Archive for the ‘Opinion’ Category

Smalltalk is a DSL

Wednesday, April 1st, 2009

After reading Torsten’s nugget of truth in Planet Smalltalk recently I couldn’t help but be reminded of a Smalltalk based language I’ve been throwing around lately. Not because my language is interesting yet—I don’t even have a prototype concrete syntax—I’m actually referring to my immediate reaction when he wrote:

“Smalltalk is not a language — it’s a dynamic object system with the language built in… [sic]

This is, in my opinion, more cautious than it needed to be. Smalltalk really is just a dynamic object system, but beyond that, I would argue that the language is really just a collection of DSLs.

The first, method definitions is kind of the core DSL of Smalltalk. While not necessarily as small as a simple DSL it provides all of the behavioral elements that make Smalltalk code actually do stuff, all of which can be replicated by generating AST objects, programatically.

More obvious however, is the class definition syntax. This quasi-message-send actually causes so many hacks and side effects that suggesting that it resembles any kind of message programmers would be comfortable sending normally is just outrageous! Really it describes the structure of a class and allows us to manage that structure. Oh, we can also file-out that sucker, too!

(The OMeta parser generator can also be used to write methods. The tool support was iffy last time I looked at it though.)

My point is, Smalltalk is really just a collection of DSLs that allow us to effectively program with a pure object system, and it’s this phenomenon that I will allow us to dramatically improve both the appeal of the language as well as its usefulness in the future.

— Lorenz

Haskell and Game Development

Sunday, October 19th, 2008

Like many gamedev enthusiasts, I’ve only finished a handful of computer games and, perhaps not surprisingly, most of those were never released even on my homepage either. Usually the point of game development at an enthusiast or hobbyist level is not to create gaming masterpieces anyway, but rather to simply learn about the process and have fun working the code (or graphics, design, et cetera), and maybe even develop a few reasonably simple games.

Over the years I’ve spend quite a bit of time learning the gamedev concepts and recently I was able to apply some of them in a project, intended to test Haskell’s gamedev capabilities for hobbyist or small team game development (related post). Specifically I was interested to see how the difference between Haskell and Object-Oriented languages changed the design and implementation of the game code and engine, hopefully lending itself to the eventual development of languages tailored towards game development.

I set out to develop one of my favorite arcade remakes–yet another variation of Geometry Wars. The premise would be to keep the game as simple as possible, only the basic gameplay would be present with a couple of levels of progression. Enough to test all of the simple elements of gameplay ready for a more substantial project. As you may have guessed from the absence of the obligatory screenshot it didn’t work out as well as I expected.

Luckily I did pick up a couple of things while working on the game, and better yet I may even be able to rewrite the code and find that screenshot yet. It all comes down to a couple of quirks in Haskell’s syntax which didn’t blend well with my usual game architecture. Obviously the architecture would need to be modified to suite the idiomatic style of Haskell, but I was reasonably certain (and still are) that the architecture is the simplest implementation for both Object-Oriented languages as well as functional languages, based almost solely on the requirements of the high level game data structures.

The Haskell code for these structures was essentially based directly on records. The records originally contained only functional values, but I quickly realized how crazy that was, which lead me to the current design which uses records full of IORefs, at least for the mutable slots. (If its not immediately obvious why the IORefs are needed, it might help to know that game objects quite often need to reference each other simply because the operations are related between the two…bullets from the player ship for example.)

Finally, after working with this approach for a while it eventually sunk in that I could probably write the same code in Python in not only half the time, but also quicker for the same number of overall bugs. Not because the bugs are easier to catch in Python…they really, really aren’t. But because Python allows me to test many more variations of the game. At least more variations than Haskell seems to, all of which makes me wonder if I haven’t quite tapped into the idiomatic code still.

So I’m not quite out of ideas yet. I believe I can tweak my accessors to reduce the namespace damage caused by them (at the expense of some verbosity, however…why the hell hasn’t this been fixed yet anyway). And there’s even some clever usage of typeclasses which could simplify the use of common algorithms between game objects. If all goes to plan I’ll have some code to post next time…

– Lorenz

Cygwin…Mingw…’.a’…WTH!!?

Wednesday, June 4th, 2008

Recently I decided to pick up an apparently fantastic book on Erlang, written by Joe Armstrong (Programming Erlang). Now personally, I’ve never been particularly impressed by the man himself…too much of that functional programmer arrogance if you ask me. For some reason however, the hype got the better of me, especially after stumbling on a conversation between Armstrong and a couple of other functional programming ‘nuts’…uh…enthusiasts.

Perhaps of interest, is that I’m also quite a fan of functional programming myself, but I’d rather think of myself as avoiding a particularly insidious case of accidental complexity rather than using a fundamentally better language. I should explain… While functional programming languages does reduce a lot of the complexity accrued due to side effects and shared memory; they don’t deal with some of the other almost equally dangerous forms of accidental complexity.

Note: The actual problem I have with these functional language guys is the assumption that it’s a natural way of thinking about problems. Its not…it’s just, plain and simple, another way of learning how to solve problems. And its generally not one of the easiest to learn (basic anyone?)

I’m talking about compatibility of course, which brings me to the point of this post.

Cygwin…Mingw…’.a’…WTH!!?

After learning Erlang, and believing (perhaps even jumping the gun slightly), that I would be up to a real challenge, I realized that one thing was missing. A decent flexible, portable, Erlang code only FFI interface.

My challenge…write a real-time, computer game using Erlang. The likely candidate would be a space combat sim, within the vain of a Freespace2 style game (graphics and gameplay wise…hopefully the story will actually give our hero an actual name this time:)

Unfortunately the existing FFI in Erlang is either to use a network port to a C program linked to the candidate library, or to use a “linked-in driver”, attached to the VM and talking the VM’s data-structures in order to facilitate communication. Damn.

Talking to VM’s in case you’ve never tried it (although that seems unlikely if your reading my blog ;), is always a major pita. You effectively skewered between two of the most awkward types of interfaces known to programming kind, and worse yet, your only weapon of choice is what C gives you…or worse…a code generator (SWIG be damned).

No… What I need is something like the Pythoneers, imo brilliant, library…CTypes. And for C interfacing, the ctypes library uses a C level library called libffi (sort of anyway).

While this libffi based library of mine will no doubt be the topic of a future post, it does bring up a rather gruesome topic that I’ve been avoiding for quite some type now…Cygwin and Mingw.

After many hours of searching the web I’ve finally found what appears to be the solution.

Cygwin, as we all know is just a *nix/POSIX subsystem running over the windows COFF binaries (afaik), which allows us to blend windows and bash tasks during our development process (like using Windows compatible GNU/Make makefiles).

Mingw is where I got confused. You can find it in the installer for Cygwin, which put me under the assumption that it was more or less the default for this stuff…it isn’t.

Mingw is simply a cross-compiling target for GCC, which targets COFF binaries and the win32 C library (I can’t remember which one…I believe its the one in C:\windows however).

This means that to compile a binary for windows…one that doesn’t depend on cygwin.dll, or infact any of the cygwin dependent libraries you simply need to tell GCC to use the Mingw target…uh…sure…that sounds easy.

Actually, it turns out that this process is so involved sometimes (cross-compiling) that the mingw guys (or is that the Cygwin guys?) decided to make it easy. All you have to do, as mere mortals, is pass –mno-cygwin to GCC (“CFLAGS=’-mno-cygwin’ ./configure;make), and that’s it!

Fantastic…now back to the real challenge…using libffi to create my “Erlang C Types” library…

– Lorenz