Archive for the ‘programming’ Category

World’s Dumbest TCP Service

Saturday, May 4th, 2013

I feel like a bash scripting Dr. Frankenstein. Last week, I wrote about the world’s dumbest instant messaging tool. This week I’ve moved on to the world’s dumbest TCP server. In my quest for a deep understanding of networking, it’s a bit of a detour, a roadside America attraction. I’m not so much learning new stuff here as figuring out how to explain what I know. And having fun pushing the limits of bash in the process.

Part of this is just the challenge of the absurd: Could I make this particular bear dance? But the serious point is two-fold: to make the idea of network services more accessible, and to show that bash is more powerful than you might think. People don’t think of bash as a programming language: A bash script usually starts life as a bunch of commands you executed one at a time on the command line, then copied into a file so you didn’t have to re-type them. That’s not real programming, is it? But bash also has variables, data structures, functions, and even process forking. That’s enough to get a fair amount done.

Network servers have the opposite problem. They’re big bits of infrastructure that Other People write. And infrastructure-grade servers – like the Apache web server – are complicated. Apache has to implement the full HTTP protocol, not just the small subset of it that most people use. It’s got all this logic for authenticating users, negotiating content types, redirecting to pages that have moved, and so on. On top of all that, it’s got developer-decades worth of edge case handling, performance optimizations, and feature creep.

But the core of what it does is straightforward: It listens on a socket, you connect to it and send it a message in a particular format, it does some processing on that, and it sends you a message in response. That’s fundamentally what all network servers do. The ones we’re familiar with – web, mail, and chat servers – have rich and complex message protocols, but a quick skim through the /etc/services file turns up sedimentary layers of oddly specific services, like ntp and biff. They do small, specific, useful things.

So the what’s the simplest server I can write that does something even minimally useful? And can I write it in bash?

I figured netcat is a good place to start. Last week, we used it to send messages back and forth between two people. All we want to do now is replace one of those people with a very small shell script. netcat -l port starts up a server that listens on a port and dumps anything it gets to standard output (stdout). It also sends anything it gets on standard input (stdin) back to the client. We just need to redirect netcat’s stdout to a program, and then redirect that program’s output to netcat’s stdin. Doing either of those alone would be trivial; doing both is tricky.

Figuring that out took a fair amount of digging through the bash man page, and experimenting to get the syntax right, but in the end it was a trivial amount of code. Let’s take it as read for now that we’ve got a program called wtf_server, which reads from stdin and writes to stdout. What we’re going to do is use bash’s built-in coproc command, which will start it up as a background process, and set up new file handles for its stdin and stdout.

coproc WTF { wtf_server; }

The WTF tells coproc to create an array named WTF and save the file handles in it. ${WTF[0]} will be wtf_server’s stdout, ${WTF[1]} will be its stdin. So now we can start up the netcat server with its stdout and stdin jumper-cabled to wtf_server as desired.

port=2345
nc -l $port <&${WTF[0]} >&${WTF[1]}

Really, that’s the hard bit. Now we just need a program to read stdin and write stdout. In fact, we don’t even need a real program; our wtf_server is actually just a bash function. In its simplest incarnation, it just echoes back what was sent to it:

function wtf_server () {
    while true ; do
        read msg
        echo "You said: '$msg'"
    done
}

With the coproc and netcat server running, you can switch to another terminal, open a client connection with netcat, and have an exchange like this:

$ nc localhost 2345
hello world!
You said: 'hello world!'

Ok, so that’s the proof of concept. We’re definitely falling short of the “minimally useful” criteria, but we can replace our echo with any bash commands we want. The only constraint is what it’s safe to do – this is still a toy service, anonymous and going over an unencrypted connection. Don’t run the input as shell commands, fer chrissakes. Within those limits, there’s still plenty of useful things we can do: reporting on system info or serving up static content. Here’s a sketch with a few ideas:

function wtf_server () {
    while true ; do
        read msg
        case $msg in
            i | index )
                ls $docs ;;
            get\ * )
                f=${msg#get }
                cat $docs/$f ;;
            t | time )
                date ;;
            u | uptime )
                uptime ;;
            * )
                echo "Commands: t, time; u, uptime; i, index; get <file>"
                echo "    ctrl-c to exit"
        esac
        echo -n "> "
    done
}

This gives us a limited interactive shell. Each case statement handles a different request format. We can get the machine’s current time and uptime stats. It also has a docs directory; we can list the files in it and cat them out individually. A session looks like this:

$ nc localhost 2345
 
Commands: t, time; u, uptime; i, index; get <file>
    ctrl-c to exit
> t
Sat May  4 11:52:52 EDT 2013
> u
 11:52:53 up 42 days,  5:48, 26 users,  load average: 0.67, 0.37, 0.35
> i
about.txt
status.txt
> get status.txt
Up late on a Friday, hacking bash scripts.
> ^C
$

(After connecting, I just hit return to send a blank line, and the server responded with the help text and the ‘>’ prompt. Every server response ends with a prompt.)

That’s it. No real protocol, certainly nothing formal like HTTP, just a set of ad-hoc request handlers, made up as we went along. The beauty of this is that it doesn’t depend on anything else. It’s not running behind Apache or anything. There’s no development environment to set up, no gems to install; just one standard unix utility – netcat – and bash handles all the rest.


Here’s the full wtf_server.sh script that starts this up.

#!/bin/bash
 
# Weird little TCP server
# Tells time and uptime; can list and dump files in an "docs" subdir
 
# Takes a port parameter, just so you know which one you're running on.
test -n "$1" || { echo "$0 <port>"; exit 1; }
port=$1
dir=`dirname $0`
docs=$dir/docs
 
function wtf_server () {
    while true ; do
        read msg
        case $msg in
            i | index )
                ls $docs ;;
            get\ * )
                f=${msg#get }
                cat $docs/$f ;;
            t | time )
                date ;;
            u | uptime )
                uptime ;;
            * )
                echo "Commands: t, time; u, uptime; i, index; get <file>"
                echo "    ctrl-c to exit"
        esac
        echo -n "> "
    done
}
 
# Start wtf_server as a background coprocess named WTF
# Its stdin filehandle is ${WTF[1]}, and its stdout is ${WTF[0]}
coproc WTF { wtf_server; }
 
# Start a netcat server, with its stdin redirected from WTF's stdout,
# and its stdout redirected to WTF's stdin
nc -l $port -k <&${WTF[0]} >&${WTF[1]}

Amateur Erlang

Monday, February 18th, 2013

This is based on the talk I gave at ErlangDC.

I don’t actually make my living programming Erlang, so I’m still a beginner in a lot of ways. I’ve been tinkering with it for the last year and a half or so, and in short, it’s been awesome. I’ve had a lot of fun; I’ve learned a ton, and what I’ve learned has been more broadly useful than I might have expected; and overall it’s definitely made me a better programmer.

So I’m going to talk about that experience: what you learn when you learn Erlang; some of the “ah-ha!” moments I’ve had – things that will give you a running start at the Erlang learning curve; and how to get some practical experience with Erlang before you dive into writing distributed, high-availability systems.

Foreign Travel

Learning a new programming language is like going to a foreign country. It’s not just the language, it’s the culture that goes with it. They do things differently over there. If you just drop in for a day trip, it’s going to be all weird and awkward; but if you stick around a bit, you start getting used to it; and when you go home, you find that there are things you miss and things that you’ve brought home with you.

There’s also a sort of meta-learning, because then when you go to a different country, it’s not as jarring; you adapt more quickly. I found that once I’d gotten used to Erlang’s syntax, other languages – Coffeescript and Scala – didn’t look so weird. At work the other day, someone was doing a demo of iPhone development, and some of my co-workers were really thrown by Objective-C’s syntax. I was just like, “Oh yeah, now that you mention it, it does have an odd mix of Lisp-style bracket grouping and C-style dot notation. Whatever. It’s code.”

Working with Erlang also teaches you a fundamentally different way of solving problems, especially if, like me, you’re coming from an object-oriented (OO) background like Java or Python. It has functional language features like recursion and closures. It focuses on simple data structures, and gives you powerful tools for working with them. And it’s all about concurrency. Those all add up to something more than the sum of their parts. They’re also things that translate to other languages: You’ll see Erlang-style concurrency in Scala, and functional programming is showing up all over the place these days.

Bowling

A good example of this is the bowling game program. I’ve written about this before, so let me just recap it quickly. It’s a standard programming challenge: Calculate the score for a game in bowling. It’s fairly straightforward, but there are a bunch of tricky edge cases. The first time I did it was in Python as a pair programming exercise, and at the end I was pretty happy with the results. It came out to 53 lines of code. Then about a year later, we did the same thing at one of the Erlang meetups, and the solution that one of the experienced Erlang programmers turned in was about ten lines of code. Ten lines of clean, elegant code, not like a Perl one-liner. That blew my mind.

I went back and looked at the Python code and realized how much of it was OO modeling that doesn’t actually help solve the problem. In fact, it creates a bunch of its own problems. Obviously, you need a Game class and a Frame class, and the Game keeps a list of Frames. Then you very quickly get into all these metaphysical questions around whether a Frame should just be a dumb data holder, or whether it should be a fully self-actualized and empowered being, capable of accessing other frames to calculate its score and detect bad data. Putting all the smarts in the Game may be the easiest thing, but that brings up historical echoes of failed Soviet central planning, and just doesn’t feel very OO. And once you’ve got these classes, you start speculating about possible features: What if you want to be able to query the Game for a list of all the rolls – does that change how you store that info? In short, you can get really wrapped around the axle with all these design issues.

The Erlang solution sidesteps that whole mess. It just maps input to output. The input is a list of numbers, the output is a single number. That sounds like some kind of fold function. With pattern matching, you write that as one function with four clauses: End of game, strike frame, spare frame, normal frame.

score(Rolls) -> frame(Rolls, 1, 0).
 
 %% Game complete.
frame(_BonusRolls, 11, Score) -> Score;
 
 %% Strike.
frame([10|Rest], Frame, Score) ->
    frame(Rest, Frame + 1, Score + 10 + strike_bonus(Rest));
 
 %% Spare.
frame([First,Second|Rest], Frame, Score) when (First + Second == 10) ->
    frame(Rest, Frame + 1, Score + 10 + spare_bonus(Rest));
 
 %% Normal.
frame([First,Second|Rest], Frame, Score) ->
    frame(Rest, Frame + 1, Score + First + Second).
 
 %% spare & strike bonus calculations.
spare_bonus([First|_Rest]) -> First.
strike_bonus([First,Second|_Rest]) -> First + Second.

Bringing it Home

The thing is, once I’d seen the solution in Erlang, I was able to go back and implement it in Python; it came out to roughly the same number of lines of code, and was about as readable. That transfers, that way of solving problems. Instead of thinking, “What are the classes I need to model this problem domain?” start with, “What are my inputs and outputs? What’s the end result I want, and what am I starting from? Can I do that with simple data structures?”

So now when I write Python code, I use list comprehensions a lot more; for loops feel kinda sketchy – clumsy and error-prone. Modifying a variable instead of creating a new one sets off this tiny warning bell. I use annotations and lambda functions more often, and wish I had tail recursion and pattern matching. I do more with lists and dictionaries; defining classes for everything feels like boilerplate.

In the last year, I’ve also done a bunch of rich browser client Javascript programming with jQuery and Backbone.js. That’s a very functional style of programming. It’s all widget callbacks and event handling – lots of closures. (I don’t know who originally said it, but Javascript has been described as “Lisp with C syntax”.) Actually, I was coding in Coffeescript and debugging in Javascript. Coffeescript is essentially a very concise and strongly functional macro language for generating Javascript. So it was a really good thing to have the experience with Erlang going into that.

Community

The other thing about foreign travel is the people you meet. I’d like to make a little plug for the Erlang community. It’s still small enough to be awesome. Just lurk on the erlang-questions mailing list, and you can learn a ton. There are some really sharp people on it, and the discussions are a fascinating mix of academic and practical. You see threads that wander from theoretical computer science to implementation details to performance issues.

Ah-ha! Moments

Like I said, Erlang has a different way of doing things. It’s not that it’s all that more complicated than other languages, but it’s definitely different. So I’m going to talk about some of the ah-ha! moments – the conceptual breakthroughs – that made learning it easier.

Syntax

I’ll start with the syntax, which is probably the least important difference, but it’s the first thing that people tend to get hung up on. They look at Erlang code, and they’re all like, “Where are the semicolons? What are all these commas doing here? Where are the curly braces?” It all seems bizarre and arbitrary. It’s not. It’s just not like C.

What helped me get used to Erlang’s syntax was realizing that what it looks like is English. Erlang functions are like sentences: You have commas between lists of things, semicolons between clauses, and a period at the end. Header statements like -module and -define all express a complete thought, so they end with a period. A function definition is one big multi-line sentence. Each line within it ends with a comma, function clauses end with a semicolon, and there’s a period at the end. case and if blocks are like mini function definitions: They separate their conditions with semicolons and end with end. end *is* the puctuation; you don’t put another semicolon before it. After end, you put whatever punctuation would normally go there.

You also have to realize that all the things you think of as control structures – case, if, receive, etc. – are functions.

Here’s a cheat sheet:

-module(my_module).
 
my_func([]) ->
    Value = get_default_value(),          % comma
    Response = case other_func(Value) of
        ok -> "We're good!";              % semicolon
        _ -> "Oh noes!"                   % nothing!
    end,                                  % comma
    {Response, Value};                    % semicolon
my_func([Value]) ->
    {"We're good!", Value};               % semicolon
my_func(Values) ->
    IncDbl = fun (X) ->
        Inc = X + 1,                      % comma
        Inc * 2                           % nothing!
    end,                                  % comma
    Value = lists:map(IncDbl, Values),    % comma
    {"We're good!", Value}.               % period

Even with that, it’s still pretty idiosyncratic. You’ll find yourself making a bunch of syntax mistakes at first, and that’ll be frustrating. Let me just say that you’ll get used to it faster than you expect. After a couple weekends hacking on Erlang code, it’ll start to look normal.

Recursion

Recursion is not something you use much in OO languages because (a) you rarely need to, and (b) it’s scary – you have to be careful about how you modify your data structures. Recursive methods tend to have big warning comments, and nobody dares touch them. And this is self-reinforcing: Since it’s not used much, it remains this scary, poorly-understood concept.

In Erlang, recursion takes the place of all of the looping constructs and iterators that you would use in an OO language. Because it’s used for everything, there are well-established patterns for writing recursive functions. Since you use it all the time, you get used to it, and it stops being scary.

This is also where Erlang’s weirdnesses start working together. Immutable variables actually simplify recursion, because they force you to be clear about how you’re changing your data at each step of the recursion. Pattern matching and guard expressions make recursion more powerful and expressive, because they let you break out the stages of a recursion in a very declarative way. Let’s look at the basics of recursion with a very simple example: munging a list of data.

Like a story, a recursive function has a beginning, a middle, and an end. The beginning and end are usually the easiest parts, so let’s tackle those first. The beginning of a recursion is just a function that takes the input, sets up any initial state, ouput accumulators, etc., and recurses. In this case, we take an input list and set up an empty output list.

%% beginning
func(Input) ->
    Output = [],
    func(Input, Output).

The end stage is also easy to define. When the input is an empty list, just return the output list.

%% end
func([], Output) -> lists:reverse(Output).

The middle stage defines what we do with any single element in the list, and how we move on to the next one. Here, we just pop the first element off the input list, munge it to create a new element, push that onto the output list, and recurse with the newly-diminished input and newly-extended output. (And note that we add our new element at the beginning of the list, rather than the end – it’s an efficiency thing.)

%% middle
func([First | Rest], Output) ->
    NewFirst = munge(First),
    func(Rest, [NewFirst | Output]);

That’s all there is to the basics of recursion. You may have multiple inputs and outputs, and there could be multiple middle and end functions to handle different cases (and we’ll see a more interesting example in a minute), but the basic pattern is the same.

As a coda to this, it’s worth mentioning that this is essentially what Erlang’s lists:map/2 function does, so you could replace all the forgoing with something like:

lists:map(fun my_module:munge/1, Input)

The lists module has a number of other functions for doing simple list munging like this.

More OO than OO

The next thing is Erlang process spawning and inter-process communication. Again, this is one of those things that in normal languages is rarely used and fraught with peril. In Java, multithreaded applications involve a lot of painstaking synchronization, and you still often get bit by either concurrent modification errors or performance issues from overly aggressive locking. In Erlang of course, you do it all the time. Understanding why requires a bit of background.

The original concept of object oriented programming was that objects would be autonomous actors rather than just data structures. They would interact with each other by sending messages back and forth. You see artifacts of this like Ruby’s send method. (Rather than invoking a method directly, you call send on the object with the method name as the first argument.) In practice, objects in OO languages are little more than data structures with function definitions bolted on. They’re not active agents; they’re passive, waiting around for a thread of execution to come through and do something to them.

In a sense, Erlang is more truly object oriented than OO languages, but you come to it by a roundabout way. Since even complex data structures are immutable, updating your data always creates a new reference to it. If you pass any data structure to a function, as soon as it modifies it, it’s dealing with a different data structure. So the only way to have something like global, mutable data is to have that reference owned by a single process and managed like so:

loop(State) ->
    receive Message ->
        NewState = handle_message(Message, State),
        loop(NewState)
    end.

(You wouldn’t literally have code like this, but it’s conceptually what you’re doing.) State is any data structure, from an integer to a nested tuple/list/dictionary structure. You’d spawn this loop function as a new process with its initial state data. From then on it would receive messages from other processes, update its state, maybe send a respose, and then recurse with the new state. The key here is that it’s a local variable to this function; there’s no way for any other process to mess with it directly. If you spawn another process with this function, it will have a separate copy of the State, and any updates it makes will be completely independent of this. The simplest example I can think of would be an auto-incrementing id generator:

loop(Id) ->
    receive
        {Pid, next} ->
            NewId = Id + 1,
            Pid ! NewId,
            loop(NewId)
    end.

You could start it up and get new ids like so:

Pid = spawn(fun() -> loop(0) end),
Pid ! {self(), next},
Id = receive Resp -> Resp end.

So anything that would be an object in an OO language is a process in Erlang. I hadn’t realized quite how true that was until I was messing around in the Erlang shell, and opened a file. file:open/2 says it returns {ok, IoDevice} on success. Let’s take a look at that:

1> file:open("test.txt", [write]).
{ok,<0.35.0>}

Hey, wait! That’s a process id. See?

2> self().
<0.32.0>

So when you open a file, you don’t actually access it directly; you’re spawning off a process to manage access to it.

As with recursion and the lists module, Erlang has modules like gen_server and gen_event which gieve you a more formal and standard way to do this sort of thing. They add a lot of process management on top of this basic communication, so I won’t get into the details here, but check it out.

Getting Practice

Ok, so once you’ve gotten past the language concepts, how can you actually get some practice with it? Something a little more low-key than massively distributed high-availability systems?

Scripting

Probably the easiest way to start, if you just want to get comfortable with the language, is shell scripting. escript lets you use Erlang as a scripting language.

#!/usr/local/bin/escript
 
main(Args) ->
    io:format("Hello world!~n\t~p~n", [Args]).

That’s pretty cool. You have the ease of scripting, with full access to Erlang’s libaries. Furthermore, you can set a node name or sname in your script, and then it can connect to other Erlang nodes. (The special %%! comment says to pass the rest of the line through as parameters to erl, the Erlang emulator.)

#!/usr/local/bin/escript
%%! -sname my_script

For example, here’s a simple way to grab a web page:

#!/usr/local/bin/escript
 
main([Url]) ->
    inets:start(),
    {ok, {{_Proto, Code, _Desc}, _Hdr, Content}} = httpc:request(Url),
    io:format("Response (~p):~n~s~n", [Code, Content]).

That’s actually pretty handy because you can fetch data from web services that way. I started with this and built out a really simple automated testing tool for a web service I was writing, in about 20 lines of code. You can do all sorts of useful little things like this. They’re a good way to get used to Erlang’s idioms, and you can gradually build in more complexity as you go.

Testing Tools

In fact, testing tools are another way to get in some real experience with Erlang. You could do something simple to test web service functionality, or something more complicated and concurrent for load testing.

You could also mock out back-end web services for testing. I was doing some browser-side Javascript development last summer, and didn’t have access to the server I’d be talking to. (It was running on an embedded device.) So I faked it up in Erlang with Spooky , which is a simple Sinatra-style framework. It went something like this:

-module(my_web_service).
-behaviour(spooky).
-export([init/1, get/2]).
 
init([])-> [{port, 8000}].
 
get(Req, [])->
    Req:ok("Default response");
%% http://localhost:8000/path/to/resource
get(Req, ["path", "to", "resource"])->
    Req:ok("Canned response for resource");
get(Req, ["path", "to", "other-resource"])->
    Req:ok("Canned response for other resource").

Web Apps

If you’re coming from a web background, that’s another good place to start tinkering with Erlang. Instead of trying to think up an Erlang project, just do your next personal web app in Erlang. Erlang has a range of web application frameworks, so you can decide how much of the heavy lifting you want to do. As you saw, Spooky lets you simple stuff easily, but it’s fairly low-level.

ChicagoBoss is a richer, Django-like framework. It has an ORM, URL dispatching, and page templates (with Django syntax, no less). Wait, _Object_-Relational Mapper? What’s that doing in a functional language? Yeah, ok, really they’re proplists with a parameterized module and a bunch of auto-generated helper functions wrapped around them. They’re still immutable; don’t freak out. More experienced developers may argue about whether that’s the right way to do things, but it certainly makes ChicagoBoss more beginner-friendly. It also gives you some enticing extras like a built-in message queue and email server. The ChicagoBoss tutorial is really concise and well-written, so I’ll leave it at that.

If you want to get into the nuts and bolts of proper HTTP request handling, take a look at WebMachine. Most web frameworks leave out or gloss over a lot of the richness of the HTTP protocol. WebMachine not only gives you a lot of control over every step of the request handling, but actually forces you to think through it. It’s not the most intuitive for beginners, but it’s an education.

Those are the ones I’ve played with a bit, but there are lots more.

Contributing

One of the things I’ve run across with these, as with most open-source tools, is that there are “opportunities to contribute.” We’d love it if all of our software tools worked perfectly all the time, but the next best thing is if the source is on GitHub. Working with Spooky, I tripped over an odd little edge case. It turned out to be a simple fix – half a dozen lines of code. I forked it, fixed it, and put in a pull request. Had a similar experience with the ChicagoBoss templating code. They were both tiny contributions, but you still get a warm fuzzy feeling doing that. Throw in a few extra unit tests if you really want to make the owners happy.

Even if you’re unlucky, and the code works perfectly, almost every piece of software out there could benefit from better documentation. Take advantage of your newbie status; write a tutorial. The people who wrote the software know it inside and out; it helps to have beginners writing for beginners. I can vouch that a great way to learn something is to try to explain it to someone else.

Adventure Awaits!

What I hope I’ve left you with is a sense that Erlang is worth learning in its own right, that it’ll teach you new things about programming that you can apply in any language; that while it’ll be strange at first, it’s totally learnable; and that there are any number of low-intensity ways to get started using it. Most importantly, though, I want to leave you with the sense that this is fun. Learning a new language, new problem-solving tools, new ways of expressing ideas, that’s all fun. You’ve got an adventure ahead of you.

Remedial Javascript

Thursday, May 10th, 2012

My background here is that I’ve worked with Javascript on and off for years, but I never actually wrapped my head around how its inheritance works until just recently. I started out doing little bits of UI bling, then moved onto dynamic forms and simple ajax requests (pre-jQuery), then fancier stuff with jQuery and friends. So I’ve been able to get a lot done. It’s only when reading something like Javascript: the Good Parts that I’d get this nagging sense that I was missing something fundamental. Lately though, I’ve started working with backbone.js, doing serious model-view-controller programming in the browser, and that nagging has become loud and persistent.

Part of the problem is that I’m coming from a Java background, and Javascript looks a lot like it. It looks like it has the Java-style class inheritance that I’m familiar with. It’s got syntax like:

var o = new Object;

So I instinctively think, “Great, Object is a class, and o is an instance of that class.” You can think that, and Javascript will mostly work the way you expect. You can write a fair amount of code believing that.

But it’s wrong.

Javascript has prototypal inheritance, not class inheritance. I knew that, and seeing this class-y syntax gave me the feeling of being lied to. Not a malicious lie, but a little white “I’m glossing over the details here” lie. And once I got into trying to create my own class hierarchy, or extending someone else’s, those details started to matter. Things just didn’t work quite the way I expected. Mostly, I’d be missing values that I thought I’d inherited from somewhere. Even then, I could figure out what had gone wrong and fix it on a case-by-case basis, but that made it clear that there was something important I really just didn’t understand.

I’ve read a number of books and articles that talk about Javascript’s prototypal nature, and how you construct and extend objects, but my sense of what was going on under the hood never quite clicked. So I finally did what I always end up having to do to make sense of some bit of programming weirdness: step away from the big program I’m working on, and sit down at a shell to run some little experiments. In this case, it’s Chrome’s Javascript console. (Lines with a > are what I type. Lines without are the console’s response.) Starting off with the previous example:

> o = new Object;
Object

Great, I’ve created a new Object. But what is this “Object” thing really?

> Object
function Object() { [native code] }

Wait, so Object is a function. Huh?

The deal is that new is what’s actually doing the heavy lifting here, creating a new object. The Object function is just filling in the details. There’s nothing magic about it. You could call new on any function, and you’d get a new object. If that function sets any properties on this, they’ll show up in it. If that function has a property named prototype, the new object will inherit properties from it. prototype should be an object, but since functions are also objects, you won’t get an error if you mess up.

For example:

> A = function () { this.kingdom = "Animalia"; }
function () { this.kingdom = "Animalia"; }
> B = function () { this.phylum = "Chordata"; }
function () { this.phylum = "Chordata"; }
> B.prototype = A  // wrong!
function () { this.kingdom = "Animalia"; }
> b = new B
B
> b.kingdom
undefined

Here, everything looks fine until you try to get b.kingdom. The trouble is that kingdom is not a property of A; it’s just a property that A sets on this.

The right thing would be:

> a = new A
A
> B.prototype = a
A
> b = new B
B
> b.kingdom
"Animalia"

Now, any properties you add to a will be inherited by b:

> a.class = "Mammalia"
"Mammalia"
> b.class
"Mammalia"

But the properties that B set on b override a‘s properties:

> a.phylum = "whatever"
"whatever"
> b.phylum
"Chordata"

b doesn’t inherit properties from B:

> B.order = "Carnivora"
"Carnivora"
> b.order
undefined

And b keeps its relation to a even if B changes its prototype

> B.prototype = {}
Object
> b.kingdom
"Animalia"

So that’s what it does, but what are the relationships between all these objects and functions?

> b instanceof B
true
> b instanceof A
true
> b instanceof a
TypeError: Expecting a function in instanceof check, but got #<error>
> b.__proto__ === a
true
> B instanceof A
false

So we have this odd sort of dual inheritance going on. b is an instance of B, and has a prototype of a. The instanceof relationship is purely historical: Changes to B don’t affect b after its construction. The prototype relation is ongoing and dynamic. Changes to a‘s properties show up in b (unless b overrides them). Perhaps even more oddly, b is an instance of a‘s constructor, but there’s no direct connection from B to A, only through a. It looks like this in my head:

  B   A
 / \ /
b---a

In short, an object inherits a type from its constructor and behavior from its prototype. In a class-based language, an object gets both of these from its class, but in Javascript, “What is it?” and “What can it do?” are different questions with different answers.

If you got all the way through this article and this stuff still doesn’t make sense, grab a Javascript console and try it out yourself. Work through the examples. Type them in by hand; don’t copy-paste them. (Seriously, that makes a huge difference.) Ask your own questions, come up with your own experiments. Tinker.

Crafty Erlang

Tuesday, December 6th, 2011

An elegant language for small projects

This is based on the talk I gave at ErlangDC.

The common perception of Erlang is that it’s a good language for big projects where you need massive scalability, distribution, fault-tolerance and so on. The language itself is weird and ugly, and it’s got a lot of annoying restrictions, but that’s what you have to put up with to get the good stuff. I want to challenge both sides of that, and say that Erlang is also a great language for small projects – even little scripts – and that it’s really beautiful once you understand it. It just has its own way of doing things. And a key here is that it does have A Way of Doing Things; There are design patterns and programming idioms that you can follow. It’s not rocket science; you can learn it. So what I’m going to do here is show you some of those patterns and idioms, walk through a couple of simple programs, and hopefully give you what you need to know (and a bit of a nudge) to get started having fun with Erlang.

Synergistic Weirdness

Erlang has what I’ve come to think of as “synergistic weirdness”. When I was first starting out with Erlang, there were all these things that struck me as weird. Like, I want to write a for loop that increments a counter, and Erlang’s like, “Nope. No can do.” You can’t increment a counter because variables are immutable, and there’s no for loop. There are no loop controls, period. And there are no classes or objects, while we’re at it. How do I do anything in this language?

Then there’s all this weird extra stuff. There’s efficient tail recursion. Ok, fine, but how often do I write recursive functions? About never. There’s pattern matching and guard clauses. That’s kinda cool, but I’m still not sure how much I’d use it. All of the inter-process communication (IPC) stuff – process spawning and message passing – is definitely cool if you’re writing a big concurrent app, but otherwise? All this stuff is fine, but how often would you actually use any of it? The answer is, “All the time.” All these isolated bits of weirdness combine to something very elegant. For example, let’s take a look at…

Recursion

You don’t use recursion much in OO languages because (a) you rarely need to, and (b) it’s scary – you have to be careful about how you update your data structures. Recursive methods tend to have big warning comments, and nobody dares touch them. And this is self-reinforcing: Since it’s not used much, it remains this scary, poorly-understood concept.

In Erlang, recursion takes the place of all of the looping constructs and iterators that you would use in an object-oriented (OO) language. Because it’s used for everything, there are well-established patterns for writing recursive functions. Since you use it all the time, you get used to it. Erlang’s immutable variables actually simplify recursion, because they force you to be clear about how you’re changing your data at each step of the recursion. Pattern matching and guard expressions make recursion really powerful and expressive, because they let you break out the stages of a recursion in a very declarative way. Let’s look at the basics of recursion in Erlang with a very simple example: munging a list of data.

Like a story, a recursive function has a beginning, a middle, and an end. The beginning and end are usually the easiest parts, so let’s tackle those first. The beginning of a recursion is just a function that takes the input, sets up any initial state, ouput accumulators, etc., and recurses. In this case, we take an Input list and set up an empty output list.

    %% beginning
    func(Input) ->
        Output = [],
        func(Input, Output).

The end stage is also easy to define. We pattern-match on an empty input list, and return our output list. (I’ll get to why we reverse the output list in a minute.)

    %% end
    func([], Output) -> lists:reverse(Output).

The middle stage defines what we do with any single element in the list, and how we move on to the next one. Here, we just pop the first element off the input list, munge it to create a new element, push that onto the output list, and recurse with the newly-diminished input and newly-extended output. (And note that we add our new element at the beginning of the list, rather than the end.)

    %% middle
    func([First | Rest], Output) ->
        NewFirst = munge(First),
        func(Rest, [NewFirst | Output]);

That’s all there is to the basics of recursion. You may have multiple inputs and outputs, and there could be multiple middle and end functions to handle different cases (and we’ll see a more interesting example in a minute), but the basic pattern is the same.

Digression: Backwards Lists

Why do build our output list backwards? Why don’t we just add new elements to the end, and not have to reverse it when we’re done? This was one of those little Erlang weirdnesses that really bugged me until I understood it. The key is that lists in Erlang are not just arrays; they’re linked lists, and critically, singly-linked lists. So when you create a list like

    Foo = [cat, dog].

You get a logical list structure that looks like

    Foo
    |
    cat - dog

If you create a new list by prepending an element to Foo,

    Bar = [monkey | Foo].

The logical structure now looks like

    Bar      Foo
    |        |
    monkey - cat - dog

And if you create another new list by prepending more elements to Foo,

    Baz = [elephant, tiger | Foo].

The logical structure will now look like

    Baz       Bar      Foo
    |         |        |
    |         monkey - cat - dog
    |                 /
    elephant - tiger /

So the new lists are efficiently re-using Foo’s elements, but this only works because Foo itself is immutable. If you could add elements onto the end of Foo, or modify its elements in place, you’d see that change in every list built off of Foo.

Back to recursion: Bowling Game

A more interesting example of recursion is the bowling game. This is a standard programming exercise – write a program to calculate the score for bowling. It’s fairly simple, but not trivial. Your input is a list of rolls (number of pins knocked down), and your output is just a number, a final score. There’s also this concept of frames you have to keep track of; the game has a fixed number of frames, but the number of rolls may vary. The score for a frame may depend on rolls you made in other frames. Writing this in an OO language, and trying to break this functionality cleanly out into classes, can be tricky. In Erlang, we’re just going to define a recursive function that takes a list of rolls and returns a number.

Again, we start by defining the beginning of the recursion. We get a list of rolls, set our initial frame to 1 and score to 0, and recurse.

    %% Beginning: score/1 -> score/3
    score(Rolls) ->
        Frame = 1,
        Score = 0,
        score(Rolls, Frame, Score).

The end is even simpler. There are ten frames in a game, so when our frame count gets to 11, we’re done. Just return our score.

    %% End
    score(_Rolls, 11, Score) -> Score.

For the middle, we’re going to start with the normal case for scoring a frame, ignoring strikes and spares. Here, we just pop the next two rolls off the input, add them to our total score, and recurse with an incremented frame.

    %% Middle
    score([Roll1, Roll2 | Rest], Frame, Score) ->
        NewScore = Score + Roll1 + Roll2,
        score(Rest, Frame + 1, NewScore).

Now we need to deal with the strike and spare cases. Erlang’s pattern matching lets us do this very cleanly. For strikes, define a score function (in proper terms, a clause of the score function) that matches when the first roll is a 10. For spares, we use a guard expression to match only when the next two rolls add up to 10. In both cases, we need to look at rolls in following frames (2 for a strike, 1 for a spare) and add those to our score.

    %% Strike
    score([10 | Rest], Frame, Score) ->
        [Bonus1, Bonus2 | _] = Rest,
        NewScore = Score + 10 + Bonus1 + Bonus2,
        score(Rest, Frame + 1, NewScore);
 
    %% Spare
    score([Roll1, Roll2 | Rest], Frame, Score) when Roll1 + Roll2 == 10 ->
        [Bonus1 | _] = Rest,
        NewScore = Score + 10 + Bonus1,
        score(Rest, Frame + 1, NewScore);

That’s pretty much it for the scoring rules. We still need to handle incomplete frames, so by the time we’re done with that, the whole thing looks like this.

    score(Rolls) -> score(Rolls, 1, 0).
 
    score(_Rolls, 11, Score) -> Score;
 
    score([10 | Rest], Frame, Score) ->
        score(Rest, Frame + 1, Score + 10 + strike_bonus(Rest));
 
    score([Roll1, Roll2 | Rest], Frame, Score) when (Roll1 + Roll2 == 10) ->
        score(Rest, Frame + 1, Score + 10 + spare_bonus(Rest));
 
    score([Roll1, Roll2 | Rest], Frame, Score) ->
        score(Rest, Frame + 1, Score + Roll1 + Roll2);
 
    score([Roll1], _Frame, Score) -> Score + Roll1;
    score([], _Frame, Score) -> Score.
 
 
    spare_bonus([]) -> 0;
    spare_bonus([Bonus1 | _Rest]) -> Bonus1.
 
    strike_bonus([]) -> 0;
    strike_bonus([Only]) -> Only;
    strike_bonus([Bonus1, Bonus2 | _Rest]) -> Bonus1 + Bonus2.

Ok, that’s an algorithm. To turn it into a usable application, we need to put some sort of interface in front of it, and we need some way to store our data as the game progresses. The simplest interface is the command line, so let’s start with that.

Sketching the CLI

We can start sketching out the command-line interface in the Erlang shell. io:get_line/1 prompts the user and reads a line from standard input. We can enter a player name and a roll. string:tokens/2 will split that into separate strings. string:to_integer/1 will convert the roll to a number we can work with.

    Eshell V5.8.4  (abort with ^G)
    1> Line = io:get_line("Next> ").
    Next> colin 4
    "colin 4\n"
    2> [Player, RollText] = string:tokens(Line, " \t\n").
    ["colin","4"]
    3> {Roll, _} = string:to_integer(RollText).
    {4,[]}

Now we need somewhere to store it. A dictionary will let us keep track of multiple players. dict:new/0 creates it. dict:append/3 takes a key-value pair and adds the value to the list of values for that key. Note that it does not replace the key’s value (dict:store/3 does that). dict:find/2 returns the value for a key, which in this case is a list of rolls.

    4> GameData = dict:new().
    {dict,0,...
    5> NewGameData = dict:append(Player, Roll, GameData).
    {dict,1,...
    6> {ok, Rolls} = dict:find(Player, NewGameData).
    {ok,[4]}

Finally, we pass the list of rolls to our scoring function (not very interesting yet).

    7> Score = bowling_game:score(Rolls).
    4

Normally now, you’d throw a while loop arounds this stuff, but this is Erlang, so we wrap it in a recursive function.

    loop(GameData) ->
        Line = io:get_line("Next> "),
        [Player, RollText] = string:tokens(Line, " \t\n"),
        {Roll, _} = string:to_integer(RollText),
        NewGameData = dict:append(Player, Roll, GameData),
        {ok, Rolls} = dict:find(Player, NewGameData).
        Score = bowling_game:score(Rolls).
        io:format("New score for ~s: ~p~n", [Player, Score]),
        loop(NewGameData).

This is the middle of a recursion, so we need to add a beginning. That’s simple enough – invoke loop with a new dictionary. We could put this in a module and call it from the Erlang shell, but it’s easier if we wrap it in an Escript. (If you’re not familiar with Escript, it lets you run Erlang code as a script, the way you would with Perl, Python, Ruby, or whatever. You don’t even need to define a module, just a main/1 function that takes the command-line parameters as a list of strings.)

    #!/usr/local/bin/escript
    #
    # scorekeeper.erl 
 
    -import(bowling_game).
 
    main(_) -> loop(dict:new()).
 
    loop(GameData) ->
        ...

That’s the beginning and middle of the recursion. We’re not going to bother defining an end – you can just ctrl-c out of the loop. Here’s a sample of what we get when we run it:

    $ ./scorekeeper.erl 
    Next> colin 3
    New score for colin: 3
    Next> colin 4
    New score for colin: 7
    Next> colin 10
    New score for colin: 17
    Next> colin 3
    New score for colin: 23
    Next> 

(Note that it correctly handles the strike!)

Webify!

So that’s a command-line interface. Now let’s turn it into a simple web app. We’re going to have a single-page rich web client that will send Ajax requests to a REST service, and use Javascript to update its display. The REST service will have pretty much the same API: It’ll take a player and a roll, and return the player’s new score. We’ll use jQuery on the front end and Spooky on the back end. Spooky is a very simple web application framework, much Ruby’s Sinatra, if you’re familiar with that.

The other change here is that we’ll have to deal with concurrency. The command line is inherently sequential, but web services are inherently concurrent. We’ll need to create a mini-service which will control access to our bowling data.

Bowling Service

A bit of a digression: I’ve seen it argued that Erlang is one of the most truly object-oriented languages. The original theory behind object-oriented design was that objects would be like living things that talk to each other. Rather than having a dumb data structure that you manipulate, you would send messages to an object, requesting that it give you information, update its state, perform a calculation, or whatever. You would have an interface to talk to it, but you couldn’t know or manipulate its state directly. Most OO languages implement this by wrapping a dumb data structure in a bunch of smart (or not so smart) accessor methods – usually optional. What Erlang does is create processes to manage access to data. Rather than data having associated methods, Erlang has processes that own data. The only way to get to the data is to talk to the process, and that’s where IPC comes in.

So what does that look like? Well, remember the command-line loop? Let’s break that up into sections.

    loop(GameData) ->
        %% receive input
        Line = io:get_line("Next> "),
        [Player, RollText] = string:tokens(Line, " \t\n"),
 
        %% process input
        {Roll, _} = string:to_integer(RollText),
        NewGameData = dict:append(Player, Roll, GameData),
        {ok, Rolls} = dict:find(Player, NewGameData).
        Score = bowling_game:score(Rolls).
 
        %% print new score
        io:format("New score for ~s: ~p~n", [Player, Score]),
 
        %% recurse with new state
        loop(NewGameData).

Now here’s the message-handling loop.

    loop(GameData) ->
        %% receive input
        receive {From, {append, Player, RollText}} ->
 
            %% process input - this is the same
            {Roll, _} = string:to_integer(RollText),
            NewGameData = dict:append(Player, Roll, GameData),
            {ok, Rolls} = dict:find(Player, NewGameData),
            Score = bowling_game:score(Rolls),
 
            %% respond with new score
            From ! Score,
 
            %% recurse with new state
            loop(NewGameData)
        end.

That’s it. Instead of waiting for command-line input, we wait for a message. Instead of printing our response, we send a message back. GameData is a local variable to loop/1. Nobody else can see it; there’s only one process that can change it.

Again, that’s the middle; how do we start this recursion? As with the CLI, we need a beginning function that creates the dictionary. The difference here is that instead of calling loop/1 directly, we wrap it in a closure and spawn it off as a new process.

    init() ->
        Data = dict:new(),
        Start = fun() -> loop(Data) end,
        spawn(Start).  % returns process id

For convenience, we’ll add an append/3 function for our clients. It hides the message format, and makes the asynchronous request synchronous. This makes it look a lot like we’re creating an object and updating it.

    append(Player, RollText, Pid) ->
        Pid ! {self(), {append, Player, RollText}},
        receive Resp -> Resp end.

REST API

Now that our back-end service is done, we move to the REST interface. Let’s keep this simple. Let’s just take a GET request – a straight URL – something like this:


http://localhost:8000/add/Player/Roll

So for example:


http://localhost:8000/add/colin/4

Yes, I know this isn’t entirely kosher for a REST API – we shouldn’t be modifying state with a GET – but we’re just doing the simplest thing that works here.

Spooky App

To create a Spooky web application, we just need to create a module that has the “spooky” behavior and exports Spooky’s callback functions. To use our bowling module, we’ll need to import that.

    -module(bowling_web).
    -behaviour(spooky).
    -export([init/1, get/2]).  % Spooky API
    -import(bowling_service).

init/1 is called once, when the server starts up. It starts up the bowling service we just defined, and registers its process id as bowl_svc. That lets us refer to it by name, so we don’t have to pass the PID around somehow. This would be especially useful in a situation where the service might be restarted and get a new process id. Other processes could continue to use it without needing to know the new PID. The return value configures Spooky to start up on port 8000.

    init([])->
        register(bowl_svc, bowling_service:init()),
        [{port, 8000}].

get/2 is called to handle each HTTP GET request. Spooky splits up the URL’s resource path into a list of strings. That makes it easy to match on patterns, like so.

     %% REST handler
    get(_Req, ["add", Player, RollText])->
        Score = bowling_service:append(Player, RollText, bowl_svc),
        {200, io_lib:format("~p", [Score])};

We’ll also need to define handlers for the base web page and any associated resources, such as Javascript or CSS files, or images. If there is no resource path – the URL is just the host and port – we’ll return our base page. Otherwise, we treat the resource path as a relative path to a file, and try to return that.

     %% static page handlers
    get(Req, [])-> get(Req, ["form.html"]);  % main page
 
    get(_Req, Path)->  % other static resources
        Filename = filename:join(Path),
        case file:read_file(Filename) of
            {ok, PageBytes} -> {200, binary_to_list(PageBytes)};
            {error, Reason} -> {404, Reason}
        end.

Run it!

We can start up the Spooky server from the Erlang shell as long as we add Spooky and its dependencies to the code path. Note that what we’re doing here is starting the Spooky server, and telling it to use our bowling_web module as its plug-in request handler.

    $ erl -pa $SPOOKY/ebin -pa $SPOOKY/deps/*/ebin
    ...
    Eshell V5.8.4  (abort with ^G)
    1> spooky:start_link(bowling_web).
    {ok,<0.35.0>}
    2>

Of course, I got tired of typing that every time, so I wrote an Escript to do it. This uses a SPOOKY_DIR environment variable to find all the dependencies. As an extra bonus, it compiles all our modules for us. Note that the same process is compiling them and then loading them. This is Erlang’s hot code reloading in action, in a low-key way.

    #!/usr/local/bin/escript
 
    main([]) ->
        SpookyDir = os:getenv("SPOOKY_DIR"),
        %% Add spooky and its dependencies to the code path.
        true = code:add_path(SpookyDir ++ "/ebin"),
        Deps = filelib:wildcard(SpookyDir ++ "/deps/*/ebin"),
        ok = code:add_paths(Deps),
 
        %% Compile our modules, just to be safe.
        c:c(bowling_game),
        c:c(bowling_service),
        c:c(bowling_web),
 
        spooky:start_link(bowling_web),
        io:format("Started spooky~n"),
 
        io:get_line("Return to exit...  "),
        spooky:stop().

This is a script, and when it gets to its end it shuts down any processes it started, including Spooky. So while we started up Spooky as before, we then needed a way to keep the script from exiting. So we called io:get_line/1, which will hang until the user enters something. At that point it returns and goes on to the spooky:stop/0 line, which shuts down gracefully.

REST interaction

Now that the server is up and running, we can test it by hitting our REST service directly from a browser. We can see that it gets the same results as our command-line run did.

add/colin/3

add/colin/4

add/colin/10

add/colin/3

Webapp interaction

Now we get to the web client itself. Hitting our base URL brings up the main page.

/

We start off by adding a player. This is entirely client-side. Our REST service has no separate way of creating or registering players other than adding scores for them.

add player - client side

Now that we have a player, we can start entering scores for them. Again, we get the same results as with our command-line and REST interfaces.

add/colin/3

add/colin/3

add/colin/4

add/colin/10

add/colin/3

Now, if you poke at this a little bit, you’ll find it’s far from perfect. As is, it won’t handle invalid data (rolls greater than 10, for example). The rolls are stored independently in the client and the server (try sending a direct REST request from another browser in the middle of a game). It might be nice if the server returned the full list of rolls along with the score, so the client didn’t have to keep any state in its display. It would be extra nice if it grouped the rolls by frame. If you want a good little learning project, try fixing any of these. You could also try implementing this in a different framework, like mochiweb or webmachine.

Ta-dah!

So, we’ve created an elegant little algorithm, and built both a command-line and web interface to it. You’ve gotten a little taste of what it’s like to work with Escript and Spooky. Hopefully, you’ve started learning to think in Erlang, and are getting the hang of the recursion and IPC patterns.

There’s a bunch of extra stuff that I didn’t have time for in this talk, including a command-line testing tool for the REST service. You can find that, along with the full source for these examples, unit tests and so on in my GitHub project for this talk. That also has the S9 markup source for my slides, which you can see on GitHub Pages. You can follow my continuing adventures, and catch up on previous experiments, ponderings, and rants here on my blog.

Think small, have fun

Elegant Bowling

Friday, November 25th, 2011

I’ve had a few mind-blowing moments since I started learning Erlang. One of those was at a hack night where we did the Bowling Game as a pair programming exercise. It’s a standard, simple programming challenge: calculate the score for a series of rolls in bowling. It’s not entirely trivial: Calculating the score for spare and strike frames adds a bit of trickiness, and there are edge cases around the end of the game.

By coincidence, I’d done it about a year earlier in Python for another hack night. In an OO language, it’s pretty obvious to model it as a Game object which contains a list of Frame objects. It’s less clear how to handle the fact that the score for a frame may depend on rolls in other frames. Either frames have to know about other frames, or rolls have to be added to multiple frames, or the Game class has to handle the spare and strike calculations, or something like that. All of the options feel a little awkward, so you can get wrapped around the axle there. But in the end, I had a solution I was pretty happy with. It weighed in at 53 lines of code.

The final version* in Erlang was 15. Wow. I think of Python as a pretty compact language, and the Erlang code is less than a third as long. And it’s not some high-density, Perl-style line noise; it’s clearer – hardly more than a definition of the rules of the game.

(* Thanks to Rusty for pointing us in the right direction here.)

score(Rolls) -> score(Rolls, 1, 0).
 
score(_BonusRolls, 11, Score) -> Score;
 
score([10 | Rest], Frame, Score) ->
    score(Rest, Frame + 1, Score + 10 + strike_bonus(Rest));
 
score([Roll1, Roll2 | Rest], Frame, Score) when (Roll1 + Roll2 == 10) ->
    score(Rest, Frame + 1, Score + 10 + spare_bonus(Rest));
 
score([Roll1, Roll2 | Rest], Frame, Score) ->
    score(Rest, Frame + 1, Score + Roll1 + Roll2);
 
score([Roll1], _Frame, Score) -> Score + Roll1;
score([], _Frame, Score) -> Score.
 
 
spare_bonus([]) -> 0;
spare_bonus([Bonus1 | _Rest]) -> Bonus1.
 
strike_bonus([]) -> 0;
strike_bonus([Only]) -> Only;
strike_bonus([Bonus1, Bonus2 | _Rest]) -> Bonus1 + Bonus2.

(If you’re completely new to Erlang, the multiple function definitions are essentially implicit if-elseif conditions matched against the values of the parameters.)

So what makes the Python code so much longer? A lot of it is spent querying and updating the state of the objects. That’s also where a lot of the design complexity came from, figuring out how each object interacts with the others. In the Erlang solution, we do an end run around all that by just using simple lists and variables. The input is a list of numbers; the output is a single number; why use anything more complex in between?

The point of this is not which language is better; it’s that using Erlang showed me a different way to solve this problem. I went back and translated the Erlang code into Python. It’s straightforward: one function with a big if-elif block. You can do it as either a recursive function or a while loop. Either way, it ends up being pretty much the same length as in Erlang.

(As a side note: A nice thing about using recursion is that it simplifies variable scoping. At each step, you’re calling a function with an explicit set of parameters. This makes it clear what state is being passed along. If you’re just modifying variables and looping, it would be easy to forget to update a value.)

So why didn’t I come up with the simpler solution when I wrote this in Python? It’s mostly a matter of culture. As with natural languages, programming languages come with a layer of culture; what the normal way of writing programs is. Because Python is an OO language, the first question I asked was “What are the objects?” What are the concepts in the problem domain, and how do I map them to classes? While that may turn out to be a necessary intermediate step, it’s not actually the end goal. It’s easy to lose sight of that. You can jump right in and start coding up classes: constructors, accessors, unit tests and so on. You can write a fair amount of code without thinking too much about what you’re trying to accomplish. That feels like progress, but it may just be a diversion. In this case, it’s not necessary and only adds complexity.

In a functional language like Erlang, the first question is “What are my inputs and outputs?” What is the end result I’m trying to get to, and where am I starting from? It keeps you focused on the data you have and what you’re trying to accomplish. Erlang’s pattern matching brings a lot of power to working with simple data structures. If you want to create real mutable objects, you can, but Erlang makes you deal with concurrency up front, so it’s less trivial. It encourages you to think of the simplest thing that works.

It seems like this should be a transferable skill, but I suspect there’s a catch. I could certainly use recursion and simple data structures in my Python code (or Ruby and maybe to a lesser extent Java). If it cuts out a lot of extraneous object munging and dramatically reduces the line count, that should make it more maintainable. The trouble is that “maintainable” means “maintainable by other programmers”. My code may be more elegant and concise, but if it’s using programming idioms they aren’t familiar with, they’re going to have trouble with it. I can trust that Erlang programmers are familiar with recursion because Erlang uses it for everything. That’s not true of Python. This is the flip side of culture: There are things that you could say – that are grammatically correct – but you wouldn’t.