Overview of types in F#
A look at the big picture
Before we dive into all the specific types, let's look at the big picture.
What are types for?
If you are coming from an object-oriented design background, one of the paradigm shifts involved in "thinking functionally" is to change how you think about types.
A well designed object-oriented program will have a strong focus on behavior rather than data, so it will use a lot of polymorphism, either using "duck-typing" or explicit interfaces, and will try to avoid having explicit knowledge of the actual concrete classes being passed around.
A well designed functional program, on the other hand, will have a strong focus on data types rather than behavior. F# puts much more emphasis on designing types correctly than an imperative language such as C#, and many of the examples in this series and later series will focus on creating and refining type definitions.
So what is a type? Types are surprisingly hard to define. One definition from a well known textbook says:
"A type system is a tractable syntactic method of proving the absence of certain program behaviors by classifying phrases according to the kinds of values they compute" (Benjamin Pierce, Types and Programming Languages)
Ok, that definition is a bit technical. So let's turn it around -- what do we use types for in practice? In the context of F#, you can think of types as being used in two main ways:
Firstly, as an annotation to a value that allows certain checks to be made, especially at compile time. In other words, types allow you to have "compile time unit tests".
Second, as domains for functions to act upon. That is, a type is a sort of data modeling tool that allows you to represent a real world domain in your code.
These two definitions interact. The better the type definitions reflect the real-world domain, the better they will statically encode the business rules. And the better they statically encode the business rules, the better the "compile time unit tests" work. In the ideal scenario, if your program compiles, then it really is correct!
What kinds of types are there?
F# is a hybrid language, so it has a mixture of types: some from its functional background, and some from its object-oriented background.
Generally, the types in F# can be grouped into the following categories:
Common .NET types. These are types that conform to the .NET Common Language Infrastructure (CLI), and which are easily portable to every .NET language.
F# specific types. These are types that are part of the F# language and are designed for pure functional programming.
If you are familiar with C#, you will know all the CLI types. They include:
Built-in value types (int, bool, etc).
Built-in reference types (string, etc).
User-defined value types (enum and struct).
Classes and interfaces
Delegates
Arrays
The F# specific types include:
Lists (not the same as the .NET List class)
I strongly recommend that when creating new types you stick with the F# specific types rather than using classes. They have a number of advantages over the CLI types, such as:
They are immutable
They cannot be null
They have built-in structural equality and comparison
They have built-in pretty printing
Sum and Product types
The key to understanding the power of types in F# is that most new types are constructed by from other types using two basic operations: sum and product.
That is, in F# you can define new types almost as if you were doing algebra:
I will hold off explaining what sum and product mean in practice until we get to the detailed discussion of tuples (products) and discriminated union (sum) types later in this series.
The key point is that an infinite number of new types can be made by combining existing types together using these "product" and "sum" methods in various ways. Collectively these are called "algebraic data types" or ADTs (not to be confused with abstract data types, also called ADTs). Algebraic data types can be used to model anything, including lists, trees, and other recursive types.
The sum or "union" types, in particular, are very valuable, and once you get used to them, you will find them indispensible!
How types are defined
Every type definition is similar, even though the specific details may vary. All type definitions start with a "type
" keyword, followed by an identifier for the type, followed by any generic type parameters, followed by the definition. For example, here are some type definitions for a variety of types:
Types can only be declared in namespaces or modules. But that doesn't mean you always have to create them at the top level -- you can create types in nested modules if you need to hide them.
Types cannot be declared inside functions.
Constructing and deconstructing types
After a type is defined, instances of the type are created using a "constructor" expression that often looks quite similar to the type definition itself.
What is interesting is that the same "constructor" syntax is also used to "deconstruct" the type when doing pattern matching:
As you read through this series, pay attention to how the constructors are used in both ways.
Field guide to the "type" keyword
The same "type" keyword is used to define all the F# types, so they can all look very similar if you are new to F#. Here is a quick list of these types and how to tell the difference between them.
Type
Example
Distinguishing features
Abbrev (Alias)
Uses equal sign only.
Tuple
Always available to be used and are not explicitly defined with the type
keyword. Usage indicated by comma (with optional parentheses).
Record
Curly braces. Uses semicolon to separate fields.
Discriminated Union
Vertical bar character. Uses "of" for types.
Enum
Similar to Unions, but uses equals and an int value
Class
Has function-style parameter list after name for use as constructor. Has "member" keyword. Has "new" keyword for secondary constructors.
Interface
Same as class but all members are abstract. Abstract members have colon and type signature rather than a concrete implementation.
Struct
Has "struct" keyword. Uses "val" to define fields. Can have constructor.
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