Posted by v0id_isgood 16 hours ago
after 5 months of research and a few weeks of development i am soon going to release version 0.1.0 of it, if you would like to contribute to it you're most welcome!
However, your light is hidden under a basket, to use an old metaphor. I'm having to go digging to find the genuinely new things going on. I suggest recalibrating the entire documentation with a focus on the new stuff. People on HN often complain about not having syntax examples front and center but I would say for you, the very first thing I you should be hitting your new visitors with is the choreography idea.
Set up a simple example of doing something like a concurrent remote counter that is atomically safe by the construction of your language and immediately dive in to what that means. Forget even educating us on the rest of the mundane syntax of the language, immediately dive in to what that is and what that means. I see in the docs/ dir that it probably hurts your programmer mind to cover the choreography before covering sections 1-8, but you can safely assume that if you intrigue with the choreography that they'll hang around to learn about the rest, whereas you can't safely assume that a new reader will wade through all the rest of the relatively mundane details to get to the really interesting stuff.
A modern language with a modern take on compiling a "program" that takes a unified view of the world at the programming language level, and then emits a "server" and a "client" (and perhaps other roles) as separate executables is a pretty nifty idea. Hit it early and hit it hard.
The choreography stuff is actually really cool! Definitely agree this should be front and center
Nothing worse than PDFs full of theory and no working examples of the thing you’ll actually be doing all day.
I get that it’s important to show what abstractions and methodologies can arise out of using it, but with a good example that would be obvious. It’s the developer community using the language that will come up with the best abstractions (libraries) that - if it has an active community - helps shape what those novel developer experiences are.
A good analogy is the development of the skateboard - released first as a scooter - until someone knocked the handle off a started “surfing” down the street. Just show me the thing. I’ll tell you if it’s cool and how to use it
We definitely fell into the author’s trap of structuring docs "bottom-up" (Prerequisites -> Basic Syntax -> Advanced Concepts) rather than leading with our actual core innovation: choreography.
We are restructuring the main README/docs front page right now to lead immediately with a concrete example of choreographic execution (e.g., atomic multi-node orchestration / client-server emitting) before getting into standard syntax.
Really appreciate you taking the time to dig into the docs/ dir to pull this out it’s a huge help for our presentation.
I mean, I'm phrasing that in marketing terms, but in this case it's in harmony with what your users want anyhow. We want to know ASAP why we should care about this language. So it works for everyone. Of course when it comes time to deliver the promise, normal programming language documentation is the way it is for a reason.
You should put these up front also.
This is not an LLM talking but a kid who is learning to write with them, if you look closely. Still concerning
The next thing is, I need more examples. Read me documents can scroll forever and that’s fine. Add examples for every concept your language wants to cover to it. This is your chance to think things through and make the read me and the language astonishing.
And your AI disclaimer (or your AI’s disclaimer) makes sense.
What stops a choreography where Claire send a message to Bob but Bob is waiting for Alice and Alice is waiting for Claire?
Is it like Rust memory safety where not all valid programs are accepted but all invalid programs are rejected?
I think some examples of the distributed code in action on a trivial and non trivial distributed example is more compelling than a 3d donut render
The protocol doesn't describe "Claire sends" and "Bob receives" as two independent actions that wait for each other, it describes them as a single communication in the global program/state.
When it gets executed into code, every send already has a corresponding receive by construction, so you can't write something like "Claire sends to Bob while Bob is actually waiting for Alice" unless the protocol itself allowed that execution.
So the cycle you're describing can't just accidentally appear because of sync issues, because the assumption is a communication is represented correctly at each turn.
So yeah it kinda does limit the set of all possible programs since I would expect not everything can be encoded this way also seems hard to resolve this in practice without only allowing communication b/w Wyzer systems.
I am not very familiar with this topic in practice so OP would be the best person to answer this, I am quite intrigued by how it works in practice as well.
A choreographic programming language features programming abstractions for programming communication intent. For example, often they have a primitive like:
Alice.expr -> Bob.x
read 'Alice communicates the evaluation of expr to Bob, which stores the message in its local variable x'. (In fact, we discovered that we can extend any mainstream language to have this kind of high-level primitives by extending data types with locations, see choral-lang.org).
This makes it impossible to write mismatched communication actions, because you're expressing both the send and receive actions in a single atomic instruction: they are well-matched by construction. You then build a compiler (typically called 'projection') that generates distributed programs for Alice and Bob -- the former doing the send to Bob and the latter doing the receive from Alice. We like making formal models of these compilers and mathematically proving them correct. A compiler that respects the choreography then automatically entails deadlock-freedom of the compiled code without the need for complex checks, because the source choreography cannot syntactically express deadlocked terms.
Consequently, there are no deadlocked distributed programs that we can compile from choreographies. It's an application of the neat trick of designing high-level languages for 'guiding' programming: instead of programming a distributed system with low-level primitives and then attempting the generally very hard task of checking for deadlocks, we use a high-level language where deadlocks cannot be written (or are at least easy to check against).
The above hopefully explains the intuition of how choreographic programming works. But then, as you did, one naturally asks: What can we express in choreographic programming languages? Are there fundamental limitations?
We do not know exactly yet; this is an area of very active exploration. Over the years, people have developed more and more clever choreographic programming languages that capture more and more interaction patterns.
What's perhaps surprising is that, for some theories of distributed languages (or interaction patterns, if you like), we know that choreographic programming is complete, in the sense that it can capture all deadlock-free systems that can be modelled in those theories. The first result of this kind was about capturing all interaction behaviours that can be described in linear logic (in the Curry-Howard interpretation of it with process calculi), but there are also works that can deal with recursive behaviour and even process spawning (fork). That's encouraging.
I think that investigating what the paradigm precisely can and cannot do is fascinating (but I'm very biased here..), not least because using a mathematically-modelled compiler lets us optimise the generated code aggressively (e.g., adding more asynchrony, as in Ozone). From the state of the art already out there, it looks like choreographic programming is 'expressive enough' for many different purposes. Hopefully it's gonna be the typical situation with high-level abstractions, whereby for most cases and most people the high-level language is gonna be good and low-level communication actions will be necessary only in niche scenarios. In the meantime, there are choreographic languages that can be integrated with middleware and foreign APIs to cover up for deficiencies (like Choral, HasChor, etc.).
Where’s the cool stuff?
if you claim X and Y make us cool and different, then you should document X and Y in your readme. don’t tell me something is the star, and then hide it away. this is baffling to me.
In there it says you started this journey when you were 8 years old and that you are a 14 year old programmer
I'm not sure how I feel about this to be honest, I need to process that.
> 1. What Wyzer Is, In One Paragraph...
> 2. Why Make a New Language At All?...
Far too often I see projects on HN where, on a casual skim, I just can't figure out "the point." This is clear and concise.
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One of the issues with "Writing one network rule that creates code for every computer. We borrowed this from academic research" is that often it's hard to have the same language on every computer. For example, for a web application, you're either going to have to transpile to Javascript or target WASM. (And WASM has a lot of overhead compared to Javascript.)
Too bad the github readme doesn't explain how the choreographic side of Wyzer works, or even what it looks like (please correct me if I'm wrong, couldn't find it after a quick skim).
Definitely a cool idea. I guess time will tell whether lifting it into the language proves itself as worth it.
What happens if the piece of data has multiple owners? Do you get sudden performance bugs which are hard to debug?
const MAX: u32 = 100; // Compile-time constant
let x: u32 = 10; // Cannot be changed
If x cannot be changed, how does it differ (meaningfully) from a compile time constant in a safe language, ie in a case of no raw pointers