Zero-cost abstracts
Abstract types in Haxe are a powerful mechanism providing means of abstraction with no run-time overhead.
They are particularly good for avoiding primitive obsession without introducing unnecessary object allocations, as demonstrated in many examples, like the canonical Color abstract. And indeed, almost all usage examples for abstracts on the net show wrapping of some primitive type like String or Int, emphasizing the implicit casting and operator overloading features, currently unique to abstract types in Haxe.
But abstracts can be defined over any type (even other abstracts) and that fact seems to be often forgotten in the code design process. Combine it with the possibility to actually restrict implicit casting (as opposed to introducing it as in most examples) and we'll have a type-safe and zero-cost way to define new types.
For example, let's write a very simple generic Signal type. Basically, it's just a collection of listeners with a nice API for adding and calling them, so how about we just use a simple array to represent it at run-time?
abstract Signal<T>(Array<T->Void>) { public inline function new() { this = []; } public inline function listen(listener:T->Void) { this.push(listener); } public inline function dispatch(data:T) { for (listener in this) listener(data); } }
Quite neat, right? For the consumers, this type has nothing to do with Array:
var signal = new Signal(); signal.listen(function(i) trace(i)); signal.dispatch("hi");
But if we look at e.g. generated JavaScript, we'll see that at run-time it's a simple array:
var signal = []; signal.push(function(i) { console.log(i); }); var _g = 0; while(_g < signal.length) { var listener = signal[_g]; ++_g; listener("hi"); }
(note how all the methods were fully inlined thanks to the inline
modifier)
Even more free abstraction
The Signal
example above, while very simple, has a design issue: usually, listening to a signal and dispatching it are
handled by completely different subsystems (that's the very idea of the observer pattern), so combining listen
and dispatch
methods in a single API is not very clean, since we don't want to allow listening parties to dispatch the signal.
With abstract
s we can split the API in two without introducing any run-time costs, such object allocation and dynamic dispatching through interface methods. We just wrap the same Array with two abstract types:
abstract SignalDispatcher<T>(Array<T->Void>) { public inline function new() { this = []; } public inline function dispatch(data:T) { for (listener in this) listener(data); } public inline function getSignal():Signal<T> { return cast this; } } abstract Signal<T>(Array<T->Void>) { public inline function listen(listener:T->Void) { this.push(listener); } }
Now the APIs are separated properly: we create a signal dispatcher which can dispatch signals, and from it we can get a signal to add listeners to:
var dispatcher = new SignalDispatcher(); var signal = dispatcher.getSignal(); signal.listen(function(i) trace(i)); dispatcher.dispatch("hi");
While at run-time it'll be the same good old array object:
var dispatcher = []; dispatcher.push(function(i) { console.log(i); }); var _g = 0; while(_g < dispatcher.length) { var listener = dispatcher[_g]; ++_g; listener("hi"); }
Putting it together
In the end, I'd like to demonstrate how it could be nicely used in conjunction with inline get,never
property:
class Player { public var health(default,null):Int; public var healthChanged(get,never):Signal<Int>; inline function get_healthChanged() return onHealthChanged.getSignal(); var onHealthChanged:SignalDispatcher<Int>; public function new() { health = 100; onHealthChanged = new SignalDispatcher(); } public function takeDamage(damage) { health -= damage; onHealthChanged.dispatch(health); } } class Main { static function main() { var player = new Player(); player.healthChanged.listen(function(health) trace('Player health is now $health')); player.takeDamage(30); } }
Let's take a look at the generated JavaScript code:
var Player = function() { this.health = 100; this.onHealthChanged = []; }; Player.prototype = { takeDamage: function(damage) { this.health -= damage; var this1 = this.onHealthChanged; var data = this.health; var _g = 0; while(_g < this1.length) { var listener = this1[_g]; ++_g; listener(data); } } }; var Main = function() { }; Main.main = function() { var player = new Player(); player.onHealthChanged.push(function(health) { console.log("Player health is now " + health); }); player.takeDamage(30); };
We avoided any unncecessary overhead while still using clean and type-safe interfaces.