Is functional GUI programming possible? [closed]

Solution 1:

The Haskell approach seems to be to just wrap imperative GUI toolkits (such as GTK+ or wxWidgets) and to use "do" blocks to simulate an imperative style

That's not really the "Haskell approach" -- that's just how you bind to imperative GUI toolkits most directly -- via an imperative interface. Haskell just happens to have fairly prominent bindings.

There are several moderately mature, or more experimental purely functional/declarative approaches to GUIs, mostly in Haskell, and primarily using functional reactive programming.

Some examples are:

  • reflex-platform, https://github.com/reflex-frp/reflex-platform
  • grapefruit, http://hackage.haskell.org/package/grapefruit-ui-gtk
  • reactive, http://hackage.haskell.org/package/reactive-glut
  • wxFruit, http://hackage.haskell.org/package/wxFruit
  • reactive-banana, http://hackage.haskell.org/package/reactive-banana

For those of you not familiar with Haskell, Flapjax, http://www.flapjax-lang.org/ is an implementation of functional reactive programming on top of JavaScript.

Solution 2:

My question is, is it possible to have a functional approach to GUI programming?

The key words you are looking for are "functional reactive programming" (FRP).

Conal Elliott and some others have made a bit of a cottage industry out of trying to find the right abstraction for FRP. There are several implementations of FRP concepts in Haskell.

You might consider starting with Conal's most recent "Push-Pull Functional Reactive Programming" paper, but there are several other (older) implementations, some linked from the haskell.org site. Conal has a knack for covering the entire domain, and his paper can be read without reference to what came before.

To get a feel for how this approach can be used for GUI development, you might want to look at Fudgets, which while it is getting a bit long in the tooth these days, being designed in the mid 90s, does present a solid FRP approach to GUI design.

Solution 3:

Windows Presentation Foundation is a proof that functional approach works very well for GUI programming. It has many functional aspects and "good" WPF code (search for MVVM pattern) emphasizes the functional approach over imperative. I could bravely claim that WPF is the most successful real-world functional GUI toolkit :-)

WPF describes the User interface in XAML (although you can rewrite it to functionally looking C# or F# too), so to create some user interface you would write:

<!-- Declarative user interface in WPF and XAML --> 
<Canvas Background="Black">
   <Ellipse x:Name="greenEllipse" Width="75" Height="75" 
      Canvas.Left="0" Canvas.Top="0" Fill="LightGreen" />
</Canvas>

Moreover, WPF also allows you to declaratively describe animations and reactions to events using another set of declarative tags (again, same thing can be written as C#/F# code):

<DoubleAnimation
   Storyboard.TargetName="greenEllipse" 
   Storyboard.TargetProperty="(Canvas.Left)"
   From="0.0" To="100.0" Duration="0:0:5" />

In fact, I think that WPF has many things in common with Haskell's FRP (though I believe that WPF designers didn't know about FRP and it is a bit unfortunate - WPF sometimes feels a bit weird and unclear if you're using the functional point of view).

Solution 4:

I would actually say that functional programming (F#) is much better tool for user interface programming than for example C#. You just need to think about the problem a little bit differently.

I discuss this topic in my functional programming book in Chapter 16, but there is a free excerpt available, which shows (IMHO) the most interesting pattern that you can use in F#. Say you want to implement drawing of rectangles (user pushes the button, moves the mouse and releases the button). In F#, you can write something like this:

let rec drawingLoop(clr, from) = async { 
   // Wait for the first MouseMove occurrence 
   let! move = Async.AwaitObservable(form.MouseMove) 
   if (move.Button &&& MouseButtons.Left) = MouseButtons.Left then 
      // Refresh the window & continue looping 
      drawRectangle(clr, from, (move.X, move.Y)) 
      return! drawingLoop(clr, from) 
   else
      // Return the end position of rectangle 
      return (move.X, move.Y) } 

let waitingLoop() = async { 
   while true do
      // Wait until the user starts drawing next rectangle
      let! down = Async.AwaitObservable(form.MouseDown) 
      let downPos = (down.X, down.Y) 
      if (down.Button &&& MouseButtons.Left) = MouseButtons.Left then 
         // Wait for the end point of the rectangle
         let! upPos = drawingLoop(Color.IndianRed, downPos) 
         do printfn "Drawn rectangle (%A, %A)" downPos upPos }

This is a very imperative approach (in the usual pragmatic F# style), but it avoids using mutable state for storing the current state of drawing and for storing inital location. It can be made even more functional though, I wrote a library that does that as part of my Master thesis, which should be available on my blog in the next couple of days.

Functional Reactive Programming is a more functional approach, but I find it somewhat harder to use as it relies on quite advanced Haskell features (such as arrows). However, it is very elegant in a large number of cases. It's limitation is that you cannot easily encode a state machine (which is a useful mental model for reactive programs). This is very easy using the F# technique above.

Solution 5:

Whether you're in a hybrid functional/OO language like F# or OCaml, or in a purely functional language like Haskell where side-effects are relegated to the IO monad, it's mostly the case that a ton of the work required to manage a GUI is much more like a "side effect" than like a purely functional algorithm.

That said, there has been some really solid research put into functional GUIs. There are even some (mostly) functional toolkits such as Fudgets or FranTk.