Pros. / Cons. of Immutability vs. Mutability - functional-programming

Well, I guess it's clear the direction from which I am trying to reason about this.
There is a lot of talk these days about the virtues of immutability (constness) whenever possible. The Concurrent programming in Java book talks a lot about this too.
However, all this is just what I've read about. I personally, haven't coded much in Functional languages. And it looks very surprising to me that it is possible to work comfortably with immutable objects. Theoretically, it is definitely possible. But, from a practical point of view, is a very comfortable experience. Or what is the new kind of reasoning (for FP) that I must develop so that I don't need mutability so much.
I would appreciate how to think about writing programs when you are forced to use immutable objects.
Already making this a Community Wiki ... for all those who are interested in closing this question or marking this as subjective ... etc. etc. ... *

Immutability has several advantages, including (but not limited to):
Programs with immutable objects are less complicated to think about, since you don't need to worry about how an object may evolve over time.
You don't need to make defensive copies of immutable objects when returning or passing to other functions, since there is no possibility an immutable object will be modified behind your back.
One copy of an object is just as good as another, so you can cache objects or re-use the same object multiple times.
Immutable objects are good for sharing information between threads in a multi-threaded environment since they don't need to be synchronized.
Operations on immutable objects return new immutable objects while operations that cause side-effects on mutable objects usually return void. This means several operations can be chained together. For instance
("foo" + "bar" + "baz").length()
In languages where functions are first class values, operations like map, reduce, filter, etc. are basic operations on collections. These can be combined in many ways, and can replace most loops in a program.
There are of course some disadvantages:
Cyclic data structures such as graphs are difficult to build. If you have two objects which can't be modified after initialization, how can you get them to point to each other?
Allocating lots and lots of small objects rather than modifying ones you already have can have a performance impact. Usually the complexity of either the allocator or the garbage collector depends on the number of objects on the heap.
Naive implementations of immutable data structures can result in extremely poor performance. For instance, concatenating many immutable strings (like in Java) is O(n2) when the best algorithm is O(n). It is possible to write efficient immutable data structures, it just takes a little more thought.

But, from a practical point of view,
is a very comfortable experience.
I like to use F# for most of my functional programming. For what its worth, you can write functional code in C#, its just really really nasty and ugly to read. Additionally, I find GUI development resists a functional programming style.
Fortunately, business code seems to adapt really well to functional style :) That, and web development too -- think about, each HTTP request is stateless. Each time you "modify" state, you pass the server some state, and it returns back an entirely new page.
I would appreciate how to think about
writing programs when you are forced
to use immutable objects.
Immutable objects should be small
For the most part, I find immutable data structures easiest to work with when the objects have fewer than 3 or 4 intrinsic properties. For example, each node in a red-black tree has 4 properties: a color, a value, a left child, and right-child. A stack has two properties, a value and a pointer to the next stack node.
Consider your company's database, you might have tables with 20, 30, 50 properties. If you need to modify those objects throughout your application, then I'd definitely resist the urge to make those immutable.
C# / Java / C++ aren't good functional languages. Use Haskell, OCaml, or F# instead
In my own experience, immutable objects are 1000x easier to read and write in ML-like languages than C-like languages. I'm sorry, but once you have pattern matching and union types, you can't give them up :) Additionally, some data structures can take advantage of tail-call optimization, a feature you just don't get in some C-like languages.
But just for fun, here's an unbalanced binary tree in C#:
class Tree<T> where T : IComparable<T>
{
public static readonly ITree Empty = new Nil();
public interface ITree
{
ITree Insert(T value);
bool Exists(T value);
T Value { get; }
ITree Left { get; }
ITree Right { get; }
}
public sealed class Node : ITree
{
public Node(T value, ITree left, ITree right)
{
this.Value = value;
this.Left = left;
this.Right = right;
}
public ITree Insert(T value)
{
switch(value.CompareTo(this.Value))
{
case 0 : return this;
case -1: return new Node(this.Value, this.Left.Insert(value), this.Right);
case 1: return new Node(this.Value, this.Left, this.Right.Insert(value));
default: throw new Exception("Invalid comparison");
}
}
public bool Exists(T value)
{
switch (value.CompareTo(this.Value))
{
case 0: return true;
case -1: return this.Left.Exists(value);
case 1: return this.Right.Exists(value);
default: throw new Exception("Invalid comparison");
}
}
public T Value { get; private set; }
public ITree Left { get; private set; }
public ITree Right { get; private set; }
}
public sealed class Nil : ITree
{
public ITree Insert(T value)
{
return new Node(value, new Nil(), new Nil());
}
public bool Exists(T value) { return false; }
public T Value { get { throw new Exception("Empty tree"); } }
public ITree Left { get { throw new Exception("Empty tree"); } }
public ITree Right { get { throw new Exception("Empty tree"); } }
}
}
The Nil class represents an empty tree. I prefer this representation over the null representation because null checks are the devil incarnate :)
Whenever we add a node, we create a brand new tree with the node inserted. This is more efficient than it sounds, because we don't need to copy all the nodes in the tree; we only need to copy nodes "on the way down" and reuse any nodes which haven't changed.
Let's say we have a tree like this:
e
/ \
c s
/ \ / \
a b f y
Alright, now we want to insert w into the list. We're going to start at the root e, move to s, then to y, then replace y's left child with a w. We need to create copy of the nodes on the way down:
e e[1]
/ \ / \
c s ---> c s[1]
/ \ / \ / \ /\
a b f y a b f y[1]
/
w
Alright, now we insert a g:
e e[1] e[2]
/ \ / \ / \
c s ---> c s[1] --> c s[2]
/ \ / \ / \ /\ / \ / \
a b f y a b f y[1] a b f[1] y[1]
/ \ /
w g w
We reuse all of the old nodes in the tree, so there's no reason to rebuild the entire tree from scratch. This tree has the same computational complexity as its mutable counterpart.
Its also pretty easy to write immutable versions of red-black trees, AVL trees, tree-based heaps, and many other data structures.

Immutability has, for example, benefits in muti-threaded programs. As immutable objects cannot change their state after construction, you can safe share them across any number of concurrently running threads, without the risk of one interfering (by altering the state of an object visible to other threads) with another.
Another advantage is, that it is easier to reason about the semantics of a program written in functional style (and thus, without side effects). Functional programming is by far more declarative in nature, emphasizing what the result should be and less, how it is to be achieved. Immutable data structures can help to make your program more functional in style.
Mark Chu-Carrol has a nice blog entry about that topic.

Many functional languages are non pure (allow mutation and side effects).
f# is for example, and if you look at some of the very low level constructs in the collections you'll find that several use iteration under the hood and quite a few use some mutable state (if you want to take the first n elements of a sequence it's so much easier to have a counter for example).
The trick is that this is something to generally:
Use sparingly
Draw attention to when you do
note how in f# you must declare something to be mutable
That it is possible to largely avoid mutating state is evidenced by the large amount of functional code out there. For people brought up on imperative languages this is somewhat hard to get your head round, especially writing code previously in loops as recursive functions. Even trickier is then writing them, where possible, as tail recursive. Knowing how to do this is beneficial and can lead to far more expressive solutions that focus on the logic rather than the implementation. Good examples are those that deal with collections where the 'base cases' of having no, one or many elements are cleanly expressed rather than being part of the loop logic.
It is really 2 though that things are better. And this is best done via an example:
Take your code base and change every instance variable to readonly[1][2]. Change back only those ones where you need them to be mutable for your code to function (if you only set them once outside the constructor consider trying to make them arguments to the constructor rather than mutable via something like a property.
There are some code bases this will not work well with, gui/widget heavy code and some libraries (notably mutable collections) for example but I would say that most reasonable code will allow over 50% of all instance fields to be made readonly.
At this point you must ask yourself, "why is mutable the default?".
Mutable fields are in fact a complex aspect of your program as their interactions, even in a single threaded world, have far more scope for differing behaviour; as such they are best highlighted and drawn to the attention of the coder rather than left 'naked' to the ravages of the world.
It is notable that most functional languages have either no concept of null or make it very hard to use because they work, not with variables, but with named values whose value is defined at the same time (well scope) the name is.
I find it unfortunate that c# did not copy java's concept of immutability with local variables too. Being able to assert emphatically that something doesn't change helps make intent clear whether a value is on the stack or in an object/struct.
If you have NDepend then you can find these with WARN IF Count > 0 IN SELECT FIELDS WHERE IsImmutable AND !IsInitOnly

With immutable data structures, it is more feasible for operations on the data structure to share structure, allowing copies to be cheap. (Clojure does this)
Using recursion with immutable data structures works well, since you would be passing you data structure into the recursive call anyways. First class functions help to factor out the nitty-gritty details.

Honestly, writing programs without mutable state is hard. The few times I have tried, the only way I've been able to think of it is that you want to copy rather than mutate. For example, instead of looping, you'd create a new stack frame with the values you want.
Imperative:
for(int num = 0; num < 10; num++) {
doStuff(num);
}
Functional:
def loop(num) :
doStuff(num)
if(num < 10) :
loop(num + 1)
In this case, you copy num on every iteration and change its value in the act of copying it.
For me it's a very uncomfortable experience. You can write programs without using mutable state in any high-level language. Functional languages take away a major option. That said, even when you're not in a concurrent environment, using immutability where you can do so without radically changing your programming style makes programs easier to reason about because you know what can and can't be modified.

Related

What parts of an object are stored when it's saved into a session variable [duplicate]

The title is obvious, I need to know if methods are serialized along with object instances in C#, I know that they don't in Java but I'm a little new to C#. If they don't, do I have to put the original class with the byte stream(serialized object) in one package when sending it to another PC? Can the original class be like a DLL file?
No. The type information is serialized, along with state. In order to deserialize the data, your program will need to have access to the assemblies containing the types (including methods).
It may be easier to understand if you've learned C. A class like
class C
{
private int _m;
private int _n;
int Meth(int p)
{
return _m + _n + p;
}
}
is essentially syntactic sugar for
typedef struct
{
int _m;
int _n;
// NO function pointers necessary
} C;
void C_Meth(C* obj, int p)
{
return obj->_m + obj->_n + p;
}
This is essentially how non-virtual methods are implemented in object-oriented languages. The important thing here is that methods are not part of the instance data.
Methods aren't serialized.
I don't know about your scenario, but putting in a library (assembly / dll) and using that in the other end to deserialize gets you all.
Ps. you probably should create some ask some more questions with the factors involved in your scenario. If you are intending to dynamically send & run the code, you can create awful security consequences.
I was confused when .NET first came up with serialization. I think it came from the fact that most books and guides mention that it allows you to serialize your 'objects' as XML and move them around, the fact is that you are actually hydrating the values of your object so you can dehydrate them latter. at no point your are saving your whole object to disk since that would require the dll and is not contained in the XML file.

Can Code be Protected From Rogue Callers In Ada?

I'm a fairly new Ada programmer. I have read the book by Barnes (twice I might add) and even managed to write a fair terminal program in Ada. My main language is C++ though.
I am currently wondering if there is a way to "protect" subroutine calls in Ada, perhaps in Ada 2012 (of which I know basically nothing). Let me explain what I mean (although in C++ terms).
Suppose you have a class Secret like this:
class Secret
{
private:
int secret_int;
public:
Set_Secret_Value( int i );
}
Now this is the usual stuff, dont expose secret_int, manipulate it only through access functions. However, the problem is that anybody with access to an object of type Secret can manipulate the value, whether that particular code section is supposed to do it or not. So the danger of rogue altering of secret_int has been reduced to anybody altering secret_int through the permitted functions, even if it happens in a code section that's not supposed to manipulate it.
To remedy that I came up with the following construct
class Secret
{
friend class Secret_Interface;
private:
int secret_int;
Set_Secret_Value( int i );
Super_Secret_Function();
};
class Secret_Interface
{
friend class Client;
private:
static Set_Secret_Value( Secret &rc_secret_object, int i )
{
rc_secret_object.Set_Secret( i );
}
};
class Client
{
Some_Function()
{
...
Secret_Interface::Set_Secret_Value( c_object, some-value );
...
}
}
Now the class Secret_Interface can determine which other classes can use it's private functions and by doing so, indirectly, the functions of class Secret that are exposed to Secret_Interface. This way class Secret still has private functions that can not be called by anybody outside the class, for instance function Super_Secret_Function().
Well I was wondering if anything of this sort is possible in Ada. Basically my desire is to be able to say:
Code A may only be executed by code B but not by anybody else
Thanks for any help.
Edit:
I add a diagram here with a program structure like I have in mind that shows that what I mean here is a transport of a data structure across a wide area of the software, definition, creation and use of a record should happen in code sections that are otherwise unrleated
I think the key is to realize that, unlike C++ and other languages, Ada's primary top-level unit is the package, and visibility control (i.e. public vs. private) is on a per-package basis, not a per-type (or per-class) basis. I'm not sure I'm saying that correctly, but hopefully things will be explained below.
One of the main purposes of friend in C++ is so that you can write two (or more) closely related classes that both take part in implementing one concept. In that case, it makes sense that the code in one class would be able to have more direct access to the code in another class, since they're working together. I assume that in your C++ example, Secret and Client have that kind of close relationship. If I understand C++ correctly, they do all have to be defined in the same source file; if you say friend class Client, then the Client class has to be defined somewhere later in the same source file (and it can't be defined earlier, because at that point the methods in Secret or Secret_Interface haven't yet been declared).
In Ada, you can simply define the types in the same package.
package P is
type Secret is tagged private;
type Client is tagged private;
-- define public operations for both types
private
type Secret is tagged record ... end record;
type Client is tagged record ... end record;
-- define private operations for either or both types
end P;
Now, the body of P will contain the actual code for the public and private operations of both types. All code in the package body of P has access to those things defined in P's private part, regardless of which type they operate on. And, in fact, all code has access to the full definitions of both types. This means that a procedure that operates on a Client can call a private operation that operates on a Secret, and in fact it can read and write a Secret's record components directly. (And vice versa.) This may seem bizarre to programmers used to the class paradigm used by most other OOP languages, but it works fine in Ada. (In fact, if you don't need Secret to be accessible to anything else besides the implementation of Client, the type and its operations can be defined in the private part of P, or the package body.) This arrangement doesn't violate the principles behind OOP (encapsulation, information hiding), as long as the two types are truly two pieces of the implementation of one coherent concept.
If that isn't what you want, i.e. if Secret and Client aren't that closely related, then I would need to see a larger example to find out just what kind of use case you're trying to implement.
MORE THOUGHTS: After looking over your diagram, I think that the way you're trying to solve the problem is inferior design--an anti-pattern, if you will. When you write a "module" (whatever that means--a class or package, or in some cases two or more closely related classes or packages cooperating with each other), the module defines how other modules may use it--what public operations it provides on its objects, and what those operations do.
But the module (let's call it M1) should work the same way, according to its contract, regardless of what other module calls it, and how. M1 will get a sequence of "messages" instructing it to perform certain tasks or return certain information; M1 should not care where those messages are coming from. In particular, M1 should not be making decisions about the structure of the clients that use it. By having M1 decree that "procedure XYZ can only be called from package ABC", M1 is imposing structural requirements on the clients that use it. This, I believe, causes M1 to be too tightly coupled to the rest of the program. It is not good design.
However, it may make sense for the module that uses M1 to exercise some sort of control like that, internally. Suppose we have a "module" M2 that actually uses a number of packages as part of its implementation. The "main" package in M2 (the one that clients of M2 use to get M2 to perform its task) uses M1 to create a new object, and then passes that object to several other packages that do the work. It seems like a reasonable design goal to find a way that M2 could pass that object to some packages or subprograms without giving them the ability to, say, update the object, but pass it to other packages or subprograms that would have that ability.
There are some solutions that would protect against most accidents. For example:
package M1 is
type Secret is tagged private;
procedure Harmless_Operation (X : in out Secret);
type Secret_With_Updater is new Secret with null record;
procedure Dangerous_Operation (X : in out Secret_With_Updater);
end M1;
Now, the packages that could take a "Secret" object but should not have the ability to update it would have procedures defined with Secret'Class parameters. M2 would create a Secret_With_Updater object; since this object type is in Secret'Class, it could be passed as a parameter to procedures with Secret'Class parameters. However, those procedures would not be able to call Dangerous_Operation on their parameters; that would not compile.
A package with a Secret'Class parameter could still call the dangerous operation with a type conversion:
procedure P (X : in out Secret'Class) is
begin
-- ...
M1.Secret_With_Updater(X).Dangerous_Operation;
-- ...
end P;
The language can't prevent this, because it can't make Secret_With_Updater visible to some packages but not others (without using a child package hierarchy). But it would be harder to do this accidentally. If you really wish to go further and prevent even this (if you think there will be a programmer whose understanding of good design principles is so poor that they'd be willing to write code like this), then you could go a little further:
package M1 is
type Secret is tagged private;
procedure Harmless_Operation (X : in out Secret);
type Secret_Acc is access all Secret;
type Secret_With_Updater is tagged private;
function Get_Secret (X : Secret_With_Updater) return Secret_Acc;
-- this will be "return X.S"
procedure Dangerous_Operation (X : in out Secret_With_Updater);
private
-- ...
type Secret_With_Updater is tagged record
S : Secret_Acc;
end record;
-- ...
end M1;
Then, to create a Secret, M2 would call something that creates a Secret_With_Updater that returns a record with an access to a Secret. It would then pass X.Get_Secret to those procedures which would not be allowed to call Dangerous_Operation, but X itself to those that would be allowed. (You might also be able to declare S : aliased Secret, declare Get_Secret to return access Secret, and implement it with return X.S'access. This may avoid a potential memory leak, but it may also run into accessibility-check issues. I haven't tried this.)
Anyway, perhaps some of these ideas could help accomplish what you want to accomplish without introducing unnecessary coupling by forcing M1 to know about the structure of the application that uses it. It's hard to tell because your description of the problem, even with the diagram, is still at too abstract a level for me to see what you really want to do.
You could do this by using child packages:
package Hidden is
private
A : Integer;
B : Integer;
end Hidden;
and then
package Hidden.Client_A_View is
function Get_A return Integer;
procedure Set_A (To : Integer);
end Hidden.Client_A_View;
Then, Client_A can write
with Hidden.Client_A_View;
procedure Client_A is
Tmp : Integer;
begin
Tmp := Hidden.Client_A_View.Get_A;
Hidden.Client_A_View.Set_A (Tmp + 1);
end Client_A;
Your question is extremely unclear (and all the C++ code doesn't help explaining what you need), but if your point is that you want a type to have some publicly accessible operations, and some private operations, then it is easily done:
package Example is
type Instance is private;
procedure Public_Operation (Item : in out Instance);
private
procedure Private_Operation (Item : in out Instance);
type Instance is ... -- whatever you need it to be
end Example;
The procedure Example.Private_Operation is accessible to children of Example. If you want an operation to be purely internal, you declare it only in the package body:
package body Example is
procedure Internal_Operation (Item : in out Instance);
...
end Example;
Well I was wondering if anything of this sort is possible in Ada. Basically my desire is to be able to say:
Code A may only be executed by code B but not by anybody else
If limited to language features, no.
Programmatically, code execution can be protected if the provider must be provided an approved "key" to allow execution of its services, and only authorized clients are supplied with such keys.
Devising the nature, generation, and security of such keys is left as an exercise for the reader.

When is it a good idea to return a pointer to a struct?

I'm learning Go, and I'm a little confused about when to use pointers. Specifically, when returning a struct from a function, when is it appropriate to return the struct instance itself, and when is it appropriate to return a pointer to the struct?
Example code:
type Car struct {
make string
model string
}
func Whatever() {
var car Car
car := Car{"honda", "civic"}
// ...
return car
}
What are the situations where I would want to return a pointer, and where I would not want to? Is there a good rule of thumb?
There are two things you want to keep in mind, performance and API.
How is a Car used? Is it an object which has state? Is it a large struct? Unfortunately, it is impossible to answer when I have no idea what a Car is. Truthfully, the best way is to see what others do and copy them. Eventually, you get a feeling for this sort of thing. I will now describe three examples from the standard library and explain why I think they used what they did.
hash/crc32: The crc32.NewIEEE() function returns a pointer type (actually, an interface, but the underlying type is a pointer). An instance of a hash function has state. As you write information to a hash, it sums up the data so when you call the Sum() method, it will give you the state of that one instance.
time: The time.Date function returns a Time struct. Why? A time is a time. It has no state. It is like an integer where you can compare them, preform maths on them, etc. The API designer decided that a modification to a time would not change the current one but make a new one. As a user of the library, if I want the time one month from now, I would want a new time object, not to change the current one I have. A time is also only 3 words in length. In other words, it is small and there would be no performance gain in using a pointer.
math/big: big.NewInt() is an interesting one. We can pretty much agree that when you modify a big.Int, you will often want a new one. A big.Int has no internal state, so why is it a pointer? The answer is simply performance. The programmers realized that big ints are … big. Constantly allocating each time you do a mathematical operation may not be practical. So, they decided to use pointers and allow the programmer to decide when to allocate new space.
Have I answered your question? Probably not. It is a design decision and you need to figure it out on a case by case basis. I use the standard library as a guide when I am designing my own libraries. It really all comes down to judgement and how you expect client code to use your types.
Very losely, exceptions are likely to show up in specific circumstances:
Return a value when it is really small (no more than few words).
Return a pointer when the copying overhead would substantially hurt performance (size is a lot of words).
Often, when you want to mimic an object-oriented style, where you have an "object" that stores state and "methods" that can alter the object, then you would have a "constructor" function that returns a pointer to a struct (think of it as the "object reference" as in other OO languages). Mutator methods would have to be methods of the pointer-to-the-struct type instead of the struct type itself, in order to change the fields of the "object", so it's convenient to have a pointer to the struct instead of a struct value itself, so that all "methods" will be in its method set.
For example, to mimic something like this in Java:
class Car {
String make;
String model;
public Car(String myMake) { make = myMake; }
public setMake(String newMake) { make = newMake; }
}
You would often see something like this in Go:
type Car struct {
make string
model string
}
func NewCar(myMake string) *Car {
return &Car{myMake, ""}
}
func (self *Car) setMake(newMake string) {
self.make = newMake
}

Languages supporting complete reflection

Only recently, I discovered that both Java and C# do not support reflection of local variables. For example, you cannot retrieve the names of local variables at runtime.
Although clearly this is an optimisation that makes sense, I'm curious as to whether any current languages support full and complete reflection of all declarations and constructs.
EDIT: I will qualify my "names of local variables" example a bit further.
In C#, you can output the names of parameters to methods using reflection:
foreach(ParameterInfo pi in typeof(AClass).GetMethods()[0].GetParameters())
Trace.WriteLine(pi.Name);
You don't need to know the names of the parameters (or even of the method) - it's all contained in the reflection information. In a fully-reflective language, you would be able to do:
foreach(LocalVariableInfo lvi in typeof(AClass).GetMethods()[0].GetLocals())
Trace.WriteLine(lvi.Name);
The applications may be limited (many applications of reflection are), but nevertheless, I would expect a reflection-complete language to support such a construct.
EDIT: Since two people have now effectively said "there's no point in reflecting local variable names", here's a basic example of why it's useful:
void someMethod()
{
SomeObject x = SomeMethodCall();
// do lots of stuff with x
// sometime later...
if (!x.StateIsValid)
throw new SomeException(String.Format("{0} is not valid.", nameof(x));
}
Sure, I could just hardcode "x" in the string, but correct refactoring support makes that a big no-no. nameof(x) or the ability to reflect all names is a nice feature that is currently missing.
Your introductory statement about the names of local variables drew my interest.
This code will actually retrieve the name of the local var inside the lambda expression:
static void Main(string[] args)
{
int a = 5;
Expression<Func<int>> expr = (() => a);
Console.WriteLine(expr.Compile().Invoke());
Expression ex = expr;
LambdaExpression lex = ex as LambdaExpression;
MemberExpression mex = lex.Body as MemberExpression;
Console.WriteLine(mex.Member.Name);
}
Also have a look at this answer mentioning LocalVariableInfo.
Yes, there are languages where this is (at least kind of) possible. I would say that reflection in both Smalltalk and Python are pretty "complete" for any reasonable definition.
That said, getting the name of a local variable is pretty pointless - by definition to get the name of that variable, you must know its name. I wouldn't consider the lack of an operation to perform that exact task a lacuna in the reflection facility.
Your second example does not "determine the name of a local variable", it retrieves the name of all local variables, which is a different task. The equivalent code in Python would be:
for x in locals().iterkeys(): print x
eh, in order to access a local var you have to be within the stackframe/context/whatever where the local var is valid. Since it is only valid at that point in time, does it matter if it is called 't1' or 'myLittlePony'?

What solutions are there for circular references?

When using reference counting, what are possible solutions/techniques to deal with circular references?
The most well-known solution is using weak references, however many articles about the subject imply that there are other methods as well, but keep repeating the weak-referencing example. Which makes me wonder, what are these other methods?
I am not asking what are alternatives to reference counting, rather what are solutions to circular references when using reference counting.
This question isn't about any specific problem/implementation/language rather a general question.
I've looked at the problem a dozen different ways over the years, and the only solution I've found that works every time is to re-architect my solution to not use a circular reference.
Edit:
Can you expand? For example, how would you deal with a parent-child relation when the child needs to know about/access the parent? – OB OB
As I said, the only good solution is to avoid such constructs unless you are using a runtime that can deal with them safely.
That said, if you must have a tree / parent-child data structure where the child knows about the parent, you're going to have to implement your own, manually called teardown sequence (i.e. external to any destructors you might implement) that starts at the root (or at the branch you want to prune) and does a depth-first search of the tree to remove references from the leaves.
It gets complex and cumbersome, so IMO the only solution is to avoid it entirely.
Here is a solution I've seen:
Add a method to each object to tell it to release its references to the other objects, say call it Teardown().
Then you have to know who 'owns' each object, and the owner of an object must call Teardown() on it when they're done with it.
If there is a circular reference, say A <-> B, and C owns A, then when C's Teardown() is called, it calls A's Teardown, which calls Teardown on B, B then releases its reference to A, A then releases its reference to B (destroying B), and then C releases its reference to A (destroying A).
I guess another method, used by garbage collectors, is "mark and sweep":
Set a flag in every object instance
Traverse the graph of every instance that's reachable, clearing that flag
Every remaining instance which still has the flag set is unreachable, even if some of those instances have circular references to each other.
I'd like to suggest a slightly different method that occured to me, I don't know if it has any official name:
Objects by themeselves don't have a reference counter. Instead, groups of one or more objects have a single reference counter for the entire group, which defines the lifetime of all the objects in the group.
In a similiar fashion, references share groups with objects, or belong to a null group.
A reference to an object affects the reference count of the (object's) group only if it's (the reference) external to the group.
If two objects form a circular reference, they should be made a part of the same group. If two groups create a circular reference, they should be united into a single group.
Bigger groups allow more reference-freedom, but objects of the group have more potential of staying alive while not needed.
Put things into a hierarchy
Having weak references is one solution. The only other solution I know of is to avoid circular owning references all together. If you have shared pointers to objects, then this means semantically that you own that object in a shared manner. If you use shared pointers only in this way, then you can hardly get cyclic references. It does not occur very often that objects own each other in a cyclic manner, instead objects are usually connected through a hierarchical tree-like structure. This is the case I'll describe next.
Dealing with trees
If you have a tree with objects having a parent-child relationship, then the child does not need an owning reference to its parent, since the parent will outlive the child anyways. Hence a non-owning raw back pointer will do. This also applies to elements pointing to a container in which they are situated. The container should, if possible, use unique pointers or values instead of shared pointers anyways, if possible.
Emulating garbage collection
If you have a bunch of objects that can wildly point to each other and you want to clean up as soon as some objects are not reachable, then you might want to build a container for them and an array of root references in order to do garbage collection manually.
Use unique pointers, raw pointers and values
In the real world I have found that the actual use cases of shared pointers are very limited and they should be avoided in favor of unique pointers, raw pointers, or -- even better -- just value types. Shared pointers are usually used when you have multiple references pointing to a shared variable. Sharing causes friction and contention and should be avoided in the first place, if possible. Unique pointers and non-owning raw pointers and/or values are much easier to reason about. However, sometimes shared pointers are needed. Shared pointers are also used in order to extend the lifetime of an object. This does usually not lead to cyclic references.
Bottom line
Use shared pointers sparingly. Prefer unique pointers and non-owning raw pointers or plain values. Shared pointers indicate shared ownership. Use them in this way. Order your objects in a hierarchy. Child objects or objects on the same level in a hierarchy should not use owning shared references to each other or to their parent, but they should use non-owning raw pointers instead.
No one has mentioned that there is a whole class of algorithms that collect cycles, not by doing mark and sweep looking for non-collectable data, but only by scanning a smaller set of possibly circular data, detecting cycles in them and collecting them without a full sweep.
To add more detail, one idea for making a set of possible nodes for scanning would be ones whose reference count was decremented but which didn't go to zero on the decrement. Only nodes to which this has happened can be the point at which a loop was cut off from the root set.
Python has a collector that does that, as does PHP.
I'm still trying to get my head around the algorithm because there are advanced versions that claim to be able to do this in parallel without stopping the program...
In any case it's not simple, it requires multiple scans, an extra set of reference counters, and decrementing elements (in the extra counter) in a "trial" to see if the self referential data ends up being collectable.
Some papers:
"Down for the Count? Getting Reference Counting Back in the Ring" Rifat Shahriyar, Stephen M. Blackburn and Daniel Frampton
http://users.cecs.anu.edu.au/~steveb/downloads/pdf/rc-ismm-2012.pdf
"A Unified Theory of Garbage Collection" by David F. Bacon, Perry Cheng and V.T. Rajan
http://www.cs.virginia.edu/~cs415/reading/bacon-garbage.pdf
There are lots more topics in reference counting such as exotic ways of reducing or getting rid of interlocked instructions in reference counting. I can think of 3 ways, 2 of which have been written up.
I have always redesigned to avoid the issue. One of the common cases where this comes up is the parent child relationship where the child needs to know about the parent. There are 2 solutions to this
Convert the parent to a service, the parent then does not know about the children and the parent dies when there are no more children or the main program drops the parent reference.
If the parent must have access to the children, then have a register method on the parent which accepts a pointer that is not reference counted, such as an object pointer, and a corresponding unregister method. The child will need to call the register and unregister method. When the parent needs to access a child then it type casts the object pointer to the reference counted interface.
When using reference counting, what are possible solutions/techniques to deal with circular references?
Three solutions:
Augment naive reference counting with a cycle detector: counts decremented to non-zero values are considered to be potential sources of cycles and the heap topology around them is searched for cycles.
Augment naive reference counting with a conventional garbage collector like mark-sweep.
Constrain the language such that its programs can only ever produce acyclic (aka unidirectional) heaps. Erlang and Mathematica do this.
Replace references with dictionary lookups and then implement your own garbage collector that can collect cycles.
i too am looking for a good solution to the circularly reference counted problem.
i was stealing borrowing an API from World of Warcraft dealing with achievements. i was implicitely translating it into interfaces when i realized i had circular references.
Note: You can replace the word achievements with orders if you don't like achievements. But who doesn't like achievements?
There's the achievement itself:
IAchievement = interface(IUnknown)
function GetName: string;
function GetDescription: string;
function GetPoints: Integer;
function GetCompleted: Boolean;
function GetCriteriaCount: Integer;
function GetCriteria(Index: Integer): IAchievementCriteria;
end;
And then there's the list of criteria of the achievement:
IAchievementCriteria = interface(IUnknown)
function GetDescription: string;
function GetCompleted: Boolean;
function GetQuantity: Integer;
function GetRequiredQuantity: Integer;
end;
All achievements register themselves with a central IAchievementController:
IAchievementController = interface
{
procedure RegisterAchievement(Achievement: IAchievement);
procedure UnregisterAchievement(Achievement: IAchievement);
}
And the controller can then be used to get a list of all the achievements:
IAchievementController = interface
{
procedure RegisterAchievement(Achievement: IAchievement);
procedure UnregisterAchievement(Achievement: IAchievement);
function GetAchievementCount(): Integer;
function GetAchievement(Index: Integer): IAchievement;
}
The idea was going to be that as something interesting happened, the system would call the IAchievementController and notify them that something interesting happend:
IAchievementController = interface
{
...
procedure Notify(eventType: Integer; gParam: TGUID; nParam: Integer);
}
And when an event happens, the controller will iterate through each child and notify them of the event through their own Notify method:
IAchievement = interface(IUnknown)
function GetName: string;
...
function GetCriteriaCount: Integer;
function GetCriteria(Index: Integer): IAchievementCriteria;
procedure Notify(eventType: Integer; gParam: TGUID; nParam: Integer);
end;
If the Achievement object decides the event is something it would be interested in it will notify its child criteria:
IAchievementCriteria = interface(IUnknown)
function GetDescription: string;
...
procedure Notify(eventType: Integer; gParam: TGUID; nParam: Integer);
end;
Up until now the dependancy graph has always been top-down:
IAchievementController --> IAchievement --> IAchievementCriteria
But what happens when the achievement's criteria have been met? The Criteria object was going to have to notify its parent `Achievement:
IAchievementController --> IAchievement --> IAchievementCriteria
^ |
| |
+----------------------+
Meaning that the Criteria will need a reference to its parent; the who are now referencing each other - memory leak.
And when an achievement is finally completed, it is going to have to notify its parent controller, so it can update views:
IAchievementController --> IAchievement --> IAchievementCriteria
^ | ^ |
| | | |
+----------------------+ +----------------------+
Now the Controller and its child Achievements circularly reference each other - more memory leaks.
i thought that perhaps the Criteria object could instead notify the Controller, removing the reference to its parent. But we still have a circular reference, it just takes longer:
IAchievementController --> IAchievement --> IAchievementCriteria
^ | |
| | |
+<---------------------+ |
| |
+-------------------------------------------------+
The World of Warcraft solution
Now the World of Warcraft api is not object-oriented friendly. But it does solve any circular references:
Do not pass references to the Controller. Have a single, global, singleton, Controller class. That way an achievement doesn't have to reference the controller, just use it.
Cons: Makes testing, and mocking, impossible - because you have to have a known global variable.
An achievement doesn't know its list of criteria. If you want the Criteria for an Achievement you ask the Controller for them:
IAchievementController = interface(IUnknown)
function GetAchievementCriteriaCount(AchievementGUID: TGUID): Integer;
function GetAchievementCriteria(Index: Integer): IAchievementCriteria;
end;
Cons: An Achievement can no longer decide to pass notifications to it's Criteria, because it doesn't have any criteria. You now have to register Criteria with the Controller
When a Criteria is completed, it notifies the Controller, who notifies the Achievement:
IAchievementController-->IAchievement IAchievementCriteria
^ |
| |
+----------------------------------------------+
Cons: Makes my head hurt.
i'm sure a Teardown method is much more desirable that re-architecting an entire system into a horribly messy API.
But, like you wonder, perhaps there's a better way.
If you need to store the cyclic data, for a snapShot into a string,
I attach a cyclic boolean, to any object that may be cyclic.
Step 1:
When parsing the data to a JSON string, I push any object.is_cyclic that hasn't been used into an array and save the index to the string. (Any used objects are replaced with the existing index).
Step 2: I traverse the array of objects, setting any children.is_cyclic to the specified index, or pushing any new objects to the array. Then parsing the array into a JSON string.
NOTE: By pushing new cyclic objects to the end of the array, will force recursion until all cyclic references are removed..
Step 3: Last I parse both JSON strings into a single String;
Here is a javascript fiddle...
https://jsfiddle.net/7uondjhe/5/
function my_json(item) {
var parse_key = 'restore_reference',
stringify_key = 'is_cyclic';
var referenced_array = [];
var json_replacer = function(key,value) {
if(typeof value == 'object' && value[stringify_key]) {
var index = referenced_array.indexOf(value);
if(index == -1) {
index = referenced_array.length;
referenced_array.push(value);
};
return {
[parse_key]: index
}
}
return value;
}
var json_reviver = function(key, value) {
if(typeof value == 'object' && value[parse_key] >= 0) {
return referenced_array[value[parse_key]];
}
return value;
}
var unflatten_recursive = function(item, level) {
if(!level) level = 1;
for(var key in item) {
if(!item.hasOwnProperty(key)) continue;
var value = item[key];
if(typeof value !== 'object') continue;
if(level < 2 || !value.hasOwnProperty(parse_key)) {
unflatten_recursive(value, level+1);
continue;
}
var index = value[parse_key];
item[key] = referenced_array[index];
}
};
var flatten_recursive = function(item, level) {
if(!level) level = 1;
for(var key in item) {
if(!item.hasOwnProperty(key)) continue;
var value = item[key];
if(typeof value !== 'object') continue;
if(level < 2 || !value[stringify_key]) {
flatten_recursive(value, level+1);
continue;
}
var index = referenced_array.indexOf(value);
if(index == -1) (item[key] = {})[parse_key] = referenced_array.push(value)-1;
else (item[key] = {})[parse_key] = index;
}
};
return {
clone: function(){
return JSON.parse(JSON.stringify(item,json_replacer),json_reviver)
},
parse: function() {
var object_of_json_strings = JSON.parse(item);
referenced_array = JSON.parse(object_of_json_strings.references);
unflatten_recursive(referenced_array);
return JSON.parse(object_of_json_strings.data,json_reviver);
},
stringify: function() {
var data = JSON.stringify(item,json_replacer);
flatten_recursive(referenced_array);
return JSON.stringify({
data: data,
references: JSON.stringify(referenced_array)
});
}
}
}
Here are some techniques described in Algorithms for Dynamic Memory Management by R. Jones and R. Lins. Both suggest that you can look at the cyclic structures as a whole in some way or another.
Friedman and Wise
The first way is one suggested by Friedman and Wise. It is for handling cyclic references when implementing recursive calls in functional programming languages. They suggest that you can observe the cycle as a single entity with a root object. To do that, you should be able to:
Create the cyclic structure all at once
Access the cyclic structure only through a single node - a root, and mark which reference closes the cycle
If you need to reuse just a part of the cyclic structure, you shouldn't add external references but instead make copies of what you need
That way you should be able to count the structure as a single entity and whenever the RC to the root falls to zero - collect it.
This should be the paper for it if anyone is interested in more details - https://www.academia.edu/49293107/Reference_counting_can_manage_the_circular_invironments_of_mutual_recursion
Bobrow's technique
Here you could have more than one reference to the cyclic structure. We just distinguish between internal and external references for it.
Overall, all allocated objects are assigned by the programmer to a group. And all groups are reference counted. We distinguish between internal and external references for the group and of course - objects can be moved between groups. In this case, intra-group cycles are easily reclaimed whenever there are no more external references to the group. However, inter-group cyclic structures should still be an issue.
If I'm not mistaken, this should be the original paper - https://dl.acm.org/doi/pdf/10.1145/357103.357104
I'm in the search for other general purpose alternatives besides those algorithms and using weak pointers.
Y Combinator
I wrote a programming language once in which every object was immutable. As such, an object could only contain pointers to objects that were created earlier. Since all reference pointed backwards in time, there could not possibly be any cyclic references, and reference counting was a perfectly viable way of managing memory.
The question then is, "How do you create self-referencing data structures without circular references?" Well, functional programming has been doing this trick forever using the fixed-point/Y combinator to write recursive functions when you can only refer to previously-written functions. See: https://en.wikipedia.org/wiki/Fixed-point_combinator
That Wikipedia page is complicated, but the concept is really not that complicated. How it works in terms of data structures is like this:
Let's say you want to make a Map<String,Object>, where the values in the map can refer to other values in the map. Well, instead of actually storing those objects, you store functions that generate those objects on-demand given a pointer to the map.
So you might say object = map.get(key), and what this will do is call a private method like _getDefinition(key) that returns this function and calls it:
Object get(String key) {
var definition = _getDefinition(key);
return definition == null ? null : definition(this);
}
So the map has a reference to the function that defines the value. This function doesn't need to have a reference to the map, because it will be passed the map as an argument.
When the definition called, it returns a new object that does have a pointer to the map in it somewhere, but the map it self does not have a pointer to this object, so there are no circular references.
There are couple of ways I know of for walking around this:
The first (and preferred one) is simply extracting the common code into third assembly, and make both references use that one
The second one is adding the reference as "File reference" (dll) instead of "Project reference"
Hope this helps

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