TITLE: Thinking in Types, and Good Design AUTHOR: Eugene Wallingford DATE: May 07, 2014 3:39 PM DESC: ----- BODY: Several people have recommended Pat Brisbin's Thinking in Types for programmers with experience in dynamically-typed languages who are looking to grok Haskell-style typing. He wrote it after helping one of his colleagues of mine was get unstuck with a program that "seemed conceptually simple but resulted in a type error" in Haskell when implemented in a way similar to a solution in a language such as Python or Ruby. This topic is of current interest to me at a somewhat higher level. Few of our undergrads have a chance to program in Haskell as a part of their coursework, though a good number of them learn Scala while working at a local financial tech company. However, about two-thirds of undergrads now start with a one or two semesters of Python, and types are something of a mystery to them. This affects their learning of Java and colors how they think about types if they take my course on programming languages. So I read this paper. I have two comments. First, let me say that I agree with my friends and colleagues who are recommending this paper. It is a clear, concise, and well-written description of how to use Haskell's types to think about a problem. It uses examples that are concrete enough that even our undergrads could implement with a little help. I may use this as a reading in my languages course next spring. Second, I think think this paper does more than simply teach people about types in a Haskell-like language. It also gives a great example of how thinking about types can help programmers create better designs for their programs, even if they are working in an object-oriented language! Further, it hits right at the heart of the problem we face these days, with students who are used to working in scripting languages that provide high-level but very generic data structures. The problem that Brisbin addresses happens after he helps his buddy create type classes and two instance classes, and they reach this code:
    renderAll [ball, playerOne, playerTwo]
renderAll takes a list of values that are Render-able. Unfortunately, in this case, the arguments come from two different classes... and Haskell does not allow heterogeneous lists. We could try to work around this feature of Haskell and "make it fit", but as Brisbin points out, doing so would cause you to lose the advantages of using Haskell in the first place. The compiler wouldn't be able to find errors in the code. The Haskell way to solve the problem is to replace the generic list of stuff we pass to renderAll with a new type. With a new Game type that composes a ball with two players, we are able to achieve several advantages at once: It's this last win that jumped off the page for me. Creating a Game class would give us a better object-oriented design in his colleague's native language, too! Students who become accustomed to programming in languages like Python and Ruby often become accustomed to using untyped lists, arrays, hashes, and tuples as their go-to collections. They are oh, so, handy, often the quickest route to a program that works on the small examples at hand. But those very handy data structures promote sloppy design, or at least enable it; they make it easy not to see very basic objects living in the code. Who needs a Game class when a Python list or Ruby array works out of the box? I'll tell you: you do, as soon as you try to almost anything else in your program. Otherwise, you begin working around the generality of the list or array, writing code to handle special cases really aren't special cases at all. They are simply unbundled objects running wild in the program. Good design is good design. Most of the features of a good design transcend any particular programming style or language. So: This paper is a great read! You can use it to learn better how to think like a Haskell programmer. And you can use it to learn even if thinking like a Haskell programmer is not your goal. I'm going to use it, or something like it, to help my students become better OO programmers. -----