Александр Гранин, Функциональная 'Жизнь': параллельные клеточные автоматы и комонады в C++
- 2. Who I am?
● C++, Haskell, C#
● C++ User Group Novosibirsk, 2014
“Functional Declarative Design in C++”
● C++ Siberia Novosibirsk, 2015
“Functional Microscope: Lenses in C++”
● Talks, articles, research on FP in general, FP in C++
- 5. C++ FP Enthusiasts
● Range v3 by Eric Niebler - proposal for C++ Standard Lib
● FTL (Functional Template Library) by Bjorn Aili
● Cat by Nicola Bonelli - Category Theory elements
● Bartosz Milewski
● John Carmack
● …
● <Place your name here>
- 6. С++ User Group Novosibirsk, 2014
“Functional Declarative Design in C++”
- 7. С++ Siberia Novosibirsk, 2015
“Functional Microscope: Lenses in C++”
auto lens = personL() to addressL() to houseL();
Account account1 = {...};
Account account2 = set(lens, account1, 20);
// account2.person.address.house == 20
std::function<int(int)> modifier =
[](int old) { return old + 6; };
Account account3 = over(lens, account2, modifier);
// account3.person.address.house == 26
Lens 2 Lens 3Lens 1
- 8. FP elements in C++
● Lambdas, closures, functions (almost pure)
● std::function<>
● Immutability, POD-types
● Templates - pure functional language
● for_each(), recursion
● C++ Concepts: coming soon...
- 9. 9
Simple 1-dimensional 3-state CA
● 1 dimension
● 3 states: A (“Alive”), P (“Pregnant”), D/space (“Dead”),
A A
A A
A A
P
P
A A A
1 gen P
2 gen A A A
3 gen A A A A
4 gen A P A
5 gen A A A
6 gen A A A A
7 gen A P A
- 10. template <typename T>
struct Universe {
std::vector<T> field;
int position;
};
typedef char Cell;
const Cell Pregnant = 2;
const Cell Alive = 1;
const Cell Dead = 0;
Universe<Cell>
A A A A
Universe<T>: Pointed array
Universe<Cell> u;
u.field = {D, A, A, D, A, A, D};
u.position = 3;
- 11. Immutable shift
A A A A
Universe<Cell> left (const Universe<Cell>& u) {
Universe<Cell> newU
{ u.field, u.position - 1 };
if (u.position == 0)
newU.position = u.size() - 1;
return newU;
}
Universe<Cell> right (const Universe<Cell>& u);
A A A A
A A A A
shift to right
shift to left
- 12. Observing: shift and extract
A A A A
Cell extract(const Universe<Cell>& u) {
return u.field[u.position];
}
Universe<Cell> u = {...};
Cell cur = extract (u);
Cell r = extract (right (u));
Cell rr = extract (right (right (u)));
Cell l = extract (left (u));
Cell ll = extract (left (left (u)));
D
A A A A
shift to left
shift to left
extract
- 13. Rule: observe and reduce
A A A A
P
Cell rule(const Universe<Cell>& row) {
// extract l, ll, cur, r, rr here
if (isA(l) && isA(r) && !isAorP(cur))
return Pregnant;
// ... more rules here
return Dead;
}
- 14. Applying rule: extend, extract
Cell rule (Universe<Cell> row)
Universe<Cell> extend (
std::function<Cell(Universe<Cell>)> f,
Universe<Cell> u)
A A A A
P
P
- 15. Step: duplicate, (for_each: extend, extract)
A A A A
A A A A
A A A A
A A A A
A A A A
A A A A
A A A A A
P
A
A
P
A
Cell rule (Universe<Cell> row)
Universe<Cell> extend (
std::function<Cell(Universe<Cell>)> f,
Universe<Cell> u)
Universe<Universe<Cell>>
duplicate (Universe<Cell> u)
Universe<Cell> left (Universe<Cell> u)
Universe<Cell> right (Universe<Cell> u)
- 16. 16
Generic functional approach
#define UT Universe<T>
#define UUT Universe<Universe<T>>
template <typename T> T rule (const UT& u)
template <typename T> UT left (const UT& u)
template <typename T> UT right (const UT& u)
- 18. Generic extend
template <typename T> UT extend (
const func<T(UT)>& f,
const UT& u)
{
UUT duplicated = duplicate (u);
return { map(f, duplicated.field), u.position };
}
- 19. Generic map
template<typename A, typename B, template <class ...> class Container>
Container<B> map (
const std::function<B(A)>& f,
const Container<A>& va)
{
Container<B> vb;
std::transform(va.begin(), va.end(), std::back_inserter(vb), f);
return vb;
}
- 20. Generic duplicate
const std::function<UT(UT)> leftCreator = [](const UT& u) {return left(u); };
const std::function<UT(UT)> rightCreator = [](const UT& u) {return right(u); };
template <typename T> UUT duplicate (const UT& u)
{
return makeUniverse (leftCreator, rightCreator, u);
}
- 21. Generic makeUniverse
template <typename T> UUT makeUniverse (
const std::function<UT(UT)>& leftCreator,
const std::function<UT(UT)>& rightCreator,
const UT& u) {
std::vector<UT> lefts = tailOfGen(u.position, leftCreator, u);
std::vector<UT> rights = tailOfGen(u.size() - u.position - 1, rightCreator, u);
std::vector<UT> all;
all.swap(lefts);
all.push_back(u);
all.insert(all.end(), rights.begin(), rights.end());
return { std::move(all), u.position };
}
- 22. extract + duplicate + extend = comonad
template <typename T> T extract (const UT& u)
template <typename T> UT extend (
const func<T(UT)>& f,
const UT& u)
template <typename T> UUT duplicate (const UT& u)
- 23. 23
Parallel computations in FP
Container<B> map (
const std::function<B(A)>& f,
const Container<A>& va);
Container<B> mapPar (
const std::function<B(A)>& f,
const Container<A>& va);
- 24. mapPar
template <typename A, typename B, template <class ...> class Container>
Container<B> mapPar (
const std::function<B(A)>& f,
const Container<A>& va)
{
Container<std::future<B>> pars = map(par(f), va);
std::future<Container<B>> pRes = joinPars(pars);
return pRes.get();
}
- 25. template <typename A, typename B> std::function<std::future<B>(A)> par(
const std::function<B(A)>& f)
{
return [=](const A& a)
{
return std::async(std::launch::async, [=]() { return f(a); } );
};
}
par
- 26. template <typename B> std::future<std::vector<B>> joinPars(
std::vector<std::future<B>>& pars)
{
return std::async(std::launch::async, [&]() {
std::vector<B> bs;
bs.reserve(pars.size());
for (auto& it : pars)
bs.push_back(it.get());
return bs;
});
}
joinPars
- 27. 27
Parallel Game of Life benchmark
● 2 dimensions
● 2 states: A (“Alive”), D/space (“Dead”),
// Pointed array of pointed arrays
typedef Universe<Cell> LifeRow;
typedef Universe<LifeRow> LifeField;
- 28. A little bit harder...
#define UT Universe<T>
#define UUT Universe<Universe<T>>
#define UUUT Universe<Universe<Universe<T>>>
#define UUUUT Universe<Universe<Universe<Universe<T>>>>
template <typename T> UUUUT duplicate2 (const UUT& u)
template <typename T> UUT extend2 (
const func<T(UUT)>& f,
const UUT& u)
template <typename T> T extract2 (const UUT& u)
- 29. extend vs extend2
template <typename T> UT extend (
const func<T(UT)>& f,
const UT& u)
{
UUT duplicated = duplicate (u);
return { map (f, duplicated.field), u.position };
}
template <typename T> UUT extend2 (
const func<T(UUT)>& f,
const UUT& uut)
{
UUUUT duplicated = duplicate2 (uut);
return fmap2 (f, duplicated);
}
- 30. fmap2
template <typename T> UUT fmap2 (
const func<T(UUT)>& f,
const UUUUT& uuut)
{
const func<UT(UUUT)> f2 = [=](const UUUT& uuut2)
{
// Something really complicated here with using of ‘f’.
};
return { map (f2, uuut.field), uuut.position }; // parallelization: map -> mapPar
}
- 31. Game of Life benchmark
Field side Sequential Parallel
(microseconds)
50 484 283
100 3900 2291
150 12669 8005
200 30278 19415
- 32. Game of Life on comonads, C++
● Highly experimental
● Sequential, async and parallel GoL
● Simple 1D 3-state CA
● Functional design
● https://github.com/graninas/CMLife
● Клеточные автоматы и комонады, by Hithroc Mehatoko