In mutating models, typically abstract (mathematical / conceptual) objects are modeled as memory locations. I.e. object identity implies a pointer identity. But that's a problem when different versions of the same object need to be maintained. It's much easier when we can represent object identity by something other than pointer identity (such as strings or 32-bit integer keys or whatever), because that allows us to concurrently work on (or consume) different versions of the same abstract object. That also makes serialization/deserialization trivial, which allows storing objects on disk or sending them around.
Caches aren't quite as mix-and-match, but they can still internally manage different temporal versions of a cache line, as well as (hopefully) mask the fact that a write to DRAM from one core isn't an atomic operation instantly visible to all other cores.
Practice is always more complicated than theory.
It's still logically the same thing with these optimizations, obviously -- since they aren't supposed to change the logic.
const std::vector<int>& foo = bar.GetVector();
foo is a constant object reference cannot have its properties changed (and also cannot be changed to refer to a new object). std::vector<int>& foo = bar.GetVector();
Is an object reference that can have its properties changed (but cannot be changed to refer to a new object).They are very, very different semantically, because const is always local. Declaring something const has no effect on what happens with the value bound to a const variable anywhere else in the program. Whereas, immutability is a global property: An immutable array, for example, can be passed around and it will always be immutable.
JS has always hade 'freeze' as a kind of runtime immutability, and tooling like TS can provide for readonly types that provide immutability guarantees at compile time.
That’s always felt very odd to me.
The vagaries don't end there. NodeJS' `assert` namespace has methods like `equal()`, `strictEqual()`, `deepEqual()`, `deepStrictEqual()`, and `partialDeepStrictEqual()`, which is both excessive and badly named (although there's good justification for what `partialDeepStrictEqual()` does); ideally, `equal()` should be both `strict` and `deep`. That this is also a terminology problem is borne out by explanations that oftentimes do not clearly differentiate between object value and object identity.
In a language with inherent immutability, object value and object identity may (conceptually at least) be conflated, like they are for JavaScript's primitive values. You can always assume that an `'abc'` over here has the same object identity (memory location) as that `'abc'` over there, because it couldn't possibly make a difference were it not the case. The same should be true of an immutable list: for all we know, and all we have to know, two immutable lists could be stored in the same memory when they share the same elements in the same order.
A const variable that refers to an array is a const variable. The array is still mutable. That's not an exception, its also how a plain-old JavaScript object works: You can add and remove properties at will. You can change its prototype to point to something else and completely change its inheritance chain. And it could be a const variable to an unfrozen POJO all along.
That is not an exception to how things work, its how every reference works.
You can't mutate the reference, but you _can_ copy the values from one array into the data under an immutable reference, so const doesn't prevent basically any of the things you'd want to prevent.
The distinction makes way more sense to me in languages that let you pass by value. Passing a const array says don't change the data, passing a const reference says change the data but keep the reference the same.
Immutability is completely different. Determining whether a data structure is mutated without an actual immutable type to enforce is impractical, error-prone, and in any event impossible to prove for the general case.
Is there a name that refers to the broader group that includes both constants and variables? In practice, and in e.g. C++, "variable" is used to refer to both constants and actual variables, due to there not being a different common name that can be used to refer to both.
As in - it's not very "constant" if you keep re-making it in your loop, right?
Whereas "immutable" throws away that extra context and means "whatever variable you have, for however long you have it, it's unchangeable."
you cant change a constant though
Immutability doesn’t have this connotation.
for (0..5) |i| {
i = i + 1;
std.debug.print("foo {}\n", .{i});
}
In this loop in Zig, the reassignment to i fails, because i is a constant. However, i is a new constant bound to a different value each iteration.To potentially make it clearer that this is not mutation of a constant between iterations, technically &i could change between iterations, and the program would still be correct. This is not true with a c-style for loop using explicit mutation.
> So, constant, but repeatedly redefined.
You’re allowed to rebind a var defined within a loop, it doesn’t mean that you can’t hang on to the old value if you need to.
With mutability, you actively can’t hang on to the old value, it’ll change under your feet.
Maybe it makes more sense if you think about it like tail recursion: you call a function and do some calculations, and then you call the same function again, but with new args.
This is allowed, and not the same as hammering a variable in place.
> why are you calling it mutable?
Mostly just convention. Rust has immutable by default and you have to mark variables specifically with `mut` (so `let mut var_name = 10;`). Other languages distinguish between variables and values, so var and val, or something like that. Or they might do var and const (JS does this I think) to be more distinct.
1. A property known at compile time.
2. A property that can't change after being initially computed.
Many of the benefits of immutability accrue properties whose values are only known at runtime but which are still known to not change after that point.
People jump ahead using AI to improve their reading comprehension of source code, when there are still basic practices of style, writing, & composition that for some reason are yet to be widespread throughout the industry despite already having a long standing tradition in practice, alongside pretty firm grounding in academics.
My faith in this presumption dwindles every year. I expect AI to only exacerbate the problem.
const pi = 3.1415926
const 2pi = 2 * pi
const circumference = 2pi * radiusWhat about something like `gamma`? Lorentz factor? Luminance multiplier? Factorial generalization?
Why not just use the full sentence rather than assign it to an arbitrary name/symbol `gamma` and leave it dependent on the context?
And it's not that hard to add an inline comment to dispel the confusion
const tau = 2*pi; // Alternate name for 2pi is "tau"Like, if you have a constraint is_even(x) that's really easy to check in your head with some informal Floyd-Hoare logic.
And it scales to extracting code into helper functions and multiple variables. If you must track which set of variables form one context x1+y1, x2+y2, etc I find it much harder to check the invariants in my head.
These 'fixed state shape' situations are where I'd grab a state monad in Haskell and start thinking top-down in terms of actions+invariants.
I think that Rust made this decision because the x1, x2, x3 style of code is really a pain in the ass to write.
let x = "29"
let x = x.parse::<i32>()
let x = x.unwrap()
These all use the same name, but you still have the same explicit ordering dependency because they are typed differently. The first is a &str, the second a Result<i32, ParseIntError>, the third an i32, and any reordering of the lines would provide a compiler error. And if you add another line `let y = process(x)` you would expect it to do something similar no matter where you introduce it in these statements, provided it accepts the current type of x, because the values represent the "same" data.Once you actually "change" the value, for example by dividing by 3, I would consider it unidiomatic to shadow under the same name. Either mark it as mutable for preferably make a new variable with a name that represents what the new value now expresses
let x = Foo::new().stuff()?; let x = Bar::new(x).other_stuff()?;
So with the math example and what the poster above said about type changing, most rust code I write is something like:
let x: plain_int = 7
let x: added_int = add(x, 3);
let x: divided_int = divide(x, 2);
where the function signatures would be fn add(foo: plain_int, int); fn divide(bar: added_int, int);
and this can't be reordered without triggering a compiler error.
let x = some_function();
... A bunch of code
let x = some_function();
The values of x are the same. It was just an oversight on my part but wondered if I could set my linter to highlight multiple uses of the same variable name in the same function. Does anyone have any suggestions?
fn do_demo() {
let qr = QrCode::encode_text("foobar");
print_qr(qr);
let qr = QrCode::encode_text("1234", Ecc::LOW);
print_qr(qr);
let qr = QrCode::encode_text("the quick brown fox");
print_qr(qr);
}
In other languages that don't allow shadowing (e.g. C, Java), the first example would declare the variable and be syntactically correct to copy out, but the subsequent examples would cause a syntax error when copied out.> You should strive to never reassign or update a variable outside of true iterative calculations in loops.
If you want a completely immutable setup for this, you'd likely have to use a recursive function. This pattern is well supported and optimized in immutable languages like the ML family, but is not super practical in a standard imperative language. Something like
def sum(l):
if not l: return 0
return l[0] + sum(l[1:])
Of course this is also mostly insensitive to ordering guarantees (the compiler would be fine with the last line being `return l[-1] + sum(l[:-1])`), but immutability can remain useful in cases like this to ensure no concurrent mutation of a given object, for instance.[0]: https://docs.python.org/3/whatsnew/3.14.html#a-new-type-of-i...
Updating one or more variables in a loop naturally maps to reduce with the updated variable(s) being (in the case of more than one being fields of) the accumulator object.
For example you can modify sum such that it doesn't depend on itself, but it depends on a function, which it will receive as argument (and it will be itself).
Something like:
def sum_(f, l):
if not l: return 0
return l[0] + f(f, l[1:])
def runreq(f, *args):
return f(f, *args)
print(runreq(sum_, [1,2,3]))You're using recursion. `runreq()` calls `sum_()` which calls `sum()` in `return l[0] + f(f, l[1:])`, where `f` is `sum()`
No, see GP.
> `runreq()` calls `sum_()` which calls `sum()` in `return l[0] + f(f, l[1:])`, where `f` is `sum()`
Also no, see GP.
def sum_(f, l):
if not l: return 0
return l[0] + f(f, l[1:])
def runreq(f, *args):
return f(f, *args)
print(995,runreq(sum_, range(1,995)))
print(1000,runreq(sum_, range(1,1000)))
when run with python3.11 gives me this output: 995 494515
Traceback (most recent call last):
File "/tmp/sum.py", line 9, in <module>
print(1000,runreq(sum_, range(1,1000)))
^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "/tmp/sum.py", line 6, in runreq
return f(f, *args)
^^^^^^^^^^^
File "/tmp/sum.py", line 3, in sum_
return l[0] + f(f, l[1:])
^^^^^^^^^^^
File "/tmp/sum.py", line 3, in sum_
return l[0] + f(f, l[1:])
^^^^^^^^^^^
File "/tmp/sum.py", line 3, in sum_
return l[0] + f(f, l[1:])
^^^^^^^^^^^
[Previous line repeated 995 more times]
RecursionError: maximum recursion depth exceeded in comparison
A RecursionError seems to indicate there must have been recursion, no?[0] https://en.wikipedia.org/wiki/Static_single-assignment_form
The conversation I'm trying to have is "stop mutating all the dynamic self-modifying code, it's jamming things up". The concept of non-mutating code, only mutating variables, strikes me as extremely OCD and overly bureaucratic. Baby steps. Eventually I'll transition from my dynamic recompilation self-modifying code to just regular code with modifying variables. Only then can we talk about higher level transcendental OOP things such as singleton factory model-view-controller-singleton-const-factories and facade messenger const variable type design patterns. Surely those people are well reasoned and not fanatics like me
With a very basic concrete example:
x = 7
x = x + 3
x = x / 2
Vs
x = 7
x1 = x + 3
x2 = x1 / 2
Reordering the first will have no error, but you'll get the wrong result. The second will produce an error if you try to reorder the statements.
Another way to look at it is that in the first example, the 3rd calculation doesn't have "x" as a dependency but rather "x in the state where addition has already been completed" (i.e. it's 3 different x's that all share the same name). Doing single assignment is just making this explicit.