Showing posts with label Java. Show all posts
Showing posts with label Java. Show all posts

Wednesday, March 19, 2025

Object Last or First

In Java or C#, the first argument to a method call is the object that contains the method. This is built in to the language and it is to some extent an artifact of the mechanism of method dispatch. So when you add a type (class) to the language, you will have a set of methods where the first argument is the object of that type.

In Common Lisp, the first argument to a function is not special. When you add a type, the functions that operate on that type can place the object anywhere in the argument list. The convention in Common Lisp is (mostly) for the object to be the last argument in the argument list. Look at the list and sequence functions for examples of this convention.

The Common Lisp convention reads more like English. (subst new old sequence) reads directly as "substitute new for old in sequence". In Java, the same method would be called like this sequence.subst(old, new), which would have to read as "In sequence, substitute for old, new", which is a bit more awkward.

But I think I prefer the Java convention. In Lisp, this would be (substitute sequence old new). There is no implementation need for the object to be the first argument, but I think there is an advantage to the regularity of the convention. It places the object in the same place in the argument list for all the functions that operate on the object.

The argument that has persuaded me the most is that if the return type of the function is the same type as the object, as it often is, then you can elegantly chain the method calls together with a fold-left. So consider a table object. It might have an insert method that takes a key and value and returns a new table. If the insert method is like this: (insert table key value), then you can insert a bunch of keys and values with a fold-left like this: (fold-left #’insert table ’(key1 key2 ...) ’(value1 value2 ...)).

Note how order of arguments is analagous between the fold-left and the insert method. When the object is the last argument, then you have to insert an intermediate lambda expression to shuffle the arguments around, and the table argument moves from being after the key and value in the insert method to being before the key list and value list in the fold-left method. It is a small thing, but I find it very appealing that in moving from the single argument case to the argument list case we don’t have random changes.

Of course I don’t think we should change Common Lisp to conform to a different convention, but I tend to write my own functions with the object as the first argument rather than the last.


Tuesday, March 19, 2024

Porting a Game from Java

I decided to learn about games, so I followed along with a tutorial by Kaarin Gaming. His tutorial was written in Java, but of course I used Common Lisp. I made no attempt to faithfully replicate his design, but I followed it closely in some places, less so in others. The resulting program was more or less a port of the Java program to Common Lisp, so it not very remarkable in and of itself. Certainly I don’t expect many people to be interested in reading beyond this point.

It’s known that Java is wordy language and it shows in the end result. The tutorial had 3712 lines of Java code in 39 files and the equivalent Common Lisp was 2255 lines in 21 files. A typical Common Lisp file would contain more code than a typical Java file. It was often the case that a Common Lisp file would contain multiple classes.

Both versions used separate render and game mechanics threads. The render thread ran at about 60 frames per second where the game mechanics ran at 200 steps per second. The threads were mostly independent, but the game mechanics would occasionally have to query the render thread to find out whether an animation had completed or what frame the animation was on in order to synchronize attacks with reactions.

There were a couple of notable differences in the two implementations. The Java implementation would advance animation frames imperatively by incrementing the animation frame counter every few rendering cycles. The Common Lisp implementation would instead compute the animation frame functionally by subtracting the current time from the animation start time and dividing by the ticks per animation frame. In Common Lisp, different animation effects could be achieved by changing how the animation frame was computed. If you computed the frame number modulo the number of frames in the animation, you’d get an animation loop. If you clamped the frame number, you get a one-shot animation.

CLOS made some things easier. An :after method on the (setf get-state) of an entity would set the animation. The get-y method on some objects would (call-next-method) to get the actual y position and then add a time varying offset to make the object “float” in mid air. The get-x method on projectiles would would (call-next-method) to get the starting x position and then add a factor of the current ticks. This causes projectiles to travel uniformly horizontally across the screen. I often used the ability of CLOS to specialize on some argument other than the first one just to make the methods more readable.

The Common Lisp code is at http://github.com/jrm-code-project/Platformer, while the Java code is at https://github.com/KaarinGaming/PlatformerTutorial. Being a simple port of the Java code, the Common Lisp code is not exemplary, and since I didn’t know what I was doing, it is kludgy in places. The Common Lisp code would be improved by a rewrite, but I’m not going to. I was unable to find a sound library for Common Lisp that could play .wav files without a noticable delay, so adding sound effects to the game is sort of a non-starter. I think I’ve gotten what I can out of this exercise, so I’ll likely abandon it now.


Wednesday, September 28, 2022

Observationally Functional

A couple of years back I wrote a Java microservice that talks to Jenkins to find the state of a series of builds. The code was structured to be “observationally functional” — there were plenty of side effects, but the main data abstractions behaved as if they were immutable as far as the abstract API was concerned. This allows us to treat code that uses these objects as if it were pure functional code.

If a data structure is observationally functional, then regardless of what the implementation does, there is no way to observe side effects at the abstract level. Primarily, this means that if you call a function twice with the same arguments, you always get the same answer. (This implies, but it isn't obvious, that calling a function should not mutate anything that would cause a different function to change.) This restriction has a lot of wiggle room. You can certainly side effect anything local to the abstraction that doesn't get returned to the caller. You can side effect data until the point it is returned to the caller.

The main data abstraction my microservice works with is a representation of the build metadata tree on the Jenkins server. The higher level code walks this tree looking for builds and metadata. The code maintains the illusion that the tree is a local data structure, but the implementation of the tree contains URL references to data that is stored on the Jenkins server. As the higher level code walks the tree, the lower level code fetches the data from the Jenkins server on demand and caches it.

Writing the code this way allows me to separate the data transfer and marshaling parts from the data traversal and analysis part. The tree, though it is mutated as it is traversed, is immutable in the parts that have already been visited. The caching code, which actually mutates the tree, needs to be synchronized across multiple threads, but the traversal code does not. Nodes in the tree that have already been visited are never mutated, so no synchronization is needed.

Once the caching tree abstraction was written, the higher level code simply walks the tree, selecting and filtering nodes, then reading the field values in the nodes. But the higher level code can be treated as if it were pure functional because there are no observable side effects. An advantage of pure functional code is that it is trivially thread safe, so my microservice can run hundreds of threads in parallel, each walking separate parts of the Jenkins tree and none interfering with the other. The only part of the code that uses synchronization is the tree caching code.

This implementation approach was quite fruitful. Once the code was tested with a single thread, it was obvious that multiple threads ought to work (because they couldn't observe each other's side effects) and when I turned the thread count up, no debugging was necessary. The code has been running continuously with dozens of threads for the past couple of years with no timing, synchronization, or race condition bugs.


Thursday, February 6, 2020

Dispatching

There are times when you are faced with a complex piece of control flow
try {
    if (condition())
    {
        ... block 1 ...
    }
    else 
    {
        switch (someValue())
        {
          case CASE_A:
            ... block 2 ...
            break;

          case CASE_B:
            ... block 3 ...
            break;

          default:
            ... block 4 ...
            break;
        }
    }
} catch (SomeException someException) {
    ... block 5 ...
}
and you want to abstract the control flow — all the conditionals, switches, and try/catches — away from the code that does the work — the various blocks. In fact, here I've abstracted it away by putting "... block n ..." in place of the blocks of code.

If I were writing this in Scheme or Common Lisp, I'd consider using continuation passing style. I'd write a function dispatch-on-foo that would perform the dispatch, but then invoke one of several first-class procedures passed in as arguments
(defun dispatch-on-foo (foo bar case1 case2 case3 case4 case5)
   (if (... complex conditional ...) 
       (funcall case1)
       (handler-case (case some-value
                       ((case-a) (funcall case2))
                       ((case-b) (funcall case3))
                       (t (funcall case4)))
         (error (condition) (funcall case5)))))
At the call site, I'd write
(dispatch-on-foo <arg1> <arg2>
  (lambda ()
     ... block 1 ...)
  (lambda ()
     ... block 2 ...)
  (lambda ()
     ... block 3 ...)
  (lambda ()
     ... block 4 ...)
  (lambda ()
     ... block 5 ...))
This is a win when the complexity of the dispatch is enough that you don't want to replicate it at every call site. Notice how the nested blocks of code have been pulled up to the same level and linearized. Granted, you've cluttered up the call site with lambda expressions, but as Steele pointed out, you can think of these as anonymous go tags: dispatch-on-foo in essence will end up doing a jump to one of these tags and execute the block there, skipping and ignoring the other blocks. Once you get used to thinking in this way, the lambdas disappear just like the parens do for a seasoned Lisp hacker. They just look like jump targets or case labels, and the call site looks a lot like a case expression. It is a bit more powerful than an ordinary case expression because you could arrange for dispatch-on-foo to funcall the appropriate closure on an argument (and have the lambda expression take an argument of course).

You could do something analagous with Java 8's lambdas, but on the rare occasion I've wanted to do something similar in Java 7. The problem is that Java 7 doesn't have lambda expressions. The solution is to change these anonymous lambdas into named callback methods. First we define a generic interface with our callbacks:
interface DispatchOnFooCases<T> {
    T caseOne (void);
    T caseTwo (void);
    T caseThree (void);
    ... etc. ...
 }
then we define the dispatch method:
<T> T dispatchOnFoo (FooClass foo, BarClass bar, DispatchOnFooCases dispatchOnFooCases)
{
    try {
        if (conditional())
            return dispatchOnFooCases.caseOne();
        else
            switch (someValue()) {
              case CASE_A:
                return dispatchOnFooCases.caseTwo();

              case CASE_B:
                return dispatchOnFooCases.caseThree();

              default:
                return dispatchOnFooCases.caseFour();
            }
    } catch (SomeException someException) {
        return dispatchOnFooCases.CaseFive();
    }
}
finally, at the call site, we write this:
{
    int value =
        dispatchOnFoo<int> (foo, bar,
            new DispatchOnFooCases<int> ()
            {
                @Override
                int caseOne (void)
                {
                    ... block 1 ...
                    return aValue;
                }

                @Override
                int caseTwo (void)
                {
                    ... block 2 ...
                    return aDifferentValue;
                }

                ... etc. ...
            });
}
The good news is that we've accomplished our goal of abstracting the complex conditional dispatch from the code that does the real work — the method bodies at the call site.

There is, unfortunately, a fair amount of bad news. First, if you thought lambda expressions introduced clutter, then this is a serious amount of clutter. Between @Overrides, type declarations, interfaces, and methods, there is just a lot of extra stuff you have to type. It still might be worth the clutter if the dispatch conditions are complex enough. They just need to be that much more complex to justify all this machinery. (We've actually done the work the compiler would do to allocate and pass a “multi-closure”.) There are cases where this pays off, though.

The second piece of bad news is that Java is not (in general) tail recursive. This means that the call to dispatchOnFoo and the callback to one of the cases both introduce a new stack frame. So although the case methods run in the same lexical environment as where they are defined, they are running two stack frames deeper. This won't make much of a difference unless you try to loop by recursively calling the code. In that case, you need to be very careful to limit the amount of recursion or you will overflow the stack. It is best to avoid recursion as much as possible in the bodies of the cases.

You probably won't need to resort to this doing this. It can be a case of the cure being worse than the disease. The complexity of introducing callbacks can exceed the complexity of the conditional you are trying to abstract. But this is an interesting way to abstract a very complex conditional and can come in handy when you can justify using it. I have actually used this technique in production code to separate some complex control flow from the code that did the actual work.