Hello, Juliet.
1.\ There is nice paper by Peter Norvig: Design patterns in Dynamic Programming
2.\ Many design patterns (DP) are created to minimize errors at desing phase of software creation. For OO world those errors and troubles commonly linked to objects state, identity and class decomposition. In fact, OO designer ought to solve two tasks at one time: algorithmic decomposition and state/hierarchy decomposition.
For FP world you can solve those tasks independently. So, much of classic GoF DP are not so nice for FP world. Of course, you can train your sense of FP style by reading F#/Ocaml books and code snippets.
3.\ If you want to quickly destabilize your point of view to DP, i can recommend to find Haskell tutorial with clear description of the type classes, class exemplars and related Prelude parts (i don't remember concrete one, but www.haskell.org contains page with links to many nice tutorials).
Hi Juliet,
You are now asking the correct questions!
There are certainly many patterns encountered in functional programming but nobody has really tried to collate them into a single set of design patterns. Consequently, they are not referred to as <i>design patterns<i>. Also, much of the literature on this predates the relatively recent invention of "design patterns" in OOP. The article that you cited which states that OO design patterns are obsolete in functional languages does have a strong point though. Most so-called "design patterns" are nothing more than work arounds for the deficiencies of OOP. Many of those deficiencies are simply not present with functional programming and, consequently, the work arounds are no longer of value. However, there are a precious few genuinely paradigm-agnostic design patterns (such as model-view-controller) that do persist with functional programming. Although the literature on functional programming rarely describes "design patterns" this is largely because they are not explicitly recognised and named as such. I would say that there are many well known functional design patterns: <UL><li>Using accumulator arguments when converting functions into tail recursive form.</LI><li>Continuation passing style.</LI><li>Combinators and, in particular, parser combinators.</LI><li>Untying the recursive knot via parameterization.</LI><li>Unfold.</LI><li>...</LI></UL> Both my (unpublished) book <A href="http://www.ffconsultancy.com/products/fsharp_for_scientists/?hub">F# for Scientists</A> and our <A href="http://www.ffconsultancy.com/products/fsharp_journal/?hub">F#.NET Journal</A> articles have already addressed functional design patterns specifically in F#. The recent article <A href="http://ocamlnews.blogspot.com/2008/06/tricks-with-recursion-knots-modules-and.html">Tricks with recursion: knots, modules and polymorphism</A> from our <A href="http://www.ffconsultancy.com/products/ocaml_journal/?hub">OCaml Journal</A> may also be of interest. Regarding your particular code here, I think the answers to your questions should be obvious. You have a class that implements an interface that defines a single function. That is nothing more than a reinvention of a closure from functional programming. So forget about all of that and just pass a function around. You ask what happens when RealProcess gets more complicated and the answer is that nothing changes because (as you decreed) your processor is still necessarily represented entirely by a single function. This is often true and is precisely why functional programming is so constructive (excuse the hillarious pun). There are situations where ML-style functional and object oriented programming have different characteristics and you must learn when to choose between them (or use a mixture of both, if necessary). The advantage of F# is that you have both completely at your disposal. This should lead you onto an obvious next question: for what applications is F# most useful? Cheers, Jon Harrop.
Hi Julient,
Functional languages allow you to "capture design patterns" as functions, that is commonly repeated bits of code can rewritten as one function just leaving wholes where ever a bit of code is different. For example the gang of four's iterator pattern is simply a List.iter function in F#. In FP we generally call this abstraction of control flow and I wrote a blog post about this a little while ago: [link:www.strangelights.com]
Higher level design patterns like depency injection are still important and .NET has serval different depenancy injection containers, most of which are liberally inspired by java depency injection containers, all of which can be used with F#. Just google for spring .NET or castle project for more information on this.
Cheers,
Rob
Hi Juliet,
You are iterating towards good F# design, which is usually a mix of FP and OO. You should also feel free to use your existing OO patterns, many of which are highly applicable to F# and indeed "look lovely" when captured in idomatic F#. My recommendation as people learn F# is to "change one variable at a time": you're learning a new language, so it's OK to keep your existing design patterns and gradually learn how they may simplify.
An object as simple as IProcess would typically be modelled as a function
1 2 3 4
type Processor = (TransactionItem -> unit)
You wouldn't need to change this just because any particular Process does something complex. For mocking it does indeed look like you're just switching your code to a simpler processing function
1 2 3 4 5 6 7 8
let RealProcessor(item:TransactionItem) = <lots of code> let MockProcessor (item: TransactionItem) = item.Processed <- true let Processor = if testing then MockProcessor else RealProcessor
If the actual behaviour of individual processing functions changes when mocking then just pass the mocking flag in as a parameter:
1 2 3 4
type Processor = (bool * TransactionItem -> unit)
So, when should you use objects richer than functions? Very often. You would typically switch to using an interface when your notion of a "Processor" becomes more complex. For example it might
- report partial progress by raising an event (though that could equally be modelled by passing the event to trigger in as a parameter)
- it might support cancellation (though in this case you could also change the return type "unit" to be an ICancallable object)
- etc.
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More or less, I am a Java programmer trying to learn F#. In this thread, I posted some code, and jdh30 was nice enough to show how it could written better using F# idioms. It got me thinking about how I don't have a functional programming mindset at all, all of my F# programs look like Java with a little different syntax, and I'm not really exploiting functional programming to its full potential.
The first thing I noticed about F# tutorials in general is that none of them say a single word about common design patterns in F# or functional programming. To me, coming from Java and C#, is just bizarre; I can't imagine that there are no tried and tested ways of writing applications. The only reference to design patterns I've found on Google is this short blurb:
Really? I'll believe it when I see it.
I want to repost the code from the thread mentioned at the top of this post, and jdh30's refactored version:
(Note: I had to make a few minor changes to jdh30's code to make it compile)
My code is 53 lines, its written in a Java/C#-like style. jdh30's is 23 lines, its written more like F#.
Is jdh30's code really the best way to write the program above?
What if my processor did something significantly complicated, for example:
The RealProcessor is more than just a fancy map. It reads from a database and sends an email; if I wanted to, I could have it insert items into a database, move files around on disk, etc. "Processing an item" can actually involve a lot of work. Of course, when I'm writing unit tests, I don't want to touch the database or send email to people, I just want to keep it simple; that's why I have a RealProcessor and MockProcessor class which both implement the same interface.
The Java-like pattern above is a dependency injection pattern, so that I can use MockProcessor in my unit tests and use my RealProcessor in production. What is the equivalent way of implementing this type of pattern in F#? Or is there a totally different functional way of writing this kind of program?