# Automatic array of struct to struct of array transformation

It’s been quite a while since I’ve posted. A lot happened in the mean time. I changed web hosts. I spent a few months helping a nascent startup. I learned I’m going to have a son.

But this post isn’t about any of that. Instead, it’s about my recent interest in data-oriented design, such as when implementing component-based game engines. Here’s the gist:

• Accessing data stored in RAM is very expensive compared to how fast the processor can crunch it.
• Instead of accessing only the tiny bit of data needed for a particular operation, the CPU pulls in a big chunk (usually 64 bytes) and saves it in its own small but fast-access storage.
• If the program needs data that is already cached, the CPU can access it easily (a cache hit) instead of needing to slowly retrieve it out of RAM (a cache miss).
• Given the above, your program can experience possibly huge gains in speed by organizing its data in a way maximize cache hits.

One way that programmers can take advantage of this is to keep object collections in contiguous memory. The data of the collection can be arranged in the block in multiple different ways, however. One is the array of struct in which all the data elements of a particular object are grouped together in memory. An alternative is the struct of arrays in which all the values of a particular field are grouped together in memory. Depending on access patterns of the data in the collection, one method of organization will provide more cache hits than the other, and thus be faster even for the same process.

A downside of the struct of arrays pattern is that it’s a little inconvenient to have the members of a particular object spread out in different memory locations. Managing the different field arrays can get unwieldy. I wanted to know if there was a way to use C++ and templates to somehow generate and handle all the array juggling for me.

This was the closest I found to a solution. It uses a lot of template trickery and macros to handle everything. I wanted to avoid the need for macros, but I believe it is not possible without liberal use of tuples. The reason is that the field names of the objects cannot be specified by templates. If you are happy to settle with each “object” being a tuple and accessing fields using syntax similar to get<1>(obj), then it should be possible. But the only way to specify convenient field names is to actually write them out, and that calls for macros.

# Read mat files in Javascript with jMatFile

Anyone interested in reading mat files with Javascript might want to check out my new repo jMatFile. It’s a typeset for jbinary that reads level 5 mat files, which is the most common mat format, as far as I know. I wrote some pretty extensive tests for it, so it should be dependable (it better be because I want to use it myself!).

# Purescript Puzzler 2 – an experiment in FP architecture

Previously, I wrote about Purescript Puzzler, a toy game I wrote to see how the MVI architecture works in practice. A few things kind of bothered me about my formulation of the architecture, some of which is due to the MVI philosophy generally and probably some due to my inexperience with it. A few notable points:

1. The model contains all state, even GUI state. This feels like a violation of separation of concerns. Ideally, I should be able keep my model and replace the GUI with a new one if I wanted, with minimal code changes.
2. The intent is very thin. I still don’t understand its purpose really. It seems like the goal is to keep the Model distinct from the View by having the Intent work as a translator between the two, but if the Model needs to store GUI state anyway, then there’s not much point.
3. Messages are sent between components using an ADT on a single channel between each component pair. Since channels can only accommodate a single type, my ADT needs to encompass every type of action communicated between components. Purescript Puzzler, a minimal application by any reasonable assessment, had 7 actions in its ADT. I can’t imagine how many would be in a decently sized one. The explosion of data constructors in the ADT is also not very compositional; what if I want to build my app out of smaller logical units? Now I need an ADT to wrap the ADTs for each component so I can put them all on the same channel.
4. I felt like there was too much display logic in the GUI. I usually want the GUI to consist of reusable components that are configurable externally, and that can’t happen with so much logic in the View. This is my own fault, though. I could have put the display logic in the Model, but that would have coupled the Model even more to the View than it already was.

So I set out to update Purescript Puzzler with a new architecture with the following goals:

1. The Model consists of the domain model and nothing more. Specifically, if the user were to save their game during play, the Model consist only of the data that should persist between play sessions.
2. The View should consist of reusable components whose rendering and display logic is controlled externally.
3. To reduce the possible “explosion” of ADTs as the application grows, communicate functions over the channel instead of ADT messages.
4. As an experiment, have the GUI be ‘stateless”. Each GUI is configured with actions that it can perform, and state required to perform those actions is carried in closures.

Overall, I think points 1-3 were pretty successful, but point 4 became a big headache. In the rearchitected version, I renamed the Intent to Controller since it was no longer following the MVI philosophy. Here’s a link again to the playable, original Purescript Puzzler.

# Limiting the Model

I don’t like the idea of the Model containing GUI state. To me, the model should represent the “save file” (meaning persistent state) for the application and the operations that can be used to query the model or update the model to a new, valid state. In that sense, model operations should be atomic. I used this example in my previous Purescript Puzzler post.

$move west 50 yards  This is an atomic action that transitions the model from one valid state to a new valid state. However, in a GUI you might need to select several buttons in sequence to stage the command you want to execute before passing that data to a model function to perform the transition. For example, select Move, select West, enter 50 yards, then submit. The state of the application at the end of each of those actions includes the Model state (which has not changed since the action hasn’t been submitted yet) as well as the transient GUI state. It was this transient GUI state I wanted to keep out of the Model. As a result, previous model items like selectedPiece and dropTarget were removed because those were related solely to staging GUI actions (i.e. selecting the piece, then hovering over the board to see where to place it). The result is that my Model only contained clean, atomic actions. (In retrospect, I think a better approach would be to utilize extensible records to have a Model that operates on only Model fields and a GUI that operates only on GUI fields. Logically, they are distinct, but can populate the same record to be a single source of truth.) # Using configurable View components In the original Purescript Puzzler, I had code in the View such as this: case gs.victory of Nothing -> vtext "Purescript Puzzler!" Just true -> vtext "You win!!!!!!" Just false -> vtext "You looooose.... :'("  This code is entirely dependent on the Model being displayed, so the View component can’t be re-used in any other context. Instead, we can pass the behavior logic for the component in as an input, then choose new behaviors as the situation requires. I called this set of behaviors the Spec, which seems to be fairly common terminology for this kind of pattern. For instance, here is the structure for the GridViewSpec. newtype GridViewSpec = GridViewSpec { id :: String , className :: Maybe String , gridSize :: { r :: Number, c :: Number } , click :: Callback , squareClass :: Number -> Number -> Maybe String , squareFill :: Number -> Number -> Maybe String , enterSquare :: Number -> Number -> Callback , exitSquare :: Number -> Number -> Callback , clickSquare :: Number -> Number -> Callback , dblClickSquare :: Number -> Number -> Callback }  The Spec includes all actions the component can take, including actions to query for required data (like id) as well as callback actions invoked as a result of user input. In this case, the GridViewSpec is used to draw a rectangular grid of squares. In Purescript Puzzler 2, GridViewSpec is used to draw both the puzzle board as well as each selectable puzzle piece, with customized display logic handling each case. This pattern largely worked well except for a few challenges. One is that I did not define a default Spec for each component type, so I had to completely define each one instead of redefining parts of the default. This led to pretty verbose code that in most cases merely specified that the functionality wasn’t used. Along similar lines, a Spec needs to strike a balance between being versatile enough to be useful in many situations, but not so general that typical functionality is difficult to define. Finding that balance can sometimes be difficult. Another challenge was implementing components that contain other components, such as the area that contains all the selectable puzzle pieces. These containers should generically contain a list of displayable components, so to that end I created a Display type class with a single function display that takes an input (the Spec) and produces a VTree output. The component container could then contain a list of Specs with Display instances, or a list of raw VTrees, using the instance below. class Display a where display :: a -> VTree instance vtreeDisplay :: Display VTree where display = id  One side effect of Specs needing instances for Display is that all my Spec types needed to be newtypes instead of type synonyms. This posed some additional annoyances I’ll get to later, but otherwise the ComponentsContainerViewSpec worked pretty well in terms of displaying a homogenous collection of items. Sometimes, however, it was difficult to update the behavior of a single component in the collection. Also, a useful addition would be some kind of existential wrapper of each component so the container could display a heterogeneous collection of items. # Sending functions over the channel The most successful development in Purescript Puzzler 2 compared to the original is communicating functions over channels instead of ADTs that represent actions. Using ADTs, the space of possible actions can grow and grow as the application grows. Additionally, if you want to composed different Models together in a new Model’, you need to declare a new ADT just to wrap the ADTs of each component so that you can put them on the same channel. When received by Model’, the actions are unwrapped and routed to each component for execution and state update. Let’s look at the updateGame function for the original Purescript Puzzler, which has a monolithic Model. updateGame (TogglePiece p) s = ... updateGame (TargetDrop r c) s = ... updateGame Hint s = ... ...  Notice the pattern? Each has type GameAction -> GameState -> GameState. So why do we need an ADT anyway? What if, instead, we did: togglePiece p s = ... targetDrop r c s = ... hint s = ...  When curried with the data previously in the ADT, each of these functions has the same type GameState -> GameState, which takes the state and updates it. As such, we can send any of them on the channel to update the Model. And now, instead of requiring a dummy Init data constructor to initialize the channel, we can use simple, polymorphic id. We can even build new functions on the fly to update the game state, so the space of possible actions is limitless without needing to expand an ADT in parallel. Another benefit to communicating between modules with update functions is that composing different Models together becomes really easy; simply compose the multiple constituent models together into a Model’ and any function from Model' -> Model' can update any subset of models, check relationships between them, etc. To unlock this compositional advantage in a convenient way, however, we need to use lenses. One of the great things about lenses is that they allow easy composition of multiple, individual updater functions. For instance, here is an abridged lens from Purescript Puzzler 2 that updates the behaviors of several different visual components at once. -- first change how the pieces are drawn so border is shown (_PuzzlerViewSpec..pieces.._ComponentsContainerViewSpec..components .~ ... ) .. -- Now change hover behavior for board (_PuzzlerViewSpec..board.._GridViewSpec..enterSquare .~ ... ) .. -- Now change click behavior of board (_PuzzlerViewSpec..board.._GridViewSpec..clickSquare .~ ... )  One annoying thing with using lenses with newtypes is how verbose the lenses become because a lens is required to unwrap the newtype. This is kind of silly since a newtype only has one component that a lens can focus on anyway, so there’s not really any other options. I think a useful solution to this would be to define a type class that defines a newtype wrapper/unwrapper lens. Then use the function (...) (three dots instead of two) to handle the lookup automatically. The above would then become: -- first change how the pieces are drawn so border is shown (...pieces...components .~ ... ) .. -- Now change hover behavior for board (...board...enterSquare .~ ... ) .. -- Now change click behavior of board (...board...clickSquare .~ ... )  Note that the trailing ... after each set operation .~ are indicating removed code in the abridged version, not invocations of the (...) function. Using lenses in practice was a big step in my FP skill development, and was pretty easy after deciphering how they work. Their use above still has room for improvement, though. # Carrying GUI state in closures If sending functions through the channel was the big success with this experiment, carrying GUI state through closures was the big failure. My original thinking on this issue was to think of GUIs as having no persistent state. Instead, they have a set of actions they can do in response to user input. Each action results in a new set of actions the GUI can perform. At no point does the GUI have data about the “state”, only the set of things it can do. So, given the above assumptions, how can the new set of GUI actions depend on the previous actions? It can if the actions themselves carry their needed information, either by closure or by currying. One of the problems with actions returning new actions, however, is that the callbacks for an action need to set the callbacks of the action it returns, and those callbacks need to set the callbacks of the actions they return. It’s callbacks all the way down. Generally, though, the callbacks only need to be defined until you reach some kind of “baseline” state that results when the Model performs an update action. But these baseline states might be a slight modification of another baseline state, which is what you’re trying to define in the first place! To see what I mean, take a look at this excerpt from my code. pieceSpec mSel p = GridViewSpec { id: "" , className: if (mSel == Just p) then Just "piece selected" else Just "piece" , gridSize: { r: rows p, c:cols p } , click: callback$ const $send chan$ defer \_ ->
let newSelection = case mSel of
Just sel | sel == p -> Nothing -- unselecting currently selected piece
_ -> Just p -- new selection

in  if isNothing newSelection
then \_ -> controller chan gs
-- else, modify the behavior of the pieces area and board to
-- highlight the selected piece and enable drop preview
else
-- first change how the pieces are drawn so border is shown
(_PuzzlerViewSpec..pieces.._ComponentsContainerViewSpec..components .~
A.map (pieceSpec newSelection) ps
)


Look at the first line and the last line of the code. The specification of actions for the selectable piece pieceSpec defines the resulting set of available actions from a click event as a function of a new pieceSpec using the newly selected piece! This recursive definition would be right at home in Haskell, but the strict evaluation of semantics of Purescript won’t fly here. I had to “lazify” this code using the purescript-lazy package to defer its evaluation until it is actually called by the onClick event. This was my first clue that this approach wasn’t going to work too well.

Another problem with carrying GUI state in the action closures is that there is no longer one source of truth. For instance, if you pass the GameState to two different closures, there are two different version of truth, so updating one closure with new GameState will not automatically update the other. This was an issue in Purescript Puzzler 2 when the user has already selected a piece and wants to remove another from the board before placing the selected piece. The selection action binds the current game state to the closure when a piece is selected so the user can see what placements are legal and which are not. However, if the game state changes before the piece is placed (like by removing some other piece from the board), the old game state is still bound to the placement validity check, so valid moves might be shown as invalid. Really, it became kind of a mess, and in some cases I just left features from the original Purescript Puzzler unimplemented to avoid the hassle.

Yet another problem with using closures to record GUI state is that it’s never clear which objects are included in the closure and which aren’t. Is it possible that some objects are never garbage collected because they are always included in a closure in one way or another? I think it’s definitely possible. Toward that end, it’s much harder to inspect the environment included in a closure than it is to just inspect the state of a record in memory, so debugging is more difficult.

# Next steps

Purescript Puzzler 2 was a success in that it informed what techniques in FP architecture might work and which won’t. If there’s ever a Purescript Puzzler 3, I’d include the following attributes:

1. The Model can indeed include all domain model state as well as all GUI state (unless GUI state is stored in GUI components like in React), but extensible records should be use to logically separate the two.
2. Communicate updater functions through the channel instead of using ADT messages. This was a nice improvement.
3. Use lenses to define update relationships between components, but find some way to ameliorate the pain of newtype unwrapping.
4. Try out a GUI framework like React. Virtual-dom works well for a from-scratch approach to a GUI, but I know of zero libraries of reusable virtual-dom components, whereas there are several React component libraries available.

That’s all, folks. Happy Valentine’s Day!

# How functional programming lenses work

Lenses can be a powerful component of a functional programmer’s toolbox. This post is not about their power or how you can use them. There are plenty of decent tutorials for that, so if you want to know what the lens fuss is about, I encourage you to check them out.

Instead, I will try to explain the magic behind how lenses work. After scrutinizing the types and code for a while, I finally had my burrito moment, so hopefully this explanation helps someone else out. I’ll be explaining the implementation behind the purescript-lens library, which is modeled after the Haskell lens library. Other implementations might be out there, too, but this is the one I’m focusing on. If you’ve ever looked at this implementation and wondered “How the hell do you get a getter and setter out of that?!”, then this post is meant for you.

The gist: a lens is a function that executes a series of steps to get an intermediate result, performs an operation on the intermediate result, then follows the series of steps backwards to build up a new result. The manner in which the new result is built up is controlled by the functor used by the operation.

# Lens type explained

A lens is a function with the following type:

type Lens s t a b = forall f. (Functor f) => (a -> f b) -> s -> f t


Looking at this type, it’s a little difficult to see what is going on. Essentially, a lens uses an operation a -> f b to convert data of type s into data of type f t. I call a -> f b the focus conversion and s -> f t the lens conversion.

Let’s start with the types s and a. s is the parent object that is being inspected, and a is the part of the parent the lens puts focus on. For example:

type Foo =
{ foo :: {bar :: Number}
, baz :: Boolean }

bazL :: Lens Foo Foo Boolean Boolean


The bazL type definition using Foo Foo instead of two different types simply means that the lens conversion does not transform inputs of type Foo into some unrelated type, excepting the functor f. Indeed, a Foo input will become an f Foo output of the lens conversion. Similarly, Boolean Boolean indicates that the focus conversion does not change the type of of the focus (again, excepting the functor f) – Boolean becomes f Boolean .

This is the common pattern used to define a lens that works as both a getter and a setter. It’s so common that most lens libraries define a type synonym for it type LensP s a = Lens s s a a.

# More than just a getter and setter

Getters and setters are common use cases for lenses, but really lenses perform a complete transformation across data. This is why there are four type variables instead of just two. Let’s look at a more general type for the bazL lens that allows it to operate on any record with the baz field and transform any baz type a into f b.

bazL :: forall a b r. Lens {baz :: a | r} {baz :: b | r} a b
bazL = lens (\o -> o.baz) (\o x -> o{baz = x})


This type indicates that the lens conversion is from a record with a baz field of any type to a record of a baz field with a possibly different type (wrapped in a functor). The focus conversion goes from a type a to a type f b. The lens function above is a utility function that builds a lens that can be used as both a getter and a setter from a getter function and a setter function.

Is it possible for a lens to have type Lens a a b c, meaning the focus conversion performs a type change but the lens conversion does not? I’m actually not sure, but I think yes. Such a lens could be composed with Lens b c d d to get Lens a a d d, which is the familiar type we already know. In fact, lens composition is just normal function composition because lenses are just regular functions!

# Behind the curtain

What’s going on behind the scenes when we compose lenses? Let’s look at our Foo type again, along with a couple new lenses and the lens help function.

type Foo =
{ foo :: {bar :: Number}
, baz :: Boolean }

fooL :: forall a b r. Lens {foo :: a | r} {foo :: b | r} a b
fooL = lens (\o -> o.foo) (\o x -> o{foo = x})

barL :: forall a b r. Lens {bar :: a | r} {bar :: b | r} a b
barL = lens (\o -> o.bar) (\o x -> o{bar = x})

lens :: forall s t a b. (s -> a) -> (s -> b -> t) -> Lens s t a b
lens s2a s2b2t a2fb s = s2b2t s <$> a2fb (s2a s)  When we use lens to build fooL from a getter and a setter, here’s what the result looks like, with types specialized for our Foo data type instead of the more general extensible record types. fooL :: ({bar :: Number} -> f {bar :: Number}) -> Foo -> f Foo fooL focusCon parent = (\o x -> o{foo = x}) parent <$> focusCon ((\o -> o.foo) parent)
-- which we can simplify to
fooL focusCon parent = \x -> parent{foo = x} <$> focusCon (parent.foo)  Our resulting lens applies the focusCon function to parent.foo, then incorporates the result back into the parent structure using <$> applied for the functor.

The resulting fooL lens is just function, so we can compose it with other functions.

(..) = (<<<) -- normal function composition
(..) :: (b -> c) -> (a -> b) -> a -> c
(..) f g a = f (g a)
-- or alternatively
(..) f g = \a -> f (g a)


When we compose lenses fooL..barL, we have:

fooL..barL =
\fc -> fooL (barL fc) =
\fc parent -> \x -> parent{foo = x} <$> (barL fc) (parent.foo) = \fc parent -> \x -> parent{foo = x} <$>
(\parent2 -> \y -> parent2{bar = y} <$> fc parent2.bar) parent.foo -- and now we can reason the following fc :: Number -> f Number -- fc is the focus conversion function parent :: Foo fooL..barL :: (Number -> f Number) -> Foo -> f Foo fooL..barL :: Lens Foo Foo Number Number  That’s amazing! Lenses compose using normal function composition. Take a second look at the function pipeline above and assume that the focus conversion fc has been defined already. First, parent.foo is piped in as parent2. fc is applied to parent2.bar to give a result of type f Number. The result is mapped over using <$> to apply \y -> parent2{bar = y} to get a result of f {bar :: Number}. This is then mapped over again using <$> to get a result of type f Foo, which is the output of the lens conversion. This is the essence of a lens; the composed lens looks deep within the object, focuses on a value of a certain type, does something with that type, then recurses back up the object, “combining” the results together using <$>.

# That functor magic

One thing we haven’t looked at yet is the type variable f, the functor used by the focus conversion function. Not only is the functor used in the focus conversion function, but it is also used every time the lens recurses up one layer of the object and combines the results together. The functor, therefore, controls how the new result is built out intermediate results. The choice of functor is what determines the behavior of the lens.

Let’s take our fooL..barL example again.

fooL..barL =
\fc parent -> \x -> parent{foo = x} <$> (\parent2 -> \y -> parent2{bar = y} <$> fc parent2.bar)
parent.foo


Let’s pick the Const functor for f, which has the following implementation (<$>) fx (Const x) = Const x. In other words, no matter what function fx is applied with <$>, a Const x value will never change. Let’s see what happens when we simplify our lens using Const as the focus function.

fooL..barL Const =
\parent -> \x -> parent{foo = x} <$> (\parent2 -> \y -> parent2{bar = y} <$> Const parent2.bar)
parent.foo =
\parent -> \x -> parent{foo = x} <$> (\parent2 -> \y -> Const parent2.bar) parent.foo = \parent -> \x -> parent{foo = x} <$> Const parent.foo.bar =
\parent -> Const parent.foo.bar


When using the Const functor, the lens is a getter! Can you guess what happens when the Identity functor is used? For reference, (<$>) fx (Identity x) = Identity (fx x), which is just normal function application after unwrapping the Identity constructor. fooL..barL Identity = \parent -> \x -> parent{foo = x} <$>
(\parent2 -> \y -> parent2{bar = y} <$> Identity parent2.bar) parent.foo = \parent -> \x -> parent{foo = x} <$>
(\parent2 -> Identity (\y -> parent2{bar = y} $parent2.bar)) parent.foo = \parent -> \x -> parent{foo = x} <$>
(\parent2 -> Identity (parent2{bar = parent2.bar}))
parent.foo =
\parent -> \x -> parent{foo = x} <$> Identity (parent.foo{bar = parent.foo.bar}) = \parent -> Identity (\x -> parent{foo = x}$
parent.foo{bar = parent.foo.bar})) =
\parent -> Identity $parent{foo = parent.foo{bar = parent.foo.bar}} = \parent -> Identity parent  Under the Identity functor, the lens take a Foo and returns an equal Foo by building one from the ground up. So what if, instead of using just Identity as the focus conversion, we first run the focus through a function? I.E. the focus function is \val -> Identity (fun val) for some fun? I’ll spare the derivation and jump to the end: we get back the parent we put in except the focus will have the value returned from fun. Set fun = const newVal and you have a setter! As a little aside, I can say personally that understanding how drastically the functor changes the behavior of the lens was a major hurdle for me. So many lens tutorials say that lenses “combine a getter and a setter” or something along those lines, and then I’d check the implementation and see no obvious getter or setter and wonder, “What kind of devilry is this?!” If the functor controls the rebuilding done at the end of the lens conversion, then how is the functor selected? They are built into the implementations of view, set, and any of the numerous operators that can be used to run a lens conversion. # The gist, again Lenses are tools for ripping something into constituent pieces, doing something with the final piece, then recombining all the pieces together into something new. At least that’s how the person behind this keyboard thinks about them now. There’s probably an even more general interpretation that describes all kinds of wonky things lenses can do beyond the usual getter, setter, identity, and similar behaviors, but this covers the most common uses pretty well. I’ll save that more general discover for another day after my cognitive burrito appetite returns. # Exploring the MVI architecture with Purescript Puzzler Purescript Puzzler is a simple puzzle game using Tetris-like shapes that I created for the sole purpose of • Practicing purescript generally. • Trying out the purescript libraries virtual-dom and signal. • Exploring FRP and the Model-View-Intent style of application architecture. • Feel out the workings of possible wrapper libraries to make the process easier. The game is playable on github, but as configured is pretty difficult to solve, so I recommend using the Hint button liberally to adjust the game’s difficulty level to your tastes. Below is a collection of my impressions of the experience in making this game. My goal here is not to argue for or against any of these libraries or techniques but simply to write my ideas down while they are still fresh in my head and invite discussion. ## Approach Overview Before talking about my impressions, I’ll briefly describe the design of the game from a high-level viewpoint. The easiest place to start is with the View. The View accepts the entire game state as an argument and produces a VTree representing the desired DOM state used for display. The View itself has no internal state aside from some stateful operations that can be performed on the DOM when the VTree is actually rendered. Also passed as an argument to the View is a Channel from the signal library. The Channel is used in event handlers to send lightweight messages to the Intent that descibe the user’s interaction. For example, when the user selects a piece to place on the board, the View sends a PieceClicked Piece message on the Channel to describe the event (what happened and what it happened to). The Intent’s purpose, according to the MVI blog post linked above, is to translate user input events into Model events. In my implementation, this was really simple and there was essentially a 1-to-1 correspondence between my ViewEvents and my GameUpdate events, which seems like a code smell. The Model contains all the game’s state GameState. This includes both the “domain model” state as well as any GUI related state. The Model also provides an update function that consumes GameUpdate messages and returns updated GameState. The individual components are wired together in Main. A Channel is created for communicating ViewEvents. The Channel is subscribed to to produce a Signal ViewEvent. This is fed to the Intent, which produces Signal [GameUpdates], which are folded over with the Model’s state update function to produce Signal GameState. This signal is then fed into the View to create a Signal VTree, which is rendered with an effectful rendering function. The Intent produces a Signal [GameState] instead of Signal GameState because I figured, in the general case, a single event on the View might trigger multiple updates in the Model, but in that wasn’t the case in this game. ## Signal library The signal library has some quirks, but overall it’s really nice. It’s essentially a clone of Elm, which has been exploring the concept of FRP related GUIs for a long time, so a lot of the kinks have been worked out. ### Signals defined for all time Signals are defined for all points in time, including time zero. Signals of “events,” therefore, aren’t so much discrete events in the usual sense. Instead, they represent the most recent event to happen. A consequence of this is that signals require initial state. There’s some discussion already here. This formulation occasionally presented me with pain points when using signals. For instance, in order to get notifications of DOM events, I needed to put a Channel in my event handlers. In most cases, this isn’t a problem, but consider events that fire rapidly like drag events (drag and drop was my first approach for Purescript Puzzler, which I abandoned after great difficulty). Usually I won’t want to update the model on every drag event, so I can use sampleOn (every 40) at the subscription site so that drag events are limited firing at a 40 ms rate. But wait…what if dragging stops? No new events are put on the channel, but I’m still sampling the most recent event at 40 ms! Gah! A similar situation as this caused a nasty bug in which a “toggle” event kept firing, causing a div border to flash at 80 ms period. I worked around this by combining my sampling with distinct' to eliminate samples that didn’t change, but it does show that constant-time signals can be tricky to think about. Another nit is that a Channel must be initialized with some value for time zero, but if a channel is being used to send events, how do I initialize when no events have happened yet? I had to create a dummy event called Init, that did absolutely nothing and had no significance, just to give the channel some kind of value. It’s possible that with some smarter designing, I could order the MVI components in such a way that the initial value to start the chain is the initial GameState, eliminating the need for Init, but it is not obvious to me whether that would work out. ### Trickiness with effectful Signals I had a lot of problems trying to figure out a way to process signals in an effectful way that also incorporated state. Specifically, I wanted my render function to add the “first” VTree to the DOM and after that patch the DOM with the diff between previous and current VTrees. However, I couldn’t figure out a way to use the signal combinators to achieve this. Instead, I had to provide an initial, dummy VTree, render it, then use the rendered node and the previous VTree as internal state that I folded over with new VTrees. ### Signal distinction Even though I got bit by the rapid sampling problem I mentioned above, it was pretty easy to fix once I understood it. The ability to apply distinct' for reference equality or distinct for value equality is pretty awesome, and underscores how much power can be packed into a small set of well-designed combinators. It is something the developer needs to think about, however. For instance, typically I used the distinct' variant out of habit, but in doing so I had to do things like myFunc state = case state.value of Nothing -> state Just v -> state {value = Nothing}  Functionally speaking, the two lines have the same result: a state with value set to Nothing, but in the first case, the result is referentially the same as the input, but in the second case it’s not; a new state will be built and returned. I think it the future, it would probably be better to simply use the value equality variant of distinct and only bother with the referential version if it was required. However, the value variant requires an Eq typeclass, so I can’t use them on type synonyms (as of now). I use type synonyms for records pretty liberally, so actually I’m not sure it would even work with the above code. (I’d love to have view patterns to simplify code for cases such as above.) ### Interactions “set in stone” Once a signal line is established, I don’t think there is any way to “unsubscribe” from signal line updates. Any signal sent through a function will be called when that signal updates, so the function itself needs to handle its own logic for listening to or ignoring the updated values. It’s also not clear to me how I would listen to multiple signals on the fly, adding new signals as needed. I expect it to be possible; I just don’t have any experience with it and feel like it could be a pain point. ## Virtual DOM Overall, virtual-dom is really cool to use. Writing a declarative GUI without having to worry about update-this or change-color-that was a straightforward, easy experience. I never have to worry about keeping the GUI and game state in sync because I’m building the GUI from scratch at each update. A cool side effect of this is that I can save my Model state at any time, then load it up and instantly see exactly what I was looking at when I saved. A stateless GUI makes reasoning about the display really straightforward. For small projects, I wouldn’t hesitate to use virtual-dom again. However, for more complex ones, I have some concerns. ### Room for VDOM wrapper libraries The virtual-dom bindings for purescript are pretty low level, and that’s the way I think they should be. In JS land, the virtual-hyperscript DSL can be use to easily set up VTrees and includes a lot of convenient features out of the box, but it is opinionated. I’d love to see a similar purescript library and will probably make one sometime in the future. One thing I want to avoid, however, is over-generalizing by writing a virtual-dom interpreter for a general DOM declaration language. Doing so might make common use cases easy but virtual-dom specific cases hard. ### Stateless GUI is a double-edged sword Not worrying about GUI state is a huge relief on the GUI side, but that means that every single stateful component in the application is now included in the Model – open dialogs, mouse location clicks, you name it. Purescript Puzzler is pretty simple in both the model and the GUI, so this is manageable. However, I can’t help but feel that in the general case, this actually couples the Model to the GUI more instead of less. Now the Model needs to know about all the little components on the GUI side in order to capture their state. This kind of formulation does not lend itself well to composition or separation of concerns. Along the same lines, one thing I’m confused about in the MVI style is the purpose of Intent. All mine did was act as a message translator, but I think it might make sense to capture some state in Intent. One use case might be to evaluate the sequence of users actions before translating them for the Model. As an example, imagine a text-based adventure game in which the user can move around like this: $ move west 50 yards

This can be represented in a single Model event very easily, but what if this were a GUI? Let’s say the user clicks the Move button, then clicks West, then types in 50, chooses yards, then hits enter. While cumbersome, a GUI like this should be possible. Including some internal state in the Intent component would allow each input event to be collected into a single message to be sent to the Model. However, because there are no Model updates after each input event, there is no feedback that the user did anything! There’s not a straightforward solution, which is why the MVI blog post claims this is still an open problem.

### Animations are inherently stateful

Transitions and animations are part of the polish in a really nice UI experience, but they are inherently stateful. All of that state (position, orientation, size, alpha, etc.) needs to be captured in the Model, needlessly complicating it.

One away around this is to use virtual-dom hooks to change node properties on “nextTick”. The change in properties will trigger a CSS transition, which will handle all the animation state behind the scenes. I haven’t tried either of these approaches, so I can’t comment on them extensively, but it definitely feels right to keep a bunch of pointless GUI state out of the Model.

### Full VTree diff each update

If I understand the internals of virtual-dom correctly, the entire VTree is diffed and patched at each update. Typically, only a small part of the tree will change, but the whole tree is diffed all the same. There are some implemented shortcuts for reference equality of nodes, but in straight-forward functional style, the entire VTree will be rebuilt from scratch without any kind of caching, so reference equality will never hold. I wonder what the performance limit on this strategy is – how big can the VTree be and how fast can it be updated before this is a problem?

### Virtual-dom uses Javascript conventions

Virtual-dom uses a number of JS style conventions that present some impedance when trying to use them from Purescript. The biggest is probably the use of arbitrary records that define id, attributes, style, etc. These are pretty verbose and annoying. In fact, most of the work done by the virtual-hyperscript DSL is simply building these records for the user in an easier way. However, in Purscript, each record is technically a different type, which doesn’t always jive well with the type system.

Another JS convention is the use of undefined to remove properties from nodes. This only affected me in one case in which I needed to disable/enable the Hint button. To disable/enable, I use the following attributes.

{ attributes: { disable: "" } }
-- presence of disable attribute disables button, regardless of value
{ attributes: {} }
-- absence of disable attribute enables button


The problem is that the above two records have different types, so I cannot return one or the other from an if clause. Instead, what I did is use FFI to create def and undef variables, and assigned disabled with one or the other as appropriate. An alternative would be to return entirely different VTrees from the if/else clause instead of trying to select only their options.

## Overall

Building Purescript Puzzler was a great learning experience, especially since I’m not the most experienced web dev. I sunk my teeth into a few cool libraries and got my first real taste of FRP outside of toy examples. However, I still feel like thar be dragons lurking in the shadows with this approach, and the apparent lack of complex examples is not reassuring. I think part of the problem with this is the absence of wrapper libraries that make common tasks easier, which inhibits exploration. Another open problem is handling of complex GUI state within the Model. I’m also concerned with integrating foreign GUI components (“widgets” in virtual-dom parlance) and persisting state across them.

The approach does, however, eliminate sync issues between the components, which naturally eliminates a large source of bugs.

# Why Purescript?

One thing that I feel Haskell doesn’t do well presently is interface with GUI libraries. One issue is that, because most such libraries are largely stateful, there’s some impedance when trying to adopt them into idiomatic Haskell code. Another problem altogether is trying to get cross-platform GUI libraries to even build/run. It’s a problem I’ve written about before.

I’ve had some good success in the past with using Haskell libraries that leverage the browser as a robust, cross-platform GUI. However, running the GUI in the browser and the controller logic in Haskell is problematic for all but the simplest GUIs for a few reasons:

1. The round trip communication between the browser and Haskell code introduces latency that might be unacceptably high. Indeed, some typical operations might require several round trips.
2. More and more, the latest GUI component libraries are written in Javascript, so using GUI components that are designed with Javascript in mind is more difficult with a Haskell backend.
3. Keeping the GUI in sync with the model requires fragile DOM updates. Smarter, more functional and performant approaches like virtual-dom don’t integrate well with Haskell backends because the entire model or virtual DOM tree must be serialized to the browser for each GUI update.
4. More and more, browser technologies are becoming the basis for cross-platform apps.

But here’s the thing: writing Javascript is no fun. Haskell is fun. Can we write Haskell but get the advantages of Javascript?

Write Haskell. Compile to Javascript. Run anywhere. Sounds good, right? Some projects are developing exactly this kind of solution. Each has its advantages. For example, Fay has a nice FFI to bind to Javascript libraries and invoke custom Javascript code. Haste reportedly generates fast, understandable Javascript. GHCJS supposedly compiles any Haskell code with ease.

However, I think all these solutions suffer from a key deficiency: Haskell baggage. Each compiles Haskell syntax and supports Haskell semantics, including laziness. Usually, this necessitates a large Javascript runtime be packaged with the generated Javascript program just to execute it in a way Haskell would. After all, they are the forcing square peg of Javascript into the round hole of Haskell.

## Purescript – A Different Approach

Purescript is a Haskell-like language that compiles to Javascript. Unlike the above approaches that accommodate all/most of Haskell’s syntax and features, Purescript is a functional language designed from the ground up to target Javascript, and its syntax is close enough to Haskell that it should be easy for any Haskeller to pick up quickly. It features:

1. No burdensome runtime.
2. Strict, Javascript-like evaluation.
3. Support for Javascript object literal notation.
4. A type system that is arguably more powerful and/or more convenient than Haskell’s.
5. A dead simple FFI that makes Javascript library interop relatively painless.
6. Other cool goodies.

In a future post, I’ll explore these advantages more in depth, but here I wanted to describe what might motivate a Haskeller (or anyone) to give Purescript a try.

# Setting Up a Haskell Project on NixOS

This entry is part 6 of 6 in the series Setting Up Haskell Development on NixOS Linux from Scratch

Previously, we looked at how to add new packages to our nixpkgs expression tree. Often, the reason we are adding new packages is that we want to use them for Haskell development! This installment will explore starting a new Haskell project.

Again, we’re going to be using some custom nix commands that we set up in previous posts of this series, so if you’re jumping in here, you might want to back up a few installments if you find yourself getting lost.

I’m going to be using the janrain snap tutorial as the basis for this installment, but much of this exploration is getting set up to do the tutorial, so there is not much overlap.

# Set Up Project Files

First, let’s set up the basic project files we’re going to be using for our exploration.

## Basic Snap Setup

Run the following commands to set up a new projectomatic directory and initialize it using cabal init and snap init. For the cabal init call, you can accept all the defaults if you want; most of the files generated with that call will be overwritten by snap init anyway. When asked, you want to choose 2) Executable.

#!bash
mkdir projectomatic
cd projectomatic
cabal init
snap init


If you encounter a snap: command not found message, then you need to install snap into your user environment. If you already have the package, installing it will just make it active for the user environment so you can call snap init. Otherwise, installing will both build it and make it active.

#!bash


The project directory will be initialized with a projectomatic.cabal file, among others. Feel free to modify the values set by default in the cabal file. I’m going to leave the defaults as is for this tutorial.

Sanity Check: In your projectomatic directory, you should now have projectomatic.cabal, Setup.hs, and the directories log, snaplets, src, and static.

## Generate default.nix

Just like we used the cabal2nix utility to automatically generate nix expression for hackage packages, we can also use cabal2nix to generate expressions for our new projectomatic project.

#!bash
cabal2nix projectomatic.cabal --sha256 blah > default.nix


Check out the new default.nix and you’ll see a nice, clean expression for the new projectomatic package. We want to change the sha256 = "blah" to src = ./., but other than that, the expression is similar to the ones we saw previously.

We can’t run it just yet, though. This expression is generated so that it can be integrated into the haskellPackages environment of nixpkgs. Since our project will be distinct from haskellPackages, we need to do some additional customization.

The first issue is with the expression inputs:

#!nix
{ cabal, heist, lens, MonadCatchIOTransformers, mtl, snap, snapCore
, snapLoaderStatic, snapServer, text, time, xmlhtml
}:


This looks just like the previous nix expressions we encountered, so what’s the problem? When we incorporated new nix expressions into the nixpkgs expression tree, expressions for dependent Haskell packages were defined in the same haskellPackages scope. Thus, when Nix needed the input cabal expression in order to put the cabal dependency on the path, it could do it because the cabal expression was in the same scope.

On the other hand, here we are defining a nix expression outside of that scope, so Nix doesn’t know what the cabal dependency means. In fact, if we try to run nix-build for projectomatic, we’ll see this:

#!bash
[dan@nixos:~/Code/projectomatic]$nix-build error: cannot auto-call a function that has an argument without a default value (cabal')  To fix this problem, we need to specify in our default.nix expression where the dependent expressions are defined. We’ll do this by redefining the expression to take a single haskellPackages input argument that has a default value defined as (import <nixpkgs> {}).haskellPackages), which is the scope we want! #!nix { haskellPackages ? (import <nixpkgs> {}).haskellPackages }: let inherit (haskellPackages) cabal heist lens MonadCatchIOTransformers mtl snap snapCore snapLoaderStatic snapServer text teim xmlhtml ; in cabal.mkDerivation (self: {  The term <nixpkgs> instructs Nix to look for expressions beginning with $NIX_PATH/nixpkgs. Since my NIX_PATH has only the prefix that I set in my .bashrc file, the resolved file path is my desired local directory /home/dan/Code/nixpkgs.

#!bash
[dan@nixos:~/Code/projectomatic]$echo$NIX_PATH
/home/dan/Code:nixos-config=/etc/nixos/configuration.nix


# Using nix-shell

Now we have all the files we need for a complete (but minimal) snap default project. A lot of our effort was spent tweaking the new default.nix to work with our new project. Surely there must be some way to check that it’s correct.

## A Quick Reminder about Expressions

Remember the purpose of nix expressions.

1. Define all system inputs to a package
2. Define the build steps for the package

When a nix expression is run, Nix configures something of a private system for building the package. The private system is configured to only have the dependencies of the nix expression. If a required dependency is left out of the expression inputs, the package will fail to build.

## nix-shell Command

The nix-shell command acts as a way to inject a CLI into this private system. Within the nix-shell, the user can build expressions and run commands as if they are being run as part of an expression. Let’s try it out

#!bash
[dan@nixos:~/Code/projectomatic]$nix-shell error: Package ‘projectomatic-0.1’ in ‘/home/dan/Code/projectomatic/default.nix:18’ has an unfree license, refusing to evaluate. You can set { nixpkgs.config.allowUnfree = true; } in configuration.nix to override this. If you use Nix standalone, you can add { allowUnfree = true; } to ~/.nixpkgs/config.nix.  Whoa, what happened here? By default, Nix won’t evaluate expressions that have an unfree license, which, if you accepted all the defaults like I did, is what we have for our project. By following the instructions given in the error, we can allow unfree packages to be built. However, this will allow unfree packages everywhere, and we just want to build this one unfree package. An unmentioned way to enable unfree packages is the NIXPKGS_ALLOW_UNFREE environment variable. We can temporarily enable unfree packages, build the one we want, and then disable it again to return us back to our starting point. I added this to my .bashrc file (along with nix-install and nix-search) to make it easy to drop into an unfree nix-shell. #!bash nix-shell-unfree() { FLAGSAVE=$NIXPKGS_ALLOW_UNFREE;
echo "Opening shell with NIXPKGS_ALLOW_UNFREE=1. Original setting of $FLAGSAVE will restored on exit."; export NIXPKGS_ALLOW_UNFREE=1; nix-shell; echo "Restoring NIXPKGS_ALLOW_UNFREE=$FLAGSAVE ...";
export NIXPKGS_ALLOW_UNFREE=$FLAGSAVE; }  Now our nix-shell-unfree command will put us in a nix shell. #!bash [dan@nixos:~/Code/projectomatic]$ nix-shell-unfree
Opening shell with NIXPKGS_ALLOW_UNFREE=1.  Original setting of 0 will restored on exit

[nix-shell:~/Code/projectomatic]$exit exit Restoring NIXPKGS_ALLOW_UNFREE=0 ...  Try entering a nix-shell-unfree and running nix-build. Did the build work without error? Depending on your dependency versions, maybe it did. For me, I get the following: #!bash Setup: At least the following dependencies are missing: lens >=3.7.6 && <4.2  Looks like I still have some work to do. At first, I started setting up a new local expression for a different lens version, but after getting it set up, I found that snap requires lens 4.2, even though the cabal file written by by snap init requires less than 4.2! I am chalking this up to a bug and manually edited the projectomatic.cabal file to use lens <= 4.2. After that, nix-build works without issue. Note that I also tried keeping the cabal file unmodified and using jailbreak=true, but that had no effect as far as I could tell. # Running the Default Application We have successfully overcome several obstacles in getting the default, (mostly) unmodified snap project template to compile. Now let’s run it. When using nix-build, Nix puts a sym link into your project directory called result that points to the location in the store that holds the build results of the expression. We can use result to get easy access to our new binary. TADA! We are now ready to actually follow the janrain tutorial. This installment is long enough already, so I’ll save exploring the tutorial itself for next time. # Adding Nix Expressions for New Packages This entry is part 5 of 6 in the series Setting Up Haskell Development on NixOS Linux from Scratch The nixpkgs repository does a good job of including many Haskell packages already. Indeed, it almost seems like the lazy, functional Nix-based NixOS might have a soft spot for Haskell :). Much of hackage is available with just a few keystrokes, relieving cabal of its package-managing tasks. However, nixpkgs does not include all of hackage, and it’s actually not hard run into missing packages during development. For instance, not long ago I wanted to build a toy snap app as a first project in NixOS. While snap is available, snap-web-routes is not. We’ll explore adding hackage packages to your local nixpkgs repo (and submitting them upstream) in this installment. In fact, we’re going to add snap-web-routes to nixpkgs. # Preparing git If you followed my earlier installment in this series, you should have a local clone of the nixpkgs repository. Since we plan to submit a pull request with our changes, we need to take a few steps to prepare git. If you are pretty seasoned with git, you can probably skip this section. ## Add and Sync Upstream We need to add the primary NixOS/nixpkgs github repository to our remotes. This will enable us to pull in updates to the nix expressions easily. #!bash git remote add upstream https://github.com/NixOS/nixpkgs.git git fetch upstream git merge upstream/master  The last two lines are what we’ll execute whenever we want to pull in updates for our custom nix-search and nix-install calls. ## Make a New Branch Next we need to create a new branch for adding our new expression. This will isolate our updates when we submit a pull request; otherwise, any additional, unrelated updates we make to our local repository and push to origin will get added to the pull request! I learned this the hard way. Make a new branch and check it out using checkout and -b. #!bash git checkout -b add-haskell-snap-web-routes  # Adding Expressions ## Nixpkgs Expression Hierarchy The nix expressions for all the available package are included in our local nixpkgs repository. Each nix expression is specified using a path. If no file name is provided in the path, then the file name of default.nix is assumed. For example, nixpkgs/ has a default.nix, which has the following line #!nix import ./pkgs/top-level-all-packages.nix  The default.nix expression imports all the expressions listed in pkgs/top-level/all-packages.nix. This expression, in turn, imports expressions from other locations in the nixpkgs repository. The one we are interested in is pkgs/top-level/haskell-packages.nix. Here’s just one excerpt from the haskell-packages.nix file. #!nix snap = callPackage ../development/libraries/haskell/snap/snap.nix{}  So, when we invoke nix-install haskellPackages.snap, Nix calls the expression located at in the ../development/libraries/haskell/snap/snap.nix file. Thus, to add a new packages to our repo, we need to 1. Write a nix expression file and put it in a logical spot in the nixpkgs repository. 2. Put a line in haskell-packages.nix we can use to call the expression file. ## A Nix Expression for a Cabal Package To add snap-web-routes to the hierarchy, we need to write a nix expression for it. What does a nix expression look like? Here’s the one for snap given in the nix file mentioned above. #!nix { cabal, aeson, attoparsec, cereal, clientsession, comonad , configurator, directoryTree, dlist, errors, filepath, hashable , heist, lens, logict, MonadCatchIOTransformers, mtl, mwcRandom , pwstoreFast, regexPosix, snapCore, snapServer, stm, syb, text , time, transformers, unorderedContainers, vector, vectorAlgorithms , xmlhtml }: cabal.mkDerivation (self: { pname = "snap"; version = "0.13.2.7"; sha256 = "1vw8c48rb1clahm1yw951si9dv9mk0gfldxvk3jd7rvsfzg97s4z"; isLibrary = true; isExecutable = true; buildDepends = [ aeson attoparsec cereal clientsession comonad configurator directoryTree dlist errors filepath hashable heist lens logict MonadCatchIOTransformers mtl mwcRandom pwstoreFast regexPosix snapCore snapServer stm syb text time transformers unorderedContainers vector vectorAlgorithms xmlhtml ]; jailbreak = true; patchPhase = '' sed -i -e 's|lens .*< 4.2|lens|' snap.cabal ''; meta = { homepage = "https://snapframework.com/"; description = "Top-level package for the Snap Web Framework"; license = self.stdenv.lib.licenses.bsd3; platforms = self.ghc.meta.platforms; }; })  Whoa, that’s a lot to take in. Let’s go through the main points. ### Dependencies List The big list at the top are the dependencies for the nix expression. When Nix runs this expression, it first ensure that all dependencies are available and placed on the path. Anything not in the dependencies list is removed from the path. If a necessary dependency is not specified in this list, Nix will refuse to run the expression. One thing to note about these dependencies: they look like Haskell package names, but technically they are nix expressions in the same namespace as the snap.nix expression. By convention, nix expressions for Hackage packages are named slightly differently. ### Cabal.mkDerivation The call to cabal.mkDerivation is a function call defined elsewhere in the expression hierarchy, and each item specified within the curly braces is a named input argument to the function. The important items are mostly self-explanatory, but a couple could use some elaboration: • sha256 – a hash of the source code used to build the package. Nix checks the hash for consistency before building the package. • jailbreak – strips out the dependency version bounds from the cabal file before building. ## Generating a Nix Expression with cabal2nix Specifying a nix expression like the one for snap from scratch would be a huge PITA. Thankfully, NixOS has a sweet utility function called cabal2nix that essentially handles everything for us. #!bash nix-install haskellPackages.cabal2nix  First, make sure your hackages list is up to date. #!bash cabal update  Next, call cabal2nix and specify the hackage package name. #!bash [dan@nixos:~/Code/nixpkgs]$ cabal2nix cabal://snap-web-routes
% Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
0     0    0     0    0     0      0      0 --:--:-- --:--:-- --:--:--     0
0     0    0  7161    0     0  12992      0 --:--:-- --:--:-- --:--:-- 12992
path is ‘/nix/store/wyilc14fjal3mbhw0269qsr5r84c5iva-snap-web-routes-0.5.0.0.tar.gz’
{ cabal, heist, mtl, snap, snapCore, text, webRoutes, xmlhtml }:

cabal.mkDerivation (self: {
pname = "snap-web-routes";
version = "0.5.0.0";
sha256 = "1ml0b759k2n9bd2x4akz4dfyk8ywnpgrdlcymng4vhjxbzngnniv";
buildDepends = [ heist mtl snap snapCore text webRoutes xmlhtml ];
meta = {
homepage = "https://github.com/lukerandall/snap-web-routes";
description = "Type safe URLs for Snap";
platforms = self.ghc.meta.platforms;
};
})


Boom. We get a complete nix expression without doing any work. Now we just need to put it in the right spot in the hierarchy. The rest of the hackage packages are in pkgs/development/libraries/haskell, so we’ll follow suit.

#!bash
[dan@nixos:~/Code/nixpkgs]$mkdir pkgs/development/libraries/haskell/snap-web-routes [dan@nixos:~/Code/nixpkgs]$ cabal2nix cabal://snap-web-routes > pkgs/development/libraries/haskell/snap-web-routes/default.nix


Now we can check that our expression actually runs. The nix-install function we added isn’t smart enough to handle --dry-run, so we’ll use the nix-env command directly.

#!bash
[dan@nixos:~/Code/nixpkgs]$nix-env -iA haskellPackages.snapWebRoutes --dry-run installing haskell-snap-web-routes-ghc7.6.3-0.5.0.0' these derivations will be built: /nix/store/f42ybqmcmq44nr73l6ap90l5wnm3s4kq-haskell-snap-web-routes-ghc7.6.3-0.5.0.0.drv these paths will be fetched (21.88 MiB download, 416.87 MiB unpacked): /nix/store/0kw75f2qqx19vznsckw41wcp8zplwnl7-haskell-errors-ghc7.6.3-1.4.7 /nix/store/14rjz7iaa9a1q8mlg00pmdhwwn7ypd4x-haskell-distributive-ghc7.6.3-0.4.4 /nix/store/1jnipx1swkivg1ci0y7szdljklaj9cx1-haskell-skein-ghc7.6.3-1.0.9 ...  So snap-web-routes will be built, and all of its dependencies will be fetched from pre-built binaries. Sweet! If the dry-run looks good, you can run the command again without the --dry-run option or use nix-install like we have previously. I omit that call here. Note that this will install the package to your user environment. Remember: installing a package means making it active in the user environment. If you don’t want to install it, you can just build it with nix-build, which will put it in your store but it won’t be installed for the user. #!bash nix-build -A haskellPackages.snapWebRoutes  # Make the Pull Request Again, if you’re already adept at git and github, you can skip this section. We’re going to push our changes up to github and make a pull request. The process is largely automatic! Add the new .nix file to the git repo, commit the changes, and then push the branch to github. #!bash git add pkgs/development/libraries/haskell/snap-web-routes/default.nix git commit -a -m "Added snapWebRoutes to haskellPackages." git push origin add-haskell-snap-web-routes  Go to your github repo and you should see a prompt asking if you want to create a pull request; something like NixOS:master -> fluffynukeit:add-haskell-snap-web-routes. Follow the prompts and you’re done! That’s it for this installment! New installments to come if/when I encounter new problems to write about! # Setting Up Vim (for Haskell) This entry is part 4 of 6 in the series Setting Up Haskell Development on NixOS Linux from Scratch In this installment, we are going to set up vim for Haskell development. If you don’t want to use vim, you can skip this post entirely. On the other hand, if you do want to use vim or are at least curious about trying it out (like me), then keep reading. Chances are, if you do any kind of programming in a unix-like environment, you already know that vim is a text editor. Its proponents claim that proficiency in vim enables you to code faster than in any other editor. As for myself, my programming experience is mostly in IDEs, so I’m a veritable vim newbie. When I first started experimenting in vim not too long ago, I found the number of configuration options and plugins to be overwhelming. In fact, I’ve had to scrap several earlier version of this post as I found new combinations to try! So, this post will explore just one possible vim configuration for Haskell development, and to be honest it’s one with which I have limited experience so far. Still, I expect the baseline discussed here to be a good starting point for pretty much anybody. As time goes on, I will likely change my vim configuration to better suit my needs as I discover them. I plan to keep my vim configuration version controlled, so if you are curious about the latest version you can check it out. Also, this post is not a tutorial about how to use vim, but rather how to configure it for Haskell. If you want practice with basic vim controls, you might want to try out the free levels of vim-adventures. # General Vim Options Vim configuration is controlled through a the ~/.vimrc file. This file is processed when vim first starts up and allows the user to configure vim in a huge number of ways. Just wrapping your head around all the various options can be overwhelming. Configuring vim means building this vimrc file to our liking. ## Installing Vundle for Managing Plugins One of the things that makes vim a popular editor choice is huge number of plugins available to customize your text editing experience. Downloading plugins is easy, but to get vim to recognize your plugins, you have to mess with vim’s runtimepath variable. This can get pretty tedious, but thankfully there are plugin managers that will do the work for us. Vundle is one such declarative plugin manager, which fits with our NixOS theme. Installing Vundle is a breeze. First, execute the following command: #!bash git clone https://github.com/gmarik/Vundle.vim.git ~/.vim/bundle/Vundle.vim  This will make a bundle directory under which we will install our various plugins. We’re not done yet, though. We also need to add the following to the top of our .vimrc file to run Vundle at startup. The comments are mine and optional #!vim " ========= VUNDLE CONFIG =========== set nocompatible filetype off set rtp+=~/.vim/bundle/Vundle.vim call vundle#begin() Plugin 'gmarik/Vundle.vim' " LIST PLUGINS HERE " VUNDLE CLEANUP call vundle#end() filetype plugin indent on  Essentially, this code is declaring that the Vundle plugin will manage itself. One downside of Vundle, however, is that the plugins must have a github repository to be managed. If this is a problem for you, check out the alternative pathogen. ## Installing General Utility Plugins Next, we’ll install some utility plugins for vim, which will also demonstrate how to install plugins using Vundle generally. The plugins I’m choosing are vim-sensible, vim-unimpaired, and syntastic. Vim-sensible touts itself as being a standard set of defaults on which pretty much everyone can agree. Vim-unimpaired adds lots of key bindings to make tasks like navigating through compiler errors, for example, a lot easier. Syntastic runs syntax checkers and displays the errors in plain view. Simply add the following lines to the .vimrc file in the section I labeled LIST PLUGINS HERE. #!vim " LIST PLUGINS HERE Plugin 'tpope/vim-unimpaired' Plugin 'tpope/vim-sensible' Plugin 'scrooloose/syntastic' let g:syntastic_always_populate_loc_list=1 " A Haskell plugin we'll install later is 'dag/vim2hs', " but installing it now is fine, too.  Save the file, (re)load vim, and enter :PluginInstall. Vundle will set up the path to only use the plugins you’ve declared in .vimrc, kind of like NixOS does! Cool. A split screen should show up indicating the status of the selected plugins. If you ever want to add or remove plugins, just change the listed plugins in the .vimrc file and run :PluginInstall again. The line let g:syntastic_always_populate_loc_list=1 configures syntastic to put the errors in the vim locations list, which allows us to jump through the errors using the vim-unimpaired bindings of [L, ]L, [l, and ]l. ## Adding Custom Options Directly The above plugins do a good job of setting up some standard options, but everyone prefers their own twist on things. Mine is given below, which I put in my .vimrc file after the Vundle settings. Each setting is commented to explain what’s going on. #!vim " ========== GENERAL VIM SETTINGS ========== " Enable search highlighting set hlsearch " Enable line numbers set number " Use F11 to toggle between paste and nopaste set pastetoggle=<F11> " vim-sensible enables smarttab. Here, we configure the rest: " Set the display size of \t characters set tabstop=2 " When hitting , insert combination of \t and spaces for this width. " This combination is deleted as if it were 1 \t when using backspace. set softtabstop=2 " Set code-shifting width. Since smarttab is enabled, this is also the tab " insert size for the beginning of a line. set shiftwidth=2 " When inserting tab characters, use spaces instead set expandtab " Instead of failing command, present dialog if unsaved changes set confirm " Enable mouse in all modes set mouse=a " Map jk and kj to to exit insert mode. We need to use F11 to toggle to " paste mode before pasting any string with jk or kj, then switch back. When " inserting jk or kj manually, we will need to type the keys slowly so that " the key mapping times out. Using jk or kj to escape is easier than many " other alternatives. ino jk <Esc> ino kj <Esc> " Set a vertical line for long line width. This will give us a visual " indicator for cases in which line length is approaching 80 chars set colorcolumn=80 " Set the command section height to 2 lines. Useful if notices (like syntastic) are shown on command lines set cmdheight=2  # Customizations for Haskell Now we’ll add some new features for our vim installation specifically to work with Haskell. ## ghcmod Installing the syntastic plugin for syntax checking was only part of the story as syntastic only runs external syntax checkers and displays their results. So now we need a syntax checker. Enter ghcmod. #!bash nix-install haskellPackages.ghcMod  That’s it. Syntastic will recognize that ghcmod is installed and run it whenever a Haskell file is saved. To verify that it’s being recognized, open a Haskell file, type some Haskell code, then run :SyntasticInfo, which will show what checkers syntastic plans to use for the file. You can also run the checkers explicitly with :SyntasticCheck. ## vim2hs vim2hs is a vim plugin for Haskell syntax highlighting and linting, among other things. It seems more lightweight than the haskellmode-vim alternative plugin and was highly recommended in a reddit discussion about vim and Haskell. Let’s give it shot. #!vim Plugin 'dag/vim2hs'  Remember to re-run :PluginInstall within vim after updating .vimrc. That’s it for the basic vim setup. Changing the color scheme, customizing the display, and other items related more toward personal taste are left for you to explore! # Installing Essential Software In NixOS This entry is part 3 of 6 in the series Setting Up Haskell Development on NixOS Linux from Scratch Welcome to part 3 of my series on setting up NixOS for Haskell development! In this part, we’ll learn how to discover and install essential software for NixOS. We won’t cover the particulars of installing Haskell-related components (I’m saving that for a post on its own), but some of our decisions here will be motivated by the foresight that Haskell development is what we eventually want to do. As always, if you see an error, please let me know. I’m figuring this stuff out as I go. In the last post, we learned a bit about the Nix package manager. Let’s recap the essential points: • All software components in NixOS are installed using the Nix package manager. • Packages in Nix are defined using the nix language to create nix expressions. • Nix expressions define all inputs to a build process, including dependencies, which can themselves be nix expressions. • Nix will build all required dependencies if they do not already exist on your system. • Packages installed for all users are defined in the nix expression /etc/nixos/configuration.nix The rest of this post will focus on how to install packages into your user environment. These are the packages that are active on a per-user basis, so other users won’t necessarily have the same active packages as you do. # Finding and Installing Packages Packages are installed by running Nix expressions, so how do we find Nix expressions? There are actually a few different ways to get them. • Use the nix expressions that are included with your installation of NixOS, which are part of a nix channel. A nix channel allows you to easily download updated expressions as well as pre-compiled binaries. • Download a set of nix expressions from the internet. • Subscribe to a new nix channel to download more up-to-date software packages than are available in the default channel. Let’s explore each one of these in turn. Spoiler alert: we’ll use 1) early on but most of our time will be spent with 2). I’ll touch on 3), but honestly it’s not something I recommend if you’re doing Haskell development because I don’t think it offers much, if anything, over option 2). ## Expressions Available through NixOS Installation Your NixOS installation comes with a set of packages that are included by default. These are installed in /nix/var/nix/profiles/per-user/root/channels/nixos, but NixOS is kind enough to give you a shortcut via ~/.nix-defexpr/channels_root/nixos. This is the default location from which nix expressions are run. It also happens to be a nix channel, but I’ll discuss nix channels later. The key point is that NixOS comes with oodles of expressions built-in and ready to be run. In fact, let’s run one right now in preparation for later steps. We’ll install git. All of the manipulations of the user environment are invoked using the nix-env command. For example, if we want to see a list of all available packages from the built-in expressions #!bash nix-env -qaP --description *  Here, q means query, a means available packages, and P means show the attribute path, which is essentially a way to specify a particular expression instead of using the software package name. The description option includes the description of the packages, as well. In the case of git, we’ll see this among the long list of available packages: #!bash nixos.pkgs.gitAndTools.gitFull git-1.9.4 Git, a popular distributed version control system  The software is named git-1.9.4, but the attribute path specifying the nix expression used to build it is nixos.pkgs.gitAndTools.gitFull. We can use either the package name or the attribute path to install git, but the attribute path is the recommended strategy since it removes all ambiguity about which package should be installed and how. So let’s install git using the following command: #!bash nix-env -iA nixos.pkgs.gitAndTools.gitFull  Nix will then download all dependencies that you don’t already have (which, since this is our first installation, is all of them) and install git. Here the flag i means install and A means by attribute path (yes, it bothers me that query commands use -P and install commands use -A). We can verify the installation worked successfully by querying the list of installed packages in the user environment. #!bash nix-env -q --installed  The command above should list git as being an installed package. ## Installing from Downloaded Expressions Another approach to getting expressions is to download a collection of them from the internet. The most popular collection is the nixpkgs repository on github. In fact, the nix expressions that are bundled with NixOS (and which we explored above) are simply a stable version of this nixpkgs repository. While the nixpkgs repository has a lot of available Haskell packages already, I quickly ran into ones that I needed but weren’t included. Properly installing these packages requires adding new nix expressions to the available set. This is why I recommend running downloaded nix expressions as the default method of installation for Haskell developers; most likely, you’ll be adding and running your own expressions anyway, and you can pull in updates with git just as easily as you can using nix channels. Since Nix is declarative, our expressions will be useful for everyone else, too, so why not contribute them back to nixpkgs? For this, we’ll need to fork the nixpkgs repository and then clone our fork to our local machine. Any updates made locally can be made on a branch, pushed back to github, and then pulled into the main nixpkgs repository. FYI: when I cloned the repository, it was about 125 MB in size. After you fork and clone the repo locally, cd to its root. We’re going to run pretty much the same nix-env command we did before, except now we use the -f flag to read the nix expressions from the directory. Personally, I’m trying to get good at vim, so I’ll be querying for it with the following: #!bash nix-env -f . -qaP --description vim vim vim-7.4.316 The most popular clone of the VI editor  Pretty easy. In this case, I got lucky and was able to guess the package name “vim” correctly, but in general there are better ways to search, as we’ll find later. Installation is also an analogous command. #!bash nix-env -f . -iA vim  We’ll investigate how to update this local nixpkgs repository with our own additions in a future post. ## Subscribing to a New Channel The third option for getting expressions is to subscribe to a new channel. I say new channel because all NixOS installations are automatically subscribed to the channel associated with the released OS version. For instance, I can inspect the default channel’s manifest and see that it’s for NixOS version 14.04. #!bash cat ~/.nix-defexpr/channels_root/manifest.nix [ { meta = { }; name = "nixos-14.04.312.b84584f"; .......  Ok, but what is a channel? A channel is a set of nix expressions combined with a manifest file. The manifest file describes what binaries are available for downloading instead of building from scratch, so they can save you a lot of time if you are doing many installations. You can pull in new updates from a channel using the nix-channel --update command. The default channel is not really sufficient for development purposes because we want to add and run our own nix expressions. As such, I’m glossing over channels in favor of pulling updates in from the git repository directly. I admit I’m not the most knowledgeable about channels, so if there some best practices out there to make working with them easier, please let me know. # Enhancing the Nix Experience We have seen how to query and install packages using Nix, but there are some small customizations we can make to make our development lives a bit easier. Instead of using nix-env and specifying our standard set of flags again and again, we can write some custom bash commands to do most of the typing for us. One problem: how can we search for packages by keyword? The nix-env command takes a package name as an input, not a general keyword. Thankfully, we have grep, which can search through the large list of available packages and find keywords and regular expressions for us. The code below defines a new bash command nix-search that will search through all the expressions in our git repository looking for matches of a particular keyword or regular expression. Searching for the right expression to install will be much easier. #!bash nix-search(){ echo "Searching..."; nix-env -f ~/Code/nixpkgs -qaP --description \* | grep -i "$1"; }


All this hard-coding of -f ~/Code/nixpkgs is a problem waiting to happen, though. A better way is to use the .nix-defexpr folder to simply change the default location that Nix searches for expressions. In doing so, we won’t even need the -f flag anymore.

One thing I’d like is to have .nix-defexpr be a link itself to my ~/Code/nixpkgs directory. Otherwise, my attribute paths will need some kind of prefix, and since I only want to use expressions under ~/Code/nixpkgs, using this unnecessary prefix will get a little annoying. Normally, we could simply make .nix-defexpr a link to the right directory, but it turns out that if .nix-defexpr is a link, it is deleted when you log in and replaced with the Nix default. So, as a work around, I’m adding code to my .bashrc file to set up .nix-defexpr the way I want when I open the terminal.

We also should change the NIX_PATH environment variable similarly to what I have done below.

#!bash
# In ~/.bashrc
rm -r ~/.nix-defexpr
ln -s /home/dan/Code/nixpkgs ~/.nix-defexpr

# Then export the right env variables:
export NIX_PATH=/home/dan/Code:nixos-config=/etc/nixos/configuration.nix;
nix-search(){ echo "Searching..."; nix-env -qaP --description \* | grep -i "$1"; }  We can make installing easier too by writing a new command to run expressions from our git repo, specified by attribute path. #!bash nix-install(){ nix-env -iA$1; }


The first version of this post used the -f flag exclusively because I didn’t yet know about NIX_PATH and .nix-defexpr. Having a nix-install helper function makes more sense when the -f flag was being used, but in its current form it doesn’t save any keystrokes. The user may use her discretion when deciding whether or not to use nix-install.

Put both functions into the .bashrc file in your home directory, then use source ~/.bashrc to reload the .bashrc file for the updates to take effect.  We can use the new commands like this (might need to scroll right!):

#!bash
[dan@nixos:~]$nix-search vim Searching... bvi bvi-1.3.2 Hex editor with vim style keybindings qvim qvim-7.4 The most popular clone of the VI editor (Qt GUI fork) vim vim-7.4.316 The most popular clone of the VI editor vimWrapper vim-with-vimrc-7.4.316 The most popular clone of the VI editor vimb vimb-2.4 A Vim-like browser vimbWrapper vimb-with-plugins-2.4 A Vim-like browser (with plugins: ) vimprobable2 vimprobable2-1.4.2 Vimprobable is a web browser that behaves like the Vimperator plugin available for Mozilla Firefox vimprobable2Wrapper vimprobable2-with-plugins-1.4.2 Vimprobable is a web browser that behaves like the Vimperator plugin available for Mozilla Firefox (with plugins: ) vimNox vim_configurable-7.4.316 The most popular clone of the VI editor vimHugeX vim_configurable-7.4.316 The most popular clone of the VI editor vimHugeXWrapper vim_configurable-with-vimrc-7.4.316 The most popular clone of the VI editor [dan@nixos:~]$ nix-install vim
replacing old vim-7.4.316'
installing vim-7.4.316'


### An Aside About Nix Search Paths

I have had to update this post a few times as I learn more about how Nix search paths work. I have tried to keep everything mentioned here correct and consistent, but having everything clearly spelled out is valuable. Here’s my most up-to-date knowledge:

• By default, the nix-env command searches the expressions contained in the ~/.nix-defexpr directory. This directory can have subfolders or symbolic links to any other directories, and Nix will prepend any attributes with the symbolic link name. For instance, if .nix-defexpr contained a link dans_nixpkgs -> ~/Code/nixpkgs, then searches using nix-env will show attributes as dans_nixpkgs.haskellPackages.snap, for instance.
• By making .nix-defexpr a symbolic link itself, you can eliminate the prefixes, but .nix-defexpr will be reset back to the default the next time you boot the machine. As a work around, I have placed code in my .bashrc file to set it up the way I want each time a terminal is opened.
• The .nix-defexpr default location is what is overridden when using the -f flag.
• The NIX_PATH environment variable is used when resolving <brackets> in nix expressions. For example, NIX_PATH=/home/dan/Code will lead to <nixpkgs> resolving to /home/dan/Code/nixpkgs. It has no effect on the nix-env command itself.
• nixos-config must point to the configuration.nix file or else nixos-rebuild calls will fail.

# Installing Haskell Platform and GHC

We can use our new bash commands to start installing our required Haskell packages.  In the past, I have tried to avoid Haskell Platform because, invariably, I would need a different version of one of the packages it offers or I would need a package that isn’t included.  Unfortunately, following either of these scenarios has sometimes required that I re-install all my packages from scratch to resolve odd dependency conflicts. But, this is NixOS, and the claim is that NixOS is designed to prevent that kind of baloney from happening.  Only time and experience will tell if that’s true, but in the meantime we’ll barge right ahead and get Haskell Platform since it is often suggested as the best way to get started with Haskell.

#!bash
[dan@nixos:~]$nix-search "haskell platform" Searching... &lt;omitted&gt; haskellPlatform haskell-platform-2013.2.0.0 Haskell Platform meta package [dan@nixos:~]$ nix-install haskellPlatform


After installation is complete, we will have Haskell Platform 2013.2.0.0 installed, which used ghc 7.6.3 to build.   However, we did not yet install ghc because NixOS only puts packages we install on the path, not their dependencies. Installing ghc is now a fast operation because all NixOS is doing is adding the existing executable to the path. At the same time, let’s install cabal.

#!bash

I have received reports from some users that haskellPackages.ghc doesn’t work for them, but haskellPlatform.ghc does, so give that a try if the above doesn’t work for you.