I wonder if it's supported with Gleam and/or gleam_otp? Don't see it in the docs.
I find it very handy that the intermediate Erlang (or JS) files are available in the build directory. It lets you easily see what form your code will take when compiled.
It seems that Gleam is really useful for those who are already in either the Erlang/Javascript ecosystem.
For me personally, the Javascript target is the least interesting bit - the BEAM/Erlang target is where it's at for backend work. The BEAM is fascinating and full of ideas that were once ahead-of-their-time but now are really coming into their own with compute performance having caught up.
Gleam is a strongly typed language, and is unapologetically very functional. Error handling in general is quite different than it would be on a normal stack-based language/vm. In my experience, the Erlang target doesn't make debugging any harder or more difficult than you would expect for an exception-less language.
https://blog.lambdaclass.com/an-interview-with-the-creator-o...
> The Gleam compiler has had a few full rewrites. The previous version compiled to BEAM bytecode via Core Erlang, which is an intermediate representation with the Erlang compiler, but the current version compiles to regular Erlang source code that has been pretty-printed. This has a few nice advantages such as providing an escape hatch for people who no longer wish to use Gleam, and enabling Erlang/Elixir/etc projects to use libraries written in Gleam without having to install the Gleam compiler.
Pretty good reasoning in my opinion.
very very good
// Division by zero is not an error
io.debug(3.14 /. 0.0)
It prints 0
Yuck. Division by zero is an unfortunate reality but basically nobody with mathematical background thinks that just defining x/0 = 0 is a good solution.
Often in numerical computing, getting an NaN or Inf is a blessing in that it’s a hint that your algorithm is numerically buggy, in the same way that a crash or a exception would indicate a program bug.
This approach is the numeric equivalent of a program continuing on after an undefined variable, just assuming it’s 0. That was tried by scripting languages in the 90s and these days most folks think it was a bad approach.
> Gleam does not implicitly throw exceptions, so throwing an exception is not an option. The BEAM VM does not have a Infinity value, so that is not an option. Therefore Gleam returns 0 when dividing by zero.
> The standard library provides functions which return a Result type for division by zero which you can use if that is more suitable for your program.
You can also use Guards[2] to prevent handle a divide-by-zero situation before you attempt it.
[1] https://gleam.run/frequently-asked-questions/#why-does-divis...
A problem that Gleam has here is that the Erlang runtime does not have NaN or Inf in its float type (or integer type for that matter). It could be represented with an atom, but that would require an atom and a float having the same type in Gleam, which is not something the type system can do (by design). The operator could, in theory, return a Result(Float, DivisionByZeroError), but that would make using it very inconvenient. Thus zero was chosen, and there is an equivalent function in the stdlib that returns a result instead, if you wish to check for division by zero.
Just fine mathematically, but Hillel does specify that he's not comfortable with the concept from a safety perspective. The whole piece is a defence against a particular type of criticism, but he leaves wide open the question of whether it's a good idea from a PL perspective.
I'm sure it doesn't work for everybody, but I never had a specific need to deal with zero in the division that didn't result with "actually let's count it as 0"
In python for instance, the developer needs to be prepared to catch a divide by zero exception.
In gleam, the same consideration is required but the implementation will just differ.
I don't actually see an issue here. It's a potential gotcha, but once you are aware of this feature of the language, it's no different than any other.
> In gleam, the same consideration is required but the implementation will just differ.
These aren't remotely the same. If a developer fails to catch an exception or a NaN then the program either crashes or returns an obviously wrong result. If a developer fails to guard against a zero returned from division then they get a number out that's wrong in subtle ways that may not be obvious until the wrong numbers are already in use somehow.
The question isn't whether you can work around the error, it's how likely you are to notice that you screwed something up before it's too late.
In Python and languages with similar behavior, a division by 0 will immediately crash your program with a pretty stack trace, showing you exactly where the problem is and how the program got there.
In languages where division by 0 produces infinity, NaN, 0 or similar, your calculation just returns a nonsensical result.
Zero is even worse than inf or NaN, as you may not even realize that there was an error in the first place, as the result of your calculation is a number and not a strange-looking value.
That's not to say ORM's don't exist in FP, but they are not nearly as common because their concept doesn't directly translate into what you expect from a functional language.
That is to say this is not a Gleam problem, it is a FP problem, if we can even call it a problem (it's mostly just different).
If what you meant was the first one then, no I'm not expecting anything like that. I honestly like using a language that gets off of the way and let's me focus on what I want to build. I've done very little OOP and I've written a lot of Rust. There are many situations where I feel like r rusts verbosity is limiting my freedom but the grind of unmarshaling hashmaps into structures is way too much for me. Why shouldn't I want to use my languages typing support to help me write more maintainable code?
I can hardly get over how dart sometimes outright refuses to cast Object types to dynamic types without some syntactical voodoo.
Regarding macros - Gleam has stated they are interested in adding metaprogramming, but it's not a huge priority because of the goals of the language.
Macros, and metaprogramming in general have a tendency to complicate a language, and encourages ad-hoc DSL's. One of Gleam's goals is to be dead simple to pick up, read, and contribute - metaprogramming makes that much harder.
Macros are not necessary, even if their absence is a bit of a shock at first. I used to firmly think they were necessary, but now my mind has changed on this for the most part.