[Noob here] Can someone explain to me the advantage of mutable objects?
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There are times when immutable objects are absolutely the way to go from a data safety perspective. And there are other times when speed or practicality prevail.
Never become an extremist about any particular pattern. They’re all useful - to become a master you must learn when that is.
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I'm gonna hazard a guess, just cause I'm curious, that you're coming from JavaScript.
Regardless, the answer's basically the same across all similar languages where this question makes sense. That is, languages that are largely, if not completely, object-oriented, where memory is managed for you.
Bottom line, object allocation is VERY expensive. Generally, objects are allocated on a heap, so the allocation process itself, in its most basic form, involves walking some portion of a linked list to find an available heap block, updating a header or other info block to track that the block is now in use, maybe sub-dividing the block to avoid wasting space, any making any updates that might be necessary to nodes of the linked list that we traversed.
THEN, we have to run similar operations later for de-allocation. And if we're talking about a memory-managed language, well, that means running a garbage collector algorithm, periodically, that needs to somehow inspect blocks that are in use to see if they're still in use, or can be automatically de-allocated. The most common garbage-collector I know of involves tagging all references within other objects, so that the GC can start at the "root" objects and walk the entire tree of references within references, in order to find any that are orphaned, and identify them as collectable.
My bread and butter is C#, so let's look at an actual example.
public class MyMutableObject { public required ulong Id { get; set; } public required string Name { get; set; } } public record MyImmutableObject { public required ulong Id { get; init; } public required string Name { get; init; } }
_immutableInstance = new() { Id = 1, Name = "First" }; _mutableInstance = new() { Id = 1, Name = "First" };
[Benchmark(Baseline = true)] public MyMutableObject MutableEdit() { _mutableInstance.Name = "Second"; return _mutableInstance; } [Benchmark] public MyImmutableObject ImmutableEdit() => _immutableInstance with { Name = "Second" };
Method Mean Error StdDev Ratio RatioSD Gen0 Allocated Alloc Ratio MutableEdit 1.080 ns 0.0876 ns 0.1439 ns 1.02 0.19 - - NA ImmutableEdit 8.282 ns 0.2287 ns 0.3353 ns 7.79 1.03 0.0076 32 B NA Even for the most basic edit operation, immutable copying is slower by more than 7 times, and (obviously) allocates more memory, which translates to more cost to be spent on garbage collection later.
Let's scale it up to a slightly-more realistic immutable data structure.
public class MyMutableParentObject { public required ulong Id { get; set; } public required string Name { get; set; } public required MyMutableChildObject Child { get; set; } } public class MyMutableChildObject { public required ulong Id { get; set; } public required string Name { get; set; } public required MyMutableGrandchildObject FirstGrandchild { get; set; } public required MyMutableGrandchildObject SecondGrandchild { get; set; } public required MyMutableGrandchildObject ThirdGrandchild { get; set; } } public class MyMutableGrandchildObject { public required ulong Id { get; set; } public required string Name { get; set; } } public record MyImmutableParentObject { public required ulong Id { get; set; } public required string Name { get; set; } public required MyImmutableChildObject Child { get; set; } } public record MyImmutableChildObject { public required ulong Id { get; set; } public required string Name { get; set; } public required MyImmutableGrandchildObject FirstGrandchild { get; set; } public required MyImmutableGrandchildObject SecondGrandchild { get; set; } public required MyImmutableGrandchildObject ThirdGrandchild { get; set; } } public record MyImmutableGrandchildObject { public required ulong Id { get; set; } public required string Name { get; set; } }
_immutableTree = new() { Id = 1, Name = "Parent", Child = new() { Id = 2, Name = "Child", FirstGrandchild = new() { Id = 3, Name = "First Grandchild" }, SecondGrandchild = new() { Id = 4, Name = "Second Grandchild" }, ThirdGrandchild = new() { Id = 5, Name = "Third Grandchild" }, } }; _mutableTree = new() { Id = 1, Name = "Parent", Child = new() { Id = 2, Name = "Child", FirstGrandchild = new() { Id = 3, Name = "First Grandchild" }, SecondGrandchild = new() { Id = 4, Name = "Second Grandchild" }, ThirdGrandchild = new() { Id = 5, Name = "Third Grandchild" }, } };
[Benchmark(Baseline = true)] public MyMutableParentObject MutableEdit() { _mutableTree.Child.SecondGrandchild.Name = "Second Grandchild Edited"; return _mutableTree; } [Benchmark] public MyImmutableParentObject ImmutableEdit() => _immutableTree with { Child = _immutableTree.Child with { SecondGrandchild = _immutableTree.Child.SecondGrandchild with { Name = "Second Grandchild Edited" } } };
Method Mean Error StdDev Ratio RatioSD Gen0 Allocated Alloc Ratio MutableEdit 1.129 ns 0.0840 ns 0.0825 ns 1.00 0.10 - - NA ImmutableEdit 32.685 ns 0.8503 ns 2.4534 ns 29.09 2.95 0.0306 128 B NA Not only is performance worse, but it drops off exponentially, as you scale out the size of your immutable structures.
Now, all this being said, I myself use the immutable object pattern FREQUENTLY, in both C# and JavaScript. There's a lot of problems you encounter in business logic that it solves really well, and it's basically the ideal type of data structure for use in reactive programming, which is extremely effective for building GUIs. In other words, I use immutable objects a ton when I'm building out the business layer of a UI, where data is king. If I were writing code within any of the frameworks I use to BUILD those UIs (.NET, WPF, ReactiveExtensions) you can bet I'd be using immutable objects way more sparingly.
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This is close, but as someone already said, an index into a list just means you are mutating the list.
Your stable "identifier" needs to be a function, ie. a reused design pattern. Compared to the list, this would be an index function which gets an element from an arbitrary list, meaning you don't have to mutate your list anymore, you just build a new one which still works with your function.
This is why languages which avoid mutation and side effects are always (to my knowledge) functional languages.
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Logical and human friendly answer: mutable objects are not a problem, poorly designed code is
Personal rant: why even bother with objects, just use strings, ints, floats, arrays and hashmaps (sarcascm. I have spent hours uncovering logic of large chunks of code with no declaration of what function expects anx produces what)
And also, seeing endless create-object-from-data-of-other-object several times has made me want to punch the author of that code in the face. Even bare arrays and hashmaps were less insane than that clusterfuck -
I was trying to think of a good real world example, but couldn't think of anything. But if you were to think of it as Google docs. You could just copy every doc to change it, but if you've shared it with people then you will have to share it again. It also takes up a whole lot more space to do that, sure you could delete those old ones but that takes some work too.
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Because recreating entire object just to make a single change is dumb.
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I seriously appreciate you taking the time to do this. Good info.
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Sounds like a thing Java would do.
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Saves memory.
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Well, but then you're basically just pushing the mutability onto the container
That's the point, when programming with immutable structures you always pass the mutability onto the enclosing structure.
It's a good strategy at times though. Like say you're working in a language where strings are immutable and you want a string you can change. You can wrap it in a list along the lines
s=['foo']
and pass references to the list around instead. Then if you gos[0]='bar'
at some point, all the references will now see['bar']
instead.A list is an antipattern here IMO. Just wrap it in some dedicated object (see e.g. Java's
StringBuilder
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You can safely do a shallow copy and re-use references to the unchanged members if you have some guarantee that those members are also immutable. Its called Persistent Data Structures. But that's a feature of the language and usually necessitates a GC.
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strings? ints? floats, arrays, HASHMAPS? so inefficient… just directly access memory!!!!
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They made that and it’s called pure functional programming. Take a look at Haskell
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Try making a list without copying every time you add something. Mutability matters then. Imagine copying 10000 elements, or copying 10000 references to items every time something were to be added or changed.
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That’s the point, when programming with immutable structures you always pass the mutability onto the enclosing structure.
I guess the point I was trying to make here was if the data type is already mutable, there is no point in sticking it in a list just so you can replace a reference with an identifier. You're just adding an extra level of indirection. But sure yeah, if the type is inherently immutable, you have to do something.
A list is an antipattern here IMO. Just wrap it in some dedicated object (see e.g. Java’s StringBuilder).
Interesting. I'm not aware of anything like
StringBuilder
in the standard library for either Python or JavaScript. Looks like it wraps a list of characters and tries to behave as string-like as possible? You could presumably write your own class like that or download an implementation from someplace.I guess in most cases in my own code, where I need a mutable string is usually as part of a larger data structure which is the thing that gets passed around by reference, so it's easy enough to replace a field within that.
For building up a string, I would tend to use an
io.StringIO
in Python with file-writing calls, but those aren't meant for sharing. What you don't want to do is use the+=
operator a lot on strings. That gets expensive unless strings are mutable (like they are in say C++'sstd::string
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You can do exactly as you say, and you're right - it makes code easier to reason about. However it all come down to efficiency. Copying a large data structure to modify one element in it is slow. So we deal with the ick of mutable data to preserve performance.
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For all the people in this thread talking about the inefficiencies of immutability, they may find this talk by Rich Hickey (the creator of clojure) interesting. Not so much as it shows that they're wrong, but more so that it's a good lecture explaining how we can build immutable data structures that address the limitations immutability in a way that reduces the overhead.
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So your writing a game. This game has what I'm going to call "entities" which are the dynamic NPCs and such objects. So these objects are most easily conceptualized as mutable things. Why mutable? Well they move around, change states depending on game events ect. If this object is immutable you'd have to tie the in world representation to a new object, constantly just because it moved slightly or something else. This object is mutable not just because it's easier to understand but there are even efficiency gains due to not needing to constantly create a new version just because it moved a little bit.
In contrast the object which holds the position data (in this case we'll have 3 doubles x, y, z) makes a lot of sense as an immutable object. This kind object is small making it cheap to replace (it's just 3 doubles, so 3*64 bits or a total of 24 bytes) and it's representing something that naturally makes sense as being immutable, it's a set of 3 numbers.
Now another comparison your typical dynamic array type container (this is your
std::vector
std::vec
ArrayList
and friends). These are mutable objects mainly due to efficiency (it's expensive to copy the contents when adding new values) yet they also are easier to conceptualize when mutable. It's an object containing a collection of stuff like a box, you can put things in, take stuff out but it's still the same box, just it's contents have changed. If these objects are immutable to put something into the box you must first create a brand new box, and create a copy of the old boxes contents, and then put your new item into the box. Every time. Sometimes this kind of thing makes sense but it's certainly not a common situation.Some functional languages do have immutable data structures however in reality the compiler usually does some magic and ends up using a mutable type as it's simply so much more efficient.