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?
Besides reduced memory usage, immutability allows you to optimize your application by making use of reference- and value equality. This makes it really easy to see if anything has changed. For example a state change in a react component.
In F#, all values are immutable by default. That means they cannot be mutated in-place unless you explicitly mark them as mutable. In practice, working with immutable values means that you change your approach to programming from, "I need to change something", to "I need to produce a new value".
In object-oriented and functional programming, an immutable object (unchangeable object) is an object whose state cannot be modified after it is created. This is in contrast to a mutable object (changeable object), which can be modified after it is created.
Mutable is a fancy way of saying that the internal state of the object is changed/mutated. So, the simplest definition is: An object whose internal state can be changed is mutable. On the other hand, immutable doesn't allow any change in the object once it has been created.
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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