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Reflections on why Fruit (A prototype Functional Reactive UI Toolkit for Haskell) never took off (2008)
Received: by 10.140.161.21 with HTTP; Fri, 22 Feb 2008 06:35:48 -0800 (PST)
Message-ID: <3be64c030802220635i3380e50fh70bf62e0bdc6d5a0@mail.gmail.com>
Date: Fri, 22 Feb 2008 09:35:48 -0500
From: "Antony Courtney" <antony.courtney@gmail.com>
To: "Conal Elliott" <conal@conal.net>
Subject: Re: Fruit
Cc: Yampa-Users <yampa-users@cs.yale.edu>
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Hi Conal (and Paul and Henrik and everyone else!),

Apologies for the delay in replying. Paul is quite right about my day job keeping me quite busy, although I've been enjoying watching the discussion.

I think there are several reasons that Fruit never really caught on.

First and foremost, Fruit never provided anything close to the full suite of GUI components found in modern UI toolkits (buttons, sliders, scrollbars, check-boxes, text fields, combo boxes, split panes, tabs, menus, toolbars, etc. etc.). I never got much further than implementing labels, buttons, text fields and maybe one or two other components. This wasn't quite as limiting as one might think as Fruit subsumed everything that was possible to do in Fran and had a very powerful vector graphics library underneath (Haven) so one could use Fruit to implement quite sophisticated interactive animations and combine them with the library of other GUI components. But one couldn't realistically expect to download and install Fruit and just start using it to write the next great full-fledged GUI app. in Haskell.

This is related to the second reason Fruit didn't catch on, which is that Fruit was built directly on an interactive graphics library, not a standard GUI toolkit. I think that this was the right first step for our research goals of giving a rigorous answer to the question of "What is a formal model of a GUI?". But from both a pragmatic and research point of view, the next interesting research problem to solve would be: "How can we present the Fruit programming interface (which offers a clean, simple, pure semantic model of a GUI), but implement the individual GUI components using a standard GUI toolkit?". This is actually an interesting implementation challenge since Yampa's switching and dynamics collections mean that absolutely anything can happen to the widget hierarchy from one time step to the next. You really, really don't want to destroy and rebuild the entire widget hierarchy of the application at every time step, so figuring out how to do some kind of sample-to-sample differencing of the widget hierarchy would be essential. It's not obvious how to do this, which is probably why FranTk and wxFruit took a bit more of a pragmatic approach and exposed bits of the imperative programming model of the underlying toolkit for widget creation and destruction.

Another important point is that even the bits of fruit that were implemented involved a number of different dependent parts, so it was always a bit more work to download and install than I would have liked. I was hell-bent on using a vector graphics library as the foundation. Unfortunately there was no widely-available cross-platform vector graphics library implemented in C. So I chose to use Java2D, which meant that I had to build my own system for Haskell/Java interoperability (GCJNI, later hsjni) and a Haskell vector graphics library (Haven) on top of that. So if one wanted to play with fruit, it was necessary to download and install Java, gcjni, haven, yampa and fruit. And in the early days one also had to grab greencard and the arrows preprocessor! I think we did a reasonable job of packaging these given the severe limits of Haskell packaging and build tools at the time, but it was a ton of work and still never made it easy enough for others to experiment casually.

Apart from the practicalities of the implementation, I also think there are legitimate pragmatic concerns about using the FRP model to write a full-fledged application. The benefit of using FRP is that it forces the programmer to be explicit about input and output connections, which enables precise reasoning about exactly what a particular signal function may or may not do. But there is an inevitable tension between reasoning power and easy extensibility. If, for example, we wanted to add a "File...Open" menu item to a Fruit application that didn't have this originally, we would have to very explicitly thread signals that provides access to the filesystem through the entire application to make it available in the menu. This is always going to be more work than in a conventional imperative toolkit in which every component always always has implicit access to the World. A related point here is that if you look closely at the dynamic collections work (pSwitch and friends), you will see that they operate on collections of signal functions with homogenous types of input and output signals. This means that a collection of signal functions that have heterogenous input and output signals will all have to be "widened" to some input and output type that is the union of all the individual signal types in the collection, and then the individual members of the collection will just ignore the signals they don't need. Taken to it's logical extreme we end up with a model where we have a time-varying collection of SF World World, which seems disturbingly close to the overly-general semantic model we were trying to escape from in the original Fruit paper.

But I agree that Fruit does offer some nice practical benefits as a programming model, and I think it would be great to focus on fruit's ability to provide interesting and novel animated vector graphics UIs in a modular way. Have you played with an iPhone? It is quite simply one of the best UIs I have ever used, precisely because of the pervasive use of vector graphics (spatially continuous zooming) and pervasive, uniform and subtle animation effects. See: http://www.edwardtufte.com/bboard/q-and-a-fetch-msg?msg_id=00036T=1 for a video of the iPhone interface and the veritable Ed Tufte offering some critique and design suggestions.

I think it would be quite interesting and relatively straightforward to express a number of the standardized UI effects from the iPhone as a library of GUI transformers in Fruit. I also suggest checking out Piccolo, a 2-D structured graphics framework for .Net and Java: http://www.cs.umd.edu/hcil/jazz/ Piccolo is based on the idea of using a scenegraph for 2-D graphics, and is able to leverage that to provides a nice standard library of animations and effects. Again, I think many of the ideas would fit very naturally into a Fruit-like programming model.

One issue I think you may encounter, though, is that last time I looked, there was still no high-quality, widely available cross-platform 2-D vector graphics library in C or C++! So that means either building on something like Java2D like I did and ending up with lots of moving parts and a fat runtime (an entire JVM), giving up on cross-platform compatibility (and losing important Linux-only folks like Henrik!), or rolling up your sleeves and writing your own vector graphics library in C before you even start (a lot of work!). But maybe something has changed on this front since I was actively working in the area.

Hope that helps. Good luck with making another foray into purely functional GUIs. Please keep me and the rest of the list informed of your progress!

Kind Regards,

   -Antony
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