How to Avoid the Assignment Statement (2010)
loup-vaillant.fr
loup-vaillant.fr
def min(foo: List[int]) -> Optional[int]:
min = None
for val in foo:
if min is None or val < min:
min = val
return min
I argue this is much easier to read than the recursive version without assignments: def min(foo: List[int]) -> Optional[int]:
if not foo:
return None
else if len(foo) == 1:
return foo[0]
else:
rest_min = min(foo[1:])
return rest_min if rest_min < foo[0] else foo[0]
We're optimizing for readability, and sometimes readability means mutable variables. This is to says nothing about performance which is often much better with mutable variables in languages like C++.Edit: people have posted better version of my code in the comments. Take a look for more pythonic examples.
Secondly, I think there's something to be said for familiarity. I think looping is second nature to most of us not because it's superior or more intuitive, but because traditionally this is one of the first things we're all taught. If functional programming were the norm and people were taught recursion early on instead I think your notion of simplicity would differ.
I've been teaching a little bit of programming to a beginner lately, and they've often found functional approaches to problems easier to grasp than their imperative equivalents because they're more mathematical. It's like an expression of something they already know versus looping, mutability, et al which are new concepts entirely.
Recursion is much more of a mathematical concept that we learn about long after preschool, while my 3 year old already gets loops.
On the flipside, I have a lot of mathematical training, so maybe this is an uncommon perspective.
Anthropomorphism is the bane of our craft. Our untrained intuitions don't really matter.
> Recursion is much more of a mathematical concept that we learn about long after preschool
Programming is applied mathematics. Different from the kind of maths you learn at school of course, and often even more rigorous.
I personally have no qualms about requiring some mathematical proficiency in programming. Makes you much more capable at a number of applications later on.
Do you think this is the Bronze Age of artisinal craft, poised to be replaced by the dawn of brutally precise mechanized Haskell?
Thousands of every day apps and services work just fine without anything more than simple arithmetic. 3 or 4 of the top 5 websites required no math to get started.
Spreading the idea that you need to know math before learning to program is elitist and counter productive IMO.
Maybe that's not such a bad thing? When a big chunk of our world runs on computers, maybe it's not such a bad thing to have standards and take things seriously, like it is done in every single other engineering profession.
I believe that programming is a skill, not a profession. You can know how to program without being a professional programmer.
I suspect this is because programming is actually even more rigorous than maths. When you do maths, you can gloss over details, and sometimes delude yourself into thinking false things (that very same thing happened on my last HN submission: I failed to notice a data dependency in EdDSA, and thought an attack were possible, when in fact it wasn't).
Programming uses an external cognitive engine (the computer), that is faithful, exact, and ruthless. Your program has to work. And when it doesn't, you're forced to revisit your assumptions (as I was forced to revisit mine when I actually tried to implement that attack and failed miserably).
So yes, totally with you here.
Of course you can. You just… won't be a professional, and won't be held against professional standards (minimum output & quality, that kind of stuff). That's okay. But if you're going to get paid for it, you ought to be better than a random self taught amateur.
Though I suspect we aren't, in fact, much better than the average self taught amateur. That would be an indication that we still have progress to do.
The term professional programmer means the programmer is getting paid that's all. You want to put a barrier up? Are you worried about lives being lost? Professional programmers don't decide what to program that comes from the project owner. They translate human requirements to computers.
The people who decide what programmers write are defined by rules governing their project. If it's a health project laws around privacy restrict what the project owner can do.
A program is a formal system whose overall structure is mostly a directed acyclic graph. Most good practices are about shaping this graph (we try to make it sparser overall, though we do tolerate isolated dense sub-graphs). If you know how to organise your programs, you've just demonstrated some proficiency with such graphs, even if you don't realise it.
Maths isn't a way to keep people out. It's a way to get them in. And remember: what we do in high school remains markedly different from what we do in programming. Calculus would be the worst possible introduction to programming. You want discrete maths, graphs, boolean algebra, group theory…
In any event, I think it's possible to have your cake and eat it too. See http://iconicmath.com/ I think we can make mathematical toys.
Heck Scratch is a mathematical toy, eh?
It is almost cruel to taunt practitioners working around the hard, messy, ugly constraints of reality with the beautiful, elegant, and noble idea of not just conceptual mathematics, but the ability to immanentize it. But, this does little to solve the inherent messiness of the world that the software interacts with, and the messy things that people do which affect what it needs to do.
And sure, the world is messy. But some things aren't worth automating. I've seen a talk about how the guy was writing a program to generate invoices. Turns out invoices are incredibly messy. The previous system was an overly complex brittle pile of code, that didn't quite work. His approach? Solve the common case first, and let human handle the messy bits. He started by something very simple, that could handle 60% of the invoices. Then 90%. Then 95%. Then 99%. The he stopped.
With 99% of the invoices handled, he had a simple, solid system. The messy part was handled by humans, and they had the time to do so because 99% of the grunt work was taken away from them. Plus, they could trust it works because since those invoices were relatively simple, they could be automated reliably. I believe that approach can be generalised. As Mike Acton said: "solve the common case first".
That I believe would work to "solve the inherent messiness of the world". Automate what you can, let humans deal with the rest. Or don't automate at all, just give tools & tricks so humans can work faster.
Alternatively, we could adapt around computers. Before electricity, factories used to have a giant engine that powered everything through mechanical transmission. Wen electricity first came along, we did the same thing. But it turns out electricity is much easier to distribute at a small scale. So factories adapted, and instead of having a big engine at the centre, they started to have lots of small engines everywhere, close to where they were needed. I believe computers are similar: we started using them as glorified paper, but as we understand what they can do, we employ them in more efficient ways. But the interface of a computer (it can do anything!) is much more complex than that of an engine (it can rotate!). I believe we haven't found how to best make use of them just yet.
My point is that this judgment is the messy and valuable part. And to your point around the end, that you believe we haven't found how to best make use of them just yet -- I agree with that too, and that's why I think the work of writing software, or best practices, or sound theory is not fully established. To build good product does fundamentally require a pioneer spirit that can make compromises and negotiations and arrive at that sweet spot that's not quite 100% but high enough to be "good enough".
Whether that follows depends on how much and what kind of proficiency we require. We require programmers to be able to read and write, too, but we don’t require them to be excellent orators or literary writers.
I do think requiring some proficiency is OK. Basic arithmetic, for example, definitely is ‘in’. A bit of ability to think logically, too. That doesn’t mean all programmers have to know what a group or a ODE is.
I didn't downvote your comment but your statement is a very misleading idea. Yes, the study of Computer Science is a discipline of mathematics but common programming done by most devs is not applied mathematics.
Sure, if we really wanted to, we could say baseball is "applied calculus" because when an outfielder chases after a fly ball to intercept it, he's tracking an inverted parabola... and cooking is "applied physics" because of thermodynamics ... but insisting on that is just being pedantic and academic. People do not need calculus and physics classroom training to play baseball and cook food.
No, we can't, because baseball and cooking aren't formal symbol manipulation, but both math and programming are. That is why all programming is applied mathematics, because it's all manipulating symbols in compliance with a set of formal rules.
Observably, many programmers manage to achieve considerable success without much or any mathematical sophistication. This is because the market places relatively little value on correctness, which is what math helps with, and far greater value on pleasantness, which doesn't require mathematical sophistication at all.
On the contrary, we have no choice but to use our intutions, at whatever level of training they are at, all the time. So it matters a lot. If A is easier than B iff we learn to think differently, but learning to think differently is harder than just doing B, then A isn't actually easier than B.
I played the Witness. There's a time based challenge at some point, that I could only beat when I changed the way I thought about those puzzle just so I could go through them faster.
I learned to touch type. To do that, I stopped thinking visually, and instead think kinaesthetically. Then I developed some kind of intuition, where I think a word, and the letters just flow through my fingers. I don't really think at the letter level any more. Neither does anyone proficient with a keyboard. (50 WPM and up).
Our untrained intuitions don't really matter. Seriously learning anything trains us out of them. Programming is no different.
You need a certain kind of curiosity and general problem solving ability to get any further than mid level individual contributor that allows you to see around corners in terms of how large scale human socioeconomic systems function and think strategically. That's not to say that mathematical proficiency isn't indirectly useful -- I do think it's worthwhile in that it teaches a mind how to think in a structured manner and solve problems in a structured manner, and that process is useful and transferrable. But it only transfers so far. There are many challenges you face developing proficiency writing software that you cannot be prepared for in any other way than by using, building and studying software.
> On the other hand, recursion is quite fundamental. It is not inherently a high-level concept, suitable only for grownups but not for children. Most people actually grew up with an implicit understanding of rudimentary recursion long before they understood iteration—that is, before they understood how to carry out a loop of instructions. Given a list of tasks to do, the simplest mode of operation is a recursive approach that charges blindly ahead: […]
> It's only after we've gained experience with such an almost mindless method that we acquire a more global view of the process:
> Do Jobs = Do each job on the list. (2)
> […]
> Do a_k for 1 ≤ k ≤ n. (5)
> All computer programmers have in fact progressed from stage (1) to these later stages rather early in our lives, because of an inner desire to “see through” the entire chain of consequences that result from primitive actions.
> Furthermore, once we reached these later stages, we entirely forgot that they were actually elaborations of the recursive procedure in (1). There was no point in narrowing our perspective to the simple-minded form. The vast majority of recursive situations that faced us as children fell into very simple patterns that could readily be “seen through” and understood as a unit. Thus we came to understand iteration as an elementary idea.
> It was only later, when faced with difficult problems whose recursive structure cannot be visualized in straightforward terms such as operations on arrays of elements, that we re-learned the importance of recursion. Therefore we now tend to regard recursion as a high-level concept, although it is really fundamental.
Possibly these views of his are influenced by his early background in programming in assembly/machine language, where it takes some sophistication to translate recursive ideas into code (maintaining a stack etc), but it's an interesting point of view worth some consideration. This is from his draft of TAOCP Chapter 8 ("Recursion"), and is preceded by the following paragraph:
> High-level languages for computing—which themselves are de ned recursively, because algebraic formulas are built up from algebraic formulas—allow programmers to pretend that recursion is real, that a computer is somehow manufactured from recursive components. But programs that invoke themselves are actually implemented by means of a stack structure behind the scenes. A good programmer is able to understand such algorithms by viewing them simultaneously at a high level and at the machine level, and at many levels in between, thereby perceiving what a real computer can actually do well.
Recursive has the advantage that when you use the tools for it, recursive is easier to read. If I see e.g. a map, I know we're converting a collection of things to some other things without restriction. With a look, I just have to read through it to see what it's doing.
If you are attempting to debug logic, it often helps to have all the context. To do that in recursion, you have to travel up and down the stack, examining local contexts one by one.
It may be instructive to look at how readable a very naive implementation of a basic function like "min" is, but it probably doesn't actually matter that much in practice, because you'll be using what the standard library offers (and its implementation is probably much less straightforward than you might think).
def min(foo: List[int], default=None) -> Optional[int]:
if not foo:
return default
cur_min = foo[0] if default is None or foo[0] < default else default
return min(foo[1:], cur_min) #!/usr/bin/env python3
from functools import reduce
from typing import List, Optional
def min_pair(min: Optional[int], val: Optional[int]) -> Optional[int]:
if min is None or val < min:
return val
else
return min
def min(foo: List[int]) -> Optional[int]:
return reduce(min_pair, foo)My view of a program is that of a dependence graph, ideally directed acyclic. Ideally we want that graph to be as sparse as possible: good old decoupling. Mutable state (not just global variables) tend to introduce hidden dependencies, making that graph denser than what it initially appears. That can be a killer.
Surprisingly though, as years pass, I am less and less certain what the "correct" structure of a program should be. I sure want to keep it small, simple, easy to maintain… but the method to achieve this still eludes me.
(Although game programmers seem to have necessarily built their mental models on global state, and think about it differently. Their programs generally don't get maintained for decades though.)
But "functional in the large" is basically the same thing as dependency injection in OOP languages. State and I/O are explicit parameters rather than globals.
Here is a comment I wrote about that a long time ago, on Disadvantages of Purely Functional Programming:
https://news.ycombinator.com/item?id=11841893
To me there's no real advantage to expressing something like "split a string by a delimiter" in a purely functional style. Either way, you have a trivial referentially transparent function you can reuse without causing complexity in your program. You might as well do the obvious imperative thing.
...
So both "functions and data" are effectively and usefully implemented as classes. The key is to make some classes like functions, and some classes like data. And have more of a bipartite dependency graph, where functions depend on data, and data depends on functions.
-----
I also explicitly structure the program as a graph, which I try to make acyclic, but again the problems and solutions are domain-specific. (Programming is very diverse and programmers tend to generalize from their own few examples.)
For example, Compilers and interpreters are inherently mutually recursive, which gives you cyclic dependencies. As far as I can tell, this is the essential reason that Fabrice Bellard's QuickJS has one file that's 70K lines of C. And you can see the same thing if you look at the Zig compiler.
In Oil I "modularize" the cyclic dependencies so you can plug them in and out at runtime (which is actually used in the program), but it has a performance cost.
That's the basis of what I call "faux-mutability", wherein you have an immutable type system, but all updates are expressed as mutations.
In the current docs for a language I'm working on, I give a brief example[1], but in a nutshell, you can transform an expression like so:
let x.a.b := 5
let x := set_rec(x, #a, set_rec(x.a, #b, 5))
It does prohibit[2] making arbitrary graphs, but for the use case I'm targeting this is fine.(Also, as a prototype for how this can work, I wrote a python module[3] that implements it with the pyrsistent module.)
[1]: https://tenet-lang.org/#how-does-it-work
[2]: Or you'd need another mechanism to do so.
I think of it as having to deal with the fact that humans only have so much mental space/short term memory.
The problem with stateful everything is that you can't build a complete understanding of it; there's just too much. However, for short bits of code that don't leak their imperativeness to the outside world, it doesn't matter. You can read the whole function and understand it.
> I sure want to keep it small, simple, easy to maintain… but the method to achieve this still eludes me.
It eludes all of us. At best, we know some methods that have worked moderately well for some people in some circumstances.
let list_min l =
reduce min l
I find this crushingly simple to write and to reason about, much more than the convoluted and inefficient imperative code.EDIT: for completeness, here's the definition of `reduce` and `min`:
let reduce op l =
match l with
| [] -> invalid_arg "reduce: empty list"
| [x] -> x
| hd::tl -> op (hd) (reduce op tl)
let min a b =
if a < b then a else b list_min = (l) -> reduce min, l
With the definitions being: min = (a, b) -> if a < b then a else b
reduce = (op, l) => switch
when l.length is 0 then throw "reduce: empty list"
when l.length is 1 then l[0]
else reduce op, [(op l[0], l[1]), l[2..]].flat() from functools import reduce
def min2(a, b):
if a < b:
return a
return b
def min(list):
return reduce(min2, list, None)Oh, Python…
> So now reduce(). This is actually the one I've always hated most, because, apart from a few examples involving + or *, almost every time I see a reduce() call with a non-trivial function argument, I need to grab pen and paper to diagram what's actually being fed into that function before I understand what the reduce() is supposed to do. So in my mind, the applicability of reduce() is pretty much limited to associative operators, and in all other cases it's better to write out the accumulation loop explicitly.
Stuff like this is no better than "php bad!!1".
In pseudo-Haskell notation:
min1 : Int -> List Int -> Int
min1 def Nil = def
min1 def (Cons x xs) = min1 (def if def <= x else x) xs
min : List Int -> Maybe Int
min Nil = None
min (Cons x xs) = min1 x xs def min(foo):
it = iter(foo)
try:
m = next(it)
except StopIteration:
return None
for val in it:
if val < m:
m = val
return mHere are two recursive ways to write a min function:
Idiomatic and structured, using (Maybe . Min) monoid:
min = foldMap (Just . Min)
Incidentally, the above works on any data structure where this operation makes sense, not just lists, which is nice.Unstructured, ad-hoc
minimum [] = Nothing
minimum (x:xs) = case minimum xs of Nothing -> Just x; Just y -> Just (min x y)
This latter doesn’t even rely on anything unique to functional programming ecosystems (like folds or principled algebraic classes).In Scala the idiomatic approach would be to favor the immutable/recursive version.
def min(foos: List[Int]): Option[Int] = foos match {
case Nil => None
case x :: Nil => Some(x)
case x :: xs =>
min(xs).filter(_ < x) orElse Some(x)
}What's the best way to have your expression-oriented programming and use cache-friendly data structures? How do Haskell et al handle this?
To take full advantage of the functional paradigm most settle for logarithmic access with tries.
This allows mutation to remain the performance optimisation it is, without allowing it to seep into the design of systems, which is where it causes badness.
As far as I know, Haskell is one of the few languages (if not the only one) that supports local mutation that is guaranteed to not be visible in any way to the caller.
“Sometimes, you just can't avoid the assignment statement or other side effects. Maybe you need so much efficiency that you have to mutate state to optimise your program”.
This class of programs includes all high performance numerical code. These programs compute by declaring large multidimensional arrays (usually distributed among multiple compute nodes), reading values from array elements, doing arithmetic on those values, and writing the results into array elements. These elements have fixed memory addresses, so the computation consists in changing the values stored in fixed memory locations. Efficiency comes from minimizing the movement of data and parallelizing as much as possible. It’s what Rich Hickey would call computing with places, not with values.
Using separate variables instead of reusing the same variable will sometimes actually increase the optimizations that compilers can do. Why? Because the version where you overwrite the variable is introducing additional constraints (e.g. keeping X1 and X2 in the very same stack slot called X) that have costs, but whose semantics you aren’t necessarily (or even usually!) relying upon.
For example: you know all that spare register spill space in the x64 calling convention that you’re allocating either way, and which deallocates as a block on function exit? Can’t make efficient use of that if you’re telling the compiler it has to keep both of your pointers successively in the same memory address!
On the other hand, the opposite is also true: sometimes overwriting a variable will free the compiler from a constraint it was under. This mostly comes about as the result of X1 and X2 both holding a shared or overlapping pointer, introducing aliasing (as often happens in the pure-functional data structures OP advocates for.) By overwriting X1 with X2 (or, equivalently, by freeing X1 as soon as you’re done with it!) you can allow the compiler to be more confident that nothing will access the shared pointer through X1.Y any more, only through X2.Y—which may allow e.g. smart pointer classes to elide a synchronization point.
(Note that this assumes a language with a model where a variable directly relates to memory, such that assigning to the same variable implies assigning to the same memory. This is true in most low-level languages, but not in functional languages; in e.g. Elixir, a second assignment to the same variable is actually creating a second variable with a mangled name, and leaving it to the compiler’s lifetime analysis to figure out that the first one is dead after that point.)
LLVM optimizations, for instance, often need the IR to be in SSA form (static single Assignment).
int a = 5
int b = 2 * a
// don't use a again
and> int a = 5 > a = 2 * a
?
int a = 5
int b = 2 * 5
You can do this because SSA form guarantees that the value of a is 5.
In non-SSA code, there is no such guarantee: you need to check the "history" of each variable before replacing it with a value.I'm not totally convinced that SSA "increases the optimizations that compilers can do". However, it definitely makes optimization algorithms easier.
From there, you just have to know whether the compiler you're using supports those optimizations. If it does, and your code should have them, but it doesn't end up having them—well, that's a bug in your compiler, and you should report it as such!
If there were a clearly-more-efficient query plan possible to generate for a query of a particular data model in an RDBMS, and your RDBMS failed to come up with said query plan, you'd consider that a bug in your RDBMS, no? Well, same thing here.
Hard to see the upside there. By adding another variable (y in the example), you've added another degree of freedom to your program state, arguably for no good reason. Now there's something else to go wrong that wasn't there before.
It's still very much an issue for a certain compiler vendor without full support for C99.
I believe I didn't want to scare readers away. But more importantly, functional programming is more than just removing the assignment statement. If you take a language and just remove the assignment statement, the language you get isn't functional, it's just crippled.
Functional programming involves other techniques to compensate. Higher order functions are critical, and often used to hide recursion under the rug (see map & reduce). I have a more complete guide to functional programming there: http://loup-vaillant.fr/tutorials/from-imperative-to-functio...
Something interesting that's happened since then: I've taken a job at a Python company, and I've noticed that, compared to JavaScript, assigning intermediate results into local variables seems to be much more idiomatic in Python for some reason. This is doubly surprising since JavaScript at least has the const keyword. I'm not sure yet how I feel about it.
One other anecdote: I personally relax my usage of assignment a lot more when using Rust, because a) it has rich, deep immutability at a type level, and b) its expressions tend to be longer than those in other languages due to all the monads and such.
I did like the article and how the author writes so simply. To the author's credit, right below, they do have the section on "When you can't help it", which if you do need insertion like that and performance matters, probably best to use a mutable data structure.
Correct me if I’m wrong, but isn’t this plain wrong? You are increasing the memory required for your program to run, and if the data saved to those variables are sufficiently large you can run into memory issues this way.