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Making Unreasonable States Impossible

Making Unreasonable States Impossible

This talk goes deeper into the world of variant types and pattern matching and puts them into a practical context. You will learn how these tools help you design solid APIs, which are impossible to misuse by consumers. Additionally you will get more insights into practical ReasonReact code.

Repo-Link:
https://github.com/ryyppy/reason-tictactoe
-----
References:

Effective ML revisited
- https://blog.janestreet.com/effective-ml-revisited

Designing with Types: Making illegal states unrepresentable - Scott Wlaschin
- http://fsharpforfunandprofit.com/posts/designing-with-types-making-illegal-states-unrepresentable/

Types and Properties = Software: Designing with Types by Mark Seemann
- http://blog.ploeh.dk/2016/02/10/types-properties-software-designing-with-types/
- https://vimeo.com/162036084

Making impossible states impossible by Richard Feldman
- https://www.youtube.com/watch?v=IcgmSRJHu_8

Back to Basics - Using Flow by A. Sharif
- https://gist.github.com/busypeoples/70d06ba2e2aae65bdd4d5ebbb2fe1488

Making Impossible States Impossible in ReasonML by A. Sharif
- https://gist.github.com/busypeoples/ab2f993843f23614232a1f8500a4b542

Presented on:
6th of September 2017 (ReasonLND)

- Meetup-Page: https://www.meetup.com/ReasonLDN/events/242416734/

1st of February 2018 (ReasonMunich)

- Meetup-Page: https://www.meetup.com/Munich-ReasonML-Meetup/events/245697054/?eventId=245697054
- Video: https://www.youtube.com/watch?v=P7dTPoxCg4w

26th of April 2018 (ReactFinland Conf 2018)

Patrick Stapfer

April 26, 2018
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Transcript

  1. Well Researched Topic • Effective ML Revisited - Yaron Minsky


    • Types & Properties = Software: Designing with Types - Mark Seemann • Video
 • Designing with Types: Making illegal states unrepresentable - Scott Wlaschin
 • Making impossible states impossible - Richard Feldman
 • Back to the Basics - Using Flow - A.Sharif
 • Making Impossible States Impossible in ReasonML - A. Sharif
  2. First Attempt (JS) const state = { board: [null, ...,

    null], progress: "turn", player: "cross", }; <Tictactoe>
  3. Add some types w/ Flow… type State = { board:

    Board, progress: Progress, player: Player | null, }; type Token = "cross" | "circle" | "empty"; type Board = Array<Token>; type Player = "cross" | "circle"; type Progress = "turn" | "win" | "draw";
  4. Confusing Design... type State = { board: Board, progress: Progress,

    player: Player | null, }; type Token = "cross" | "circle" | "empty"; type Board = Array<Token>; type Player = "cross" | "circle"; type Progress = "turn" | "win" | "draw"; const state: State = { board: [...], progress: "win", player: null, }; ???
  5. Refactor Progress & Player Relation type State = { board:

    Board, progress: Progress, player: Player | null, }; type Progress = 
 { type: "turn", player: Player } | { type: "win", player: Player } | { type: "draw" }
  6. Types in Action (Flow) switch (progress.type) { case "turn": const

    {player} = progress; return `Player ${player}'s turn`; case "win": const {player} = progress; return `Player ${player} won`; }; const progress: Progress = {
 type: "turn",
 player: "cross"
 };
  7. "Pattern Matching" in Flow switch (progress.type) { case "turn": const

    {player} = progress; return `Player ${player}'s turn`; case "winner": const {player} = progress; return `Player ${player} won`; }; switch is no expression progress = typeof Object flow infer is brittle typoooooos No checks for exhaustiveness verbose syntax
  8. Let's design the state in Reason! type state = {

    board: board, progress: progress }; type token = Cross | Circle | Empty type board = ... type player = Cross | Circle type progress = 
 | Turn(player)
 | Win(player)
 | Draw
  9. Types in Action (Reason) switch (progress) { | Turn(p) =>

    "Player" ++ p_to_str(p) ++ "'s turn" | Win(p) => "Player" ++ p_to_str(p) ++ "won" | Draw => "It's a draw!" }; let progress = Turn(Cross); switch (progress.type) { case "turn": const {player} = progress; return `Player ${player}'s turn`; case "win": const {player} = progress; return `Player ${player} won`; };
  10. What about the Board? Naive Edition. type board = list(token)

    let ok: board = [ Empty, Empty,... , Empty] (9) let weird: board = [ Empty, Cross, Circle ] let doh: board = [ Empty ] + More Generic
 + Kinda Clever - Cognitive Load - Potentially unsafe code - "More tests" to write
  11. Make unrepresentable Board Impossible! type board = (row, row, row)

    let r1: row = (Empty, Empty, Empty) /* okay */ let r2: row = (Empty, Cross) /* fail */ - More verbose (but dead simple) code type row = (token, token, token) let r3: row = (Empty, Cross, Cross, Cross) /* fail */ + Type safe / no surprises + "Less tests" to write
  12. Helper types type colId = C1 | C2 | C3

    type rowId = R1 | R2 | R3
  13. Get a token from board (Column, Row) getToken :: board

    -> rowId -> colId -> token let getToken = (board, rid, cid) => { let (r1, r2, r3) = board; let fromRow = ((t1, t2, t3), cid) => switch cid { | C1 => t1 | C2 => t2 | C3 => t3 }; switch rid { | R1 => fromRow(r1, cid) | R2 => fromRow(r2, cid) | R3 => fromRow(r3, cid) }; };
  14. Add a token to the board let updateColumn = (row,

    cid, value) => { let (t1, t2, t3) = row; switch cid { | C1 => isEmptyToken(t1) ? (value, t2, t3) : row | C2 => isEmptyToken(t2) ? (t1, value, t3) : row | C3 => isEmptyToken(t3) ? (t1, t2, value) : row }; }; let updateBoard = (board, rid, cid, value) => { let (r1, r2, r3) = board; switch rid { | R1 => let r = updateColumn(r1, cid, value); (r, r2, r3); | R2 => let r = updateColumn(r2, cid, value); (r1, r, r3); | R3 => let r = updateColumn(r3, cid, value); (r1, r2, r); }; }; let isEmptyToken = (square: token) => switch square { | Empty => true | _ => false };
  15. Conclusion More Rigid Design More KISS than DRY Forces edge-cases

    to be handled Alternatives: Combine both worlds boardToList <-> listToBoard
  16. Loader Component™ <TTTLoader/> type remoteData = 
 | NotAsked
 |

    Pending
 | Success(Game.tictactoeState) | Error(string) type loaderState = remoteData render: ({state}) => switch state { | NotAsked => <div> ("Starting Application" |> se) </div> | Loading => <div> ("Loading Game..." |> se) </div> | Error(errorMsg) => <div> (errorMsg |> se) </div> | Success({board, progress}) => <Tictactoe board progress /> }