conventional machines thanks to type information which is either inferred to some extent, or comes from declarations, or a combination of both.
> I am not going to make any bigger claims on the community or industry as a whole so this is just where I’m at right now. I’ll also touch a little on why I’m not using lisp for my current games.
> CL is a great language that still has a lot to give. I’m gonna be using it for a long time including for games. It lives in the place of being fantastic and performant for scripting and also having the control to be truly viable for higher performance code. The implantation specific extensions to the language open up a ton of possibilities for squeezing more out of the machine and the abilities that macros afford us means there is a lot of meaningful stuff we can do trivially that require complex and unwieldy systems in other languages.
And:
> I’d heartily recommend making a non-trivial game in lisp.
The FFI of Common Lisp is on par with more mainstream languages like Python.
Sounds like they make niche games I'd love to try some out. Any recommendations?
I'm not up to date on actual games from him.
He's pretty active writing public source code https://github.com/cbaggers
Sometimes publishes cool video tutorials live coding 3D graphics. https://www.youtube.com/playlist?list=PL2VAYZE_4wRKKr5pJzfYD...
If only it were not ("just") a reply to a shitpost, I would print it out (yes, some of us old-timers still do that) and hang it on the wall, so I can point to it when somebody mentions Lisp and say "read that first -- if you disagree, then take it up with him, and don't mention Lisp to me ever again".
My Hat Is Off To You, sir.