Writing functional code in C++ IV – Algebraic datatypes
Luca Bolognese -And here comes the guilt bit. I have the strong suspicion (but not certainty) that what I am doing here can be done with templates, but didn’t take the time to do it. With that out of the way, let’s go.
Code for this post is here. Thanks to Steve Bower and Andy Sawyer for reviewing it.
Algebraic datatypes (discriminated unions in F#) are a powerful concept in functional programming. They are the main way to represent type variation in your program. Very roughly, where object orientation uses derivation, functional programming uses algebraic datatypes. An entire book could be written on the theory of this, but the goal of this post is to see how we can map them to C++ without loosing C++ness.
When talking about this with C++ programmers, they always point me to boost variant. That doesn’t do it for me for several reasons.
First of all, boost variants represent one of a fixed collection of types. Algebraic datatypes represent one of a fixed collection of named types. That means that a simple thing like the code below cannot be represented as variant:
type LivingEntity = | Person of string // name | Dog of string // name
Ok, ok maybe you could represent it by ‘typifing’ things using boost strong typedef, but things get ugly syntactically. Moreover, a lot of time the name is all you care about …
type Switch = On | Off
Are we going to strong typedef for such a simple thing? Oh boy. Even accepting the syntactic weight of all this, there are other issues in play. Discriminated unions are used extensively in functional programs. So you want a nice syntax to work with them Something like the below F# syntax:
let print living = match living with | Person(name) -> printfn "I'm a per named %s" name | Dog(name) -> printfn "I'm a dog named %s" name
Which could be made even sweeter by using the ‘function’ keyword as below:
let print = function | Person(name) -> printfn "I'm a per named %s" name | Dog(name) -> printfn "I'm a dog named %s" name
In boost variant, you either use the get
class times_two_visitor
: public <a href="http://www.boost.org/doc/libs/1_49_0/doc/html/boost/static_visitor.html">boost::static_visitor</a>
<>
{
public:
void operator()(int & i) const
{
i *= 2;
}
void operator()(std::string & str) const
{
str += str;
}
};
Ok, so boost variant doesn’t really work for this. Remember that our overarching goal was to stay close to C++. The language itself has something that comes pretty close to what we want in the form of a union, or better a tagged union. Again, the types are not named, but maybe we can work that in.
It turns out that Jared here did all the hard work. The general idea is to use macros to hide the construction of a tagged union with methods to test the type and return the contained value.
For example this code:
DU_DECLARE(LivingEntity) DU_VALUE(Person, string) DU_VALUE(Dog, string) DU_END
Becomes something like:
struct LivingEntity { private: LivingEntity() {} unsigned int m_kind; public: static LivingEntity Person(const string& value) { LivingEntity unionValue; unionValue.m_kind = 19; unionValue.m_Person = value; return unionValue; } bool IsPerson() const { return m_kind == 19; } const string& GetPerson() const { (void)( (!!(m_kind == 19)) || (_wassert(L"m_kind == __LINE__", L"c:discriminated_union.cpp", 19), 0) ); return m_Person; } string GetPerson() { (void)( (!!(m_kind == 19)) || (_wassert(L"m_kind == __LINE__", L"c:discriminated_union.cpp", 19), 0) ); return m_Person; } private:
string m_Person;
…
You can see the outline of a tagged union (i.e. m_kind) with a constructor for each type (i.e. Person) and methods to test for at type and return its value. You can also see the storage for the value (i.e. m_Person).
The only thing in DU_DECLARE that is different from Jared’s solution is the typedef below that allows not repeating the LivingEntity name in each DU_VALUE.
#define DU_DECLARE(name) \ struct name { \ private: \ typedef name unionName; \ name() {} \ unsigned int m_kind; \ public:
#define DU_VALUE(entryName, entryType) \ static unionName entryName(const entryType& value) { \ unionName unionValue; \ unionValue.m_kind = __LINE__; \ unionValue.m_##entryName = value; \ return unionValue; } \ bool Is##entryName() const { return m_kind == __LINE__;} \ const entryType& Get##entryName() const { assert(m_kind == __LINE__); return m_##entryName; } \ entryType Get##entryName() { assert(m_kind == __LINE__); return m_##entryName; } \ private: \ entryType m_##entryName; \ public:
With all of that at your disposal it becomes easy to write:
auto entity = LivingEntity::Dog("Bob"); DU_MATCH(entity) DU_CASE(Dog, BOOST_CHECK_EQUAL(value, "Bob");) DU_CASE(Person,BOOST_CHECK(false);) DU_MATCH_END
There are some beautiful things about this. First of all, the construction of any of such types is super simple. You even get intellisense!
Moreover the ‘value’ variable contains whatever was passed in the constructor for the object. So this is semantically equivalent, if not syntactically, to the match statement in F#.
Obviously the code part is not limited to a single instruction:
DU_MATCH(entity) DU_CASE(Dog, cout << "I should be here"; BOOST_CHECK_EQUAL(value, "Bob"); ) DU_CASE(Person, BOOST_CHECK(false); ) DU_MATCH_END
And for those of you addicted to braces, I venture:
DU_MATCH(entity) DU_CASE(Dog, { cout << "I should be here"; BOOST_CHECK_EQUAL(value, "Bob"); }) DU_CASE(Person, { BOOST_CHECK(false); }) DU_MATCH_END
They all work with the same macro definition. They expand to something along the line of:
if(false) {} else if(entity.IsDog()) { auto value = entity.GetDog(); BOOST_CHECK_EQUAL(value, "Bob"); } else if(entity.IsPerson()) { auto value = entity.GetPerson(); BOOST_CHECK(false); } else { throw match_exception(); }
I’ve not reached the pinnacle of macro naming mastering with this one. Making them lowercase and risking a bit more on the conflict side would make the syntax much more palatable. I call it, as it is, not too bad.
The last ‘else’ clause assures you then if you add a new type to the discriminated union and forget to update one of the ‘MATCH’ clauses at least you get a run time error. That is not good. Functional languages would give you a compile time error, which is much better. Maybe with judicious use of templates you can bring the error at compile time.
The macros are trivial:
class match_exception: std::exception {}; #define DU_MATCH(unionName) { auto du_match_var = unionName; if(false) {} #define DU_CASE_TAG(entry, ...) \ else if(du_match_var.Is##entry()) { \ __VA_ARGS__ \ } #define DU_CASE(entry, ...) \ else if(du_match_var.Is##entry()) { \ auto value = du_match_var.Get##entry(); \ __VA_ARGS__ \ } #define DU_DEFAULT(...) \ else if(true) { __VA_ARGS__} #define DU_MATCH_END else {throw new match_exception();} }
Let’s now go back to our initial goal and see how far off we are. We were trying to do the following:
type LivingEntity = | Person of string | Dog of string let print = function | Person(name) -> printfn "I'm a per named %s" name | Dog(name) -> printfn "I'm a dog named %s" name
And here is what we ended up with:
DU_DECLARE(LivingEntity) DU_VALUE(Person, string) DU_VALUE(Dog, string) DU_END auto print(LivingEntity en) -> void { DU_MATCH(entity) DU_CASE(Dog, cout << "I'm a dog named " << value;) DU_CASE(Person, cout << "I'm a per named " << value;) DU_MATCH_END }
In our Switch case:
type Switch = On | Off
You get the good looking :
DU_DECLARE(Switch) DU_FLAG(On) DU_FLAG(Off) DU_END
And along the way we lost compile time type safety in the very common case of adding new types to the discriminated union. That’s bad.
Also some of you would strongly dislike the (ab)use of macros. As for me, it looks workable.
Tags
- C++
- FUNCTIONAL
4 Comments
Comments
Clément
2012-07-21T11:27:20ZAmusing solution! I’d like to expend on the first few lines of your article though:
“Very roughly, where object orientation uses derivation, functional programming uses algebraic datatypes. “
Expanding on this, you could implement your
LivinEntity
type like this:#include
using namespace std;
class LivingEntity {
public:
string name;
virtual void print() = 0;
LivingEntity(string name) {
this->name = name;
}
class Person;
class Dog;
};
class LivingEntity::Person : LivingEntity {
public:
Person(string name) : LivingEntity(name) {}
void print() {
cout << "I am a per named " << name << endl;
}
};
class LivingEntity::Dog : LivingEntity {
public:
Dog(string name) : LivingEntity(name) {}
void print() {
cout << "I am a dog named " << name << endl;
}
};
int main()
{
LivingEntity::Dog a_dog = LivingEntity::Dog("a dog");
LivingEntity::Person a_person = LivingEntity::Person("a person");
a_dog.print();
a_person.print();
return 0;
}
Also, why do you use
else if(true) { __VA_ARGS__}
instead of justelse { __VA_ARGS__}
in your macros?Thanks for the nice article!
lucabol
2012-07-23T17:25:46ZHi Clement,
Yes, you can simulate algebraic datatypes with inheritance and type testing, albeit more verbosely and less efficiently. The if(true) thing is just a bug. Probably at some point in the coding the condition was a bit more interesting.
Clément
2012-07-21T11:30:47ZI’ve developped this idea on my own blog, http://pit-claudel.fr/clement/blog/using-abstract-classes-to-simulate-tagged-unions-aka-sum-types/
Christoph Senjak
2017-02-02T03:30:51ZDoes this also work with recursive datatypes?