I'm learning a lot more about Java 8 and its functional capabilities, and I wanted to do some more practice with it. Say, for example, I have the following imperative code which is for wrapping a circle around the bounds of the screen:
if (circle.getPosition().getX() > width + circle.getRadius()){
circle.getPosition().setX(-circle.getRadius());
}else if (circle.getPosition().getX() < -circle.getRadius()){
circle.getPosition().setX(width + circle.getRadius());
}
if (circle.getPosition().getY() > height + circle.getRadius()){
circle.getPosition().setY(-circle.getRadius());
}else if (circle.getPosition().getY() < -circle.getRadius()){
circle.getPosition().setY(height + circle.getRadius());
}
Since everything in Java is an Object and it is an object-oriented language at its core, introducing functional programming did not change this fact and made Java a truly functional language - it treats lambda expression as an Object.
With an imperative approach, a developer writes code that specifies the steps that the computer must take to accomplish the goal. This is sometimes referred to as algorithmic programming. In contrast, a functional approach involves composing the problem as a set of functions to be executed.
Most modern languages are in varying degree both imperative and functional but to better understand functional programming, it will be best to take an example of pure functional language like Haskell in contrast of imperative code in not so functional language like java/C#.
Examples of imperative languages are Pascal, C, Java, etc. Examples of declarative languages are ML, pure Lisp and pure Prolog. The programming model in imperative languages is based on a statement-at-a-time paradigm where each statement has some effect on a memory store.
There is nothing inherent about the requirement for mutability in this example. The imperative approach is to modify an existing circles by applying side-effects which alter the state of an existing circle.
The functional approach is to have an immutable data structure and create a function that takes data from the first structure and creates a new structure. In your example, a functional approach would have the circle being immutable, i.e. no setX() or setY() methods.
private Circle wrapCircleAroundBounds(Circle circle, double width, double height) {
double newx = (circle.getPosition().getX() > width + circle.getRadius()) ? -circle.getRadius() : width + circle.getRadius()
double newy = (circle.getPosition().getY() > height + circle.getRadius()) ? -circle.getRadius() : height + circle.getRadius()
return new Circle(newx, newy)
}
Using Java8's functional features, you could then imagine mapping a list of circles to wrapped circles:
circles.stream().map(circ -> wrapCircleAroundBounds(circ, width, height))
The imperative and functional approaches have different advantages, the functional approach, for example, is intrisicaly threadsafe because of the immutability so you should be able to more readily parallelise this kind of code. For instance, one could equally safely write:
circles.parallelStream().map(circ -> wrapCircleAroundBounds(circ, width, height))
I don't think that functional programming is necessarily badly suited to game development but, although it has be done, it's certainly not a standard approach so you won't get the same level of library support if you're using a functional language.
As dfeuer states in his answer, Java's functional features are pretty primitive - you don't have support for algebraic data types, pattern matching, etc which will make it much easier to express problems in a functional style (at least once you get used to those idioms). I agree that at least reading a bit about Haskell, which has an excellent tutorial: http://learnyouahaskell.com/chapters would be a good way to get started. Unlike Scala, which is very much a multiparadigm language, you won't have OOP features to fall back on while you're learning the new style.
For your first point: You "functionalize" your example by thinking about what the code ought to achieve. And this is, you have a circle, and want to compute another circle based on some conditions. But for some reason your imperative upbringing makes you assume that the input circle and the output circle should be stored in the same memory locations!
For being functional, the first thing is to forget memory locations and embrace values. Think of every type the same way you think of int
or java.lang.Integer
or the other numeric types.
For an example, assume some newbie shows you some code like this:
double x = 3.765;
sin(x);
System.out.println("The square root of x is " + x);
and complains that sin
doesn't seem to work. What would you think then?
Now consider this:
Circle myCircle = ....;
wrapAroundBoundsOfScreen(myCircle);
System.out.println("The wrapped-around circle is now " + myCircle);
You will have climbed the first step to functional programming when the latter code seems as absurd to you as the former. And yes, this does mean not to use certain features of the imperative language you are using, or use them extremely sparingly.
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