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post Cap'n Proto v0.2: Compiler rewritten Haskell -> C++ kentonv

Today I am releasing version 0.2 of Cap'n Proto. The most notable change: the compiler / code generator, which was previously written in Haskell, has been rewritten in C++11. There are a few other changes as well, but before I talk about those, let me try to calm the angry mob that is not doubt reaching for their pitchforks as we speak. There are a few reasons for this change, some practical, some ideological. I'll start with the practical.

The practical: Supporting dynamic languages

Say you are trying to implement Cap'n Proto in an interpreted language like Python. One of the big draws of such a language is that you can edit your code and then run it without an intervening compile step, allowing you to iterate faster. But if the Python Cap'n Proto implementation worked like the C++ one (or like Protobufs), you lose some of that: whenever you change your Cap'n Proto schema files, you must run a command to regenerate the Python code from them. That sucks.

What you really want to do is parse the schemas at start-up -- the same time that the Python code itself is parsed. But writing a proper schema parser is harder than it looks; you really should reuse the existing implementation. If it is written in Haskell, that's going to be problematic. You either need to invoke the schema parser as a sub-process or you need to call Haskell code from Python via an FFI. Either approach is going to be a huge hack with lots of problems, not the least of which is having a runtime dependency on an entire platform that your end users may not otherwise want.

But with the schema parser written in C++, things become much simpler. Python code calls into C/C++ all the time. Everyone already has the necessary libraries installed. There's no need to generate code, even; the parsed schema can be fed into the Cap'n Proto C++ runtime's dynamic API, and Python bindings can trivially be implemented on top of that in just a few hundred lines of code. Everyone wins.

The ideological: I'm an object-oriented programmer

I really wanted to like Haskell. I used to be a strong proponent of functional programming, and I actually once wrote a complete web server and CMS in a purely-functional toy language of my own creation. I love strong static typing, and I find a lot of the constructs in Haskell really powerful and beautiful. Even monads. Especially monads.

But when it comes down to it, I am an object-oriented programmer, and Haskell is not an object-oriented language. Yes, you can do object-oriented style if you want to, just like you can do objects in C. But it's just too painful. I want to write object.methodName, not ModuleName.objectTypeMethodName object. I want to be able to write lots of small classes that encapsulate complex functionality in simple interfaces -- without having to place each one in a whole separate module and ending up with thousands of source files. I want to be able to build a list of objects of varying types that implement the same interface without having to re-invent virtual tables every time I do it (type classes don't quite solve the problem).

And as it turns out, even aside from the lack of object-orientation, I don't actually like functional programming as much as I thought. Yes, writing my parser was super-easy (my first commit message was "Day 1: Learn Haskell, write a parser"). But everything beyond that seemed to require increasing amounts of brain bending. For instance, to actually encode a Cap'n Proto message, I couldn't just allocate a buffer of zeros and then go through each field and set its value. Instead, I had to compute all the field values first, sort them by position, then concatenate the results.

Of course, I'm sure it's the case that if I spent years writing Haskell code, I'd eventually become as proficient with it as I am with C++. Perhaps I could un-learn object-oriented style and learn something else that works just as well or better. Basically, though, I decided that this was going to take a lot longer than it at first appeared, and that this wasn't a good use of my limited resources. So, I'm cutting my losses.

I still think Haskell is a very interesting language, and if works for you, by all means, use it. I would love to see someone write at actual Cap'n Proto runtime implementation in Haskell. But the compiler is now C++.

Parser Combinators in C++

A side effect (so to speak) of the compiler rewrite is that Cap'n Proto's companion utility library, KJ, now includes a parser combinator framework based on C++11 templates and lambdas. Here's a sample:

{% highlight c++ %} // Construct a parser that parses a number. auto number = transform( sequence( oneOrMore(charRange('0', '9')), optional(sequence( exactChar<'.'>(), many(charRange('0', '9'))))), [](Array whole, Maybe<Array> maybeFraction) -> Number* { KJ_IF_MAYBE(fraction, maybeFraction) { return new RealNumber(whole, *fraction); } else { return new WholeNumber(whole); } }); {% endhighlight %}

An interesting fact about the above code is that constructing the parser itself does not allocate anything on the heap. The variable number in this case ends up being one 96-byte flat object, most of which is composed of tables for character matching. The whole thing could even be declared constexpr... if the C++ standard allowed empty-capture lambdas to be constexpr, which unfortunately it doesn't (yet).

Unfortunately, KJ is largely undocumented at the moment, since people who just want to use Cap'n Proto generally don't need to know about it.

Other New Features

There are a couple other notable changes in this release, aside from the compiler:

  • Cygwin has been added as a supported platform, meaning you can now use Cap'n Proto on Windows. I am considering supporting MinGW as well. Unfortunately, MSVC is unlikely to be supported any time soon as its C++11 support is woefully lacking.

  • The new compiler binary -- now called capnp rather than capnpc -- is more of a multi-tool. It includes the ability to decode binary messages to text as a debugging aid. Type capnp help decode for more information.

  • The new [Orphan]({{ site.baseurl }}/cxx.html#orphans) class lets you detach objects from a message tree and re-attach them elsewhere.

  • Various contributors have declared their intentions to implement Ruby, Rust, C#, Java, Erlang, and Delphi bindings. These are still works in progress, but exciting nonetheless!

Backwards-compatibility Note

Cap'n Proto v0.2 contains an obscure wire format incompatibility with v0.1. If you are using unions containing multiple primitive-type fields of varying sizes, it's possible that the new compiler will position those fields differently. A work-around to get back to the old layout exists; if you believe you could be affected, please send me your schema and I'll tell you what to do. Gory details.

Road Map

v0.3 will come in a couple weeks and will include several new features and clean-ups that can now be implemented more easily given the new compiler. This will also hopefully be the first release that officially supports a language other than C++.

The following release, v0.4, will hopefully be the first release implementing RPC.

PS. If you are wondering, compared to the Haskell version, the new compiler is about 50% more lines of code and about 4x faster. The speed increase should be taken with a grain of salt, though, as my Haskell code did all kinds of horribly slow things. The code size is, I think, not bad, considering that Haskell specializes in concision -- but, again, I'm sure a Haskell expert could have written shorter code.