Optimizing recursive calls over data structures - optimization

Is there an algorithm to optimize a highly recursive function into an iteration over a data structure? For example, given the following function...
// template <typename T> class BSTNode is defined somewhere else
// It's a generic binary search tree.
template <typename T, typename R>
void in_order(BSTNode<T>* root, R (*routine)(T))
{
if (root)
{
in_order(root->leftChild);
routine(root->data);
in_order(root->rightChild);
}
}
... is it possible to optimize it into...
// template <typename> class Stack is defined somewhere else
// It's a generic LIFO array (aka stack).
template <typename T, typename R>
void in_order(BSTNode<T>* root, R (*routine)(T))
{
if (!root) return;
Stack<BSTNode*> stack;
stack.push(NULL);
line1:
while (root->leftChild)
{
stack.push(root);
root = root->leftChild;
}
line2:
routine(root->data);
if (root->rightChild)
{
root = root->rightChild;
goto line1;
}
else if (root = stack.pop())
goto line2;
}
(Of course, the difference is that, instead of filling the call stack, the latter fills another stack in the heap.)
EDIT: I meant an algorithm that can be executed by the compiler, so I don't have to optimize it by hand.

Yes, you can do this.
However, aside from possibly exhausting stack space with very deep trees, there is no "optimization" here. If you need speed gains, consider threading your trees instead.

The only general recursive optimisation I've come across is that of optimising tail recursion. This is frequently done in functional languages and basically involves the compiler/interpreter changing a function where the final operation is the recursive call into a fully iterative function (so no problems with stack, etc).
For other forms of recursion, I'm not aware that any general purpose algorithm for optimising them into iterative functions has been found/created. You can certainly always express such functions in an iterative manner, but the transformation is not a general purpose one.

You're asking for the continuation-passing-style transformation with defunctionalized continuations; it's covered in chapter 6 of Essentials of Programming Languages, with code in Scheme. But it'd be a huge pain to implement for C++. Maybe if you have a compiler frontend that converts C++ into reasonably accessible datastructures, though, and you need to do this to a lot of code. The book also explains how to do this transformation systematically by hand, which is more likely to be practical in your situation.

Technically the answer to this is "yes": any algorithm which can be expressed recursively (i.e. with an implicit stack) can also be reformulated to use iteration (i.e. with an explicit stack or other tracking structure).
However, I suspect that most compilers can't or won't attempt to do this for you. Coming up with a general-purpose automatic algorithm for performing the transformation is likely to be pretty difficult, although I've never tried it, so I shouldn't say that it's intractable.

It is possible to traverse a tree depth-first, without using recursion.
A good example is the following: http://code.activestate.com/recipes/461776/.
The compiler won't do this optimization for you, though. However, the concept is not so hard to grasp. What you're doing is creating a call stack and nodelist yourself, instead of using a function call to go deeper into the tree.

It is possible to traverse a mutable ordered tree iteratively, by recording the node's parent in the branches you take, and knowing the direction you approach a node from ( down, or up from the left or right, which the ordered property of the tree lets you test ):
template <typename T, typename R>
void in_order ( BSTNode<T>* root, R (*routine)(T) ) {
typedef BSTNode<T>* Node;
Node current = root;
Node parent = 0;
bool going_down = true;
while ( current ) {
Node next = 0;
if ( going_down ) {
if ( current -> leftChild ) {
// navigate down the left, swapping prev with the path taken
Node next_child = current -> leftChild;
current -> leftChild = parent;
parent = current;
current = next_child;
} else if ( current -> rightChild ) {
// navigate down the right, swapping prev with the path taken
Node next_child = current -> rightChild;
current -> rightChild = parent;
parent = current;
current = next_child;
} else {
// leaf
routine ( current -> data );
going_down = false;
}
} else {
// moving up to parent
if ( parent ) {
Node next_parent = 0;
// came from the left branch
if ( parent -> data > current -> data ) {
// visit parent after left branch
routine ( parent -> data );
// repair parent
next_parent = parent -> leftChild;
parent -> leftChild = current;
// traverse right if possible
if ( parent -> rightChild ) {
going_down = true;
// navigate down the right, swapping prev with the path taken
Node next_child = parent -> rightChild;
parent -> rightChild = next_parent;
//parent = current;
current = next_child;
continue;
}
} else {
// came from the right branch
next_parent = parent -> rightChild;
parent -> rightChild = current;
}
current = parent;
parent = next_parent;
} else {
break;
}
}
}
}
If rather than storing the children, you store the XOR of the parent and child, then you can get the next node in whatever direction you approach from without having to mutate the tree.
I don't know of anything with automatically transforms non-tail recursive functions into such code. I do know of environments where the call stack is allocated on the heap, which transparently avoid a stack overflow in cases where you can't perform such mutations and have a fixed small stack size. Usually recording the state on a stack takes less space that the call stack, as you're selecting only the essential local state to record, and are not recording return addresses or any caller-save registers ( if you used a functor rather than a function pointer, then it's more likely that the compiler might be able to inline routine and so not save the caller save registers in the simple recursive case, so reducing the amount of stack required for each recursion. YMMV ).
Since you're using templates you should only need to do the traversal code once, and combine it with strategy templates to switch between pre, post and inorder, or whatever other iteration modes you want.

Of course, the difference is that,
instead of filling the call stack, the
latter fills another stack in the
heap.
You answered yourself. What is cheaper, stack or heap? (unless you are running out of stack space)

Sure you can make your own stack.
You want speed? Unless routine(root->data) does almost nothing, you'll never notice the difference.

Related

With Arrow: How do I apply a transformation of type (X)->IO<Y> to data of type Sequence<X> to get IO<Sequence<Y>>?

I am learning functional programming using Arrow.kt, intending to walk a path hierarchy and hash every file (and do some other stuff). Forcing myself to use functional concepts as much as possible.
Assume I have a data class CustomHash(...) already defined in code. It will be referenced below.
First I need to build a sequence of files by walking the path. This is an impure/effectful function, so it should be marked as such with the IO monad:
fun getFiles(rootPath: File): IO<Sequence<File>> = IO {
rootPath.walk() // This function is of type (File)->Sequence<File>
}
I need to read the file. Again, impure, so this is marked with IO
fun getRelevantFileContent(file: File): IO<Array<Byte>> {
// Assume some code here to extract only certain data relevant for my hash
}
Then I have a function to compute a hash. If it takes a byte array, then it's totally pure. Making it suspend because it will be slow to execute:
suspend fun computeHash(data: Array<Byte>): CustomHash {
// code to compute the hash
}
My issue is how to chain this all together in a functional manner.
fun main(rootPath: File) {
val x = getFiles(rootPath) // IO<Sequence<File>>
.map { seq -> // seq is of type Sequence<File>
seq.map { getRelevantFileContent(it) } // This produces Sequence<IO<Hash>>
}
}
}
Right now, if I try this, x is of type IO<Sequence<IO<Hash>>>. It is clear to me why this is the case.
Is there some way of turning Sequence<IO<Any>> into IO<Sequence<Any>>? Which I suppose is essentially, probably getting the terms imprecise, taking blocks of code that execute in their own coroutines and running the blocks of code all on the same coroutine instead?
If Sequence weren't there, I know IO<IO<Hash>> could have been IO<Hash> by using a flatMap in there, but Sequence of course doesn't have that flattening of IO capabilities.
Arrow's documentation has a lot of "TODO" sections and jumps very fast into documentation that presumes a lot of intermediate/advanced functional programming knowledge. It hasn't really been helpful for this problem.
First you need to convert the Sequence to SequenceK then you can use the sequence function to do that.
import arrow.fx.*
import arrow.core.*
import arrow.fx.extensions.io.applicative.applicative
val sequenceOfIOs: Sequence<IO<Any>> = TODO()
val ioOfSequence: IO<Sequence<Any>> = sequenceOfIOs.k()
.sequence(IO.applicative())
.fix()

How do I handle errors from libc functions in an idiomatic Rust manner?

libc's error handling is usually to return something < 0 in case of an error. I find myself doing this over and over:
let pid = fork()
if pid < 0 {
// Please disregard the fact that `Err(pid)`
// should be a `&str` or an enum
return Err(pid);
}
I find it ugly that this needs 3 lines of error handling, especially considering that these tests are quite frequent in this kind of code.
Is there a way to return an Err in case fork() returns < 0?
I found two things which are close:
assert_eq!. This needs another line and it panics so the caller cannot handle the error.
Using traits like these:
pub trait LibcResult<T> {
fn to_option(&self) -> Option<T>;
}
impl LibcResult<i64> for i32 {
fn to_option(&self) -> Option<i64> {
if *self < 0 { None } else { Some(*self) }
}
}
I could write fork().to_option().expect("could not fork"). This is now only one line, but it panics instead of returning an Err. I guess this could be solved using ok_or.
Some functions of libc have < 0 as sentinel (e.g. fork), while others use > 0 (e.g. pthread_attr_init), so this would need another argument.
Is there something out there which solves this?
As indicated in the other answer, use pre-made wrappers whenever possible. Where such wrappers do not exist, the following guidelines might help.
Return Result to indicate errors
The idiomatic Rust return type that includes error information is Result (std::result::Result). For most functions from POSIX libc, the specialized type std::io::Result is a perfect fit because it uses std::io::Error to encode errors, and it includes all standard system errors represented by errno values. A good way to avoid repetition is using a utility function such as:
use std::io::{Result, Error};
fn check_err<T: Ord + Default>(num: T) -> Result<T> {
if num < T::default() {
return Err(Error::last_os_error());
}
Ok(num)
}
Wrapping fork() would look like this:
pub fn fork() -> Result<u32> {
check_err(unsafe { libc::fork() }).map(|pid| pid as u32)
}
The use of Result allows idiomatic usage such as:
let pid = fork()?; // ? means return if Err, unwrap if Ok
if pid == 0 {
// child
...
}
Restrict the return type
The function will be easier to use if the return type is modified so that only "possible" values are included. For example, if a function logically has no return value, but returns an int only to communicate the presence of error, the Rust wrapper should return nothing:
pub fn dup2(oldfd: i32, newfd: i32) -> Result<()> {
check_err(unsafe { libc::dup2(oldfd, newfd) })?;
Ok(())
}
Another example are functions that logically return an unsigned integer, such as a PID or a file descriptor, but still declare their result as signed to include the -1 error return value. In that case, consider returning an unsigned value in Rust, as in the fork() example above. nix takes this one step further by having fork() return Result<ForkResult>, where ForkResult is a real enum with methods such as is_child(), and from which the PID is extracted using pattern matching.
Use options and other enums
Rust has a rich type system that allows expressing things that have to be encoded as magic values in C. To return to the fork() example, that function returns 0 to indicate the child return. This would be naturally expressed with an Option and can be combined with the Result shown above:
pub fn fork() -> Result<Option<u32>> {
let pid = check_err(unsafe { libc::fork() })? as u32;
if pid != 0 {
Some(pid)
} else {
None
}
}
The user of this API would no longer need to compare with the magic value, but would use pattern matching, for example:
if let Some(child_pid) = fork()? {
// execute parent code
} else {
// execute child code
}
Return values instead of using output parameters
C often returns values using output parameters, pointer parameters into which the results are stored. This is either because the actual return value is reserved for the error indicator, or because more than one value needs to be returned, and returning structs was badly supported by historical C compilers.
In contrast, Rust's Result supports return value independent of error information, and has no problem whatsoever with returning multiple values. Multiple values returned as a tuple are much more ergonomic than output parameters because they can be used in expressions or captured using pattern matching.
Wrap system resources in owned objects
When returning handles to system resources, such as file descriptors or Windows handles, it good practice to return them wrapped in an object that implements Drop to release them. This will make it less likely that a user of the wrapper will make a mistake, and it makes the use of return values more idiomatic, removing the need for awkward invocations of close() and resource leaks coming from failing to do so.
Taking pipe() as an example:
use std::fs::File;
use std::os::unix::io::FromRawFd;
pub fn pipe() -> Result<(File, File)> {
let mut fds = [0 as libc::c_int; 2];
check_err(unsafe { libc::pipe(fds.as_mut_ptr()) })?;
Ok(unsafe { (File::from_raw_fd(fds[0]), File::from_raw_fd(fds[1])) })
}
// Usage:
// let (r, w) = pipe()?;
// ... use R and W as normal File object
This pipe() wrapper returns multiple values and uses a wrapper object to refer to a system resource. Also, it returns the File objects defined in the Rust standard library and accepted by Rust's IO layer.
The best option is to not reimplement the universe. Instead, use nix, which wraps everything for you and has done the hard work of converting all the error types and handling the sentinel values:
pub fn fork() -> Result<ForkResult>
Then just use normal error handling like try! or ?.
Of course, you could rewrite all of nix by converting your trait to returning Results and including the specific error codes and then use try! or ?, but why would you?
There's nothing magical in Rust that converts negative or positive numbers into a domain specific error type for you. The code you already have is the correct approach, once you've enhanced it to use a Result either by creating it directly or via something like ok_or.
An intermediate solution would be to reuse nix's Errno struct, perhaps with your own trait sugar on top.
so this would need another argument
I'd say it would be better to have different methods: one for negative sentinel values and one for positive sentinel values.

Whats the best way to write an iterator supporting multiple logic branches?

In Rust I've started writing iterators, converting them from code which took a callback function.
I ran into the problem where the code that used a callback in multiple branches of the function didn't convert so cleanly into a Rust iterator.
To give some pseudo-code.
// function using callbacks where the caller can exit at any time,
// can be used in a similar way to an iterator.
fn do_stuff(args, callback_fn(cb_args)) {
// define a, b, c... args
if callback_fn(a, b, 0) == false { return; }
for i in 0..n {
if callback_fn(c, d, i) == false { return; }
}
if callback_fn(e, f, -1) == false { return; }
}
Converting this to an iterator was rather awkward since I needed to store some state representing each branch.
impl Iterator for MyStruct {
fn next(&mut self) -> Option<MyResult> {
let out = match (self.state) {
0 => {
self.state += 1;
Some(MyResult(self.a, self.b, 0))
},
1 => {
self.i += 1;
if self.i == self.n {
self.state += 1;
}
Some(MyResult(self.c, self.d, self.i - 1))
},
2 => {
self.state += 1;
Some(MyResult(self.e, self.f, -1))
},
_ => {
None
},
}
return out;
}
// --- snip
With the example above, this is arguably acceptable, (if a little awkward). Consider cases with multiple for loops, variable scopes, where its much harder to track state.
While I didn't try these, I imagine there are some ways to achieve this which in most cases are less-then-ideal workarounds:
Using the callback version, building a vector, then iterating over it... (works but defeats the purpose of using an iterator, no way to early exit and avoid creating the entire data set for eg).
Writing an iterator which communicates with a thread that uses similar logic to the callback version.(while possible, the overhead of creating OS threads makes it a poor choice in many cases).
Besides the workarounds above:
Are there ways to write iterators like the example given, with less convoluted logic?Ideally more like the example that uses callbacks.
Otherwise are there other ways to handle this?
Or is this simply not supported in Rust?
Note, the same logic applies coming from Python generators (using yield instead of a callback, using callbacks as an example here since they're ubiquitous with first class functions).
Languages like C# and Python provide a way to generate iterators from methods written using a special yield keyword. As of Rust 1.11, there is no such feature in the language. However, such a feature is planned (see RFC) (indeed, yield is a reserved keyword!) and would likely work as in C# (i.e. the compiler would generate a struct with the necessary state and implementation for Iterator).
In the meantime, you could try Stateful, a project that attempts to provide this feature. (This blog post explains how Stateful works, and the challenges involved.)

Components, Isolate function, and 'referential transparency'

I have a (rather philosophical) question which refers to cyclejs components : Is isolate() referentially transparent?.
Looking at the simplified code, reproduced thereafter, I could not discriminate any source of 'impurity'. Is that because the not simplified code introduces it, or because the function would return two different objects with two different references?
In that case, would not those two objects have the same behaviour (i.e. listening and reacting to the same events on the same targets, and producing different vTree$ but which encapsulate exactly the same sequence?). And if that is so, aren't those two objects essentially the same, i.e. replacing one by the other anywhere in the program should not change anything? Which means isolate is referentially transparent? Where did I go wrong?
Actually if both calls returns different objects which cannot be substituted, how do those objects differ?
function isolate(Component, scope) {
return function IsolatedComponent(sources) {
const {isolateSource, isolateSink} = sources.DOM;
const isolatedDOMSource = isolateSource(sources.DOM, scope);
const sinks = Component({DOM: isolatedDOMSource});
const isolatedDOMSink = isolateSink(sinks.DOM, scope);
return {
DOM: isolatedDOMSink
};
};
}
I could not discriminate any source of 'impurity'. Is that because the not simplified code introduces it, or because the function would return two different objects with two different references?
The simplified code does not introduce impurity. The impurity comes from the fact that the parameter scope defaults to newScope() if it is not specified. The actual implementation of isolate() has:
function isolate(dataflowComponent, scope = newScope()) {
// ...
}
Where newScope() is:
let counter = 0
function newScope() {
return `cycle${++counter}`
}
Meaning, if the scope is not given as argument, it defaults to the next value of a hidden global counter which is incremented every time isolate() is called.
In conclusion, isolate(component, scope) is referentially transparent because we give the scope, but isolate(component) is not.

Can a finite state machine work with persistence without breaking the FSM encapsulation?

Say we have a (UK) Traffic Light simulation app and a class TrafficLight has an associated finite state machine defined as:-
* --> RED --> RED_AMBER --> GREEN --> AMBER --> RED --> ...
(repeat until the proverbial cows make an appearance )
On construction TrafficLight's state is RED
Some kind of time trigger causes a state change.
In the app there may be some code like ( removing any code that takes away from point ) ...
TrafficLight trafficLightsAtBigJunction = new TrafficLight(); // state = RED
trafficLightsAtBigJunction.setState( TrafficLightState.RED_AMBER );
trafficLightsAtBigJunction.setState( TrafficLightState.GREEN );
trafficLightsAtBigJunction.setState( TrafficLightState.AMBER );
trafficLightsAtBigJunction.setState( TrafficLightState.RED );
trafficLightsAtBigJunction.setState( TrafficLightState.RED_AMBER );
:
:
:
The crux is, using the state pattern to implement the state machine, if we do
TrafficLight trafficLightsAtBigJunction = new TrafficLight(); // state = RED
trafficLightsAtBigJunction.setState( TrafficLightState.GREEN ); // Exception!!!!!
an exception is thrown ( by our design ) because it's an illegal state move. That's what we want. Everything is good with the world.
However if we then persist the traffic light and it happens to be at state = AMBER say then there appears to be a problem. When our user comes back 3 days later to watch the awesome traffic light simulation it is restored from the current state in some ( who cares ) persistent store.
How do we get the traffic light instance to be in state AMBER without breaking the encapsulation that the state pattern provides here?
There appears to be 2 choices:-
(1) Create a new instance and run through the relevant states
(2) Provide a special method to set the state to whatever we want that, by convention, is only used after reading from some persistence store. e.g.
trafficLight.setStateAfterReadingFromPersistanceSource( AMBER );
Issue with (1) as I see it is that there may very well be side effects I don't want when running through the states, plus the logic could be quite complex depending on the state machine
Issue with (2) is obviously it only works by convention so could introduce a bug without knowing when incorrectly used. More importantly it pretty much breaks all your nice pattern encapsulating which is what you wanted in the first place.
The question is persistence technology agnostic - same issue with ORM, Files, serialisation etc
I'm assuming there is a solution here but I can't think of one myself and my googling skills have not been sufficient.
Any pointers would be great.
Implementing a state machine by representing states and transitions as objects is certainly possible, but those objects require initialization (which appears to be your problem) and take the precious RAM.
However, there is also a completely different way of implementing state machines as pure code. This has so many advantages that I would never go back to the "state machine as data" method.
For a specific example, the DDJ article "UML Statecharts at $10.99" at http://www.drdobbs.com/architecture-and-design/uml-statecharts-at-1099/188101799 shows exactly how to implement a Pedestrian LIght CONtrolled (PELICAN) crossing as a hierarchical state machine.
This example is coded in C for a low-end microcontroller. If you are interested in C++ implementation, you can take a look at the open source QP/C++ framework available from SourceForge.net at https://sourceforge.net/projects/qpc/files/QP_C%2B%2B/
The way I see it, you want two ways to manipulate the state:
1) Transition from this state to another state, performing all side effects of this transition, throwing exception if illegal, etc
2) Set the machine directly to a state/set of internal values. Do nothing else.
You should persist everything that describes the FSM's internal state and have two methods, one that does the former, one that does the latter.
The latter will be used when setting up or when unpersisting. It's also much simpler to code since it'll just be transferring values into variables without worrying about what else needs to happen.
The former will be used during simulation.
The simplest approach may just be to pass the initial state as a constructor parameter - it's only your convention that the system starts with all lights as red.
Another approach would be to make the function which pulls data from the store a friend or member ( depending whether you're using operator>> to read it or something else ). This gives you the option to either transition to a state as per your example, or read an initial state from a store. There isn't much ambiguity as to what is happening, and it's up to the FSM to pull its state and whatever else it needs to and from the store when persisting.
For the short answer I agree with Pete that, in this simplistic example, you can pass it as
a constructor arg.
But I honestly think the entire design is flawed. I would think this should be modeled using the standard State design pattern. Something like this:
class TrafficLight
{
private TrafficLightState _lightState;
TrafficLight(initialState)
{
// utilize lookup table or factory-method to assign _lightState with the correct TrafficLightState subclass
}
// UI can use this to identify/render the appropriate color
Color getColorCode()
{
return _lightState.getColorCode();
}
// UI uses this to know when to signal the next light change (each color can have different duration)
int getDuration()
{
return _lightState.getDuration();
}
// assuming the UI has a timer that is set based on the current light's duration
void changeLight()
{
TrafficLightState nextState = _lightState.onChangeLight();
_lightState = nextState;
}
}
abstract class TrafficLightState
{
abstract Color getColorCode()
abstract TrafficLightState onChangeLight()
abstract int getDuration()
}
class RedLight : TrafficLightState
{
Color getColorCode()
{
return Color.Red;
}
TrafficLightState onChangeLight()
{
return new RedAmberLight();
}
int getDuration()
{
return 30;
}
}
class RedAmberLight : TrafficLightState
{
Color getColorCode()
{
return Color.Orange;
}
TrafficLightState onChangeLight()
{
return new GreenLight();
}
int getDuration()
{
return 10;
}
}
class GreenLight: TrafficLightState
{
Color getColorCode()
{
return Color.Green;
}
TrafficLightState onChangeLight()
{
return new AmberLight();
}
int getDuration()
{
return 25;
}
}
class AmberLight: TrafficLightState
{
Color getColorCode()
{
return Color.Yellow;
}
TrafficLightState onChangeLight()
{
return new RedLight();
}
int getDuration()
{
return 10;
}
}
State machines should not have an explicitly-exposed "change state" method that is used to transition in normal operations. Instead, think of them as having stimuli that allow the state machine to transition its own state. In this example, the stimuli was very simple but normally you'd have a bank of possible inputs that can cause a state transition. But with proper encapsulation, the caller need not be overly aware of the details.