Posts Tagged ‘Haskell’

Haskell Does Concurrency

Posted in Haskell on July 4th, 2008 by Lorenz Pretterhofer – Comments Off

Ok, by now we all know that Object Oriented programming is likely to go the way of Erlang, or at least inherit an Actor model of language level concurrency.

In fact, I’ve even got an object system that I’m planning to implement just to find out how well this style of concurrency works in an Object Oriented programming language. The design of the language is even more post-Self/Slate than Newspeak (although I believe that this language will just complement the Smalltalk family of languages in all honesty).

Well then, Haskell…Haskell is actually very interesting, in this case by being one of the very few to push the limits of locking methods for concurrency rather than using the larger granularity involved in processes and message passing (not by much, but its still something).

The problem is that its impossible to write locking code by hand that doesn’t have at least one race condition hiding away in the corner. Not the ones you’ve already tested for, but the ones that would cause transactions to restart…like multiple threads locking a few items and then deadlocking…or even just managing the code required to restart deadlocks…yeah…lol…

Haskell provides a novel approach (its actually pretty old now, but it’s really only just starting to catch on, outside of Haskell anyway)… Software Transactional Memory.

STM is sometimes used in other areas of computing (OODBs, et ceteral), but the real gem here is that the Haskell type system nicely compartmentalized the side effects involved into a clever transaction form, within our imperative outer program. This makes working with transactions very much like the database stuff, only we’re only working with individual variables, so no complex table lookups.

Anyway, enough of my rambling, check it out:
Programming in the Age of Concurrency Software Transactional Memory

And if you haven’t already, remember to look at Erlang too…after all concurrency isn’t going away, and there are only two ways to get it right!

– Lorenz

Language Design and Small Team Game Development

Posted in Gamedev on June 12th, 2008 by Lorenz Pretterhofer – 1 Comment

I’ve been mulling over my old game development hobby for a little while now, and after messing around with Python a little I noticed that once again, there seems to be very little in the way of promising concurrent game object level languages floating around. At least languages that I’m aware of.

What I’m talking about exactly is game languages which allow the game objects themselves to participate in concurrent programming practices, without using intricate and complex locking sequences, or losing the right to talk directly to engine/library level services like physics or high-level game state (moving between the level and a menu for example).

Instead, almost all game level languages at the moment seem to be evangelizing the importance of being script level uncompiled beasts that require little to no real programming experience before becoming a productive member of the game code team!?

Of course I’m not saying that this is an inherently bad practice with the current level of technology floating around, but I do have to wonder whether this is still relevant for small team game development in the near multi-core parallelism future. Perhaps too far, but I think also relevant is the much slower pace of Open Source Game Development, which realistically speaking needs technology almost 3 years ahead of its time just to break even on an initial 1.0 release!

My question is actual reasonably simple despite the cynical tone up to this point… Can we realistically design a new object oriented DSL that contains the necessary concurrency techniques to allow programmers to write reliable and correct concurrent game code. This actually goes beyond just the engine code for which we’ve always been able to reasonably easily move to a more sophisticated language like Haskell but more towards the game specific stuff, which we cannot afford to bog down in complicated syntax and general side effect hostility.

I actually believe this is possible, and I’ve already begun planning the first steps towards writing some basic engine code that will underpin the project but I’m definitely more interested in seeing how effectively I can pin down the STM concurrency model into an object oriented syntax.

Ok… what about the language stuff…

I’ve actually been looking for a good excuse to both learn Haskell more fully (I’ve really only coded trivial examples in it so far), as well as properly exercise the Parsec combinator parser and finally, and perhaps most of all, design a new object model and object oriented programming language using that model.

The last, ironically may have to be restrained a little, but a concurrent perhaps slightly more conventional object oriented language may not be so bad. The point is that the project will involve a fairly comprehensive object oriented programming language, and one that is not only fully concurrency enabled but also tailored to game development tasks.

This is probably a good place to point out, that the conventional object oriented language I’m talking about here doesn’t include either C++, Java, Ruby or even the CLOS, but rather I’m talking specifically about the Smalltalk family of languages here. Its the work done on Smalltalk/Squeak, Self, Slate and more recently Newspeak that I find the most interesting, and the dialect I develop will likely incorporate many of the simpler innovations in the object systems they use.

The most critical issue that I’m aware of is the complexity added by the multi-dimensional objects used by most OO languages these days (including Smalltalk in this case). Rather than allowing the object state to exist in two (or more) dimensions I’ll be limiting them to a single flattened dimension similarly to record types, and the programmer will need to use either delegation/cooperation or composition in order to accomplish tasks in a reusable fashion. If you didn’t follow the dimension of state thing I’m actually just talking about Inheritance (another dimension might be Aspects, et cetera).

While I don’t want to go to much further into the syntax I would like to note that my intentions for this, apparently built in, concurrency will probably be in the form of an asynchronous send, paired with transaction support (which will actually be the only way to guarantee that data is written correctly). The asynchronous send, by definition, allows the receive to process it in a different thread… but since my little language is probably going to be more or less interpreted or at least green threaded, I’m pretty sure that I can just replace the async send operation as a plain old spawn operation.

The async message send in this case should provide a convenient way of signaling between game objects, and paired with the transactions (noting that very few Erlang processes don’t actively apply transactional semantics as well), I should have an effective way of implementing fully concurrent game code.

Well then… hopefully I don’t get killed between all of these projects and we’ll see something interesting come out of this stuff. Until then…

– Lorenz

Return of the Functional Programmer

Posted in Uncategorized on April 11th, 2008 by Lorenz Pretterhofer – Comments Off

JAOO 2007: Joe Armstrong – On Earlang, OO, Concurrency, Shared State and the Future, Part 1

Apparently Object-Oriented programming was misinterpreted by the yanks, and programming must ultimately the programming world should specialize based on the task at hand, choosing the most appropriate function languages in the process…

you be the judge, but either way a very interesting viewing…

untill then, let the side-effects be with you, joe…

…uh…

…meh, Star Wars is American anyway, and functional languages would make life boring and bug free anyway ;)