我最近发现了FP错误(试图学习Haskell),到目前为止,我对我所看到的(一流函数、惰性求值和所有其他好东西)印象深刻。我还不是专家,但我已经开始发现对基本算法进行“功能性”推理比命令式推理更容易(而且我很难回到我必须回到的地方)。

The one area where current FP seems to fall flat, however, is GUI programming. The Haskell approach seems to be to just wrap imperative GUI toolkits (such as GTK+ or wxWidgets) and to use "do" blocks to simulate an imperative style. I haven't used F#, but my understanding is that it does something similar using OOP with .NET classes. Obviously, there's a good reason for this--current GUI programming is all about IO and side effects, so purely functional programming isn't possible with most current frameworks.

My question is, is it possible to have a functional approach to GUI programming? I'm having trouble imagining what this would look like in practice. Does anyone know of any frameworks, experimental or otherwise, that try this sort of thing (or even any frameworks that are designed from the ground up for a functional language)? Or is the solution to just use a hybrid approach, with OOP for the GUI parts and FP for the logic? (I'm just asking out of curiosity--I'd love to think that FP is "the future," but GUI programming seems like a pretty large hole to fill.)


当前回答

函数式响应式编程背后的一个开放思想是让事件处理函数同时产生对事件的反应和下一个事件处理函数。因此,一个进化的系统被表示为事件处理函数的序列。

对我来说,学习Yampa成为正确理解函数生成函数的关键。有一些关于扬帕的不错的论文。我推荐The Yampa Arcade:

http://www.cs.nott.ac.uk/~nhn/Talks/HW2003-YampaArcade.pdf(幻灯片,PDF) http://www.cs.nott.ac.uk/~nhn/Publications/hw2003.pdf(全文,PDF)

在Haskell.org上有一个关于Yampa的维基页面

http://www.haskell.org/haskellwiki/Yampa

原Yampa首页:

http://www.haskell.org/yampa(不幸的是目前坏了)

其他回答

The most apparent innovation noticed by people new to Haskell is that there is a separation between the impure world that is concerned with communicating with the outside world, and the pure world of computation and algorithms. A frequent beginner question is "How can I get rid of IO, i.e., convert IO a into a?" The way to to it is to use monads (or other abstractions) to write code that performs IO and chains effects. This code gathers data from the outside world, creates a model of it, does some computation, possibly by employing pure code, and outputs the result.

As far as the above model is concerned, I don't see anything terribly wrong with manipulating GUIs in the IO monad. The largest problem that arises from this style is that modules are not composable anymore, i.e., I lose most of my knowledge about the global execution order of statements in my program. To recover it, I have to apply similar reasoning as in concurrent, imperative GUI code. Meanwhile, for impure, non-GUI code the execution order is obvious because of the definition of the IO monad's >== operator (at least as long as there is only one thread). For pure code, it doesn't matter at all, except in corner cases to increase performance or to avoid evaluations resulting in ⊥.

控制台IO和图形化IO之间最大的哲学区别在于,实现前者的程序通常是用同步风格编写的。这是可能的,因为(撇开信号和其他打开的文件描述符不谈)只有一个事件源:通常称为stdin的字节流。gui本质上是异步的,必须对键盘事件和鼠标点击做出反应。

A popular philosophy of doing asynchronous IO in a functional way is called Functional Reactive Programming (FRP). It got a lot of traction recently in impure, non-functional languages thanks to libraries such as ReactiveX, and frameworks such as Elm. In a nutshell, it's like viewing GUI elements and other things (such as files, clocks, alarms, keyboard, mouse) as event sources, called "observables", that emit streams of events. These events are combined using familiar operators such as map, foldl, zip, filter, concat, join, etc., to produce new streams. This is useful because the program state itself can be seen as scanl . map reactToEvents $ zipN <eventStreams> of the program, where N is equal to the number of observables ever considered by the program.

Working with FRP observables makes it possible to recover composability because events in a stream are ordered in time. The reason is that the event stream abstraction makes it possible to view all observables as black boxes. Ultimately, combining event streams using operators gives back some local ordering on execution. This forces me to be much more honest about which invariants my program actually relies on, similar to the way that all functions in Haskell have to be referentially transparent: if I want to pull data from another part of my program, I have to be explicit ad declare an appropriate type for my functions. (The IO monad, being a Domain-Specific language for writing impure code, effectively circumvents this)

Elliot关于FRP的演讲可以在这里找到。

此外,这并不是真正的答案,而是一个评论和一些想法:“功能GUI”这个术语似乎有点矛盾(纯粹性和IO在同一个术语中)。

但我模糊的理解是,函数式GUI编程是关于声明性地定义一个与时间相关的函数,该函数接受(实际)与时间相关的用户输入,并产生与时间相关的GUI输出。

换句话说,这个函数像微分方程一样声明式地定义,而不是由算法命令式地使用可变状态定义。

因此,在传统FP中,我们使用时间无关函数,而在FRP中,我们使用时间相关函数作为描述程序的构建块。

让我们考虑在弹簧上模拟一个球,用户可以与之交互。球的位置是图形输出(在屏幕上),用户推球是按键(输入)。

在FRP中描述这个仿真程序(根据我的理解)是用一个微分方程(声明性地)来完成的:加速度*质量= -弹簧拉伸*弹簧常数+用户施加的力。

这里有一个关于ELM的视频,说明了这个观点。

截至2016年,Haskell还有几个相对成熟的FRP框架,如Sodium和Reflex(还有Netwire)。

Manning关于函数式响应式编程的书展示了Java版本的Sodium,作为工作示例,并举例说明了FRP GUI代码库与命令式和基于Actor的方法相比是如何行为和扩展的。

最近还有一篇关于箭头化FRP的论文,以及将副作用、IO和突变纳入遵守法律的纯FRP环境的前景:http://haskell.cs.yale.edu/wp-content/uploads/2015/10/dwc-yale-formatted-dissertation.pdf。

同样值得注意的是,JavaScript框架(如ReactJS和Angular)以及其他许多框架已经或正在使用FRP或其他函数式方法来实现可伸缩和可组合的GUI组件。

自从第一次提出这个问题以来,函数式响应式编程已经被Elm变得更加主流。

我建议你去http://elm-lang.org上看看,那里也有一些非常优秀的交互式教程,教你如何制作一个功能齐全的浏览器内GUI。

它允许您制作功能齐全的GUI,其中您需要自己提供的代码仅由纯函数组成。我个人认为它比各种Haskell GUI框架更容易上手。

函数式响应式编程背后的一个开放思想是让事件处理函数同时产生对事件的反应和下一个事件处理函数。因此,一个进化的系统被表示为事件处理函数的序列。

对我来说,学习Yampa成为正确理解函数生成函数的关键。有一些关于扬帕的不错的论文。我推荐The Yampa Arcade:

http://www.cs.nott.ac.uk/~nhn/Talks/HW2003-YampaArcade.pdf(幻灯片,PDF) http://www.cs.nott.ac.uk/~nhn/Publications/hw2003.pdf(全文,PDF)

在Haskell.org上有一个关于Yampa的维基页面

http://www.haskell.org/haskellwiki/Yampa

原Yampa首页:

http://www.haskell.org/yampa(不幸的是目前坏了)