What are the main differences between CLISP, ECL, and SBCL? - common-lisp

I want to do some simulations with ACT-R and I will need a Common Lisp implementation. I have three Common Lisp implementations available: (1) CLISP [1], (2) ECL [1], and (3) SBCL [1]. As you might have gathered from the links I have read a bit about all three of them on Wikipedia. But I would like the opinion of some experienced users. More specifically I would like to know:
(i) What are the main differences between the three implementations (e.g.: What are they best at? Is any of them used only for specific purposes and might therefore not be suited for specific tasks?)?
(ii) Is there an obvious choice either based on the fact that I will be using ACT-R or based on general reasons?
As this could be interpreted as a subjective question
I checked What topics can I ask about here and What types of questions should I avoid asking? and if I read correctly it should not qualify as forbidden fruit.

I wrote a moderately-sized application and ran it in SBCL, CCL, ECL, CLISP, ABCL, and LispWorks. For my application, SBCL is far and away the fastest, and it's got a pretty good debugger. It's a bit strict about some warnings--you may end up coding in a slightly more regimented way, or turn off one or more warnings.
I agree with Sylwester: If possible, write to the standard, and then you can run your code in any implementation. You'll figure out through testing which is best for your project.
Since SBCL compiles so agressively, once in a while the stacktrace in the debugger is less informative than I'd like. This can probably be controlled with parameters, but I just rerun the same code in one of the other implementations. ABCL has an informative stacktrace, for example, as I recall. (It's also very slow, but if you want real Common Lisp and Java interoperability, it's the only option.)
One of the nice things about Common Lisp is how many high-quality implementations there are, most of them free.
For informal use--e.g. to learn Common Lisp, CCL or CLISP may be a better choice than SBCL.
I have never tried compiling to C using ECL. It's possible that it would beat SBCL on speed for some applications. I have no idea.
CLISP and LispWorks will not handle arbitrarily long argument lists (unless that's been fixed in the last couple of years, but I doubt it). This turned out to be a problem with my application, but would not be a problem for most code.
Doesn't ACT-R come out of Carnegie Mellon? What do its authors use? My guess would be CMUCL or SBCL, which is derived from CMUCL. (I only tried CMUCL briefly. Its interpreter is very slow, but I assume that compiled code is very fast. I think that most people choose SBCL over CMUCL, however.)
(It's possible that this question belongs on Programmers.SE.)

In general, SBCL is the default choice among open-source Lisps. It is solid, well-supported, produces fast code, and provides many goodies beyond what the standard mandates (concurrency primitives, profiling, etc.) Another implementation with similar properties is CCL.
CLISP is more suitable if you're not an engineer, or you want to quickly show Lisp to someone non-engineer. It's a pretty basic implementation, but quick to get running and user-friendly. A Lisp-calculator :)
ECL's major selling point is that it's embeddable, i.e. it is rather easy to make it work inside some C application, like a web-server etc. It's a good choice for geeks, who want to explore solutions on the boundary of Lisp and the outside world. If you're not intersted in such use case I wouldn't recommend you to try it, especially since it is not actively supported, at the moment.

Their names, their bugs and their non standard additions (using them will lock you in)
I use CLISP as REPL and testing during dev and usually SBCL for production. ECL i've never used.
I recommend you test your code with more than one implementation.

Related

What is more in the spirit of the Julia language and philosophy?

I recently started programming in Julia for research purposes. Going through it I started loving the syntax, I positively experienced the community here in SO and now I am thinking about porting some code from other programming languages.
Working with highly computational expensive forecasting models, it would be nice to have them all in a powerful modern language as Julia.
I would like to create a project and I am wondering how I should design it. I am concerned both from a performance and a language perspective (i.e.: Would it be better to create modules – submodules – functions or something else would be preferred? Is it better off to use dictionaries or custom types?).
I have looked at different GitHub projects in my field, but I haven't really found a common standard. Therefore I am wondering: what is more in the spirit of the Julia language and philosophy?
EDIT:
It has been pointed out that this question might be too generic. Therefore, I would like to focus it on how it would be better structuring modules (i.e. separate modules for main functions and subroutines versus modules and submodules, etc.). I believe this would be enough for me to have a feel about what might be considered in the spirit of the Julia language and philosophy. Of course, additional examples and references are more than welcome.
The most you'll find is that there is an "official" style-guide. The rest of the "Julian" style is ill-defined, but there are some ways to heuristically define it.
First of all, it means designing the software around multiple dispatch and the type system. A software which follows a Julian design philosophy usually won't be defining a bunch of functions like test_pumpkin and test_pineapple, instead it will use dispatches on test for types Pumpkin and Pineapple. This allows for clean/understandable code. It will break tasks up into small type-stable functions which will allow for good performance. It likely will also be written very generically, allowing the user to use items that are subtypes of AbstractArray or Number, and using the power of dispatch to allow their software to work on numbers they've never even heard of. (In this respect, custom types are recommended over dictionaries when you need performance. However, for a type you have to know all of the fields at the beginning, which means some things require dictionaries.)
A software which follows a Julian design philosophy may also implement a DSL (Domain-Specific Language) to allow a simpler interface to the user. Instead of requiring the user to conform to archaic standards derived from C/Fortran, or write large repetitive items and inputs, the package may provide macros to allow the user to more heuristically define the problem for the software to solve.
Other items which are part of the Julian design philosophy are up for much debate. Is proper Julia code devectorized? I would say no, and the loop fusing broadcast . is a powerful way to write MATLAB-style "vectorized" code and have it be perform like a devectorized loop. However, I have seen others prefer devectorized styles.
Also note that Julia is very different from something like Python where in Julia, you can essentially "build your own standard way of doing something". Since there's no performance penalty for functions/types declared in packages rather than Base, you can build your own Julia world if you want, using macros to define your own "function-like" objects, etc. I mean, you can re-create Java styles in Julia if you wanted.

OpenCL: better to use macros or functions?

In OpenCL, which is C-99, we have two options for creating something function-like:
macros
functions
[edit: well, or use a templating language, new option 3 :-) ]
I heard somewhere (can't find any official reference to this anywhere, just saw it in a comment somewhere on stackoverflow, once), that functions are almost always inlined in practice, and that therefore using functions is ok performance-wise?
But macros are basically guaranteed to be inlined, by the nature of macros. But susceptible to bugs, eg if dont add parentheses around everything, and not typesafe.
In practice, what works well? What is most standard? What is likely to be most portable?
I suppose my requirements are some combination of:
as fast as possible
as little register pressure as possible
when used with compile-time constants, should ideally be guaranteed to be optimized-away to another constant
easy to maintain...
standard, not too weird, since I'm looking at using this for an opensource project, that I hope other people will contribute to
But macros are basically guaranteed to be inlined, by the nature of macros.
On GPU at least, the OpenCL compilers aggressively inlines pretty much everything, with the exception of recursive functions (OpenCL 2.0). This is both for hardware constraints and performance reasons.
While this is indeed implementation dependent, I have yet to see a GPU binary that is not aggressively inlined. I do not work much with CPU OpenCL but I believe the optimizer strategy may be similar, although the hardware constraints are not the same.
But as far as the standard is concerned, there are no guarantees.
Let's go through your requirements:
as fast as possible
as little register pressure as possible
when used with compile-time constants, should ideally be guaranteed to be optimized-away to another constant
Inline functions are as fast as macros, do not use more registers, and will be optimized away when possible.
easy to maintain...
Functions are much easier to maintain that macros. They are type safe, they can be refactored easily, etc, the list goes on forever.
standard, not too weird, since I'm looking at using this for an opensource project, that I hope other people will contribute to
I believe that is very subjective. I personally hate macros with a passion and avoid them like the plague. But I know some very successful projects that use them extensively (for example Boost.Compute). It's up to you.

Can I write a DLL file that exports functions for use from Common Lisp?

Can I write a DLL file that exports functions for use from or that use Common Lisp?
Each Common Lisp implementation has a different way to extend it from various foreign languages. Which implementation do you intend to use?
The GNU CLISP implementation allows one to define external modules written in C that expose objects, symbols, and functions to Lisp. The documentation for writing an external module is complete, but you'll likely find it difficult to integrate this into the rest of your build process, unless you're already using make or shell scripts to automate portions of it.
Alternately, you can turn the question around and ask how do you access C libraries from Common Lisp. Again, most implementations have a foreign function interface, or FFI that allows them to reach out to various other languages. CLISP has an FFI, but you can also use a package like CFFI for portability among Common Lisp implementations. The CLISP documentation describes the trades in these two approaches.
ECL may be another good choice for you if you intend to embed Common Lisp within your C program.
(..i'm not 100% sure what you mean, but i'll just throw some bits out there and see what happens..)
Most Lisps can do the C <--> Lisp type thing by ways of FFI, and there are compatibility layers/libraries for doing FFI like the already mentioned CFFI.
So you can pretty much always have Lisp call C functions and have C call Lisp functions, and most do it by loading .dll/.so files into the already running Lisp process. Note that this tends to be what other environments like Python (PyGTK etc.) do too. This is often exactly what you want, so you might perhaps want to ignore most of what I say below.
The only Lisp I can think of that enables one to do things the "other way around", i.e., load a .dll/.so which "is" Lisp or is produced by Lisp into an already running C process, is ECL.
In many cases it really does not matter where you put the entry point or the "main() function" to use C terms, so if you'd like to use some other Lisp besides ECL but are thinking you "can't because .." this is something to reconsider since, yeah, you can in many cases just shuffle thing around a bit.
However, it's almost always a much better idea to user other IPC mechanisms and avoid any kind of FFI when you can.

Is a functional language a good choice for a Flight Simulator? How about Lisp?

I have been doing object-oriented programming for a few years now, and I have not done much functional programming. I have an interest in flight simulators, and am curious about the functional programming aspect of Lisp. Flight simulators or any other real world simulator makes sense to me in an object-oriented paradigm.
Here are my questions:
Is object oriented the best way to represent a real world simulation domain?
I know that Common Lisp has CLOS (OO for lisp), but my question is really about writing a flight simulator in a functional language. So if you were going to write it in Lisp, would you choose to use CLOS or write it in a functional manner?
Does anyone have any thoughts on coding a flight simulator in lisp or any functional language?
UPDATE 11/8/12 - A similar SO question for those interested -> How does functional programming apply to simulations?
It's a common mistake to think of "Lisp" as a functional language. Really it is best thought of as a family of languages, probably, but these days when people say Lisp they usually mean Common Lisp.
Common Lisp allows functional programming, but it isn't a functional language per se. Rather it is a general purpose language. Scheme is a much smaller variant, that is more functional in orientation, and of course there are others.
As for your question is it a good choice? That really depends on your plans. Common Lisp particularly has some real strengths for this sort of thing. It's both interactive and introspective at a level you usually see in so-called scripting languages, making it very quick to develop in. At the same time its compiled and has efficient compilers, so you can expect performance in the same ballpark as other efficient compilers (with a factor of two of c is typical ime). While a large language, it has a much more consistent design than things like c++, and the metaprogramming capabilities can make very clean, easy to understand code for your particular application. If you only look at these aspects
common lisp looks amazing.
However, there are downsides. The community is small, you won't find many people to help if that's what you're looking for. While the built in library is large, you won't find as many 3rd party libraries, so you may end up writing more of it from scratch. Finally, while it's by no means a walled garden, CL doesn't have the kind of smooth integration with foreign libraries that say python does. Which doesn't mean you can't call c code, there are nice tools for this.
By they way, CLOS is about the most powerful OO system I can think of, but it is quite a different approach if you're coming from a mainstream c++/java/c#/etc. OO background (yes, they differ, but beyond single vs. multiple inh. not that much) you may find it a bit strange at first, almost turned inside out.
If you go this route, you are going to have to watch for some issues with performance of the actual rendering pipeline, if you write that yourself with CLOS. The class system has incredible runtime flexibility (i.e. updating class definitions at runtime not via monkey patching etc. but via actually changing the class and updating instances) however you pay some dispatch cost on this.
For what it's worth, I've used CL in the past for research code requiring numerical efficiency, i.e. simulations of a different sort. It works well for me. In that case I wasn't worried about using existing code -- it didn't exist, so I was writing pretty much everything from scratch anyway.
In summary, it could be a fine choice of language for this project, but not the only one. If you don't use a language with both high-level aspects and good performance (like CL has, as does OCaml, and a few others) I would definitely look at the possibility of a two level approach with a language like lua or perhaps python (lots of libs) on top of some c or c++ code doing the heavy lifting.
If you look at the game or simulator industry you find a lot of C++ plus maybe some added scripting component. There can also be tools written in other languages for scenery design or related tasks. But there is only very little Lisp used in that domain. You need to be a good hacker to get the necessary performance out of Lisp and to be able to access or write the low-level code. How do you get this knowhow? Try, fail, learn, try, fail less, learn, ... There is nothing but writing code and experimenting with it. Lisp is really useful for good software engineers or those that have the potential to be a good software engineer.
One of the main obstacles is the garbage collector. Either you have a very simple one (then you have a performance problem with random pauses) or you have a sophisticated one (then you have a problem getting it working right). Only few garbage collectors exist that would be suitable - most Lisp implementations have good GC implementations, but still those are not tuned for real-time or near real-time use. Exceptions do exist. With C++ you can forget the GC, because there usually is none.
The other alternative to automatic memory management with a garbage collector is to use no GC and manage memory 'manually'. This is used by some (even commercial) Lisp applications that need to support some real-time response (for example process control expert systems).
The nearest thing that was developed in that area was the Crash Bandicoot (and also later games) game for the Playstation I (later games were for the Playstation II) from Naughty Dog. Since they have been bought by Sony, they switched to C++ for the Playstation III. Their development environment was written in Allegro Common Lisp and it included a compiler for a Scheme (a Lisp dialect) variant. On the development system the code gets compiled and then downloaded to the Playstation during development. They had their own 3d engine (very impressive, always got excellent reviews from game magazines), incremental level loading, complex behaviour control for lots of different actors, etc. So the Playstation was really executing the Scheme code, but memory management was not done via GC (afaik). They had to develop all the technology on their own - nobody was offering Lisp-based tools - but they could, because their were excellent software developers. Since then I haven't heard of a similar project. Note that this was not just Lisp for scripting - it was Lisp all the way down.
One the Scheme side there is also a new interesting implementation called Ypsilon Scheme. It is developed for a pinball game - this could be the base for other games, too.
On the Common Lisp side, there have been Lisp applications talking to flight simulators and controlling aspects of them. There are some game libraries that are based on SDL. There are interfaces to OpenGL. There is also something like the 'Open Agent Engine'. There are also some 3d graphics applications written in Common Lisp - even some complex ones. But in the area of flight simulation there is very little prior art.
On the topic of CLOS vs. Functional Programming. Probably one would use neither. If you need to squeeze all possible performance out of a system, then CLOS already has some overheads that one might want to avoid.
Take a look at Functional Reactive Programming. There are a number of frameworks for this in Haskell (don't know about other languages), most of which are based around arrows. The basic idea is to represent relationships between time-varying values and events. So for example you would write (in Haskell arrow notation using no particular library):
velocity <- {some expression of airspeed, heading, gravity etc.}
position <- integrate <- velocity
The second line declares the relationship between position and velocity. The <- arrow operators are syntactic sugar for a bunch of library calls that tie everything together.
Then later on you might say something like:
groundLevel <- getGroundLevel <- position
altitude <- getAltitude <- position
crashed <- liftA2 (<) altitude groundLevel
to declare that if your altitude is less than the ground level at your position then you have crashed. Just as with the other variables here, "crashed" is not just a single value, its a time-varying stream of values. That is why the "liftA2" function is used to "lift" the comparison operator from simple values to streams.
IO is not a problem in this paradigm. Inputs are time varying values such as joystick X and Y, while the image on the screen is simply another time varying value. At the very top level your entire simulator is an arrow from the inputs to the outputs. Then you call a "run" function that converts the arrow into an IO action that runs the game.
If you write this in Lisp you will probably find yourself creating a bunch of macros that basically re-invent arrows, so it might be worth just finding out about arrows to start with.
I don't know anything about flight sims, and you haven't listed anything in particular they consist of, so this is mostly a guess about writing a FS in Lisp.
Why not:
Lisp excels at exploratory programming. I think that since FSs been around so long, and there are free and open-source examples, that it would not benefit as much from this type of programming.
Flight sims are mostly (I'm guessing) written in static, natively compiled languages. If you're looking for pure runtime performance, in Lisp this tends to mean type declarations and other not-so-Lispy constructs. If you don't get the performance you want with naive approaches, your optimized-Lisp might end up looking a lot like C, and Lisp isn't as good at C at writing C.
A lot of a FS, I'm guessing, is interfacing to a graphics library like OpenGL, which is written in C. Depending on how your FFI / OpenGL bindings are, this might, again, make your code look like C-in-Lisp. You might not have the big win that Lisp does in, say, a web app (which consists of generating a tree structure of plain text, which Lisp is great at).
Why:
I took a glance at the FlightGear source code, and I see a lot of structural boilerplate -- even a straight port might end up being half the size.
They use strings for keys all over the place (C++ doesn't have symbols). They use XML for semi-human-readable config files (C++ doesn't have a runtime reader). Simply switching to native Lisp constructs here could be big win for minimal effort.
Nothing looks at all complex, even the "AI". It's simply a matter of keeping everything organized, and Lisp will be great at this because it'll be a lot shorter.
But the neat thing about Lisp is that it's multi-paradigm. You can use OO for organizing the "objects", and FP for computation within each object. I say just start writing and see where it takes you.
I would first think of the nature of the simulation.
Some simulations require interaction like a flight simulator. I don't think functional programming may be a good choice for an interactive (read: CPU intensive/response-critical) applicaiton. Of course, if you have access to 8 PS3's wired together with Linux, you'll not care too much about performance.
For simulations like evolutionary/genetic programming where you set it up and let 'er rip, a functioonal lauguage may help model the problem domain better than an OO language. Not that I'm an expert in functional programming but the ease of coding recursion and the idea of lazy evaluation common in functional languages seems to me a good fit for the 'let her rip' sort of sims.
I wouldn't say functional programming lends itself particularly well to flight simulation. In general, functional languages can be very useful for writing scientific simulations, though this is a slightly specialised case. Really, you'd probably be better off with a standard imperative (preferably OOP) language like C++/C#/Java, as they would tend to have the better physics libraries as well as graphics APIs, both of which you would need to use very heavily. Also, the OOP approach might make it easier to represent your environment. Another point to consider is that (as far as I know) the popular flight simulators on the market today are written pretty much entirely in C++.
Essentially, my philosophy is that if there's no particularly good reason that you should need to use functional paradigms, then don't use a functional language (though there's nothing to stop you using functional constructs in OOP/mixed languages). I suspect you're going to have a lot less painful of a development process using the well-tested APIs for C++ and languages more commonly associated with game development (which has many commonalities with flight sim). Now, if you want to add some complex AI to the simulator, Lisp might seem like a rather more obvious choice, though even then I wouldn't at all jump for it. And finally, if you're really keen on using a functional language, I would recommend you go with one of the more general purpose ones like Python or even F# (both mixed imperative-functional languages really), as opposed to Lisp, which could end up getting rather ugly for such a project.
There are a few problems with functional languages, and that is they don't mesh well with state, but they do go well with process. So in a way it could be said they are action oriented. This means you'll be wasting your time simulating a plane, what you want to do is simulate the actions of flying a plane. Once you grim that you can probably get it to work.
Now as side point, haskell wouldn't be good IMHO, because it's too abstract for a "game", this sort of app is all about Input/Output, but Haskell is about avoiding IO, so it'll become a monad nightmare, and you'll be working against the language. Lisp is a better choice, or Lua or Javascript, they are also functional, but not purely functional, so for your case try Lisp. Anyways in any of these languages your graphics will be C or C++.
A serious issue however is there is very little documentation, and less tutorials about Functional languages and "games", of course scientific simulations is academically documented but those papers are quite dense, if you succeed maybe you could write you experiences, for others as it's a rather empty field right now

Why should I learn Lisp? [closed]

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I really feel that I should learn Lisp and there are plenty of good resources out there to help me do it.
I'm not put off by the complicated syntax, but where in "traditional commercial programming" would I find places it would make sense to use it instead of a procedural language.
Is there a commercial killer-app out there that's been written in Lisp ?
Lisp is a large and complex language with a large and complex runtime to support it. For that reason, Lisp is best suited to large and complicated problems.
Now, a complex problem isn't the same as a complicated one. A complex problem is one with a lot of small details, but which isn't hard. Writing an airline booking system is a complex business, but with enough money and programmers it isn't hard. Get the difference?
A complicated problem is one which is convoluted, one where traditional divide and conquer doesn't work. Controlling a robot, or working with data that isn't tabular (languages, for example), or highly dynamic situations.
Lisp is really well suited to problems where the solution must be expandable; the classic example is the emacs text editor. It is fully programmable, and thus a programming environment in it's own right.
In his famous book PAIP, Norvig says that Lisp is ideal for exploratory programming. That is, programming a solution to a problem that isn't fully understood (as opposed to an on-line booking system). In other words: Complicated problems.
Furthermore, learning Lisp will remind you of something fundamental that has been forgotten: The difference between Von Neumann and Turing. As we know, Turing's model of computation is an interesting theoretical model, but useless as a model for designing computers. Von Neumann, on the other hand, designed a model of how computers and computation were to execute: The Von Neumann model.
Central to the Von Neumann model is that you have but one memory, and store both your code and your data there. Notice carefully that a Java program (or C#, or whatever you like) is a manifestation of the Turing model. You set your program in concrete, once and for all. Then you hope you can deal with all data that gets thrown on it.
Lisp maintains the Von Neuman model; there is no sharp, pre-determined border between code and data. Programming in Lisp opens your mind to the power of the Von Neumann model. Programming in Lisp makes you see old concepts in a new light.
Finally, being interactive, you'll learn to interact with your programs as you develop them (as opposed to compile and run). This also change the way you program, and the way you view programming.
With this intro I can finally offer a reply to your question: Will you find places where it outshines "traditional" languages?
If you are an advanced programmer, you need advanced tools. And there is no tool more advanced than Lisp.
Or, in other words: The answer is yes if your problems are hard. No otherwise.
One of the main uses for Lisp is in Artificial Intelligence. A friend of mine at college took a graduate AI course and for his main project he wrote a "Lights Out" solver in Lisp. Multiple versions of his program utilized slightly different AI routines and testing on 40 or so computers yielded some pretty neat results (I wish it was online somewhere for me to link to, but I don't think it is).
Two semesters ago I used Scheme (a language based on Lisp) to write an interactive program that simulated Abbott and Costello's "Who's on First" routine. Input from the user was matched against some pretty complicated data structures (resembling maps in other languages, but much more flexible) to choose what an appropriate response would be. I also wrote a routine to solve a 3x3 slide puzzle (an algorithm which could easily be extended to larger slide puzzles).
In summary, learning Lisp (or Scheme) may not yield many practical applications beyond AI but it is an extremely valuable learning experience, as many others have stated. Programming in a functional language like Lisp will also help you think recursively (if you've had trouble with recursion in other languages, this could be a great help).
In response to #lassevk:
complicated syntax??
The syntax for lisp is incredibly simple.
Killer app written in lisp: emacs. Lisp will allow you to extend emacs at will to do almost anything you can think of that an editor might do.
But, you should only learn lisp if you want to, and you may never get to use at work ever, but it is still awesome.
Also, I want to add: even if you find places where lisp will make sense, you will probably not convince anyone else that it should be used over java, c++, c#, python, ruby, etc.
I can't answer from first-hand experience but you should read what Paul Graham wrote on Lisp. As for the "killer-app" part, read Beating the averages.
I programmed in Lisp professionally for about a year, and it is definitely worth learning. You will have unparalleled opportunity to remove redundancy from your code, by being able to replace all boilerplate code with functions where possible, and macros where not. You will also be able to access unparalleled flexibility at runtime, translating freely between code and data. Thus, situations where user actions can trigger the need to build complex structures dynamically is where Lisp truly shines. Popular airline flight schedulers are written in Lisp, and there is also a lot of CAD/CAM in Lisp.
Lisp is very useful for creating little DSLs. I've got a copy of Lisp in a Box running at work and I've written little DSLs to interrogate SQL server databases and generate data layers etc in C#. All my boiler plate code is now written in lisp macros that output to C#. I generate HTML, XML, all sorts of things with it. While I wish I could use Lisp for everyday coding, Lisp can bring practical benefits.
If you like programming you should learn Lisp for the pure joy of it. XKCD perfectly expresses the intellectual enlightenment that ensues. Learning Lisp is for the programmer what meditation is for the Buddhist monk (and I meant this without any blasphemous connotation).
Any language looks a lot harder when one doesn't use the common indentation conventions of a language. When one follows them of Lisp, one sees how it expresses a syntax-tree structure quite readily (note, this isn't quite right because the preview lies a little; the r's should align with the fns in the recursive quicksort argument):
(defun quicksort (lis)
(if (null lis)
nil
(let* ((x (car lis))
(r (cdr lis))
(fn (lambda (a)
(< a x))))
(append (quicksort (remove-if-not fn
r))
(list x)
(quicksort (remove-if fn
r))))))
I found that learning a new language, always influences your programming style in languages you already know. For me it always made me think in different ways to solve a problem in my primary language, which is Java. I think in general, it just widens your horizon in term of programming.
I took a "lisp class" in college back in the eighties. Despite grokking all the concepts presented in the class, I was left without any appreciation for what makes lisp great. I'm afraid that a lot of people look at lisp as just another programming language, which is what that course in college did for me so many years ago. If you see someone complaining about lisp syntax (or lack thereof), there's a good chance that they're one of those people who has failed to grasp lisp's greatness. I was one of those people for a very long time.
It wasn't until two decades later, when I rekindled my interest in lisp, that I began to "get" what makes lisp interesting--for me anyway. If you manage to learn lisp without having your mind blown by closures and lisp macros, you've probably missed the point.
Learning LISP/Scheme may not give you any increased application space, but it will help you get a better sense of functional programming, its rules, and its exceptions.
It's worth the time investment just to learn the difference in the beauty of six nested pure functions, and the nightmare of six nested functions with side effects.
From http://www.gigamonkeys.com/book/introduction-why-lisp.html
One of the most commonly repeated
myths about Lisp is that it's "dead."
While it's true that Common Lisp isn't
as widely used as, say, Visual Basic
or Java, it seems strange to describe
a language that continues to be used
for new development and that continues
to attract new users as "dead." Some
recent Lisp success stories include
Paul Graham's Viaweb, which became
Yahoo Store when Yahoo bought his
company; ITA Software's airfare
pricing and shopping system, QPX, used
by the online ticket seller Orbitz and
others; Naughty Dog's game for the
PlayStation 2, Jak and Daxter, which
is largely written in a
domain-specific Lisp dialect Naughty
Dog invented called GOAL, whose
compiler is itself written in Common
Lisp; and the Roomba, the autonomous
robotic vacuum cleaner, whose software
is written in L, a downwardly
compatible subset of Common Lisp.
Perhaps even more telling is the
growth of the Common-Lisp.net Web
site, which hosts open-source Common
Lisp projects, and the number of local
Lisp user groups that have sprung up
in the past couple of years.
If you have to ask yourself if you should learn lisp, you probably don't need to.
Learning lisp will put Javascript in a completely different light! Lisp really forces you to grasp both recursion and the whole "functions as first class objects"-paradigm. See Crockfords excellent article on Scheme vs Javascript. Javascript is perhaps the most important language around today, so understanding it better is immensely useful!
"Lisp is worth learning for the profound enlightenment experience you will have when you finally get it; that experience will make you a better programmer for the rest of your days, even if you never actually use Lisp itself a lot."
--Eric S. Raymond, "How to Become a Hacker"
http://www.paulgraham.com/avg.html
I agree that Lisp is one of those languages that you may never use in a commercial setting. But even if you don't get to, learning it will definitely expand your understanding of programming as a whole. For example, I learned Prolog in college and while I never used it after, I gave me a greater understanding of many programming concepts and (at times) a greater appreciation for the languages I do use.
But if you are going to learn it...by all means, read On Lisp
Complicated syntax? The beauty of lisp is that it has a ridiculously simple syntax. It's just a list, where each element of the list can be either another list or an elementary data type.
It's worth learning because of the way it enhances your coding ability to think about and use functions as just another data type. This will improve upon the way you code in an imperative and/or object-oriented language because it will allow you to be more mentally flexible with how your code is structured.
Gimp's Script-Fu is lipsish. That's a photoshop-killer app.
Okay, I might be weird but I really don't like Paul Graham's essays that much & on Lisp is a really rough going book if you don't have some grasp of Common Lisp already. Instead, I'd say go for Siebel's Practical Common Lisp. As for "killer-apps", Common Lisp seems to find its place in niche shops, like ITA, so while there isn't an app synonymous with CL the way Rails is for Ruby there are places in industry that use it if you do a little digging.
To add to the other answers:
Because the SICP course (the videos are available here) is awesome: teaches you Lisp and a lot more!
Killer app? Franz Inc. has a long list of success stories, but this list only includes users of AllegroCL... There are probably others. My favourite is the story about Naughty Dog, since I was a big fan of the Crash Bandicoot games.
For learning Common Lisp, I'd recommend Practical Common Lisp. It has a hands-on approach that at least for me made it easier than other books I've looked at.
You could use Clojure today to write tests and scripts on top of the Java VM. While there are other Lisp languages implemented on the JVM, I think Clojure does the best job of integrating with Java.
There are times when the Java language itself gets in the way of writing tests for Java code (including "traditional commercial programming"). (I don't mean that as an indictment of Java -- other languages suffer from the same problem -- but it's a fact. Since the topic, not Java, I won't elaborate. Please feel free to start a new topic if someone wants to discuss it.) Clojure eliminates many of those hindrances.
Lisp can be used anywhere you use traditional programming. It's not that different, it's just more powerful. Writing a web app? you can do it on Lisp, writing a desktop application? you can do it on Lisp, whatever, you can probably do it on Lisp, or Python, or any other generic programming (there are a few languages that are suited for only one task).
The biggest obstacle will probably be acceptance of your boss, your peers or your customers. That's something you will have to work with them. Choosing a pragmatic solution like Clojure that can leverage the current install base of Java infrastructure, from the JVM to the libraries, might help you. Also, if you have a Java program, you may do a plug-in architecture and write Clojure plug-ins for it and end up writing half your code in Clojure.
Not a reason but (trivial) AutoCAD has LISP & DCL runtime support. It is a convenient way to write complex macros (including ActiveX automation) if you don't want to use VBA or their C++ or .NET SDKs, or if a DIESEL expression doesn't cut it.
A lot of AutoCAD's functions are actually LISP routines.
This is a topic i myself have pondered for a while but I have not really come to a decision, as usual time is the main problem... ;)
And since I can´t find these links sofar in this post i add them for public interest:
Success and Failure story:
Lisping at JPL
Really impressive success story:
Lisp in use at the Orbitz corporation
Comparison and analysis of whether to use Lisp instead of Java:
Lisp as an Alternative to Java
Syntax is irrelevant, readability is not!
Not saying this is a killer app but it looks like it could be cool
http://code.google.com/p/plop/
Killer app? The flight search engine by ITA Software is one.
As for "why", it will most probably make you a better developer and is extremnely unlikely to make you a worse one. It may, however, make you prefer lisp dialects to other languages.

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