Book Image

F# 4.0 Design Patterns

By : Gene Belitski
Book Image

F# 4.0 Design Patterns

By: Gene Belitski

Overview of this book

Following design patterns is a well-known approach to writing better programs that captures and reuses high-level abstractions that are common in many applications. This book will encourage you to develop an idiomatic F# coding skillset by fully embracing the functional-first F# paradigm. It will also help you harness this powerful instrument to write succinct, bug-free, and cross-platform code. F# 4.0 Design Patterns will start off by helping you develop a functional way of thinking. We will show you how beneficial the functional-first paradigm is and how to use it to get the optimum results. The book will help you acquire the practical knowledge of the main functional design patterns, the relationship of which with the traditional Gang of Four set is not straightforward. We will take you through pattern matching, immutable data types, and sequences in F#. We will also uncover advanced functional patterns, look at polymorphic functions, typical data crunching techniques, adjusting code through augmentation, and generalization. Lastly, we will take a look at the advanced techniques to equip you with everything you need to write flawless code.
Table of Contents (20 chapters)
F# 4.0 Design Patterns
Credits
About the Author
Acknowledgements
About the Reviewer
www.PacktPub.com
Preface

Immutability of participating data entities


The positive qualities of the approach of not using mutable program entities are well known:

  • Given the right state upon construction the immutable cannot be invalidated it during its whole lifetime

  • Immutable entities are easy to test

  • They do not require cloning or copy constructors

  • Immutable entities are automatically thread-safe

I must note that F# is not 100% strict about using immutable entities. As you may have already noticed, I used values, changing the state in my imperative and object-oriented solutions earlier. But the language requires the programmer to make an extra effort to introduce a changeable state (with the mutable modifier to let binding or via ref cells, although F# 4.0 pretty much eliminates the need for the latter).

Also, the majority of data structures introduced by the language are also immutable, which means that a typical data transformation produces a new immutable instance of a data structure from the existing data structure. This consideration requires a certain caution from programmers when dealing with bulk in-memory instances, but as my experience has taught me, developers get used to this feature easily.