Posts Tagged ‘talks’

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

Erlang: Your New Favorite Scripting Language?

Sunday, September 18th, 2011

This is based on a talk I gave to the Arlington/DC Erlang users’ group.

What’s cool about Erlang?

Normally, if you ask “What’s cool about Erlang?” people will talk about scalability. They’ll talk about performance, about servers that handle thousands of requests a second without breaking a sweat. They’ll say crazy things like “Nine 9s uptime.” They’ll talk about how concurrency is baked in to the language, how spawning processes, monitoring them, and sending messages between them is trivial. They’ll talk about how you can upgrade your app while it’s running, with each process loading its new code when it’s convenient. They’ll admit it has some quirks – weird syntax and awkward constraints – but that’s what you have to put up with to get the good stuff.

That is in fact amazingly cool stuff, but what do I do with it? I don’t run into a lot of problems that require that massive scale of solution. I run into a lot of problems that require some quick little scripty thing. Maybe bigger ones might run to a few hundred lines of code. If I did have to build something massively scalable, I’d be leary of doing it in a language I didn’t know. There’s a chicken-and-egg problem here.

I’d like to take a different look at Erlang, one that might help break that deadlock. I’m going to talk about how Erlang is actually a good language for small programs, and how its “weird” syntax and language features actually help you write clearer, more concise, and more elegant code. They take a bit of getting used to, but you’ll adapt faster than you expect, and you won’t look at other languages quite the same way again. Part of what’s cool about Erlang is what’s cool about functional programming, but it goes beyond that with its own features that make it even more powerful and expressive.

Procedural, OO, Functional

A little background in case you’re not familiar with functional programming. There are three basic styles of programming: Procedural, object-oriented, and functional. (Wikipedia lists about 60, but in my mind, and for the purpose of this discussion, these are the big ones.) Like other human languages, programming languages are not just rules for expressing thoughts; they also embody a culture, a way of looking at and making sense of the world. Most are not strictly one style, but creoles, mutts to varying degrees, blending influences from the others.

Procedural programming is very narrative. It explains the world as a sequence of actions. Do this, do that, then do this other thing; in that case, do this instead. Functions are like anecdotes, little incidents that the narrative is built up from. There are things – data structures – but they’re fairly simple. They’re passive – things are done to them. The narrative may be meandering and incoherent, but there’s a continuity to it. C is a procedural language. Perl is a procedural language with objects bolted on as an afterthought.

This fits pretty well with how people see the world. We make sense of it through stories. Even the barest facts need narrative context to be meaningful.

Object-oriented programming focuses on things; things that do things. This is another way that people explain the world, though in a narrower context. It looks more at actors and elements in isolation. We talk about how people behave, or animals; what their capabilities are. We talk about the utility of things, their features and limits.

OO programming focuses on these actors and elements, what you can do with them and how they interconnect. It can be powerful and flexible, but it also runs the risk of losing the narrative. Instead of jumbled strands of procedural spaghetti code, you can end up with ravioli code – code where it’s clear what each individual part does, but it’s hard to piece together the whole. By the time you’ve traced your way down a chain of a half-dozen object linkages, you have no idea of what they’re actually accomplishing. Java is a mostly OO language. Python and Ruby are strongly OO, with some functional influence (stronger in Ruby).

Functional languages define a mapping from inputs to outputs. This is not a normal human way of looking at the world; it’s very abstract and mathematical.

But all programming is ultimately about taking in some data and producing some sort of output, whether it’s to a screen, database, file, network, or whatever. It’s inherently abstract and mathematical. A language that forces you to focus on that can be very powerful and expressive. This is all hard to explain without examples, so we’ll be getting into those soon.

Doing this requires that you kinda rewire your brain. The good news is that that’s much easier than you’d expect, and a lot more fun. Especially at first, you’ll get a lot of “a-ha!” moments, with that little burst of neuro-chemical reward for figuring something out. As with most games, it can be bewildering at first, but there are patterns and strategies you learn that help you make sense of it.

Working with procedural languages, you can do this stream of consciousness thing. Just start at the first thing you do, and step through it from there. I think of OO programming as kinda like working with Play-Doh. I figure out what the main objects are, the big chunks of functionality. Then I mush those around, occasionally ripping out some bit of functionality from one class and glomming it onto another. As I work on them, they gradually get smoother and more coherent. Both of these are very incremental processes. I can just start writing code and see what comes out of it.

The experience of writing functional code is kinda like doing math. It requires a lot more up-front thought. There’s a lot more staring at a blank screen or scribbling tentative ideas on a whiteboard. But when you figure it out, you know it; it really clicks. It’s an almost physical sensation.

So why would you bother? Why would you code in an unituitive language? Why would you take longer to figure out how to do something functionally, when you could just slap it together quickly in an OO or procedural language? Because what you end up with may be much simpler and clearer. Sometimes, the procedural solution looks like this:

1 + 2 + 3 + 4 + ... + n

and the functional solution looks like this:

n(n+1)/2

Reading Erlang

In case you’re not familiar with Erlang code, I’ll take a couple minutes to give you the basics – just what you’ll need to be able to read the examples I’m going to throw at you; not enough to really write Erlang from scratch.

Even people who like Erlang will talk about its “weird” syntax. Really, “weird” just means “doesn’t look like C.” Almost every mainstream language since C has adopted similar syntax. Java, the current 800-pound gorilla, deliberately tried to look as familar as possible to the legions of existing C developers. C# went as far as keeping the name. Javascript, Perl, Php, Python, and even Ruby are all basically C-like.

So, to start with the basics of Erlang:

%% This is a comment.
Variable  % starts with a capital letter.
atom  % this is a value, not a variable - like :atom in ruby
[1,2,3]  % list
{1,2,3}  % tuple

You can do multi-assignments with lists like so:

[X, Y, Z] = [1, 2, 3]  % X=1, Y=2, Z=3
[First, Second | Rest] = [1, 2, 3, 4]  % First=1, Second=2, Rest=[3,4]
[First, Second | Rest] = [1, 2]  % First=1, Second=2, Rest=[]

Note that this will cause an error, because 3 & 4 have nowhere to go:

[First, Second] = [1, 2, 3, 4]

If you want to ignore them, use an underscore, either by itself or in front of a variable name:

[First, Second | _ ] = [1, 2, 3, 4]  % 
[First, Second | _Rest ] = [1, 2, 3, 4]

Function definitions are simple, since neither the return value nor the parameters are typed:

my_func(Param1, Param2) ->
    %% do stuff
    X = some_func(Param1),
    Y = some_other_func(Param2),
    Status = ok,  % assign value to variable
    {Status, X, Y}.  % return a tuple

That may look a bit quirky to most programmers, but mathematicians would be happy that this is a valid function definition in Erlang.

f(X) -> X * 2.

You can overload functions, defining different versions of a function with the same name but different numbers of parameters:

my_func(Param1) ->
    my_func(Param1, "default").
 
my_func(Param1, Param2) ->
    %% actually do stuff...

Erlang takes overriding a step further, and lets you do it by value.

my_func([]) -> ...
 
my_func([Only]) -> ...
 
my_func([First, Second | Rest]) -> ...

It also lets you use “guards” – boolean expressions – to further break up your function definitions:

my_func(0) -> ...
 
my_func(X) where X > 0 -> ...
 
my_func(X) where X < 0 -> ...

It may not make much practical difference, but this style of code feels more declarative. The function definitions feel more distinct and self-contained than a sequence of if-else checks.

Guards also show up in ‘if’ expressions. In Erlang, these are implicitly if-elseif checks. Here, we’ll go down the left side conditionals until we find one that matches; then we’ll return the corresponding value on the right.

if
    X >= 100 -> 100;
    X >= 0   -> X;
    true     -> 0
end

Case statements work similarly. Here we get the return value of my_func(X) and go down the left side until we find a match; then return the value on the right. If the left side is an unassigned variable, it counts as a match, and the case value is assigned to it. This example says, “if my_func(X) returns ‘error’, return an empty list; otherwise assign the value to List and return that.”

case my_func(X) of
    error -> [];
    List -> List
end

That may seem a little bizarre, but it makes for very elegant error handling:

Output = case file:open(Filename, [read]) of
    {ok, Handle} ->
        process_file(Handle);
    {error, Reason} ->
        log_error(Reason, Filename),
        []
end.

Essentially, this says that if the return status of file:open() is ‘ok’, then
Output = process_file(Handle)
If it’s ‘error’, then log it and set
Output = []

Now, turning your Erlang code into a command-line script is as simple as this:

#!/usr/bin/escript
 
main(_Args) ->
    io:format("Hello World!~n").

If you want to handle command-line arguments, you can do this:

#!/usr/bin/escript
 
main(Args) -> main("World", Args).  % invoked first, sets Name="World"
 
main(_, ["-h" | _Args]) ->
    io:format("Help! Help!~n");  % print message, exit.
 
main(_, ["-n", Name | Args]) ->  % ignore old name, pop new one off Args.
    main(Name, Args);            % recurse to next arg with new Name.
 
main(Name, []) ->
    io:format("Hello, ~s!~n", [Name]).  % print message, exit.

Note that this will handle any number of “-n name” options, and only keep the last one. It will exit when it gets a “-h” arg, or when it runs out of args. It will exit with an error if it gets any other kind of arg, or if “-n” is the last arg.

Indent Parser

I first looked at Erlang about three years ago. It was cool, and I was excited to build an app in it, but what to do? I didn’t have any personal projects that made sense as massively distributed, concurrent apps. So it sat on the shelf.

I came back to Erlang in a roundabout way. I was going through one of my periodic “get my act together” phases. This time I decided that what I really needed was a project database that I could keep in a flat file in some sort of markup language. That would allow me to review the whole thing easily, and print it all out in a compact form if need be. I’d group projects, sub-projects, and actions just by indents.

project
    action
    sub-project
        action
    action
project
    sub-project
        sub-project
            action

And the actions would have markup to indicate context, due date, priority, and so on.

work on presentation [computer, quiet] (2011-08-24) !!

Then I could write a script to parse it and list my next actions by context in the order I should tackle them.

I never got that far. I got as far as writing a Ruby script to parse the indented text into a logical tree structure, that would turn this

Input

into this

Output

It had the OO structure you’d expect: Parser, Lines, Trees, Nodes, Leaves. It took each input line, and tacked it on to the tree in the next appropriate spot, building it out like so:

ruby parsing sequence

That much went well, and I felt pretty good about it. I thought I had a nice clean separation of reponsibilities, and some pretty concise code. But then I read Hackers and Painters. It’s a collection of essays by Paul Graham, of HackerNews and Y Combinator fame. Very smart guy. You probably won’t agree with everything he says, but he’ll make you think. Throughout the book, he plugs Lisp as the most powerful language in the world and the choice of all True Programmers. Fine. I’ll pick up that gauntlet and give it a shot.

I figured I’d take my little Ruby script and re-write it in Lisp, just sort of transliterate it. Pull all the functions out, write them in Lisp; convert the objects to simpler data structures and pass them in as parameters. That didn’t go so well. It’s hard to explain quite why, but the end result was that the code was messy, convoluted, and incoherent, and still didn’t build certain structures correctly. I’d lose track of where I was in tree and where I was in the input stream. Trying to fix one case tended to break another. Most of all, it felt wrong. It felt like I was trying to jam a square peg into a round hole. So how could I do this in a more “Lisp-y” way?

Recursion

Lisp is all about recursion. You’d think that anything involving a tree structure would have to be recursive, but not really. The way I was going about it was actually very linear: taking the input one line at a time and walking up and down the tree until I found where to attach it. Recursion is really about breaking a problem into self-similar pieces, so you can define the whole in terms of its parts. Ok, but what does that look like in the real world?

Well, for contrast, here’s the procedural way of transforming a list of things. You take an input array, create an output array, and iterate through, mapping each input element to its corresponding output element.

String[] process(String[] input) {
    String[] output = new String[input.length];
    for (int i=0; i < input.length; i++) {
        output[i] = do_stuff(input[i]);
    }
    return output;
}

The recursive approach is to focus on defining (1) how you transform each part, and (2) how each part relates to the whole. The idiom here is to take the first thing off the input list, transform it, add it to the output list, and then invoke yourself with the new lists.

    process([First|Rest], Output) ->
        NewFirst = do_stuff(First),
        process(Rest, [NewFirst|Output]);

This defines what you do for each element N, and how you get to N+1. To round it out, you need to define your begin and end points.

    Output = process(Input, []).
 
    process([], Output) ->
        lists:reverse(Output).

(It’s convention to add each element to the beginning of the output list, so you need to reverse it when you’re all done.
It’s apparently more efficient.)

The key thing here is that this is a common idiom in Erlang. Procedural and OO languages allow recursion, but you don’t often have a good reason to use it, so it remains this strange and intimidating concept. If you do use it, you usually put comments all around it saying “Recursion happening here! Stand back! Do not touch!” In Erlang, it’s how you do everything. Anything that you’d use any sort of loop structure for in another language, you do with recursion. You get used to it pretty fast.

Lisp

So, back to the problem at hand: How do I do this parsing thing in a more recursive way? It ended up being the classic math problem experience. I beat my head against it for a couple hours, sketching out ideas in code, all of them abject failures. Eventually I gave up and went to bed. Lay there staring at the ceiling. About twenty minutes later, I was just starting to drift off, and it hit me. It was one of those solutions where you immediately know you’re right because it’s so simple and obvious in retrospect, and you feel like an idiot for not having thought of it sooner.

The first line in the input is the first node in the tree. Every other line either belongs to one of its children, or one of its siblings. So you can run through the lines until you hit one with the same indent as yours. That’ll be your first sibling; everything before it belongs to your children.

lisp step 1

All you have to do now is recurse and apply the same logic to each block. Your first child (if any) splits its list into its children and siblings. Your first sibling (if any) does the same with its list.

lisp step 2

And so on…

lisp step 3

And so on…

lisp step 4

And so on…

lisp step 5

…Until you’re all the way down at the leaf nodes. Here, the logic is trivial: No lines, no children, no siblings. And you return back up the tree.

So what does the code look like? Well, I don’t have time to teach you how to read Lisp. Fortunately, at this point it occurred to me, “Hey, Erlang is a functional language, too.” Maybe porting from Lisp to Erlang would be fairly straightforward. As it turned out, not only was the straight conversion easy,
but I was also able to go back and rework bits to take advantage of Erlang’s pattern matching features to make it even cleaner and simpler.

Erlang

Here’s the core of the Erlang functionality. We define records – data structures – for our input lines and output nodes. We pop the first line off the list, and split the rest of it into child and sibling lines. We then recurse on the child lines to get our child nodes, and on the sibling lines to get our sibling nodes. We create a node with its list of children, add it to the front of its list of siblings, and return that.

-record(line, {content, indent}).
-record(node, {content, children}).
 
build_nodes([First|Rest]) ->
    {ChildLines, SiblingLines} =
        split_list(First#line.indent, [], Rest),
    Children = build_nodes(ChildLines),
    Siblings = build_nodes(SiblingLines),
    Node = #node{content=First#line.content, children=Children},
    [Node|Siblings];
 
build_nodes([]) -> [].

The split_list function follows much the same pattern as our earlier recursion example. All the lines start out in the sibling list; the child list is empty. Instead of transforming each sibling line, it pops it off and adds it to the child list. When it hits a line that’s not indented greater than the minimum, it pushes that back onto its siblings, and returns the two lists. (Again, reversing the children because we’ve been adding them to the beginning of the list.) If that doesn’t happen before its sibling list is empty, it’s all children and no siblings.

split_list(MinIndent, Children, [First|Rest]) ->
    if 
        First#line.indent > MinIndent ->
            split_list(MinIndent, [First|Children], Rest);
        true ->
            {lists:reverse(Children), [First|Rest]}
    end;
 
split_list(_Indent, Children, []) ->
    {lists:reverse(Children), []}.

I’m not sure if that’s actually fewer lines of code than the equivalent procedural code, but it feels clearer. The stop condition is unambiguous, as opposed to the usual “i >= list.length”.

Bowling

I stumbled across another good example in the Bowling Game. The challenge is just to write a program to score a bowling game. This is a classic beginner coding exercise. It’s very self-contained, but it has just enough complexity and ambiguity to be interesting.

When you’re programming in OO languages, there’s a pretty obvious class structure. You have Games and Frames and Rolls, and you calculate a score. What makes this interesting is that spares and strikes cause rolls from future frames to be added to the score for that frame. This gives you a bit of metaphor shear. Rolls belong to one frame, but may be counted double or even triple. Do you put that logic in the Frame class, requiring frames to know about their following frames? Or do you put it in the Game, as the keeper of inter-frame knowledge?

I had written this in Python as part of a pair programming exercise about a year ago. I was pretty happy with the results. The code itself was fifty-some lines. There was a clean separation of responsibilities. The Frame class had all sorts of useful methods for querying its state. The Game class hid all that and provided a clean interface for adding rolls and getting the score.

Then for an Erlang meetup, we did the same exercise. This was the result:

score(Rolls) -> frame(Rolls, 1, 0).
 
frame(_BonusRolls, 11, Score) -> Score;
 
frame([10|Rest], Frame, Score) ->
    [Bonus1, Bonus2|_] = Rest,
    frame(Rest, Frame + 1, Score + 10 + Bonus1 + Bonus2);
 
frame([First,Second|Rest], Frame, Score) when (First+Second==10)->
    [Bonus1|_] = Rest,
    frame(Rest, Frame + 1, Score + 10 + Bonus1);
 
frame([First,Second|Rest], Frame, Score) ->
    frame(Rest, Frame + 1, Score + First + Second).

That’s ten lines of code, a 5x improvement over Python. And (again, once you get used to Erlang’s syntax) it’s amazingly clear. frame() takes a list of remaining rolls, a frame number, and a total score. The different definitions of frame() handle the end-of-game, strike, spare, and normal conditions. Each consumes rolls, boosts the score, and recurses to the next frame.

So what about unit tests? Here you go:

test() ->
    test(0,   [0,0, 0,0, 0,0, 0,0, 0,0, 0,0, 0,0, 0,0, 0,0, 0,0]),
    test(20,  [1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 1,1]),
    test(150, [5,5, 5,5, 5,5, 5,5, 5,5, 5,5, 5,5, 5,5, 5,5, 5,5, 5]),
    test(47,  [1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 1,1, 10, 10 ,9]),
    test(173, [7,3, 7,3, 7,3, 7,3, 7,3, 7,3, 7,3, 7,3, 7,3, 7,3, 10]),
 
test(Expected, Rolls) ->
    case score(Rolls) of
        Expected -> io:fwrite("Pass~n");
        Scored -> io:fwrite("Fail: expected=~p, scored=~p~n",
            [Expected, Scored])
    end.

That’s it: a list of test cases with expected result and input rolls; and a simple method for evaluating them. There are unit test frameworks for Erlang, but why bother when it’s as simple as this?

The Funhouse Mirror

Looking back at the Python code, I realize that it spends lot of time on peripheral issues: What is the nature of a Frame? How does it relate to the Frames around it? Is it responsible for validating its inputs, or does the Game do that? (Usually both, which makes for some redundancy.) Does it bear responsibility for calculating its own value, or does that also fall to the Game class? What’s the “right” way to divide up functionality that involves two or more classes? It gets very metaphysical.

And in the end, these questions have no direct bearing on the task of calculating the score. They’re all about the model, which is just an intermediate stage between input and output. You also tend to end up with a lot of “what if?” code: functions that could be useful, but aren’t actually used. You get boilerplate accessor methods. After working with Erlang for a bit, OO code seems to spend a lot of time talking about the problem without actually solving it. You look at all these interlocking parts and think, “Well! It certainly is very busy, but what is it actually doing?” Erlang takes more up-front thought, but is it really a good sign that you can write a lot of OO model code without really understanding what you’re trying to accomplish?

So I say, Embrace the weirdness. Give Erlang a shot. Spend a few hours – it shouldn’t take long. The syntax and idioms start to feel natural in a surprisingly short time. Even if you never get to use it for work, it’ll change the way you think about programming.

Remember that you can start small, that you can write Erlang programs that aren’t distributed or concurrent. You can write little shell scripts or file parsers or cgi scripts. And you can be secure in the knowledge that you could scale if you had to, without having to significantly re-work your code.