It's shocking how difficult equality is to get right in software. What does equality even mean?
Equality used to be so simple in the days of assembly language, when "bitwise equality" was all that existed, and the only things that could be compared were fixed-size CPU registers. Things got more and more complex, until we ended up with Object Oriented languages, in which each class may have its own idea of what equality means.
On top of that, the most popular languages today each have multiple forms of equality. Python offers "is" versus "==". Java and C# offer "==" and "o1.equals(o2)" -- which can easily differ from "o2.equals(o1)" because it is neither symmetric nor transitive. Javascript has both an "is" and "==", and just keeps adding equals signs when new meanings are desired; so far, they're up to "===", but anyone who denies the likelihood of a future "=====" operator is just kidding themselves.
Obviously, equality is not a simple problem. Most of the existing solutions are broken, because they cannot provide either symmetric or transitive behavior. Many of these problems are the direct result of having multiple type systems within a single language; that helps to explain why many of these languages provide two forms of equality: One for the primitive "value" type system, and one for the object type (reference-based) system.
It's obvious that in an object type system, a class needs to be able to define equality for that class, replacing any superclass definition of the same, which means that the definition of equality is virtual, as in "virtual method invocation". It's also obvious that such a definition cannot be a single dispatch method, because then "o1.equals(o2)" may provide a completely different answer from "o2.equals(o1)". There have been languages that attempt to address this type of conundrum with multiple dispatch support, but by the same token, one can swat a fly with an atomic bomb.
Generic types further add complexity to the notion of equality, because each type parameter may contribute its own potentially conflicting notion of equality to the equation.
So what's the answer?
Intent. Intent matters. The developer's intent when they write a line of code is important, but somehow that intent manages to be erased by a language compiler. (It's no mistake that the term type erasure is used to describe a generic type system that is implemented by forgetting what those types actually were.)
Ecstasy captures the developer intent by capturing the compile time type of the references in question, and retaining that information in the compiled code, and using that information for hard problems like equality.
Consider the following example:
To accomplish this, equality is implemented non-virtually; here is the equals function on Collection:
So how did this function get called? Well, because the compiler determined, and retained, and used, the compile-time type. Both the "==" operator and the "!=" operator ultimately cause a call to this function to occur.
And what if, instead, the developer had specified these variables as being Lists?
And it's type safe.
And it's symmetric.
And it's transitive.
And it's readable.
And it's obvious.
And it's correct.
One more thing. What if you really want to know if two objects are actually "the same object"? In Ecstasy, as described previously, the reference (Ref) to an object contains the type and the identity of the object that is referred to. Sameness refers to that identity, and the equals function on Ref tests for the equality of that identity:
Equality used to be so simple in the days of assembly language, when "bitwise equality" was all that existed, and the only things that could be compared were fixed-size CPU registers. Things got more and more complex, until we ended up with Object Oriented languages, in which each class may have its own idea of what equality means.
On top of that, the most popular languages today each have multiple forms of equality. Python offers "is" versus "==". Java and C# offer "==" and "o1.equals(o2)" -- which can easily differ from "o2.equals(o1)" because it is neither symmetric nor transitive. Javascript has both an "is" and "==", and just keeps adding equals signs when new meanings are desired; so far, they're up to "===", but anyone who denies the likelihood of a future "=====" operator is just kidding themselves.
Obviously, equality is not a simple problem. Most of the existing solutions are broken, because they cannot provide either symmetric or transitive behavior. Many of these problems are the direct result of having multiple type systems within a single language; that helps to explain why many of these languages provide two forms of equality: One for the primitive "value" type system, and one for the object type (reference-based) system.
It's obvious that in an object type system, a class needs to be able to define equality for that class, replacing any superclass definition of the same, which means that the definition of equality is virtual, as in "virtual method invocation". It's also obvious that such a definition cannot be a single dispatch method, because then "o1.equals(o2)" may provide a completely different answer from "o2.equals(o1)". There have been languages that attempt to address this type of conundrum with multiple dispatch support, but by the same token, one can swat a fly with an atomic bomb.
Generic types further add complexity to the notion of equality, because each type parameter may contribute its own potentially conflicting notion of equality to the equation.
So what's the answer?
Intent. Intent matters. The developer's intent when they write a line of code is important, but somehow that intent manages to be erased by a language compiler. (It's no mistake that the term type erasure is used to describe a generic type system that is implemented by forgetting what those types actually were.)
Ecstasy captures the developer intent by capturing the compile time type of the references in question, and retaining that information in the compiled code, and using that information for hard problems like equality.
Consider the following example:
Collection<String> c1 = foo();It doesn't matter what the actual runtime type of the object is that c1 or c2 refers to, because the developer clearly explained that they are Collections of String objects. The class of the collection is unknown here at compile time, and instead the Collection interface is used, which defines equality in a certain way. In theory, those collections could contain objects of various sub-classes of String, but when those contents are compared, they will be compared as Strings. Because that was the intent of the developer.
Collection<String> c2 = bar();
if (c1 == c2)
{
// ...
}
To accomplish this, equality is implemented non-virtually; here is the equals function on Collection:
What makes this work is that the compile-time type is passed to the equals function. Not the name of the type. Not the "type value". The type. The actual, for-real, usable-as-a-type-name-in-your-code type. A formal type. (Yes, types are objects. But they're also types.)
/** * Two collections are equal iff they are they contain the same values. */ static <CompileType extends Collection> Boolean equals(CompileType collection1, CompileType collection2) { // they must be of the same arity if (collection1.size != collection2.size) { return False; } if (collection1.sortedBy() || collection2.sortedBy()) { // if either is sorted, then both must be of the same order; // the collections were of the same arity, so the second iterator // shouldn't run out before the first Iterator<CompileType.Element> iter1 = collection1.iterator(); Iterator<CompileType.Element> iter2 = collection2.iterator(); for (val value1 : iter1) { assert val value2 := iter2.next(); if (value1 != value2) { return False; } } // the collections were of the same arity, so the first iterator // shouldn't run out before the second assert !iter2.next(); return True; } else { return collection1.containsAll(collection2); } }
So how did this function get called? Well, because the compiler determined, and retained, and used, the compile-time type. Both the "==" operator and the "!=" operator ultimately cause a call to this function to occur.
And what if, instead, the developer had specified these variables as being Lists?
List<String> c1 = foo();Again, it doesn't matter what the actual runtime types of those object are, because the developer clearly explained that they must be Lists of String, and the result of the "==" operator is a call to List:
List<String> c2 = bar();
if (c1 == c2)
{
// ...
}
/**Even more obvious is that the equals functions themselves simply use the "==" and "!=" operators on the values with the Collections or Lists, because the compile time type of those contents has not been erased, and was encoded into the compiled code, and was used in the call to the Collection or List equals function. And this works for arbitrarily deep nesting of generic types, because turtles.
* Two lists are equal iff they are of the same size, and
* they contain the same values, in the same order.
*/
static <CompileType extends List> Boolean equals(CompileType a1, CompileType a2)
{
Int c = a1.size;
if (c != a2.size)
{
return False;
}
for (Int i = 0; i < c; ++i)
{
if (a1[i] != a2[i])
{
return False;
}
}
return True;
}
And it's type safe.
And it's symmetric.
And it's transitive.
And it's readable.
And it's obvious.
And it's correct.
One more thing. What if you really want to know if two objects are actually "the same object"? In Ecstasy, as described previously, the reference (Ref) to an object contains the type and the identity of the object that is referred to. Sameness refers to that identity, and the equals function on Ref tests for the equality of that identity:
... which is exactly what the Object.equals function does itself:List<String> c1 = foo();
List<String> c2 = bar();
if (&c1 == &c2)
{
// ...
}
static <CompileType extends Object>
Boolean equals(CompileType o1, CompileType o2)
{
return &o1 == &o2;
}