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how-to-create-a-machine.md

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How to create a machine

A StateMachine a b is a stateful process which receives inputs of type a and emits outputs of type b.

We will represent a machine as such

stateDiagram-v2
direction LR
a --> b
Loading

as arrows between inputs, on the left, and outputs, on the right.

The StateMachine a b data type has six constructors which we can use to construct a machine:

  • Basic
  • Sequential
  • Parallel
  • Alternative
  • Feedback
  • Kleisli

Let's start with the last five.

Sequential

Sequential
  :: StateMachine a b
  -> StateMachine b c
  -> StateMachine a c

allows us to sequentially compose two machines

stateDiagram-v2
direction LR
b': b
a --> b'
b --> c
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to get a single machine

stateDiagram-v2
direction LR
a --> b
b --> c
Loading

where every output b of the first machine is passed as an input to the second machine.

Parallel

Parallel
  :: StateMachine a b
  -> StateMachine c d
  -> StateMachine (a, c) (b, d)

allows us to execute two machines in parallel

stateDiagram-v2
direction LR
a --> b
c --> d
Loading

to get a single machine

stateDiagram-v2
direction LR
state fork <<fork>>
(a,c) --> fork
fork --> a
fork --> c
a --> b
c --> d
state join <<join>>
b --> join
d --> join
join --> (b,d)
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which passes the first element of the input tuple to the first machine and the second element to the second machine, collects the outputs and emits them together in a tuple.

Alternative

Alternative
  :: StateMachine a b
  -> StateMachine c d
  -> StateMachine (Either a c) (Either c d)

allows us to execute one out of two machines, depending on the input.

If we have two machines

stateDiagram-v2
direction LR
a --> b
c --> d
Loading

we can compose them like so

stateDiagram-v2
direction LR
eitherac: Either a c
state fork <<choice>>
eitherac --> fork
fork --> a
fork --> c
a --> b
c --> d
state join <<choice>>
b --> join
d --> join
join --> eitherbd
eitherbd: Either b d
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In practice, if the composed machine receives a Left a as input, the a will be passed as input to the first machine that will emit a b, which will be wrapped to emit a Left b from the composed machine, while the second machine remains untouched. Similarly, if the composed machine receives a Right c as input, the c will be passed as input to the second machine that will emit a d, which will be wrapped to emit a Right d from the composed machine, while the first machine remains untouched.

Feedback

Feedback
  :: StateMachine a [b]
  -> StateMachine b [a]
  -> StateMachine a [b]

allows us to use a machine to compute some new input to be processed from the output of a given machine.

We represent machine which output lists, like StateMachine a [b] as

stateDiagram-v2
direction LR
a --> b: []
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Now, if we have two machines

stateDiagram-v2
direction LR
b': b
a': a
b: b
a --> b: []
b' --> a': []
Loading

We can compose them like so

stateDiagram-v2
direction LR
a --> b: []
b --> a: []
Loading

It works as follows. When an input a is received by the input machine, it is processed by the first machine to obtain a list of output bs :: [b]. These outputs as fed as inputs into the second machine one by one, obtaining a list of outputs as :: [a]. These outputs are then fed again to the first machine and the circle starts again, until one of the two machines emits the empty list []. The composed machine will emit all the bs emitted in each round of the loop.

Notice that in fact everything works not only for lists, but for every foldable type.

Kleisli

Kleisli
  :: StateMachineT m a [b]
  -> StateMachineT m b [c]
  -> StateMachineT m a [c]

is very similar to Sequential, but it allows us to compose machines which emit multiple outputs.

Consider two machines

stateDiagram-v2
direction LR
b': b
a --> b: []
b' --> c: []
Loading

We can compose them

stateDiagram-v2
direction LR
a --> b: []
b --> c: []
Loading

where the outputs bs :: [b] of the first machine are is passed as inputs to the second machine, and processed all one by one.

We used lists [b] here to denote multiple outputs, but we can in fact use any Foldable type.

Basic

All the other constructors are combinators to construct more complicated machine out of simpler ones. We still miss a way to build the simpler ones! That is exactly what the Basic constructor provides. It gives a way to create a machine by specifying precisely its internal behaviour.

Basic
    :: forall vertex (topology :: Topology vertex) a b
     . ( Demote vertex ~ vertex
       , SingKind vertex
       , SingI topology
       , Eq vertex
       , Show vertex
       , RenderableVertices vertex
       )
    => BaseMachine topology a b
    -> StateMachine a b

To build a StateMachine a b using the Basic constructor, we need to build first a BaseMachine topology a b satisfying some constraints.

Let's start by understanding what topology represents.

Topology

The Topology data type is defined as

newtype Topology vertex = Topology
  {edges :: [(vertex, [vertex])]}

and represents a directed graph on a set of elements of type vertex.

It is indexed by a vertex type, and it is a newtype wrapper around a list, where every element of the list is a pair containing an element a :: vertex and a list of elements of type vertex. Every element b :: vertex in this last list means that there is an edge from a to b.

In practice, a Topology is a list of pairs, where every pair contains a vertex a and the list of vertices where an edge coming from a ends.

In fact, we use singletons to promote Topology to the type level and use it to keep track of the available machine transitions at the type level.

We use a Topology vertex kind, and we construct types of that kind using the Topology :: [(vertex, [vertex])] -> Topology vertex type constructor. In such a use, notice that also vertex is a kind.

Defining a Topology

To define a Topology, we first need to define the type of its vertices.

A straightforward approach is to define an enumeration of vertices, like

data ExampleVertex
  = FirstVertex
  | SecondVertex
  | ThirdVertex

Next we want to describe which are the allowed transitions for our topology. We do this by listing them in the format described in the previous paragraph. For example

exampleTopology :: Topology ExampleVertex
exampleTopology =
  Topology
    [ (FirstVertex, [SecondVertex, ThirdVertex])
    , (SecondVertex, [ThirdVertex])
    ]

This defines the following topology

stateDiagram-v2
  FirstVertex --> SecondVertex
  FirstVertex --> ThirdVertex
  SecondVertex --> ThirdVertex
Loading

Since we need the topology information at the type level, we wrap those two declarations in

$( singletons
    [d|
      ...
    |]
 )

Defining a BaseMachine

Now that we have our exampleTopology, we can learn how to define a BaseMachine where only the transitions listed in the topology are allowed.

A BaseMachine topology a b is index by its topology, the type a of its inputs and the type b of its outputs. In fact, there is another type which needs to be defined in order to implement a BaseMachine and that is the type of its possible states.

Describing the states space

To define the complete set of possible states of our machine, we need to say which are the possible states for every vertex of the topology.

To do this, we need to associate to every vertex the type of the states allowed for that vertex. We can achieve this by using a GADT like the following:

data ExampleState (vertex :: ExampleVertex) where
  FirstVertexState :: Int -> ExampleState 'FirstVertex
  SecondVertexState :: String -> ExampleState 'SecondVertex
  ThirdVertexState :: Bool -> ExampleState 'ThirdVertex

This says that the first vertex will contain an Int, the second vertex a String and the third vertex a Bool.

Notice how we are using ExampleVertex as a kind and 'FirstVertex, 'SecondVertex and 'ThirdVertex as types of that kind.

Basic constraints

The Basic constructor imposes several constraints on the vertex and the topology types to allow to perform the type-level tricks the library is currently using.

( Demote vertex ~ vertex
, SingKind vertex
, SingI topology
, Eq vertex
, Show vertex
, RenderableVertices vertex
)

While Eq vertex and Show vertex do not require further explanation, let's try to provide a little more details and references for the other four.

The first three are required to demote a topology described at the type level, so that we can actually work with it at the value level.

SingI topology

The class SingI is essentially a way to implicitly pass a singleton, which could be then retrieved with the sing function.

SingKind vertex

The SingKind class is a kind class, and it classifies all kinds for which singletons are defined.

It supports converting between a singleton type and the base (unrefined) type which it is built from.

It is defined by a Demote associated type and two functions

fromSing :: Sing (a :: k) -> Demote k
toSing :: Demote k -> SomeSing k
Demote vertex ~ vertex

The demote function, which allows us to bring information from the type level to the value level, actually returns a value of type Demote (KindOf a). Hence, when we want to bring the type-level topology to the value level, and we do demote @topology, what we get is not a Topology vertex, but a Demote (Topology vertex).

Since what we actually need is in fact a Topology vertex, we need to require that the two types are actually the same, and Demote vertex ~ vertex grants that and allows us to get a real Topology from the usage of demote.

This constraint is imposing some relevant restrictions to our vertex type.

If you take a look at the type instances for Demote (you can use :i Demote in ghci to see them), you will notice you have instances for (), Bool and Ordering and that you can combine then using [], tuples, Maybe and Either. In practice this means that vertex needs to be (isomorphic to) a type built with just these types.

RenderableVertices vertex

The RenderableVertices class is defined by the project as such

class RenderableVertices a where
  vertices :: [a]

It is used to list all the vertices of type a so that they can be rendered.

For your own types with Enum and Bounded instances, you can use the AllVertices newtype wrapper in conjunction with deriving via to derive a RenderableVertices instance which returns the list of all the terms of your type.

Be aware that rendering a graph or topology with vertices of type a will try to print out every element of that type. It might not be a good idea to try to print out every value of type Int, for example...

Implementing the machine logic

Now that we have defined all the relevant types (i.e. the topology, the state, the input and the outputs of the machine), we can eventually define its internal logic.

A BaseMachine requires two things to be defined, its initial state and its action logic, which defines how to evolve the state and which output should be emitted when an input is received.

Defining the initial state

The initial state has type InitialState state, which is defined as

data InitialState (state :: vertex -> Type) where
  InitialState :: state vertex -> InitialState state

The state parameter is a type of kind vertex -> Type. It has a single constructor which requires a value of type state vertex.

In our example, we need to define a value of type InitialState ExampleState (ExampleState is a type of kind ExampleVertex -> Type, so it fits perfectly!). Hence, we need a value of type ExampleState vertex to construct it. Since ExampleState has three constructors, we have three options:

  • storing an Int in the first vertex, with FirstVertexState
  • storing a String in the second vertex, with SecondVertexState
  • storing a Bool in the third vertex, with ThirdVertexState

For the sake of the example, let's say we pick the first option, and we define

initialState = InitialState $ FirstVertexState 42
Defining the action logic

The last thing we need to define is how the machine should react to receiving an input. This is described by the action field which has the following type

action
  :: state initialVertex
  -> input
  -> ActionResult m topology state initialVertex output

In practice, for every possible state and received input, we need to define the final state and the emitted output. The type is a bit fancier because it is actually constraining the state transition to respect the topology. If we try to implement a transition which is not allowed by the topology, the code will simply fail to compile. Apart from that, ActionResult is just a newtype around a pair (output, state finalVertex).

Concluding our example, we could implement action as follows

action = \case
  FirstVertexState i -> \input ->
    if i > 10
      then ActionResult (_, SecondVertexState (_ :: String))
      else ActionResult (_, ThirdVertexState (_ :: Bool))
  SecondVertexState s -> \input ->
    ActionResult (_, ThirdVertexState (_ :: Bool))
  ThirdVertexState b -> \input ->
    ActionResult (_, ThirdVertexState (not b))

where we left some holes, which can be freely filled depending on the output type and the logic of the machine.

Notice that for the third vertex, we implemented our machine so that every transition would just end up in the same vertex. Such a transition is not explicitly included in our ExampleTopology. This still works because every trivial transition from a vertex to itself is always allowed.