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Taking a Gamble with F#
Implementing Blackjack
Cameron Presley
@PCameronPresley
http://Blog.TheSoftwareMentor.com
Little About Myself
 Senior Software Engineer at Pilot/Flying J
 Musician and Board gamer
 Co-organizer of @FunctionalKnox
 “Developer Betterer”
Goals
 Explore the different types in F# and the when to use them
 Demonstrate how to use these types to model Blackjack
 Show how to deal with things that can fail
Types
Overview
 How to hold data
 Collections
 Combining different types as one
Know When to Hold Them
Holding Data
Source
Holding Data
Tuples
 Provides a way to model all possible combinations of types
 A tuple of int*string would represent all combinations of integer and strings
 A triple of int*string*int would represent all combinations of integer, string, and
integer
Holding Data
Tuples
Holding Data
Tuples
 Advantages
 Create on the fly
 Easy to break down
 Disadvantages
 Parameters have to be in order (int*string is different from string*int)
 Hard to keep values in the right order (int*int*int)
 Doesn’t provide a lot of type safety
Holding Data
Tuples
Holding Data
Tuples
 When Should You Use Tuples?
 When working within a function
 When there are few parameters
 When Should You NOT Use Tuples?
 Representing a domain model
 Need more type safety
 Representing the same data types (i.e. int*int*int)
 Can be hard to remember which element represents which
Holding Data
Records
 Like a tuple, provides a way to model all possible combinations of a value
 Key Differences
 Must define as a type
 Provides labels (i.e. dot syntax)
 Order doesn’t matter
Holding Data
Records
Holding Data
Records
 Advantages
 Order doesn’t matter
 Named parameters
 Easy to retrieve a value
 Disadvantages
 Can’t create on the fly
 Verbose definition
Holding Data
Records
 When Should You Use Records?
 Representing domain models
 Working with a lot of parameters
 Providing better type safety
 When Should You NOT Use Records?
 Intermediate results for a function
Holding Data
Review
 Tuples
 Create on the fly
 Easy to break down into separate values
 Records
 Representing domain models
 Working with a lot of parameters
 Providing better type safety
Collections
Collections
Sequences
 Provides a way to define the collection by using a generator function
 Lazy by default
 Only creates values when iterated
 Similar to IEnumerable from C#
Collections
Sequences
Collections
Sequences
 Advantages
 Can model an infinite collection
 Provides a way to generate all values
 Only computes values when needed
 Disadvantages
 Expensive to add a value -> O(n)
 Retrieving an item by index is slow -> O(n)
 Can’t modify elements in place
Collections
Lists
 Represents a collection as two parts, the first element, and the rest of the list
 First element referred to as the head
 Rest of the list is referred to as tail
 Similar to linked lists
 Typically used with recursion, pattern matching, and the :: (cons) operator
Collections
Lists
Collections
Lists
 Advantages
 Can define recursive functions to process element by element
 Adding additional elements is fast -> O(1)
 Can be defined with a generator function
 Disadvantages
 Can’t model infinite series
 Indexing to an element is slow -> O(n)
 Can’t modify elements in place
Collections
Arrays
 Represents a collection as a dictionary such that the index finds the value
 Long story short, similar to arrays in other languages
 Typically used when lookup speed matters
Collections
Arrays
Collections
Arrays
 Advantages
 Quick lookup -> O(1)
 Can change one element in the array with a different element -> O(1)
 Can model multidimensional data (2D arrays)
 Disadvantages
 Can’t model infinite series
 Adding additional elements is slow -> O(n)
Collections
Summary
 Sequences
 IEnumerable from C#
 Should use when all values can be generated by a function or when modeling an
infinite series
 Lists
 Linked lists
 Great for when the number of elements can change or when processing element by
element
 Arrays
 Similar to traditional arrays
 Best used when certain elements need to change or for quick access
Combining Different Types
Discriminated Unions
Combining Different Types
Discriminated Unions
 Discriminated Unions provides a way to specify that a type can be one of many
different types
 The Difference between Tuples/Records and Discriminated Unions (DUs)
 Tuples/Records -> int*string (all combinations of integer and string)
 DUs -> int | string (either it’s an integer or a string)
 Typically used with pattern matching
Combining Different Types
Discriminated Unions
Combining Different Types
Discriminated Unions
Combining Different Types
Discriminated Unions
Combining Different Types
Discriminated Unions
 Now I needed to create a new coordinate and I do this:
 What’s to stop me from making this error?
Combining Different Types
Discriminated Unions
 Problem is that Lat and Long are part of the domain for Coordinate
 Instead of modeling them as floats, they should have their own type
 But float is the correct data type, so how I create a type that wraps around a float?
 Single Case Discriminated Unions!
Combining Different Types
Discriminated Unions
Combining Different Types
Discriminated Unions
 When a primitive needs to be modeled as part of the domain
 Single Case
 When different type signatures actually model the same thing
 Combining different types
 When there are a finite number of possibilities
 Enum Style
Data Type Recap
 Holding Data
 Tuples, Records
 Collections
 Sequences, Lists, Arrays
 Combining Different Types
 Discriminated Unions
Modeling The Domain
Modeling The Domain
 Goals
 Identify the different models
 Implementation
Modeling The Domain
Goals
 Has to be easy to read and understand
 Easier to maintain
 Defines a ubiquitous language
 Provides a way for developers, QA, and users to communicate
 Make illegal states unrepresentable
 Why allow bad data to be created?
Identifying Models
 Usually start big and then break down to smaller pieces
 How do we represent the entire game?
 Define a Game type
Identifying Models
Identifying Models
 What’s included in a game?
 Game has
 Deck
 Players
 Dealer
Identifying Models
Identifying Models
Identifying Models
 What’s a Deck?
 Represents all of the Cards that will be used in the Game
 What’s a Card?
 Combination of Rank and Suit
 What’s a Rank
 One of 13 possible values
 A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K
 What’s a Suit
 One of 4 possible values
 Hearts, Clubs, Spades, Diamonds
Identifying Models
Identifying Models
Identifying Models
 What are Players?
 Collection of Player
 What’s a Player
 Someone playing against the Dealer
 Has both a Hand and a Status
 What’s a Hand?
 Represent the Cards a Player has
Identifying Models
Identifying Models
 Represents the state of the Player
 Blackjack -> 2 cards worth with 21
 Busted -> Has a Score over 21
 Stayed -> Not Blackjack and a Score of 21 or less
 Cards Dealt -> Hasn’t taken a turn yet
Identifying Models
Identifying Models
 Represents the final result of a Player’s Hand
 Result is based on whether the Player Busted or Stayed
 Can only be of one value (integer)
 Important to know when comparing who won
Identifying Models
Identifying Models
 Competes against every Player
 Similar to Player
 Dealer has a Hand and a Status
 Unlike Player, there’s only one, so no ID is needed
Identifying Models
Identifying Models
 Talked about the components of the game
 What about points?
 What about the actions that a player can take?
Identifying Models
Identifying Models
 Cards are worth Points based on their Rank
 Face cards are worth 10 points
 Point cards are worth that many
 (2’s worth 2, 3’s worth 3 …, 10’s worth 10)
 Aces can be counted as 1 or 11
Identifying Models
Identifying Models
 During the game, a participant can take one of two different actions
 Draw Cards (Hit)
 Adds a single card to their Hand
 Stay
 Stops drawing cards
Identifying Models
Implementing the Domain
 We’ve broken down the domain into smaller pieces and identified dependencies
amongst the pieces
 Time to implement the pieces in a bottom-up order
Implementing the Domain
Implementing the Domain
Implementing the Models
Rank
 Can be one of 13 possible values
 A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K
 What type is great for modeling a finite set of values?
Implementing the Domain
Implementing the Models
Suit
 Can be one of 4 possible values
 Hearts, Clubs, Spades, Diamonds
 How should we model this?
Implementing the Domain
Implementing the Models
Card
 Contains both a Rank and Suit
 What type is great for holding data?
Implementing the Domain
Implementing the Models
Deck
 Contains 1 or more Cards
 What are some properties of a Deck?
 Length will change throughout the game
 Which collection type should we use to model this?
Implementing the Domain
Implementing the Models
Hand
 Contains the Cards for a Player
 Initially starts with two cards, but can draw more during the game
 How should we model this?
Implementing the Domain
Implementing the Models
Score
 Represents the final value of a Hand
 Can only be one value (integer)
 What’s a way to wrap primitives as their own type?
Implementing the Domain
Implementing the Models
Status
 Blackjack
 Player has two cards and their score is 21
 Busted
 Player went over 21 and that’s their final score
 Stayed
 Player decided to not take any more Cards and that’s their final score
 Cards Dealt
 Player hasn’t taken their turn
Implementing the Models
Status
 Can be one of a finite number of choices
 Some of the type require Score and other ones don’t
 How should we model this?
Implementing the Domain
Implementing the Models
Dealer
 A Dealer contains
 Hand
 Status
 How should we model this?
Implementing the Domain
Implementing the Models
Player
 A Player contains
 Hand
 Status
 ID
 How should we model this?
Implementing the Domain
Implementing the Models
Players
 Represents all the players in the Game
 Number of Players won’t change during the game
 Each player must finish their turn before the next player can start
 Which collection type should we use?
Implementing the Domain
Implementing the Models
Game
 Contains
 Deck
 Players
 Dealer
 How should we model this?
Implementing the Domain
Implementing the Models
Points
 Every Card is worth a value based on the Rank
 One of two possible values
 Aces can be worth 1 or 11
 Everything else can be worth one value
 Need to combine two different types as one, how should we model this?
Implementing the Domain
Implementing the Models
Actions
 Represents what a participant can do during the Game
 One of two possible values
 Hit
 Stay
 Finite number of choices, how to model?
Implementing the Domain
Full Implementation
Implementing the Models
Summary
 Determined the models by using domain terms (ubiquitous language)
 Started with the biggest model (Game) and broke it down into smaller pieces and
then repeating the process with the smaller pieces
 After finding the models, implemented the models in a bottom-up fashion
 Able to define the domain in a way such that bad states are unrepresentable
Playing the Game
Playing the Game
 Sometimes, pure functions can fail
 How can we handle this?
 We’ll look at
 Drawing a Card
 Setting up a Player
Playing the Game
Drawing a Card
 Throughout the course of the Game, Cards will be drawn from the Deck
 Let’s create a function, drawCard that takes a Deck as input and returns the top
Card and the rest of the Deck as output
Drawing a Card
 Are there any issues with this implementation?
 What about an empty deck?
 Match Failure Exception -> The match cases were incomplete
 How can we model a type that may have a value or not?
Playing the Game
Drawing a Card
 Introducing the Option type!
 Special kind of Discriminated Union that handles when there’s a value and when
there isn’t.
 Let’s rewrite the drawCard function to handle an empty deck
Playing the Game
Drawing a Card
Playing the Game
Setting up a Player
 Now that we have a way to draw cards, we can now setup a Player
 Remember that a Player starts off with a Hand of two cards and a Status of
CardsDealt
Playing the Game
Setting up a Player
 Remember, drawCard returns an option, so we need to handle that.
Playing the Game
Setting up a Player
 This code is not nearly as readable as the first solution
 What are we really trying to accomplish?
 Try to draw two cards, if so, return Some Player, otherwise, None
 Wouldn’t it be nice if we could have the short-circuit logic of the second solution,
but still have the readability of the happy path?
 How can we work around all the pattern matching?
Playing the Game
Setting up a Player
 By using the Maybe Builder pattern!
 Known in other FP languages as Maybe.
 Two parts
 Provides a way to short-circuit logic if the input is None (called Bind)
 A way to wrap a value as an option (called Return)
Playing the Game
Setting up a Player
Playing the Game
Setting up a Player
Playing the Game
Setting up a Player
 Problem
 Creating a Player can fail because there’s not enough cards
 Putting in the error handling code makes it cluttered and hard to read
 Solution
 Using the Maybe pattern, we can short-circuit our function flow to return None before
calling anything else
 When to Use
 Lots of nested pattern matching on options
Wrapping Up
 Overview of the different F# types and the advantages of each
 Modeled and implemented the domain for Blackjack using the different types
 Explored how to handle functions that can fail
Additional Resources
 Learning more about F#
 F# for Fun and Profit -> http://fsharpforfunandprofit.com/
 Code Solution
 Blackjack Repo -> https://github.com/cameronpresley/Blackjack
 How to find me
 Twitter ->@pcameronpresley
 Blog -> http://blog.thesoftwarementor.com

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Indy Code - Taking a Gamble With F#: Implementing Blackjack

Editor's Notes

  1. Software Engineer at Pilot Flying J (headquartered in Knoxville, TN) – always looking
  2. Ever had a method that should return an abstraction, but there wasn’t a clear contract?
  3. Suppose we had the following definition?
  4. What are we trying to accomplish?