Wednesday, June 11, 2025

No Error Handling For You

According to the official Go blog, there are no plans to fix the (lack of) error handling in Go. Typical. Of course they recognize the problem, and many people have suggested solutions, but no one solution seems to be obviously better than the others, so they are going to do nothing. But although no one solution appears obviously better than the others, it's pretty clear that the status quo is worse than any of the proposed solutions.

But the fundamental problem isn't error handling. The fundamental problem is that the language cannot be extended and modified by the user. Error handling requires a syntactic change to the language, and changes to the language have to go through official channels.

If Go had a macro system, people could write their own error handling system. Different groups could put forward their proposals independently as libraries, and you could choose the error handling library that best suited your needs. No doubt a popular one would eventually become the de facto standard.

But Go doesn't have macros, either. So you are stuck with limitations that are baked into the language. Naturally, there will be plenty of people who will argue that this is a good thing. At least the LLMs will have a lot of training data for if err != nil.

Tuesday, June 10, 2025

Continuation-passing-style in Golang

I had a requirement change come in the other day. It was for a golang program that made some REST calls to an API. The change was that if a user did not supply credentials, the program should still be able to call those parts of the REST API that could handle anonymous requests. If the user supplied credentials, then all calls should use them. If the user did not supply credentials, but attempted to call a part of the API that required them, the program would panic with missing credentials and exit.

In Lisp, this is good use case for continuation-passing-style. The routine that fetches the credentials could take two continuations, one to call with the user-supplied credentials and one to call if no credentials are found. The second continuation could take a condition object that indicates why the credentials were not found.

A caller requesting credentials could call this routine with two continuations. The first would be a lexical closure that accepted the credentials as an argument and invoked the relevant API call. The second could either be a first-class function that accepted the condition and signalled it (and so the credentials would be required) or it could be a lexical closure that just invoked the API without credentials (and so make an anonymous request).

This separates the concerns nicely. The code that fetches the credentials doesn't have to know whether the credentials are ultimately required or optional. The code that uses the credentials doesn't have to know how they were fetched or where they are fetched from.

But I was working in Golang, not Lisp. Nevertheless, you can write a limited form of continuation-passing-style in Golang. Golang supports first-class functions and lexical closures, so you can pass these down as a continuations. But there are a couple of problems.

First, there is no tail recursion in Golang. This means that a stack frame is pushed on each call regardless of whether it is a continuation or not. You will run out of stack space if you call several continuation-passing-style routines in a row, especially if they end up looping. Each subroutine call pushes an "identity" stack frame that just returns what is returned to it, and these pile up. When you write continuation-passing-style code in Golang, you have to be careful to return to direct style often enough to pop these accumulating identity frames off the stack.

Second, Golang distinguishes between expressions that return a value and statements that do not. The function definition syntax is used for both, the difference being whether you declare a return type or not. A continuation-passing-style function returns a value of the same type as the continuation returns. For this we use a generic function that takes a type parameter for the return type:

func foo[T any](cont func(int) T) T {
        ... do something ...
        return cont(...some integer value...)
}

But what if the continuation is a statement that does not return a value? In this case, we don't want a return type at all.

func fooVoid (cont func(int)) {
        ... do something ...
        cont(...some integer value...)
        return
}

The problem here is that we now need two versions of every continuation-passing-style routine, one that returns a value and one that does not, and we have to manually choose which version to use at each call site. This is tedious and error-prone. It would be nice to have a "void" type that acts as a placeholder to indicate that no actual return value is expected.

Monday, June 9, 2025

Generating Images

“A Lisp Jedi wielding parentheses-shaped light sabers.”

It was suprisingly hard to persuade the image generator to generate a female Common Lisp alien. Asking for a female Lisp alien just produced some truly disturbing images. Evertually I uploaded the original alien and told it to add a pink bow and eyelashes, but it kept adding an extra arm to hold the flag. I had to switch to a different LLM model that eventually got it.

Avoiding Management

You can probably guess from prior blog posts that I am not a manager. I have made it clear in my last several gigs that I have no interest in management and that I only wish to be an individual contributor. I've managed before and I don't like it. The perqs - more control over the project, more money, a bigger office - don't even come close to the disadvantages - more meetings, less contact with the code, dealing with people problems, and so on.

The worst part of managing is dealing with people. In any group of people, there is some median level of performance, and by definition of the median, half the people are below that level. And one is at the bottom. He's the one who is always late, always had the bad luck, never checks in code, and so on. He struggles. Perhaps the right thing to do is to let him go, but I've been there. I've had jobs where the fit wasn't right and I wasn't performing at my best. I empathize. The last thing you need when you're in that position is the sword of Damocles hanging over your head. It's a horrible position to be in and I don't want to exacerbate it. I'll gladly forego the perqs of management to avoid being in the situation where I have to fire someone or even threaten to fire them.

But I do like to help people. I like to mentor and coach. I can usually keep the big picture in my head and I can help people find the places where they can be most effective. I'm pretty comfortable being a senior engineer, a technical lead, or an architect.

Scheduling is hard. I've got a rule of thumb for estimating how long a project will take. I take the best estimate I can get from the team, and then I triple it. If I think it will take two weeks, I tell upper management it will take six. It is almost always a realistic estimate - I'm not padding or sandbagging. When I get the time I ask for, I almost always deliver on time. But manegement rarely likes to hear the word "six" when they were hoping for "two".

There is always overhead that is hard to account for. You come in some day and find that your infrastructure is down and you have to spend a whole day fixing it. Or you need to coordinate with another team and it takes two days to get everyone on the same page. Or you discover that the API you were depending on hasn't really been implemented yet, and you have to spend a day or two writing a workaroud. These add up. As a contributor, I'm 100% busy developing and putting out fires, but managers only want to count the time spent developing.

The best managers I had didn't manage. They didn't assign work, or try to tell me what to do or try to direct the project. Instead, they acted as my off-board memory. I could rathole on some problem and when I solved it and came up for air, they would be there to remind me what I was in the middle of to begin with. They would keep track of the ultimate goals of the project and how we were progressing towards them, but they would not try to direct the activity. They trusted that I knew how to do my job. They acted as facilitators and enablers, not as managers. They would interface with upper management. They would handle the politics. They would justify the six weeks I asked for.

So I prefer to be an individual contributor and I avoid management like the plague. Programming makes me happy, and I don't need the stress of management.

Friday, May 30, 2025

Vibe Coding, A Kind of Success

Yeah, these posts about vibe coding are a bit tedious, but I got an interesting result. My hypothesis about vibe coding in Common Lisp was that there is simply not enough training data. But the most popular lisp is not Common Lisp but Emacs Lisp. It should have enough training data. So I tried vibe coding an application in Emacs Lisp. Again I used minesweeper as the example.

The model was Claude 3.7 Sonnet and I used VSCode in "Agent" mode. It generated a "minesweeper.el" file with 455 lines of code. There were some errors when I tried to run it, so I simply copied the error message into the AI prompt and let the VSCode agent fix it. After a couple of iterations, the code seems to work. It isn't the most polished minsweeper clone, but it is sort of a serviceable game.

So I guess the conclusion is that vibe coding works in Emacs Lisp. The result isn't all that slick, but what do expect from an Emacs game? This tends to support the hypothesis that you need ample training data.

Here is the code:

;;; minesweeper.el --- A Minesweeper game for Emacs -*- lexical-binding: t -*-

;; Author: AI Assistant
;; Keywords: games
;; Version: 1.0
;; Package-Requires: ((emacs "24.3"))

;;; Commentary:

;; This package implements the classic Minesweeper game for Emacs.
;; Use M-x minesweeper to start the game.

;;; Code:

(require 'cl-lib)

;;; Constants and Variables

(defvar minesweeper-mode-map
  (let ((map (make-sparse-keymap)))
    (define-key map (kbd "<down>") 'minesweeper-move-down)
    (define-key map (kbd "<up>") 'minesweeper-move-up)
    (define-key map (kbd "<left>") 'minesweeper-move-left)
    (define-key map (kbd "<right>") 'minesweeper-move-right)
    (define-key map (kbd "RET") 'minesweeper-reveal)
    (define-key map (kbd "SPC") 'minesweeper-flag)
    (define-key map (kbd "r") 'minesweeper-restart)
    (define-key map (kbd "q") 'minesweeper-quit)
    map)
  "Keymap for ‘minesweeper-mode'.")

(defgroup minesweeper nil
  "Minesweeper game for Emacs."
  :group 'games)

(defcustom minesweeper-board-width 10
  "Width of the Minesweeper game board."
  :type 'integer
  :group 'minesweeper)

(defcustom minesweeper-board-height 10
  "Height of the Minesweeper game board."
  :type 'integer
  :group 'minesweeper)

(defcustom minesweeper-mine-count 15
  "Number of mines on the Minesweeper board."
  :type 'integer
  :group 'minesweeper)

(defface minesweeper-hidden-face
  '((t :background "gray80" :box (:line-width -1 :color "gray50")))
  "Face for hidden cells."
  :group 'minesweeper)

(defface minesweeper-flag-face
  '((t :background "gray80" :foreground "red" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for flagged cells."
  :group 'minesweeper)

(defface minesweeper-mine-face
  '((t :background "red" :foreground "black" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for mine cells."
  :group 'minesweeper)

(defface minesweeper-empty-face
  '((t :background "gray95" :box (:line-width -1 :color "gray50")))
  "Face for empty revealed cells."
  :group 'minesweeper)

(defface minesweeper-number-1-face
  '((t :background "gray95" :foreground "blue" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 1 adjacent mine."
  :group 'minesweeper)

(defface minesweeper-number-2-face
  '((t :background "gray95" :foreground "green" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 2 adjacent mines."
  :group 'minesweeper)

(defface minesweeper-number-3-face
  '((t :background "gray95" :foreground "red" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 3 adjacent mines."
  :group 'minesweeper)

(defface minesweeper-number-4-face
  '((t :background "gray95" :foreground "purple" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 4 adjacent mines."
  :group 'minesweeper)

(defface minesweeper-number-5-face
  '((t :background "gray95" :foreground "maroon" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 5 adjacent mines."
  :group 'minesweeper)

(defface minesweeper-number-6-face
  '((t :background "gray95" :foreground "turquoise" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 6 adjacent mines."
  :group 'minesweeper)

(defface minesweeper-number-7-face
  '((t :background "gray95" :foreground "black" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 7 adjacent mines."
  :group 'minesweeper)

(defface minesweeper-number-8-face
  '((t :background "gray95" :foreground "gray50" :weight bold :box (:line-width -1 :color "gray50")))
  "Face for cells with 8 adjacent mines."
  :group 'minesweeper)

(defvar minesweeper-buffer-name "*Minesweeper*"
  "Name of the Minesweeper game buffer.")

(defvar minesweeper-board nil
  "The game board.
Each cell is a list of the form (MINE-P REVEALED-P FLAGGED-P MINE-COUNT).")

(defvar minesweeper-game-over nil
  "Whether the current game is over.")

(defvar minesweeper-game-won nil
  "Whether the current game is won.")

(defvar minesweeper-flags-placed 0
  "Number of flags placed on the board.")

(defvar minesweeper-current-pos '(0 . 0)
  "Current cursor position as (ROW . COL).")

;;; Game Functions

(defun minesweeper-init-board ()
  "Initialize the game board."
  (setq minesweeper-board (make-vector minesweeper-board-height nil))
  (let ((board-cells (* minesweeper-board-width minesweeper-board-height))
        (mine-positions (make-vector (* minesweeper-board-width minesweeper-board-height) nil)))
    
    ;; Initialize all cells
    (dotimes (row minesweeper-board-height)
      (let ((row-vec (make-vector minesweeper-board-width nil)))
        (dotimes (col minesweeper-board-width)
          (aset row-vec col (list nil nil nil 0))) ; (mine-p revealed-p flagged-p mine-count)
        (aset minesweeper-board row row-vec)))
    
    ;; Randomly place mines
    (dotimes (i minesweeper-mine-count)
      (let ((pos (random board-cells)))
        (while (aref mine-positions pos)
          (setq pos (random board-cells)))
        (aset mine-positions pos t)
        (let* ((row (/ pos minesweeper-board-width))
               (col (% pos minesweeper-board-width))
               (cell (aref (aref minesweeper-board row) col)))
          (setcar cell t)))) ; Set mine-p to t
    
    ;; Calculate adjacent mine counts
    (dotimes (row minesweeper-board-height)
      (dotimes (col minesweeper-board-width)
        (unless (car (aref (aref minesweeper-board row) col)) ; Skip if it's a mine
          (let ((count 0))
            (dolist (r (list -1 0 1))
              (dolist (c (list -1 0 1))
                (unless (and (= r 0) (= c 0))
                  (let ((new-row (+ row r))
                        (new-col (+ col c)))
                    (when (and (>= new-row 0) (< new-row minesweeper-board-height)
                               (>= new-col 0) (< new-col minesweeper-board-width))
                      (when (car (aref (aref minesweeper-board new-row) new-col))
                        (setq count (1+ count))))))))
            (setcar (nthcdr 3 (aref (aref minesweeper-board row) col)) count))))))
  (setq minesweeper-game-over nil
        minesweeper-game-won nil
        minesweeper-flags-placed 0
        minesweeper-current-pos '(0 . 0)))

(defun minesweeper-get-cell (row col)
  "Get the cell at ROW and COL."
  (aref (aref minesweeper-board row) col))

(cl-defun minesweeper-reveal (row col)
  "Reveal the cell at ROW and COL."
  (interactive
   (if current-prefix-arg
       (list (read-number "Row: ") (read-number "Column: "))
     (list (car minesweeper-current-pos) (cdr minesweeper-current-pos))))
  
  (when minesweeper-game-over
    (message "Game over. Press 'r' to restart.")
    (cl-return-from minesweeper-reveal nil))
  
  (let* ((cell (minesweeper-get-cell row col))
         (mine-p (nth 0 cell))
         (revealed-p (nth 1 cell))
         (flagged-p (nth 2 cell))
         (mine-count (nth 3 cell)))
    
    (when flagged-p
      (cl-return-from minesweeper-reveal nil))
    
    (when revealed-p
      (cl-return-from minesweeper-reveal nil))
    
    (setcar (nthcdr 1 cell) t) ; Set revealed-p to t
    
    (if mine-p
        (progn
          (setq minesweeper-game-over t)
          (minesweeper-reveal-all-mines)
          (minesweeper-draw-board)
          (message "BOOM! Game over."))
      
      ;; Reveal adjacent cells if this is an empty cell
      (when (= mine-count 0)
        (dolist (r (list -1 0 1))
          (dolist (c (list -1 0 1))
            (unless (and (= r 0) (= c 0))
              (let ((new-row (+ row r))
                    (new-col (+ col c)))
                (when (and (>= new-row 0) (< new-row minesweeper-board-height)
                           (>= new-col 0) (< new-col minesweeper-board-width))
                  (minesweeper-reveal new-row new-col)))))))
      
      (minesweeper-check-win)))
  
  (minesweeper-draw-board))

(cl-defun minesweeper-flag (row col)
  "Toggle flag on cell at ROW and COL."
  (interactive
   (if current-prefix-arg
       (list (read-number "Row: ") (read-number "Column: "))
     (list (car minesweeper-current-pos) (cdr minesweeper-current-pos))))
  
  (when minesweeper-game-over
    (message "Game over. Press 'r' to restart.")
    (cl-return-from minesweeper-flag nil))
  
  (let* ((cell (minesweeper-get-cell row col))
         (revealed-p (nth 1 cell))
         (flagged-p (nth 2 cell)))
    
    (when revealed-p
      (cl-return-from minesweeper-flag nil))
    
    (if flagged-p
        (progn
          (setcar (nthcdr 2 cell) nil) ; Remove flag
          (setq minesweeper-flags-placed (1- minesweeper-flags-placed)))
      (setcar (nthcdr 2 cell) t) ; Add flag
      (setq minesweeper-flags-placed (1+ minesweeper-flags-placed))))
  
  (minesweeper-draw-board))

(defun minesweeper-reveal-all-mines ()
  "Reveal all mines on the board."
  (dotimes (row minesweeper-board-height)
    (dotimes (col minesweeper-board-width)
      (let* ((cell (minesweeper-get-cell row col))
             (mine-p (nth 0 cell)))
        (when mine-p
          (setcar (nthcdr 1 cell) t)))))) ; Set revealed-p to t

(defun minesweeper-check-win ()
  "Check if the game is won."
  (let ((all-non-mines-revealed t))
    (dotimes (row minesweeper-board-height)
      (dotimes (col minesweeper-board-width)
        (let* ((cell (minesweeper-get-cell row col))
               (mine-p (nth 0 cell))
               (revealed-p (nth 1 cell)))
          (when (and (not mine-p) (not revealed-p))
            (setq all-non-mines-revealed nil)))))
    
    (when all-non-mines-revealed
      (setq minesweeper-game-over t
            minesweeper-game-won t)
      (message "You win!")
      (minesweeper-flag-all-mines))))

(defun minesweeper-flag-all-mines ()
  "Flag all mines on the board."
  (dotimes (row minesweeper-board-height)
    (dotimes (col minesweeper-board-width)
      (let* ((cell (minesweeper-get-cell row col))
             (mine-p (nth 0 cell))
             (flagged-p (nth 2 cell)))
        (when (and mine-p (not flagged-p))
          (setcar (nthcdr 2 cell) t))))))

;;; UI Functions

(defun minesweeper-draw-cell (row col)
  "Draw the cell at ROW and COL."
  (let* ((cell (minesweeper-get-cell row col))
         (mine-p (nth 0 cell))
         (revealed-p (nth 1 cell))
         (flagged-p (nth 2 cell))
         (mine-count (nth 3 cell))
         (char " ")
         (face 'minesweeper-hidden-face)
         (current-p (and (= row (car minesweeper-current-pos))
                         (= col (cdr minesweeper-current-pos)))))
    
    (cond
     (flagged-p
      (setq char "F")
      (setq face 'minesweeper-flag-face))
     
     (revealed-p
      (cond
       (mine-p
        (setq char "*")
        (setq face 'minesweeper-mine-face))
       
       ((= mine-count 0)
        (setq char " ")
        (setq face 'minesweeper-empty-face))
       
       (t
        (setq char (number-to-string mine-count))
        (setq face (intern (format "minesweeper-number-%d-face" mine-count))))))
     
     (t
      (setq char " ")
      (setq face 'minesweeper-hidden-face)))
    
    (insert (propertize char 'face face))
    
    (when current-p
      (put-text-property (1- (point)) (point) 'cursor t))))

(defun minesweeper-draw-board ()
  "Draw the game board."
  (let ((inhibit-read-only t)
        (old-point (point)))
    (erase-buffer)
    
    ;; Draw header
    (insert (format "Minesweeper: %d mines, %d flags placed\n\n"
                    minesweeper-mine-count
                    minesweeper-flags-placed))
    
    ;; Draw column numbers
    (insert "  ")
    (dotimes (col minesweeper-board-width)
      (insert (format "%d" (% col 10))))
    (insert "\n")
    
    ;; Draw top border
    (insert "  ")
    (dotimes (col minesweeper-board-width)
      (insert "-"))
    (insert "\n")
    
    ;; Draw board rows
    (dotimes (row minesweeper-board-height)
      (insert (format "%d|" (% row 10)))
      (dotimes (col minesweeper-board-width)
        (minesweeper-draw-cell row col))
      (insert "|\n"))
    
    ;; Draw bottom border
    (insert "  ")
    (dotimes (col minesweeper-board-width)
      (insert "-"))
    (insert "\n\n")
    
    ;; Draw status
    (cond
     (minesweeper-game-won
      (insert "You won! Press 'r' to restart or 'q' to quit."))
     
     (minesweeper-game-over
      (insert "Game over! Press 'r' to restart or 'q' to quit."))
     
     (t
      (insert "Press 'r' to restart, 'q' to quit.\n")
      (insert "Use arrows to move, ENTER to reveal, SPACE to toggle flag.")))
    
    ;; Restore point or set to position of cursor
    (goto-char (point-min))
    (let ((result (text-property-search-forward 'cursor)))
      (if result
          (goto-char (prop-match-beginning result))
        (goto-char old-point)))))

;;; Movement Functions

(defun minesweeper-move-up ()
  "Move cursor up."
  (interactive)
  (let ((row (car minesweeper-current-pos))
        (col (cdr minesweeper-current-pos)))
    (when (> row 0)
      (setq minesweeper-current-pos (cons (1- row) col))
      (minesweeper-draw-board))))

(defun minesweeper-move-down ()
  "Move cursor down."
  (interactive)
  (let ((row (car minesweeper-current-pos))
        (col (cdr minesweeper-current-pos)))
    (when (< row (1- minesweeper-board-height))
      (setq minesweeper-current-pos (cons (1+ row) col))
      (minesweeper-draw-board))))

(defun minesweeper-move-left ()
  "Move cursor left."
  (interactive)
  (let ((row (car minesweeper-current-pos))
        (col (cdr minesweeper-current-pos)))
    (when (> col 0)
      (setq minesweeper-current-pos (cons row (1- col)))
      (minesweeper-draw-board))))

(defun minesweeper-move-right ()
  "Move cursor right."
  (interactive)
  (let ((row (car minesweeper-current-pos))
        (col (cdr minesweeper-current-pos)))
    (when (< col (1- minesweeper-board-width))
      (setq minesweeper-current-pos (cons row (1+ col)))
      (minesweeper-draw-board))))

;;; Game Management Functions

(defun minesweeper-restart ()
  "Restart the Minesweeper game."
  (interactive)
  (minesweeper-init-board)
  (minesweeper-draw-board))

(defun minesweeper-quit ()
  "Quit the Minesweeper game."
  (interactive)
  (kill-buffer minesweeper-buffer-name))

(define-derived-mode minesweeper-mode special-mode "Minesweeper"
  "Major mode for playing Minesweeper."
  (setq buffer-read-only t)
  (setq-local cursor-type nil)
  (buffer-disable-undo))

;;;###autoload
(defun minesweeper ()
  "Start a new game of Minesweeper."
  (interactive)
  (switch-to-buffer minesweeper-buffer-name)
  (minesweeper-mode)
  (minesweeper-init-board)
  (minesweeper-draw-board))

(provide 'minesweeper)
;;; minesweeper.el ends here

To run it, you can save the code to a file named "minesweeper.el" and load it in Emacs with M-x load-file. Then start the game with M-x minesweeper.

Thursday, May 29, 2025

Dependency Injection with Thunks vs. Global Variables

Revision 2

A thunk (in MIT parlance) is a function that takes no arguments and returns a value. Thunks are simple, opaque objects. The only thing you can do with a thunk is call it. The only control you can exert over a thunk is whether and when to call it.

A thunk separates the two concerns of what to compute and when to compute it. When a thunk is created, it captures the lexical bindings of its free variables (it is, after all, just a lexical closure). When the thunk is invoked, it uses the captured lexical values to compute the answer.

There are a couple of common ways one might use a thunk. The first is to delay computation. The computation doesn't occur until the thunk is invoked. The second is as a weaker, safer form of a pointer. If the thunk is simply a reference to a lexical variable, then invoking the thunk returns the current value of the variable.

I once saw an article about Python that mentioned that you could create functions of no arguments. It went on to say that such a function had no use because you could always just pass its return value directly. I don't know how common this misconception is, but thunks are a very useful tool in programming.

Here is a use case that came up recently:

In most programs but the smallest, you will break the program into modules that you try to keep independent. The code within a module may be fairly tightly coupled, but you try to keep the dependencies between the modules at a minimum. You don't want, for example, the internals of the keyboard module to affect the internals of the display module. The point of modularizing the code is to reduce the combinatorics of interactions between the various parts of the program.

If you do this, you will find that your program has a “linking” phase at the beginning where you instantiate and initialize the various modules and let them know about each other. This is where you would use a technique like “depenedency injection” to set up the dependencies between the modules.

If you want to share data between modules, you have options. The crudest way to do this is to use global variables. If you're smart, one module will have the privilege of writing to the global variable and the other modules will only be allowed to read it. That way, you won't have two modules fighting over the value. But global variables come with a bit of baggage. Usually, they are globally writable, so nothing is enforcing the rule that only one module is in charge of the value. In addition, anyone can decide to depend on the value. Some junior programmer could add a line of code in the display handler that reads a global value that the keyboard module maintains and suddenly you have a dependency that you didn't plan on.

A better option is to use a thunk that returns the value you want to share. You can use dependency injection to pass the thunk to the modules that need it. When the module needs the value, it invokes the thunk. Modules cannot modify the shared value because the thunk has no way to modify what it returns. Modules cannot accidentally acquire a dependency on the value because they need the thunk to be passed to them explicitly upon initialization. The value that the thunk returns can be initialized after the thunk is created, so you can link up all the dependencies between the modules before you start computing any values.

I used this technique recently in some code. One thread sits in a loop and scrapes data from some web services. It updates a couple dozen variables and keeps them up to date every few hours. Other parts of the code need to read these values, but I didn't want to have a couple dozen global variables just hanging around flapping in the breeze. Instead, I created thunks for the values and injected them into the constructors for the URL handlers that needed them. When a handler gets a request, it invokes its thunks to get the latest values of the relevant variables. The values are private to the module that updates them, so no other modules can modify them, and they aren't global.

I showed this technique to one of our junior programmers the other day. He hadn't seen it before. He just assumed that there was a global variable. He couldn't figure out why the global variables were never updated. He was trying to pass global variables by value at initialization time. The variables are empty at that time, and updates to the variable later on have no effect on value that have already been passed. This vexed him for some time until I showed him that he should be passing a thunk that refers to the value rather than the value itself.

Wednesday, May 28, 2025

Vibe Coding Common Lisp Through the Back Door

I had no luck vibe coding Common Lisp, but I'm pretty sure I know the reasons. First, Common Lisp doesn't have as much boilerplate as other languages. When boilerplace accumulates, you write a macro to make it go away. Second, Common Lisp is not as popular language as others, so there is far less training data.

Someone made the interesting suggestion of doing this in two steps: vibe code in a popular language, then ask the LLM to translate the result into Common Lisp. That sounded like it might work, so I decided to try it out.

Again, I used "Minesweeper" as the example. I asked the LLM to vibe code Minesweeper in Golang. Golang has a lot of boilerplate (it seems to be mostly boilerplate), and there is a good body of code written in Golang.

The first problem was that the code expected assets of images of the minesweeper tiles. I asked the LLM to generate them, but it wasn't keen on doing that. It would generate a large jpeg image of a field of tiles, but not a set of .png images of the tiles.

So I asked the LLM to vibe code a program that would generate the .png files for the tiles. It took a couple of iterations (the first time, the digits in the tiles were too small to read), but it eventually generated a program which would generate the tiles.

Then I vibe coded minesweeper. As per the philosophy of vibe coding, I did not bother writing tests, examining the code, or anything. I just ran the code.

Naturally it didn't work. It took me the entire day to debug this, but there were only two problems. The first was that the LLM simply could not get the API to the image library right. It kept thinking the image library was going to return an integer error code, but the latest api returns an Error interface. I could not get it to use this correctly; it kept trying to coerce it to an integer. Eventually I simply discarded any error message for that library and prayed it would work.

The second problem was vexing. I was presented with a blank screen. The game logic seemed to work because when I clicked around on the blank screen, stdout would eventually print "Boom!". But there were no visuals. I spent a lot of time trying to figure out what was going on, adding debugging code, and so on. I finally discovered that the SDL renderer was simply not working. It wouldn't render anything. I asked the LLM to help me debug this, and I went down a rabbit hole of updating the graphics drivers, reinstalling SDL, reinstalling Ubuntu, all to no avail. Eventually I tried using the SDL2 software renderer instead of the hardware accelerated renderer and suddenly I had graphics. It took me several hours to figure this out, and several hours to back out my changes tracking down this problem.

Once I got the tiles to render, though, it was a working Minesweeper game. It didn't have a timer and mine count, but it had a playing field and you could click on the tiles to reveal them. It had the look and feel of the real game. So you can vibe code golang.

The next task was to translate the golang to Common Lisp. It didn't do as good a job. It mentioned symbols that didn't exist in packages that didn't exist. I had to make a manual pass to replace the bogus symbols with the nearest real ones. It failed to generate working code that could load the tiles. I looked at the Common Lisp code and it was a horror. Not suprisingly, it was more or less a transliteration of the golang code. It took no advantage of any Common Lisp features such as unwind-protect. Basically, each and every branch in the main function had its own duplicate copy of the cleanup code. Since the tiles were not loading, I couldn't really test the game logic. I was in no mood to debug the tile loading (it was trying to call functions that did not exist), so I left it there.

This approach, vibe in golang and then translate to Common Lisp, seems more promising, but with two phase of LLM coding, the probability of a working result gets pretty low. And you don't really get Common Lisp, you get something closer to fully parenthesized golang.

I think I am done with this experiment for now. When I have some agentic LLM that can drive Emacs, I may try it again.