How to model mixins / multiple interfaces in Haskell?

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闹比i
闹比i 2021-02-08 11:31

I came across this question on modeling inheritance in Haskell and it reminded me that I have a little more complicated version of the same problem. I\'ll adopt the example from

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  • On further reflection, I suppose this is basically a job for extensible records assuming permutativity. As far as I can tell, you'd just have to work with values of the form (r, a), where r is a record containing all the mixed-in data, and a is the original value you wanted. Pairs are already a Functor over the second argument, so you can fmap all your existing functions. For the mixins you could define things like

    pos :: (r <: {_pos :: Vec3}) => (r, a) -> Vec3
    pos (r, a) = r._pos
    

    and so on. Then a coloured physical camera would just be a value of type (r, Camera) where r <: {_pos :: Vec3, _vel :: Vec3, _colour :: Colour}.

    It's too bad all this doesn't exist in standard Haskell yet. Oh well, time for me to go check out some of the extensible records libraries.

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  • 2021-02-08 11:57

    Are you aware that a Tuple with arity of 2 has a Functor instance, which maps over the second item? We can use it to our benefit.

    data PositionAndVelocity = PositionAndVelocity Vec3 Vec3
    data Colour = ...
    
    f1 :: (PositionAndVelocity, Camera) -> ...
    f2 :: (Colour, Camera) -> ...
    
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  • 2021-02-08 11:59

    Though I still suspect we should think about the whole think about the whole thing another way, less OO-inspired, here's another possible solution. I shall keep to the Monsters example, though a 2D graphics program seems indeed a better example.

    {-# LANGUAGE TypeFamilies, MultiParamTypeClasses, DeriveFunctor, FlexibleContexts #-}
    
    import Control.Monad.Identity
    
    class (Functor f, Functor (PropT f p)) => AttachProp f p where
      type PropT f p :: * -> *
      attachProp :: p -> f o -> PropT f p o
      detachProp :: PropT f p o -> (p, f o)
    
    fmapProp :: (AttachProp f p, AttachProp f p')
      => f o -- dummy parameter (unevaluated), because type-functions aren't injective
             -> (p -> p') -> PropT f p o -> PropT f p' o
    fmapProp q f pt = let (p, fo) = detachProp pt
                      in attachProp (f p) $ fo `asTypeOf` q
    
    
    data R3Phys = R3Phys { position, momentum :: Vec3 }
    data Colour = Colour
    
    data Physical a = Physical R3Phys a deriving (Functor)
    data Coloured a = Coloured Colour a deriving (Functor)
    data PhysColoured a = PhysColoured Colour R3Phys a deriving (Functor)
    
    instance AttachProp Identity R3Phys where
      type PropT Identity R3Phys = Physical
      attachProp rp = Physical rp . runIdentity
      detachProp (Physical rp o) = (rp, Identity o)
    instance AttachProp Identity Colour where
      type PropT Identity Colour = Coloured
      attachProp c = Coloured c . runIdentity
      detachProp (Coloured c o) = (c, Identity o)
    instance AttachProp Coloured R3Phys where
      type PropT Coloured R3Phys = PhysColoured
      attachProp rp (Coloured c o) = PhysColoured c rp o
      detachProp (PhysColoured c rp o) = (rp, Coloured c o)
    instance AttachProp Physical Colour where
      type PropT Physical Colour = PhysColoured
      attachProp c (Physical rp o) = PhysColoured c rp o
      detachProp (PhysColoured c rp o) = (c, Physical rp o)
    

    Note that PropT (PropT Identity R3Phys) Colour a and PropT (PropT Identity Colour) R3Phys a are the same type, namely PhysColoured a. Of course, we need again O () instances for n mixins. Could easily be done with Template Haskell, though obviously you should think twice if you want that.

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  • 2021-02-08 12:02

    Perhaps it's just that this example with colours isn't particularly good, but it seems to me that you shouldn't ever truely need this and it wouldn't actually be good if it worked.

    Physical is indeed perfectly natural the way you propose it: a Monster, Camera etc. doesn't have a position by itself, rather position is what you get by combining such a object with some space to live in.

    But Coloured is different, for colour is a property of the thing itself and will probably have quite different meaning for a monster compared to a camera, so unlike Physical a type class would actually seem reasonable here. If at all – perhaps it would actually be better to simply use monomorphic functions for dealing with the various kinds of colour-ness manually.

    Of course, you might be tempted think of it this way: things themselves aren't coloured, but they wear a skin that has colour. I don't think this should be the only way to have colour, but... fair enough, we can obviously provide such a "skin" so uncoloured objects become colourful too:

    data ClSkin a = ClSkind { clSkinColour :: Colour
                            , clSkinned :: a         }
    instance Coloured (Clsskin a) where
      colour = clSkinColour
    

    Now you say it shouldn't matter if you use Physical (ClSkin a) or ClSkin (Physical a). I say it does matter. Again, Physical is sort-of a combination between an object and the entire space it lives in. Surely, you don't want to colourise that entire space! So really, Physical (ClSkin a) is the only meaningful variant. Or, alternatively, you might say colour is something that only makes sense for objects in a physical space. Well, then you'd just make the colour an extra field of that data!

    data Physical a = Physical a Vec3 Vec3 (Maybe Colour)
    
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  • 2021-02-08 12:07

    Perhaps we could take a cue from the underappreciated mtl package, and combine the two previously suggested approaches: declare two type constructors (and make them functors) and declare corresponding typeclasses/instances.

    But here's the trick: we will compose the functors using Data.Functor.Compose from transformers, and then define additional "pass-through" instances to make methods from the inner layers available in the outer layer. Just like mtl does for monad transformers!

    First, some preliminaries:

    {-# LANGUAGE DeriveFunctor #-}
    {-# LANGUAGE FlexibleInstances #-}
    
    import Data.Functor.Compose
    
    data Camera = Camera
    data Light = SpotLight | DirectionalLight 
    data Object = Monster | Player | NPC
    
    data Vec3 = Vec3C -- dummy type 
    data Colour = ColourC -- dummy type
    

    The data definitions:

    data Physical a = Physical a Vec3 Vec3 deriving Functor
    data Coloured a = Coloured a Colour deriving Functor
    

    The corresponding typeclasses:

    class Functor g => FunctorPhysical g where
        vecs :: g a -> (Vec3,Vec3)  
    
    class Functor g => FunctorColoured g where
        colour :: g a -> Colour
    

    The base instances:

    instance FunctorPhysical Physical where
        vecs (Physical _ v1 v2) = (v1,v2) 
    
    instance FunctorColoured Coloured where
        colour (Coloured _ c) = c
    

    And now the mtl-inspired trick. Passthrough instances!

    instance Functor f => FunctorPhysical (Compose Physical f) where
        vecs (Compose f) = vecs f
    
    instance Functor f => FunctorColoured (Compose Coloured f) where
        colour (Compose f) = colour f
    
    instance FunctorPhysical f => FunctorPhysical (Compose Coloured f) where
        vecs (Compose (Coloured a _)) = vecs a
    
    instance FunctorColoured f => FunctorColoured (Compose Physical f) where
        colour (Compose (Physical a _ _)) = colour a
    

    An example value:

    exampleLight :: Compose Physical Coloured Light
    exampleLight = Compose (Physical (Coloured SpotLight ColourC) Vec3C Vec3C) 
    

    You should be able to use both vecs and colour with the above value.

    EDIT: The above solution has the problem that accessing the original wrapped value is cumbersome. Here is an alternate version using comonads that lets you use extract to get the wrapped value back.

    import Control.Comonad
    import Control.Comonad.Trans.Class
    import Control.Comonad.Trans.Env
    import Data.Functor.Identity
    
    data PhysicalT w a = PhysicalT { unPhy :: EnvT (Vec3,Vec3) w a } 
    
    instance Functor w => Functor (PhysicalT w) where
      fmap g (PhysicalT wa) = PhysicalT (fmap g wa)
    
    instance Comonad w => Comonad (PhysicalT w) where
      duplicate (PhysicalT wa) = PhysicalT (extend PhysicalT wa)
      extract (PhysicalT wa) = extract wa
    
    instance ComonadTrans PhysicalT where
      lower = lower . unPhy
    
    --
    data ColouredT w a = ColouredT { unCol :: EnvT Colour w a } 
    
    instance Functor w => Functor (ColouredT w) where
      fmap g (ColouredT wa) = ColouredT (fmap g wa)
    
    instance Comonad w => Comonad (ColouredT w) where
      duplicate (ColouredT wa) = ColouredT (extend ColouredT wa)
      extract (ColouredT wa) = extract wa
    
    instance ComonadTrans ColouredT where
      lower = lower . unCol
    
    class Functor g => FunctorPhysical g where
        vecs :: g a -> (Vec3,Vec3)  
    
    class Functor g => FunctorColoured g where
        colour :: g a -> Colour
    
    instance Comonad c => FunctorPhysical (PhysicalT c) where
        vecs = ask . unPhy
    
    instance Comonad c => FunctorColoured (ColouredT c) where
        colour = ask . unCol
    
    -- passthrough instances    
    instance (Comonad c, FunctorPhysical c) => FunctorPhysical (ColouredT c) where
        vecs = vecs . lower
    
    instance (Comonad c, FunctorColoured c) => FunctorColoured (PhysicalT c) where
        colour = colour . lower
    
    -- example value
    exampleLight :: PhysicalT (ColouredT Identity) Light
    exampleLight = PhysicalT . EnvT (Vec3C,Vec3C) $ 
                   ColouredT . EnvT ColourC       $ Identity SpotLight
    

    Sadly, it requires even more boilerplate. Personally, I would just use nested EnvT transformers at the cost of less uniform access.

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