What's the use of Monads?

The following was originally posted on HN.

OK, go on, explain what else it is, rather than accidental convention of how to ensure an order of evaluation of a pair of expressions in a particular lazy pure-functional language?

Erlang, for example, being functional but strict language, requires no monads. So does Standard ML. In these languages a monads would be a useless, redundant abstraction which will only clutter the code.

Do notation.

Haskell’s do notation is syntactic sugar over monads which effectively allows you to write 'imperative-looking' code while still carrying a local state forward without mutation. The Wikibook does a pretty good example of explaining what this looks like (though I’m guessing you already know this).

Now, obviously it is true that one of do notation’s advantages is the same as any other monad usage: it allows us to explicitly sequence events in a lazy language that otherwise offers no (obviously intuitive) guarantees on evaluation order. In that sense it’s nothing more than sugaring over the otherwise necessary usage of a lot of ugly >> and >>= operators everywhere in increasingly annoying indentation.

But the other thing it offers is a syntactic sugaring over carrying state forward into successive computations (like the State monad), which still carries at least some useful sweetness in a language that is otherwise functionally pure, which is why F# generalized the concept even further to computation expressions.

Looked at another way, do notation, or something like it, can be used to sugar over something that rather more looks like the Clojure and →> operators, where the initial value is essentially a local namespace. Much like the threading macros, the result even appears to be doing a kind of mutation, even though it’s actually doing nothing of the sort.

This kind of thing turns out to be useful for games, for instance, as the linked State monad example above does. In games we often have a main update loop, where we have to do several successive operations on our game that might change the state. We can do this a number of ways, but one way is with something like do notation, where for instance (in some hypothetical language) we might do this:

do with gameState
  oldGame <- gameState
  gameState <- checkInput
  gameState <- tick
  if gameState != oldGame
    draw

And all of this kind of "fake mutation" can be handled underneath the sugar in a purely functional manner. It’s something I’ve been meaning to put into Heresy for some time. Heresy uses continuation based loops that have a "carry value", that can be passed from one cycle to the next. It’s a simple matter of some macro magic to then layer over this some syntax sugar that makes that carry value effectively a name space, that can be altered from one statement to the next, but all entirely without actual mutation underneath.

You can write whole imperative, mutation-riddled languages in purely functional ones this way. There’s even an implementation of BASIC that runs in the Haskell do notation.

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