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Why are mutables allowed in F#? When are they essential?

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f#

Coming from C#, trying to get my head around the language.

From what I understand one of the main benefits of F# is that you ditch the concept of state, which should (in many cases) make things much more robust.

If this is the case (and correct me if it's not), why allow us to break this principle with mutables? To me it feels like it they don't belong in the language. I understand you don't have to use them, but it gives you the tools to go off track and think in an OOP manner.

Can anyone provide an example of where a mutable value is essential?

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FBryant87 Avatar asked Apr 14 '15 18:04

FBryant87


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1 Answers

Current compilers for declarative (stateless) code are not very smart. This results in lots of memory allocations and copy operations, which are rather expensive. Mutating some property of an object allows to re-use the object in its new state, which is much faster.

Imagine you make a game with 10000 units moving around at 60 ticks a second. You can do this in F#, including collisions with a mutable quad- or octree, on a single CPU core.

Now imagine the units and quadtree are immutable. The compiler would have no better idea than to allocate and construct 600000 units per second and create 60 new trees per second. And this excludes any changes in other management structures. In a real-world use case with complex units, this kind of solution will be too slow.

F# is a multi-paradigm language that enables the programmer to write functional, object-oriented, and, to an extent, imperative programs. Currently, each variant has its valid uses. Maybe, at some point in the future, better compilers will allow for better optimization of declarative programs, but right now, we have to fall back to imperative programming when performance becomes an issue.

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Vandroiy Avatar answered Oct 06 '22 19:10

Vandroiy