This blog post explores elegant ways to implement state machines in Rust, leveraging the type system for safety and clarity. It demonstrates how enums, structs, and pattern matching can represent states and transitions, ensuring compile-time verification of valid state changes. The author showcases a pattern using nested enums to model hierarchical states and transitions, enhancing organization and reducing boilerplate. This approach allows for clear, concise, and type-safe state machine implementations, preventing invalid state transitions at compile time rather than runtime. The post concludes by suggesting further explorations involving generics and traits for more complex state machine scenarios.
The blog post advocates for a layered approach to structuring Go applications, emphasizing separation of concerns and dependency inversion. It proposes organizing code into distinct layers – domain, service, handler – with each layer depending only on the layers beneath it. The domain layer houses core business logic and entities, the service layer orchestrates domain operations and handles application-specific logic, and the handler layer interacts with external systems like databases and HTTP requests. This layered structure promotes testability, maintainability, and clearer understanding of the codebase by enforcing boundaries and reducing dependencies between different parts of the application. This approach differs from strictly hexagonal architecture, allowing the service layer to orchestrate domain logic, and focuses on practical application over strict adherence to architectural patterns.
Hacker News users generally praised the article for its clear explanation of layered architecture in Go, particularly appreciating the focus on dependency inversion and the practical "domain" layer example. Some debated the merits of layered architecture in general, with a few suggesting alternative approaches like hexagonal architecture or Clean Architecture, noting potential drawbacks like increased boilerplate. A recurring theme was the importance of considering the project's complexity before adopting a layered approach, with simpler projects potentially not needing such strict structure. Others shared related experiences and alternative approaches to organizing Go code, highlighting the "package by feature" method and discussing the challenges of maintaining large, complex codebases. Several commenters also appreciated the author's clear and concise writing style.
The post "JavaScript Views, the Hard Way" details a pattern for structuring JavaScript UI code using simple functions called "views." These views take data as input and return HTML strings as output, promoting separation of concerns between logic and presentation. The pattern emphasizes immutability by treating views as pure functions and managing state changes externally. It encourages composing complex UIs from smaller, reusable view functions, simplifying development and testing. While avoiding frameworks, this approach provides a structured way to organize UI code, making it more maintainable and predictable, especially for smaller projects where the overhead of a full framework might be unnecessary. The core concept involves rendering views based on data and updating the DOM only when the data changes, leading to a potentially more efficient rendering process.
Hacker News users generally praised the article's approach to building UI components in JavaScript without a framework. Several commenters appreciated the focus on fundamental DOM manipulation and the clear explanation of how to manage state and updates efficiently. The simplicity and educational value were highlighted, with some suggesting it as a good resource for beginners. A few mentioned potential drawbacks, like the verbosity compared to framework-based solutions, and the lack of certain conveniences frameworks offer. However, the prevailing sentiment was that the article provided a valuable, back-to-basics perspective on UI development. Some discussion arose around alternative approaches and the merits of using frameworks, but the core value of understanding the underlying principles was consistently acknowledged.
"Architecture Patterns with Python" introduces practical architectural patterns for structuring Python applications beyond simple scripts. It focuses on Domain-Driven Design (DDD) principles and demonstrates how to implement them alongside architectural patterns like dependency injection and the repository pattern to create well-organized, testable, and maintainable code. The book guides readers through building a realistic application, iteratively improving its architecture to handle increasing complexity and evolving requirements. It emphasizes using Python's strengths effectively while promoting best practices for software design, ultimately enabling developers to create robust and scalable applications.
Hacker News users generally expressed interest in "Architecture Patterns with Python," praising its clear writing and practical approach. Several commenters highlighted the book's focus on domain-driven design and its suitability for bridging the gap between simple scripts and complex applications. Some appreciated the free online availability, while others noted the value of supporting the authors by purchasing the book. A few users compared it favorably to other architecture resources, emphasizing its Python-specific examples. The discussion also touched on testing strategies and the balance between architecture and premature optimization. A couple of commenters pointed out the book's emphasis on using readily available tools and libraries rather than introducing new frameworks.
The blog post explores how C, despite lacking built-in object-oriented features like polymorphism, achieves similar functionality through clever struct design and function pointers. It uses examples from the Linux kernel and FFmpeg to demonstrate this. Specifically, it showcases how defining structs with common initial members (akin to base classes) and using function pointers within these structs allows different "derived" structs to implement their own versions of specific operations, effectively mimicking virtual methods. This enables flexible and extensible code that can handle various data types or operations without needing to know the specific concrete type at compile time, achieving runtime polymorphism.
Hacker News users generally praised the article for its clear explanation of polymorphism in C, particularly how FFmpeg and the Linux kernel utilize function pointers and structs to achieve object-oriented-like designs. Several commenters pointed out the trade-offs of this approach, highlighting the increased complexity for debugging and the potential performance overhead compared to simpler C code or using C++. One commenter shared personal experience working with FFmpeg's codebase, confirming the article's description of its design. Another noted the value in understanding these techniques even if using higher-level languages, as it helps with interacting with C libraries and understanding lower-level system design. Some discussion focused on the benefits and drawbacks of C++'s object model compared to C's approach, with some suggesting modern C++ offers a more manageable way to achieve polymorphism. A few commenters mentioned other examples of similar techniques in different C projects, broadening the context of the article.
This post explores architectural patterns for adding realtime functionality to web applications. It covers techniques ranging from simple polling and long-polling to more sophisticated approaches like Server-Sent Events (SSE) and WebSockets. The author emphasizes choosing the right tool for the job based on factors like data volume, connection latency, and server resource constraints. They also discuss the importance of considering connection management, message ordering, and error handling. The post provides practical advice and code examples using JavaScript and Node.js to illustrate the different patterns, highlighting their strengths and weaknesses. Ultimately, it aims to give developers a clear understanding of the available options for building realtime features and empower them to make informed decisions based on their specific needs.
HN users generally praised the article for its clear explanations and practical approach to building realtime features. Several commenters highlighted the value of the "pull vs. push" breakdown and the discussion of different polling strategies. Some questioned the long-term viability of polling-based solutions and advocated for WebSockets or server-sent events for true real-time experiences. A few users shared their own experiences and preferences with specific technologies like LiveView and Elixir's Phoenix Channels. There was also some discussion about the trade-offs between complexity, performance, and scalability when choosing different realtime approaches.
The blog post "Inheritance and Subtyping" argues that inheritance and subtyping are distinct concepts often conflated, leading to inflexible and brittle code. Inheritance, a mechanism for code reuse, creates a tight coupling between classes, whereas subtyping, focused on behavioral compatibility, allows substitutability. The author advocates for composition over inheritance, suggesting interfaces and delegation as preferred alternatives for achieving polymorphism and code reuse. This approach promotes looser coupling, increased flexibility, and easier maintainability, ultimately leading to more robust and adaptable software design.
Hacker News users generally agree with the author's premise that inheritance is often misused, especially when subtyping isn't the goal. Several commenters point out that composition and interfaces are generally preferable, offering greater flexibility and avoiding the tight coupling inherent in inheritance. One commenter highlights the "fragile base class problem," where changes in a parent class can unexpectedly break child classes. Others discuss the nuances of Liskov Substitution Principle and how it relates to proper inheritance usage. One user specifically calls out Java's overuse of inheritance, citing the infamous AbstractSingletonProxyFactoryBean
. A few dissenting opinions mention that inheritance can be a useful tool when used judiciously, especially in domains like game development where hierarchical relationships are naturally occurring.
TypeScript enums are primarily useful for representing a fixed set of named constants, especially when interfacing with external systems expecting specific string or numeric values. While convenient for basic use cases, enums have limitations regarding tree-shaking, dynamic key access, and const assertions. Alternatives like string literal unions, const objects, and regular objects offer greater flexibility, enabling features like exhaustiveness checking, computed properties, and runtime manipulation. Choosing the right approach depends on the specific requirements of the project, balancing simplicity with the need for more advanced type safety and optimization.
Hacker News users generally discussed alternatives to TypeScript enums, with many favoring union types for their flexibility and better JavaScript output. Some users pointed out specific benefits of enums, like compile-time exhaustiveness checks and the ability to iterate over values, but the consensus leaned towards unions for most use cases. One comment mentioned that enums offer better forward compatibility when adding new values, potentially preventing runtime errors. Others highlighted the awkwardness of TypeScript enums in JavaScript, particularly reverse mapping, and emphasized unions' cleaner translation. A few commenters suggested that const assertions with union types effectively capture the desirable aspects of enums. Overall, the discussion frames enums as a feature with niche benefits but ultimately recommends simpler alternatives like union types and const assertions for general usage.
The blog post "Standard Patterns in Choice-Based Games" identifies common narrative structures used in choice-driven interactive fiction. It categorizes these patterns into timed choices, gated content based on stats or inventory, branching paths with varying consequences, hubs with radiating storylines, and hidden information or states that influence outcomes. The post argues that these patterns, while useful, can become predictable and limit the potential of the medium if overused. It advocates for greater experimentation with non-linearity and player agency, suggesting ideas like procedurally generated content, emergent narrative, and exploring the impact of player choice on the world beyond immediate consequences.
HN users discuss various aspects of choice-based games, focusing on the tension between player agency and authorial intent. Some highlight the "illusion of choice," where options ultimately lead to similar outcomes, frustrating players seeking meaningful impact. Others argue for embracing this, suggesting that the emotional journey, not branching narratives, is key. The implementation of choice is debated, with some advocating for simple, clear options, while others find value in complex systems with hidden consequences, even if they add development complexity. The importance of replayability is also raised, with the suggestion that games should offer new perspectives and outcomes on subsequent playthroughs. Finally, the use of randomness and procedural generation is discussed as a way to enhance variety and replayability, but with the caveat that it must be carefully balanced to avoid feeling arbitrary.
Summary of Comments ( 40 )
https://news.ycombinator.com/item?id=43741051
Hacker News users generally praised the article's clear explanation of state machine patterns in Rust. Several commenters highlighted the elegance and type safety offered by the approach, particularly appreciating the compile-time enforcement of valid state transitions. Some discussed alternative approaches, including the use of enums and the
typetag
crate for dynamic dispatch. A few pointed out potential drawbacks, like increased boilerplate and complexity for simpler state machines. One commenter noted the evolution of Rust's type system since the article was written in 2016, suggesting newer features like const generics could further improve the implementation. Others shared similar implementations in other languages or linked to related resources on state machine design.The Hacker News post titled "Pretty State Machine Patterns in Rust (2016)" with the ID 43741051 has several comments discussing the implementation and utility of state machines in Rust.
A recurring theme is the exploration of different approaches to representing state machines, beyond the "enum-based" approach highlighted in the article. Commenters discuss the use of the
typetag
crate for dynamic dispatch, enabling a more flexible state machine where states can be added without modifying the core machine logic. This approach is contrasted with the static dispatch offered by enums, where the compiler can enforce exhaustiveness and provide better type safety.Some users express concerns about the overhead of dynamic dispatch and question its necessity in scenarios where the set of states is known at compile time. They argue that the enum-based approach offers better performance and maintainability in such cases.
Another discussed point revolves around the trade-off between code elegance and performance. While some appreciate the conciseness and expressiveness of certain state machine patterns, others emphasize the importance of minimizing runtime overhead, especially in performance-critical applications. This leads to discussions about the suitability of different patterns for various use cases.
The applicability of state machines in different domains is also touched upon. Commenters mention using state machines for parsing, UI development, and game logic, highlighting the versatility of this pattern.
There's a brief exchange regarding the use of macros to simplify the definition of state transitions. While some see macros as a powerful tool for reducing boilerplate code, others express reservations about their potential to obscure the underlying logic and make debugging more challenging.
A comment points out a potential issue with the article's example code, suggesting that it might not be suitable for concurrent access. This raises the broader discussion of implementing thread-safe state machines, with suggestions like using mutexes or atomic operations to protect shared state.
Finally, several comments appreciate the article for providing clear and concise explanations of state machine patterns in Rust, even though the discussion extends beyond the specific examples presented. They acknowledge the value of exploring alternative implementations and discussing the trade-offs involved in choosing the right approach for a given problem.