When the clock ticks over to a new decade, it is customary to look back, to reflect on how much we have accomplished, and then look forward, to sort out where we want to go. Ten years is long enough that substantive progress should be visible in the glacially-slow evolutionary pace of programming languages. One can see this by noticing how many now-influential languages had no notable marketplace presence only ten years ago: Rust, Go, Swift, Kotlin, Dart, and Julia.
Type theory has many kinds of typing mechanisms: product, sum, top, bottom, recursive, universal, existential, subtypes, linear, refinement, dependent, and so on. I have run across something different from all those, which I am calling “infectious typing”. If anyone knows a formal name and/or treatment for this mechanism, I would love to hear about it. Type composition allows us to create new types out of existing ones. A struct or class product types is composed of several fields, each with its own type.
In 2001, Trevor Jim (AT&T Research) and Greg Morrisett (Cornell) launched a joint project to develop a safe dialect of the C programming language, an outgrowth of earlier work on Typed Assembly Language. After five years of hard work and some published papers, the team (including Dan Grossman, Michael Hicks, Nik Swamy, and others) released Cyclone 1.0. And then the developers moved on to other things. Few have heard of Cyclone and almost no one has used it.
The prior post, When Sum Types Inherit, shows that we can (and should) use the magic of inheritance to enrich sum types to offer as powerful a capability as traditional classes. Graph-based, variant node data structures benefit from variant nodes being able to support common fields, methods, and virtual dispatch. That result, however, raises a new question: do we really need two separate language abstractions that offer very similar capabilities?
Inheritance makes it easier than any other mechanism (e.g. generics, macros, composition/delegation) to define a type that reuses the state and some methods of other types. After reading my inheritance posts, I hope you are convinced that simplifying inheritance to a namespace-based mechanism ensures we obtain this convenient reuse capability, while avoiding most of the complexity and coupling dangers of traditional inheritance. However, you might still wonder whether real-world code needs inheritance’s reuse capability.
After removing the interface, inversion of control, and protected access capabilities from traditional inheritance, what do we have left (besides composition)? This is what we have: placing a few extra tokens on a derived class causes all named fields and methods of one or more base classes to be absorbed as if explicitly incorporated. Further, certain inherited methods can be customized (overridden) with their own implementation. The primary selling point for inheritance has always been this sort of code reuse.
Anti-inheritance advocates are likely to enthusiastically support this post. It promotes the most useful feature of traditional inheritance (Interfaces), turning it into a more valuable abstraction that is largely independent of inheritance. It discards two other traditional features of inheritance, Inversion of Control and Protected Access, as both unnecessary and dangerous. Let’s examine each in turn… Interfaces An interface is “an abstract type that contains no data but defines behaviors as method signatures.
I need to decide what sort of inheritance capability Cone will offer. None! I can hear some of you insist. “Inheritance has recently fallen out of favor as a programming design solution,” claims the Rust language book. “Favor object composition over class inheritance,” recommends the Design Patterns book in 1994. “Inheritance is Evil.” insists Nicolò Pignatelli. It is not hard to find cogent, hard-hitting critiques of inheritance, complaining about costs incurred from fragile base classes, excessive coupling, and broken encapsulation.
The execution of a program unfolds over some interval of time. The lifetime of every temporary resource (e.g., variable or object) is the time span between that resource’s “creation” and “destruction”. This lifetime is wholly contained within the typically-longer lifetime of the program. The goal of this post is to explore how versatile lifetime analysis has increasingly become in managing memory efficiently, safely and with better performance. By the end of this post, we will explore exciting new ways to apply lifetime analysis, beyond their current support in Rust.
Note: You can read Russian translation here. I have always wanted the Cone compiler to be fast. Faster build times make it easier and more pleasant for the programmer to iterate and experiment quickly. Compilers built for speed, such as Turbo Pascal, D and Go, win praise and loyalty. Languages that struggle more with this, like C++ or Rust, get regular complaints and requests to speed up build times.