What is (functional) reactive programming?

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I've read the Wikipedia article on reactive programming. I've also read the small article on functional reactive programming. The descriptions are quite abstract.

  1. What does functional reactive programming (FRP) mean in practice?
  2. What does reactive programming (as opposed to non-reactive programming?) consist of?

My background is in imperative/OO languages, so an explanation that relates to this paradigm would be appreciated.

18 Answers

If you want to get a feel for FRP, you could start with the old Fran tutorial from 1998, which has animated illustrations. For papers, start with Functional Reactive Animation and then follow up on links on the publications link on my home page and the FRP link on the Haskell wiki.

Personally, I like to think about what FRP means before addressing how it might be implemented. (Code without a specification is an answer without a question and thus "not even wrong".) So I don't describe FRP in representation/implementation terms as Thomas K does in another answer (graphs, nodes, edges, firing, execution, etc). There are many possible implementation styles, but no implementation says what FRP is.

I do resonate with Laurence G's simple description that FRP is about "datatypes that represent a value 'over time' ". Conventional imperative programming captures these dynamic values only indirectly, through state and mutations. The complete history (past, present, future) has no first class representation. Moreover, only discretely evolving values can be (indirectly) captured, since the imperative paradigm is temporally discrete. In contrast, FRP captures these evolving values directly and has no difficulty with continuously evolving values.

FRP is also unusual in that it is concurrent without running afoul of the theoretical & pragmatic rats' nest that plagues imperative concurrency. Semantically, FRP's concurrency is fine-grained, determinate, and continuous. (I'm talking about meaning, not implementation. An implementation may or may not involve concurrency or parallelism.) Semantic determinacy is very important for reasoning, both rigorous and informal. While concurrency adds enormous complexity to imperative programming (due to nondeterministic interleaving), it is effortless in FRP.

So, what is FRP? You could have invented it yourself. Start with these ideas:

  • Dynamic/evolving values (i.e., values "over time") are first class values in themselves. You can define them and combine them, pass them into & out of functions. I called these things "behaviors".

  • Behaviors are built up out of a few primitives, like constant (static) behaviors and time (like a clock), and then with sequential and parallel combination. n behaviors are combined by applying an n-ary function (on static values), "point-wise", i.e., continuously over time.

  • To account for discrete phenomena, have another type (family) of "events", each of which has a stream (finite or infinite) of occurrences. Each occurrence has an associated time and value.

  • To come up with the compositional vocabulary out of which all behaviors and events can be built, play with some examples. Keep deconstructing into pieces that are more general/simple.

  • So that you know you're on solid ground, give the whole model a compositional foundation, using the technique of denotational semantics, which just means that (a) each type has a corresponding simple & precise mathematical type of "meanings", and (b) each primitive and operator has a simple & precise meaning as a function of the meanings of the constituents. Never, ever mix implementation considerations into your exploration process. If this description is gibberish to you, consult (a) Denotational design with type class morphisms, (b) Push-pull functional reactive programming (ignoring the implementation bits), and (c) the Denotational Semantics Haskell wikibooks page. Beware that denotational semantics has two parts, from its two founders Christopher Strachey and Dana Scott: the easier & more useful Strachey part and the harder and less useful (for software design) Scott part.

If you stick with these principles, I expect you'll get something more-or-less in the spirit of FRP.

Where did I get these principles? In software design, I always ask the same question: "what does it mean?". Denotational semantics gave me a precise framework for this question, and one that fits my aesthetics (unlike operational or axiomatic semantics, both of which leave me unsatisfied). So I asked myself what is behavior? I soon realized that the temporally discrete nature of imperative computation is an accommodation to a particular style of machine, rather than a natural description of behavior itself. The simplest precise description of behavior I can think of is simply "function of (continuous) time", so that's my model. Delightfully, this model handles continuous, deterministic concurrency with ease and grace.

It's been quite a challenge to implement this model correctly and efficiently, but that's another story.

In pure functional programming, there are no side-effects. For many types of software (for example, anything with user interaction) side-effects are necessary at some level.

One way to get side-effect like behavior while still retaining a functional style is to use functional reactive programming. This is the combination of functional programming, and reactive programming. (The Wikipedia article you linked to is about the latter.)

The basic idea behind reactive programming is that there are certain datatypes that represent a value "over time". Computations that involve these changing-over-time values will themselves have values that change over time.

For example, you could represent the mouse coordinates as a pair of integer-over-time values. Let's say we had something like (this is pseudo-code):

x = <mouse-x>;
y = <mouse-y>;

At any moment in time, x and y would have the coordinates of the mouse. Unlike non-reactive programming, we only need to make this assignment once, and the x and y variables will stay "up to date" automatically. This is why reactive programming and functional programming work so well together: reactive programming removes the need to mutate variables while still letting you do a lot of what you could accomplish with variable mutations.

If we then do some computations based on this the resulting values will also be values that change over time. For example:

minX = x - 16;
minY = y - 16;
maxX = x + 16;
maxY = y + 16;

In this example, minX will always be 16 less than the x coordinate of the mouse pointer. With reactive-aware libraries you could then say something like:

rectangle(minX, minY, maxX, maxY)

And a 32x32 box will be drawn around the mouse pointer and will track it wherever it moves.

Here is a pretty good paper on functional reactive programming.

An easy way of reaching a first intuition about what it's like is to imagine your program is a spreadsheet and all of your variables are cells. If any of the cells in a spreadsheet change, any cells that refer to that cell change as well. It's just the same with FRP. Now imagine that some of the cells change on their own (or rather, are taken from the outside world): in a GUI situation, the position of the mouse would be a good example.

That necessarily misses out rather a lot. The metaphor breaks down pretty fast when you actually use a FRP system. For one, there are usually attempts to model discrete events as well (e.g. the mouse being clicked). I'm only putting this here to give you an idea what it's like.

OK, from background knowledge and from reading the Wikipedia page to which you pointed, it appears that reactive programming is something like dataflow computing but with specific external "stimuli" triggering a set of nodes to fire and perform their computations.

This is pretty well suited to UI design, for example, in which touching a user interface control (say, the volume control on a music playing application) might need to update various display items and the actual volume of audio output. When you modify the volume (a slider, let's say) that would correspond to modifying the value associated with a node in a directed graph.

Various nodes having edges from that "volume value" node would automatically be triggered and any necessary computations and updates would naturally ripple through the application. The application "reacts" to the user stimulus. Functional reactive programming would just be the implementation of this idea in a functional language, or generally within a functional programming paradigm.

For more on "dataflow computing", search for those two words on Wikipedia or using your favorite search engine. The general idea is this: the program is a directed graph of nodes, each performing some simple computation. These nodes are connected to each other by graph links that provide the outputs of some nodes to the inputs of others.

When a node fires or performs its calculation, the nodes connected to its outputs have their corresponding inputs "triggered" or "marked". Any node having all inputs triggered/marked/available automatically fires. The graph might be implicit or explicit depending on exactly how reactive programming is implemented.

Nodes can be looked at as firing in parallel, but often they are executed serially or with limited parallelism (for example, there may be a few threads executing them). A famous example was the Manchester Dataflow Machine, which (IIRC) used a tagged data architecture to schedule execution of nodes in the graph through one or more execution units. Dataflow computing is fairly well suited to situations in which triggering computations asynchronously giving rise to cascades of computations works better than trying to have execution be governed by a clock (or clocks).

Reactive programming imports this "cascade of execution" idea and seems to think of the program in a dataflow-like fashion but with the proviso that some of the nodes are hooked to the "outside world" and the cascades of execution are triggered when these sensory-like nodes change. Program execution would then look like something analogous to a complex reflex arc. The program may or may not be basically sessile between stimuli or may settle into a basically sessile state between stimuli.

"non-reactive" programming would be programming with a very different view of the flow of execution and relationship to external inputs. It's likely to be somewhat subjective, since people will likely be tempted to say anything that responds to external inputs "reacts" to them. But looking at the spirit of the thing, a program that polls an event queue at a fixed interval and dispatches any events found to functions (or threads) is less reactive (because it only attends to user input at a fixed interval). Again, it's the spirit of the thing here: one can imagine putting a polling implementation with a fast polling interval into a system at a very low level and program in a reactive fashion on top of it.

Paul Hudak's book, The Haskell School of Expression, is not only a fine introduction to Haskell, but it also spends a fair amount of time on FRP. If you're a beginner with FRP, I highly recommend it to give you a sense of how FRP works.

There is also what looks like a new rewrite of this book (released 2011, updated 2014), The Haskell School of Music.

Check out Rx, Reactive Extensions for .NET. They point out that with IEnumerable you are basically 'pulling' from a stream. Linq queries over IQueryable/IEnumerable are set operations that 'suck' the results out of a set. But with the same operators over IObservable you can write Linq queries that 'react'.

For example, you could write a Linq query like (from m in MyObservableSetOfMouseMovements where m.X<100 and m.Y<100 select new Point(m.X,m.Y)).

and with the Rx extensions, that's it: You have UI code that reacts to the incoming stream of mouse movements and draws whenever you're in the 100,100 box...

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