Updating nested immutable data structures
I asked a similar question, but about haskell: Is there a Haskell idiom for updating a nested data structure?
The excellent answers mentioned a concept known as functional lenses.
Unfortunately, I don't know what the package is, or if it even exists, for F#.
Update: two knowledgeable F#-ists (F#-ers? F#as?) left useful links about this in comments, so I'll post them here:
@TomasPetricek suggested
FSharpX
and this website describing it@RyanRiley gave the link for the package
It's awesome that these two guys took the time to read my answer, comment and improve it, as they're both developers of FSharpX
!
More extraneous information: I was motivated to figure out how to do this by Clojure's assoc-in
and update-in
functions, which proved to me that it is possible in functional languages! Of course, Clojure's dynamic typing makes it simpler than in Haskell/F#. Haskell's solution involves templating, I believe.
Here's the same code using lenses as currently defined in FSharpx. As other answers note, it's convenient to use records here; they give you structural equality for free among other things. I also attach the corresponding lenses for the properties as static members; you can also define them in a module or as loose functions. I prefer static members here, for practical purposes it's just like a module.
open FSharpx
type Monster = {
Awake: bool
} with
static member awake =
{ Get = fun (x: Monster) -> x.Awake
Set = fun v (x: Monster) -> { x with Awake = v } }
type Room = {
Locked: bool
Monsters: Monster list
} with
static member locked =
{ Get = fun (x: Room) -> x.Locked
Set = fun v (x: Room) -> { x with Locked = v } }
static member monsters =
{ Get = fun (x: Room) -> x.Monsters
Set = fun v (x: Room) -> { x with Monsters = v } }
type Level = {
Illumination: int
Rooms: Room list
} with
static member illumination =
{ Get = fun (x: Level) -> x.Illumination
Set = fun v (x: Level) -> { x with Illumination = v } }
static member rooms =
{ Get = fun (x: Level) -> x.Rooms
Set = fun v (x: Level) -> { x with Rooms = v } }
type Dungeon = {
Levels: Level list
} with
static member levels =
{ Get = fun (x: Dungeon) -> x.Levels
Set = fun v (x: Dungeon) -> { x with Levels = v } }
static member print (d: Dungeon) =
d.Levels
|> List.iteri (fun i e ->
printfn "Level %d: Illumination %d" i e.Illumination
e.Rooms |> List.iteri (fun i e ->
let state = if e.Locked then "locked" else "unlocked"
printfn " Room %d is %s" i state
e.Monsters |> List.iteri (fun i e ->
let state = if e.Awake then "awake" else "asleep"
printfn " Monster %d is %s" i state)))
I also define print
as a static member; again it's like a function in a module, and it's more composable than an instance method (though I won't compose it here).
Now to generate the sample data. I think { Monster.Awake = true }
is more desciptive than new Monster(true)
. If you wanted to use classes I'd name the parameter explicitly, e.g. Monster(awake: true)
// generate test dungeon
let m1 = { Monster.Awake = true }
let m2 = { Monster.Awake = false }
let m3 = { Monster.Awake = true }
let m4 = { Monster.Awake = false }
let m5 = { Monster.Awake = true }
let m6 = { Monster.Awake = false }
let m7 = { Monster.Awake = true }
let m8 = { Monster.Awake = false }
let r1 = { Room.Locked = true; Monsters = [m1; m2] }
let r2 = { Room.Locked = false; Monsters = [m3; m4] }
let r3 = { Room.Locked = true; Monsters = [m5; m6] }
let r4 = { Room.Locked = false; Monsters = [m7; m8] }
let l1 = { Level.Illumination = 100; Rooms = [r1; r2] }
let l2 = { Level.Illumination = 50; Rooms = [r3; r4] }
let dungeon = { Dungeon.Levels = [l1; l2] }
Dungeon.print dungeon
Now comes the fun part: composing lenses to update the monsters for all rooms for a particular level in a dungeon:
open FSharpx.Lens.Operators
let mapMonstersOnLevel nLevel f =
Dungeon.levels >>| Lens.forList nLevel >>| Level.rooms >>| Lens.listMap Room.monsters
|> Lens.update (f |> List.map |> List.map)
// toggle wake status of all monsters
let dungeon1 = dungeon |> mapMonstersOnLevel 0 (Monster.awake.Update not)
Dungeon.print dungeon1
For the second dungeon I also use lenses but without lens composition. It's sort of a DSL defined by small composed functions (some of the functions are from lenses). Maybe there are lenses to express this more concisely, but I haven't figured it out.
// remove monsters that are asleep
// which are in locked rooms on levels where illumination < 100
// and unlock those rooms
let unlock = Room.locked.Set false
let removeAsleepMonsters = Room.monsters.Update (List.filter Monster.awake.Get)
let removeAsleepMonsters_unlock_rooms = List.mapIf Room.locked.Get (unlock >> removeAsleepMonsters)
let isLowIllumination = Level.illumination.Get >> ((>)100)
let removeAsleepMonsters_unlock_level = Level.rooms.Update removeAsleepMonsters_unlock_rooms
let removeAsleepMonsters_unlock_levels = List.mapIf isLowIllumination removeAsleepMonsters_unlock_level
let dungeon2 = dungeon |> Dungeon.levels.Update removeAsleepMonsters_unlock_levels
Dungeon.print dungeon2
I overused lenses and pointfree a bit here, partially on purpose, just to show what it could look like. Some won't like it, claiming it's not idiomatic or clear. Maybe so, but it's another tool that you can choose to use or not, depending on your context.
But more importantly, because Update is a Get followed by a function followed by a Set, this isn't as efficient as your code when it comes to processing lists: an Update in Lens.forList first gets the nth element in the list, which is an O(n) operation.
To summarize:
Pros:
- Very concise.
- Enables pointfree style.
- Code involving lenses is generally oblivious of the source type representation (it can be a class, a record, a single-case DU, a dictionary, it doesn't matter).
Cons:
- May be inefficient for some cases in current implementation.
- Due to lack of macros, requires some boilerplate.
Thanks for this example, as a result I'll be revising the current design of lenses in FSharpx and see if it can be optimized.
I committed this code to the FSharpx repository: https://github.com/fsharp/fsharpx/commit/136c763e3529abbf91ad52b8127ce11cbb3dff28
I posted a similar question about Scala about a year back. The answers mention three concepts as a solution to this problem: Zippers, Tree rewriting, and Lenses.