What is an engine in the context of object oriented design? - oop

Everywhere one can read about all kind of engines (game engine, view engine rules engine...). Do Somebody know the definition of what an engine is? Is it a design pattern?

A software module is often called engine if it does a great deal of the work (calculation) but does not directly interact with the user.
The term is an analogy to a car engine that provides the power to move the car although the user (driver) does not have to know very much about it.
The term is not specific to OOP, however most engines are implemented as a collection of classes.
An engine is not a design pattern because it is too unspecific and not restricted to OOP. It is somewhat related to the layered architecture pattern where the lower layers often can be seen as the engine.

Related

difference between system design and object oriented design

can someone please explain the difference between system design and object oriented design?
Object oriented design involves object modeling and uses object oriented concepts such as Abstraction, Encapsulation, Decomposition and Generalization. Both of the design involves Architectural design and conceptual design.
Is one of the design paradigm subset of other?
System design is the designing the software/application as a whole [high level] that may include analysis, modelling, architecture, Components, Infrastructure etc. whereas the objected-oriented design is the set of defined rules/concepts to implement the functionalities within a software.
Take an analogy, a football game.
So the System design involves the design of football ground, goal poles, grass on the ground, location of the ground, length/breadth of the ground, putting line marks on the ground, scoreboard, defining the playing teams, number of players to play etc.
Now, take object-oriented design: how the games need to be played is defined by a set of rules that need to be followed. Thus the players need to play the game within the defined rules. So the more the player knows those rules the better they can play the game without making fouls. Similarly, the rules for the object-oriented concepts are inheritance, composition, abstraction, encapsulation. Thus the better we know these concepts the better design we can make.
#Prashant, hope it explains a bit
Let's say you want to design an online shopping web Application (like amazon.com). So before making that web application you have to think of :
load balancing to handle the user requests,
database whether to use SQL or NOSQL,
whether to use cache like Redis or not,
making microservices for the different tasks ( like notification service, order processing service etc.)
monitoring your web application (like memory, cpu etc.),
logging (say in sumoLogic).
CI/CD
So all these will fall under system design as they are required for any system to work.
Now once you finalized all these things and went to implement (writing code) any part of the system then you can follow the Object-oriented design to make classes, interfaces etc.
For example, you started implementing the notification microservice ( say in Java), so now you have to design classes, interfaces etc., and for this, you can use the object-oriented design principles like SOLID.
So we can say that object-oriented design is a part of system design which comes into picture when we start working on the actual implementation for any part of the system.
System in System Theory can be everything. (Facets of Systems Science, George Klir, 1991) System is on TOP of TREE, Superclass of other categories.
In overall, System Development included 2 major phases:
1- System Analysis: including Planning, requirements, analysis and etc. These items related to specific methodology in system theory.
2- System Design: including design, implementation, test, deploy, maintenance and etc.
As I said, System can be everything. For example:
Mechanical systems, Psychological systems, Social systems, Aircraft Systems and so on. Each category may have detailed and specific analysis and design steps based on mentioned 2 major phases.
In computer world, Software Systems is one of System categories.
Each software Analysis and Design method is based on mentioned 2 major phases too.
Additionally, In Software Systems, we have some paradigms to analysis and design like:
Structural/Process Centered
Data Centered
Object Oriented
Service Oriented
and etc.
Each of them has it's own Analysis and Design Steps. These steps are based on 2 major phases as well. But in details, they have some differences.
To sum up, Systems Analysis and Design is a big picture to all other type of systems. Learning System Analysis and Design helps to understand all other systems analysis and design and specially helps to compare and evaluate them.
Objects are parts of a system. You can think Object Oriented Design is a part of System Design. You can design a system in high level (with overview) or in low level (with details). It will highlight
Infrastructure
Data flow management
Services
Cache management
Request/response management etc
When doing object oriented design you can think that you have to use some objects and making relations among them. But before making object you need to design some classes. So actually OOD (object oriented design) is
Designing class diagram (optional)
Making some classes
Making relations among classes
Using classes for creating objects
Implementing the purpose (basic functions and logics) etc

What are the bad side effects of using singleton in my game engine design

Yes, I admit this is the same old question, but I used to apply this pattern heavily in my game engine (if it counts one) design.
I noticed in this question http://stackoverflow.com/questions/137975/what-is-so-bad-about-singletons , Jim Burger has given his answer, yes it's true that my codes are tightly coupled, but where I apply singletons are managers used in my engine, for instance, resource manager which manages all sorts of images, audios and data. I can ask for resource anywhere in my code "ResourceManager.getInstance().getImageAndCacheIt("someimage"); ", so on top of my engine, the game logic codes are coupled tightly with it.
It is common your codes? Is there a better solution?
And I used to think that some of the Classes which Android Activity uses are singletons, however after digging into the source code, I found that they are surprisingly not, they are lazily instantiated with some configuration, should I use this approach instead?
And would you be so kind as to tell me some of your engine design experiences, what subsystems do I need, do you use a visual tree or draw your elements directly line by line?
By the way, what language do you use to make 3d video games, java or c++ or something else, now I'm working on java/opengl es
A common alternative to singletons is to use Dependency Injection.

Difference between Programming Paradigm, Design Pattern and Application Architecture?

I'm from a non-programming background and have often come across the terms like Programming Paradigm, Design Pattern and Application Architecture. Although I think I have a vague understanding of what these terms mean, I'd appreciate if someone could clarify what each is, how it is different from the other and how these concepts apply to Objective C.
Programming Paradigm: Something like "Functional Programming", "Procedural Programming", and "Object Oriented Programming". The programming paradigm and the languages that use them inform how the code gets written. For example, in Object Oriented programming the code is divided up into classes (sometimes a language feature, sometimes not (e.g. javascript)), and typically supports inheritance and some type of polymorphism. The programmer creates the classes, and then instances of the classes (i.e. the objects) to carry out the operation of the program. In functional languages, the state changes on the computer are very heavily controlled by the language itself. Functions are first class objects, although not all languages where functions are first class objects are functional programming language (this topic is one of good debate). Code written with a functional languages involves lots of nested functions, almost every step of the program is new function invocation. For procedural programming, C programs and bash scripting are good examples, you just say do step 1, do step 2, etc, without creating classes and whatnot.
Design Pattern: A design pattern is a useful abstraction that can be implemented in any language. It is a "pattern" for doing things. Like if you have a bunch of steps you want to implement, you might use the 'composite' and 'command' patterns so make your implementation more generic. Think of a pattern as an established template for solving a common coding task in a generic way.
Application Architecture: Takes into consideration how you build a system to do stuff. So, for a web application, the architecture might involve x number of gateways behind a load balancer, that asynchronously feed queues. Messages are picked up by y processes running on z machines, with 1 primary db and a backup slave. Application architecture involves choosing the platform, languages, frameworks used. This is different than software architecture, which speaks more to how to actually implement the program given the software stack.
Some quick definitions,
Application Architecture describes the overall architecture of the software. For instance a web-based programs typically use a layered architecture where functionality is divided to several layers, such as user interface (html generation, handling commands from users), business logic (rules how the functions of the software are executed) and database (for persistent data). In contrast, a data processing application could use a so-called pipes and filters architecture, where a piece of data passes through a pipeline where different modules act on the data.
Design Patterns are a much lower level tool, providing proven models on how to organize code to gain specific functionality while not compromising the overall structure. Easy examples might include a Singleton (how to guarantee the existence of a single instance of a code) or a Facade (how to provide a simple external view to a more complex system).
On the other hand paradigms are the other extreme, guiding the principles on how code is actually laid out, and they each require quite different mindsets to apply. For instance, procedural programming is mainly concerned about dividing the program logic into functions and bundling those functions into modules. Object-oriented programming aims to encapsulate the data and the operations that manipulate the data into objects. Functional programming emphasizes the use of functions instead of separate statements following one another, avoiding side-effects and state changes.
Objective-C is mostly an object-oriented extension to C, design patterns and architecture are not language-specific constructs.
A programming paradigm is a fundamental style of computer programming.
Software Design Pattern - are best practice solutions to common software design problem. There are many design patterns for common problems. To learn more about design patterns you can read some books from this list 5 Best Books for Learning Design Patterns
Application Architecture - Applications Architecture is the science and art of ensuring the suite of applications being used by an organization to create the composite application is scalable, reliable, available and manageable.
I guess any of these terms would apply to all programming languages. Design patterns exists in all programming languages.
These are logical terms defined to create higher level of abstraction.
Hope this helps
Think of the vernacular interpretation of those terms (i.e., outside of the field computer science).
Paradigms are all-encompassing views of computation that affect not only what kinds of things you can do, but even what kinds of thoughts you can have; functional programming is an example of a programming paradigm.
Patterns are simply well-established programming tricks, codified in some semi-formal manner.
Application architecture is a broad term describing how complex applications are organised.
Objective-C primarily adds elements of the OO paradigm to the imperative language, C. Patterns and architecture are largely orthogonal to the language.
Simple English words
A paradigm is a way of thinking when programming, where first class concepts are used to organize the software. Ex oop use classes as first class citizens, functional or lambda calculus use functions and their compositions, aspect uses aspects of a system .... And so on. When thinking a solution the first thing that comes to your mind are the first class citizens. The objective is to organize the solution into software components.
A design pattern is a common successful use of software components.
An application architecture is a set of design patterns put together in order to realize use case scdnarios.
Paradigm: a style or approach to programming. For example, In OOP, we use the concept of objects, classes to overall program. These objects contain data & behaviours & we connect them logically to complete the task.
Design Patterns: tried or tested solution, moreover reusable solutions, to the problem we encounter while everyday programming. For example, if we approach OOP paradigm, there are no. of patterns to help us solve specific problem.

Practical uses of OOP

I recently had a debate with a colleague who is not a fan of OOP. What took my attention was what he said:
"What's the point of doing my coding in objects? If it's reuse then I can just create a library and call whatever functions I need for whatever task is at hand. Do I need these concepts of polymorphism, inheritance, interfaces, patterns or whatever?"
We are in a small company developing small projects for e-commerce sites and real estate.
How can I take advantage of OOP in an "everyday, real-world" setup? Or was OOP really meant to solve complex problems and not intended for "everyday" development?
My personally view: context
When you program in OOP you have a greater awareness of the context. It helps you to organize the code in such a way that it is easier to understand because the real world is also object oriented.
The good things about OOP come from tying a set of data to a set of behaviors.
So, if you need to do many related operations on a related set of data, you can write many functions that operate on a struct, or you can use an object.
Objects give you some code reuse help in the form of inheritance.
IME, it is easier to work with an object with a known set of attributes and methods that it is to keep a set of complex structs and the functions that operate on them.
Some people will go on about inheritance and polymorphism. These are valuable, but the real value in OOP (in my opinion) comes from the nice way it encapsulates and associates data with behaviors.
Should you use OOP on your projects? That depends on how well your language supports OOP. That depends on the types of problems you need to solve.
But, if you are doing small websites, you are still talking about enough complexity that I would use OOP design given proper support in the development language.
More than getting something to just work - your friend's point, a well designed OO design is easier to understand, to follow, to expand, to extend and to implement. It is so much easier for example to delegate work that categorically are similar or to hold data that should stay together (yes even a C struct is an object).
Well, I'm sure a lot of people will give a lot more academically correctly answers, but here's my take on a few of the most valuable advantages:
OOP allows for better encapsulation
OOP allows the programmer to think in more logical terms, making software projects easier to design and understand (if well designed)
OOP is a time saver. For example, look at the things you can do with a C++ string object, vectors, etc. All that functionality (and much more) comes for "free." Now, those are really features of the class libraries and not OOP itself, but almost all OOP implementations come with nice class libraries. Can you implement all that stuff in C (or most of it)? Sure. But why write it yourself?
Look at the use of Design Patterns and you'll see the utility of OOP. It's not just about encapsulation and reuse, but extensibility and maintainability. It's the interfaces that make things powerful.
A few examples:
Implementing a stream (decorator pattern) without objects is difficult
Adding a new operation to an existing system such as a new encryption type (strategy pattern) can be difficult without objects.
Look at the way PostgresQL is
implemented versus the way your
database book says a database should
be implemented and you'll see a big
difference. The book will suggest
node objects for each operator.
Postgres uses myriad tables and
macros to try to emulate these nodes.
It is much less pretty and much
harder to extend because of that.
The list goes on.
The power of most programming languages is in the abstractions that they make available. Object Oriented programming provides a very powerful system of abstractions in the way it allows you to manage relationships between related ideas or actions.
Consider the task of calculating areas for an arbitrary and expanding collection of shapes. Any programmer can quickly write functions for the area of a circle, square, triangle, ect. and store them in a library. The difficulty comes when trying to write a program that identifies and calculates the area of an arbitrary shape. Each time you add a new kind of shape, say a pentagon, you would need to update and extend something like an IF or CASE structure to allow your program to identify the new shape and call the correct area routine from your "library of functions". After a while, the maintenance costs associated with this approach begin to pile up.
With object-oriented programming, a lot of this comes free-- just define a Shape class that contains an area method. Then it doesn't really matter what specific shape you're dealing with at run time, just make each geometrical figure an object that inherits from Shape and call the area method. The Object Oriented paradigm handles the details of whether at this moment in time, with this user input, do we need to calculate the area of a circle, triangle, square, pentagon or the ellipse option that was just added half a minute ago.
What if you decided to change the interface behind the way the area function was called? With Object Oriented programming you would just update the Shape class and the changes automagically propagate to all entities that inherit from that class. With a non Object Oriented system you would be facing the task of slogging through your "library of functions" and updating each individual interface.
In summary, Object Oriented programming provides a powerful form of abstraction that can save you time and effort by eliminating repetition in your code and streamlining extensions and maintenance.
Around 1994 I was trying to make sense of OOP and C++ at the same time, and found myself frustrated, even though I could understand in principle what the value of OOP was. I was so used to being able to mess with the state of any part of the application from other languages (mostly Basic, Assembly, and Pascal-family languages) that it seemed like I was giving up productivity in favor of some academic abstraction. Unfortunately, my first few encounters with OO frameworks like MFC made it easier to hack, but didn't necessarily provide much in the way of enlightenment.
It was only through a combination of persistence, exposure to alternate (non-C++) ways of dealing with objects, and careful analysis of OO code that both 1) worked and 2) read more coherently and intuitively than the equivalent procedural code that I started to really get it. And 15 years later, I'm regularly surprised at new (to me) discoveries of clever, yet impressively simple OO solutions that I can't imagine doing as neatly in a procedural approach.
I've been going through the same set of struggles trying to make sense of the functional programming paradigm over the last couple of years. To paraphrase Paul Graham, when you're looking down the power continuum, you see everything that's missing. When you're looking up the power continuum, you don't see the power, you just see weirdness.
I think, in order to commit to doing something a different way, you have to 1) see someone obviously being more productive with more powerful constructs and 2) suspend disbelief when you find yourself hitting a wall. It probably helps to have a mentor who is at least a tiny bit further along in their understanding of the new paradigm, too.
Barring the gumption required to suspend disbelief, if you want someone to quickly grok the value of an OO model, I think you could do a lot worse than to ask someone to spend a week with the Pragmatic Programmers book on Rails. It unfortunately does leave out a lot of the details of how the magic works, but it's a pretty good introduction to the power of a system of OO abstractions. If, after working through that book, your colleague still doesn't see the value of OO for some reason, he/she may be a hopeless case. But if they're willing to spend a little time working with an approach that has a strongly opinionated OO design that works, and gets them from 0-60 far faster than doing the same thing in a procedural language, there may just be hope. I think that's true even if your work doesn't involve web development.
I'm not so sure that bringing up the "real world" would be as much a selling point as a working framework for writing good apps, because it turns out that, especially in statically typed languages like C# and Java, modeling the real world often requires tortuous abstractions. You can see a concrete example of the difficulty of modeling the real world by looking at thousands of people struggling to model something as ostensibly simple as the geometric abstraction of "shape" (shape, ellipse, circle).
All programming paradigms have the same goal: hiding unneeded complexity.
Some problems are easily solved with an imperative paradigm, like your friend uses. Other problems are easily solved with an object-oriented paradigm. There are many other paradigms. The main ones (logic programming, functional programming, and imperative programming) are all equivalent to each other; object-oriented programming is usually thought as an extension to imperative programming.
Object-oriented programming is best used when the programmer is modeling items that are similar, but not the same. An imperative paradigm would put the different kinds of models into one function. An object-oriented paradigm separates the different kinds of models into different methods on related objects.
Your colleague seems to be stuck in one paradigm. Good luck.
To me, the power of OOP doesn't show itself until you start talking about inheritance and polymorphism.
If one's argument for OOP rests the concept of encapsulation and abstraction, well that isn't a very convincing argument for me. I can write a huge library and only document the interfaces to it that I want the user to be aware of, or I can rely on language-level constructs like packages in Ada to make fields private and only expose what it is that I want to expose.
However, the real advantage comes when I've written code in a generic hierarchy so that it can be reused later such that the same exact code interfaces are used for different functionality to achieve the same result.
Why is this handy? Because I can stand on the shoulders of giants to accomplish my current task. The idea is that I can boil the parts of a problem down to the most basic parts, the objects that compose the objects that compose... the objects that compose the project. By using a class that defines behavior very well in the general case, I can use that same proven code to build a more specific version of the same thing, and then a more specific version of the same thing, and then yet an even more specific version of the same thing. The key is that each of these entities has commonality that has already been coded and tested, and there is no need to reimpliment it again later. If I don't use inheritance for this, I end up reimplementing the common functionality or explicitly linking my new code against the old code, which provides a scenario for me to introduce control flow bugs.
Polymorphism is very handy in instances where I need to achieve a certain functionality from an object, but the same functionality is also needed from similar, but unique types. For instance, in Qt, there is the idea of inserting items onto a model so that the data can be displayed and you can easily maintain metadata for that object. Without polymorphism, I would need to bother myself with much more detail than I currently do (I.E. i would need to implement the same code interfaces that conduct the same business logic as the item that was originally intended to go on the model). Because the base class of my data-bound object interacts natively with the model, I can instead insert metadata onto this model with no trouble. I get what I need out of the object with no concern over what the model needs, and the model gets what it needs with no concern over what I have added to the class.
Ask your friend to visualize any object in his very Room, House or City... and if he can tell a single such object which a system in itself and is capable of doing some meaningful work. Things like a button isnt doing something alone - it takes lots of objects to make a phone call. Similarly a car engine is made of the crank shaft, pistons, spark plugs. OOPS concepts have evolved from our perception in natural processes or things in our lives. The "Inside COM" book tells the purpose of COM by taking analogy from a childhood game of identifying animals by asking questions.
Design trumps technology and methodology. Good designs tend to incorporate universal principals of complexity management such as law of demeter which is at the heart of what OO language features strive to codify.
Good design is not dependant on use of OO specific language features although it is typically in ones best interests to use them.
Not only does it make
programming easier / more maintainable in the current situation for other people (and yourself)
It is already allowing easier database CRUD (Create, Update, Delete) operations.
You can find more info about it looking up:
- Java : Hibernate
- Dot Net : Entity Framework
See even how LINQ (Visual Studio) can make your programming life MUCH easier.
Also, you can start using design patterns for solving real life problems (design patterns are all about OO)
Perhaps it is even fun to demonstrate with a little demo:
Let's say you need to store employees, accounts, members, books in a text file in a similar way.
.PS. I tried writing it in a PSEUDO way :)
the OO way
Code you call:
io.file.save(objectsCollection.ourFunctionForSaving())
class objectsCollection
function ourFunctionForSaving() As String
String _Objects
for each _Object in objectsCollection
Objects &= _Object & "-"
end for
return _Objects
end method
NON-OO Way
I don't think i'll write down non-oo code. But think of it :)
NOW LET'S SAY
In the OO way. The above class is the parent class of all methods for saving the books, employees, members, accounts, ...
What happens if we want to change the way of saving to a textfile? For example, to make it compactible with a current standard (.CVS).
And let's say we would like to add a load function, how much code do you need to write?
In the OO- way you only need the add a New Sub method which can split all the data into parameters (This happens once).
Let your collegue think about that :)
In domains where state and behavior are poorly aligned, Object-Orientation reduces the overall dependency density (i.e. complexity) within these domains, which makes the resulting systems less brittle.
This is because the essence of Object-Orientation is based on the fact that, organizationally, it doesn't dustinguish between state and behavior at all, treating both uniformly as "features". Objects are just sets of features clumpled to minimize overall dependency.
In other domains, Object-Orientation is not the best approach. There are different language paradigms for different problems. Experienced developers know this, and are willing to use whatever language is closest to the domain.

Are Databases and Functional Programming at odds?

I've been a web developer for some time now, and have recently started learning some functional programming. Like others, I've had some significant trouble apply many of these concepts to my professional work. For me, the primary reason for this is I see a conflict between between FP's goal of remaining stateless seems quite at odds with that fact that most web development work I've done has been heavily tied to databases, which are very data-centric.
One thing that made me a much more productive developer on the OOP side of things was the discovery of object-relational mappers like MyGeneration d00dads for .Net, Class::DBI for perl, ActiveRecord for ruby, etc. This allowed me to stay away from writing insert and select statements all day, and to focus on working with the data easily as objects. Of course, I could still write SQL queries when their power was needed, but otherwise it was abstracted nicely behind the scenes.
Now, turning to functional-programming, it seems like with many of the FP web frameworks like Links require writing a lot of boilerplate sql code, as in this example. Weblocks seems a little better, but it seems to use kind of an OOP model for working with data, and still requires code to be manually written for each table in your database as in this example. I suppose you use some code generation to write these mapping functions, but that seems decidedly un-lisp-like.
(Note I have not looked at Weblocks or Links extremely closely, I may just be misunderstanding how they are used).
So the question is, for the database access portions (which I believe are pretty large) of web application, or other development requiring interface with a sql database we seem to be forced down one of the following paths:
Don't Use Functional Programming
Access Data in an annoying, un-abstracted way that involves manually writing a lot of SQL or SQL-like code ala Links
Force our functional Language into a pseudo-OOP paradigm, thus removing some of the elegance and stability of true functional programming.
Clearly, none of these options seem ideal. Has found a way circumvent these issues? Is there really an even an issue here?
Note: I personally am most familiar with LISP on the FP front, so if you want to give any examples and know multiple FP languages, lisp would probably be the preferred language of choice
PS: For Issues specific to other aspects of web development see this question.
Coming at this from the perspective of a database person, I find that front end developers try too hard to find ways to make databases fit their model rather than consider the most effective ways to use database which are not object oriented or functional but relational and using set-theory. I have seen this generally result in poorly performing code. And further it creates code that is difficult to performance tune.
When considering database access there are three main considerations - data integrity (why all business rules should be enforced at the database level not through the user interface), performance, and security. SQL is written to manage the first two considerations more effectively than any front end language. Because it is specifically designed to do that. The task of a database is far different than the task of a user interface. Is it any wonder that the type of code that is most effective in managing the task is conceptually different?
And databases hold information critical to the survival of a company. Is is any wonder that businesses aren't willing to experiment with new methods when their survival is at stake. Heck many businesses are unwilling to even upgrade to new versions of their existing database. So there is in inherent conservatism in database design. And it is deliberately that way.
I wouldn't try to write T-SQL or use database design concepts to create your user-interface, why would you try to use your interface language and design concepts to access my database? Because you think SQL isn't fancy (or new) enough? Or you don't feel comfortable with it? Just because something doesn't fit the model you feel most comfortable with, doesn't mean it is bad or wrong. It means that it is different and probably different for a legitimate reason. You use a different tool for a different task.
First of all, I would not say that CLOS (Common Lisp Object System) is "pseudo-OO". It is first class OO.
Second, I believe that you should use the paradigm that fits your needs.
You cannot statelessly store data, while a function is flow of data and does not really need state.
If you have several needs intermixed, mix your paradigms. Do not restrict yourself to only using the lower right corner of your toolbox.
You should look at the paper "Out of the Tar Pit" by Ben Moseley and Peter Marks, available here: "Out of the Tar Pit" (Feb. 6, 2006)
It is a modern classic which details a programming paradigm/system called Functional-Relational Programming. While not directly relating to databases, it discusses how to isolate interactions with the outside world (databases, for example) from the functional core of a system.
The paper also discusses how to implement a system where the internal state of the application is defined and modified using a relational algebra, which obviously is related to relational databases.
This paper will not give an an exact answer to how to integrate databases and functional programming, but it will help you design a system to minimize the problem.
Functional languages do not have the goal to remain stateless, they have the goal to make management of state explicit. For instance, in Haskell, you can consider the State monad as the heart of "normal" state and the IO monad a representation of state which must exist outside of the program. Both of these monads allow you to (a) explicitly represent stateful actions and (b) build stateful actions by composing them using referentially transparent tools.
You reference a number of ORMs, which, per their name, abstract databases as sets of objects. Truely, this is not what the information in a relational database represents! Per its name, it represents relational data. SQL is an algebra (language) for handling relationships on a relational data set and is actually quite "functional" itself. I bring this up so as to consider that (a) ORMs are not the only way to map database information, (b) that SQL is actually a pretty nice language for some database designs, and (c) that functional languages often have relational algebra mappings which expose the power of SQL in an idiomatic (and in the case of Haskell, typechecked) fashion.
I would say most lisps are a poor man's functional language. It's fully capable of being used according to modern functional practices, but since it doesn't require them the community is less likely to use them. This leads to a mixture of methods which can be highly useful but certainly obscures how pure functional interfaces can still use databases meaningfully.
I don't think the stateless nature of fp languages is a problem with connecting to databases. Lisp is a non-pure functional programming language so it shouldn't have any problem dealing with state. And pure functional programming languages like Haskell have ways of dealing with input and output that can be applied to using databases.
From your question it seems like your main problem lies in finding a good way to abstract away the record-based data you get back from your database into something that is lisp-y (lisp-ish?) without having to write a lot of SQL code. This seems more like a problem with the tooling/libraries than a problem with the language paradigm. If you want to do pure FP maybe lisp isn't the right language for you. Common lisp seems more about integrating good ideas from oo, fp and other paradigms than about pure fp. Maybe you should be using Erlang or Haskell if you want to go the pure FP route.
I do think the 'pseudo-oo' ideas in lisp have their merit too. You might want to try them out. If they don't fit the way you want to work with your data you could try creating a layer on top of Weblocks that allows you to work with your data the way you want. This might be easier than writing everything yourself.
Disclaimer: I'm not a Lisp expert. I'm mostly interested in programming languages and have been playing with Lisp/CLOS, Scheme, Erlang, Python and a bit of Ruby. In daily programming life I'm still forced to use C#.
If your database doesn't destroy information, then you can work with it in a functional manner consistent with "pure functional" programming values by working in functions of the entire database as a value.
If at time T the database states that "Bob likes Suzie", and you had a function likes which accepted a database and a liker, then so long as you can recover the database at time T you have a pure functional program that involves a database. e.g.
# Start: Time T
likes(db, "Bob")
=> "Suzie"
# Change who bob likes
...
likes(db "Bob")
=> "Alice"
# Recover the database from T
db = getDb(T)
likes(db, "Bob")
=> "Suzie"
To do this you can't ever throw away information you might use (which in all practicality means you cannot throw away information), so your storage needs will increase monotonically. But you can start to work with your database as a linear series of discrete values, where subsequent values are related to the prior ones through transactions.
This is the major idea behind Datomic, for example.
Not at all. There are a genre of databases known as 'Functional Databases', of which Mnesia is perhaps the most accessible example. The basic principle is that functional programming is declarative, so it can be optimised. You can implement a join using List Comprehensions on persistent collections and the query optimiser can automagically work out how to implement the disk access.
Mnesia is written in Erlang and there is at least one web framework (Erlyweb) available for that platform. Erlang is inherently parallel with a shared-nothing threading model, so in certain ways it lends itself to scalable architectures.
A database is the perfect way to keep track of state in a stateless API. If you subscribe to REST, then your goal is to write stateless code that interacts with a datastore (or some other backend) that keeps track of state information in a transparent way so that your client doesn't have to.
The idea of an Object-Relational Mapper, where you import a database record as an object and then modify it, is just as applicable and useful to functional programming as it is to object oriented programming. The one caveat is that functional programming does not modify the object in place, but the database API can allow you to modify the record in place. The control flow of your client would look something like this:
Import the record as an object (the database API can lock the record at this point),
Read the object and branch based on its contents as you like,
Package a new object with your desired modifications,
Pass the new object to the appropriate API call which updates the record on the database.
The database will update the record with your changes. Pure functional programming might disallow reassigning variables within the scope of your program, but your database API can still allow in-place updates.
I'm most comfortable with Haskell. The most prominent Haskell web framework (comparable to Rails and Django) is called Yesod. It seems to have a pretty cool, type-safe, multi-backend ORM. Have a look at the Persistance chapter in their book.
Databases and Functional Programming can be fused.
for example:
Clojure is a functional programming language based on relational database theory.
Clojure -> DBMS, Super Foxpro
STM -> Transaction,MVCC
Persistent Collections -> db, table, col
hash-map -> indexed data
Watch -> trigger, log
Spec -> constraint
Core API -> SQL, Built-in function
function -> Stored Procedure
Meta Data -> System Table
Note: In the latest spec2, spec is more like RMDB.
see: spec-alpha2 wiki: Schema-and-select
I advocate: Building a relational data model on top of hash-map to achieve a combination of NoSQL and RMDB advantages. This is actually a reverse implementation of posgtresql.
Duck Typing: If it looks like a duck and quacks like a duck, it must be a duck.
If clojure's data model like a RMDB, clojure's facilities like a RMDB and clojure's data manipulation like a RMDB, clojure must be a RMDB.
Clojure is a functional programming language based on relational database theory
Everything is RMDB
Implement relational data model and programming based on hash-map (NoSQL)