The Play Framework takes a functional programming
approach to stream processing (e.g.
Comet, chunked
responses,
WebSockets)
by using abstractions called Iteratees
, Enumerators
, and Enumeratees
. When I
originally tried to wrap my head around Iteratees, I found that the existing
documentation and
sample
apps
were fairly confusing and ineffective for getting started. Since teaching is
often the best way to learn, I decided to write a blog post as a way to become
more comfortable with functional I/O.
On the JavaScript side of the world, node.js and socket.io take an imperative programming approach for stream processing by using the EventEmitter API. I’ve found this imperative approach easy to learn, so for this blog post, I’ll show a side by side comparison of the imperative and functional techniques for each example. The focus of the post will be on WebSockets, including a basic “hello world” example, an echo server, and a simple chat application.
Note: I’ll only implement server-side code in this post. You can test your
server without writing any client-side code by using the WebSocket echo
client on websocket.org and giving it a
URL like ws://localhost:9000/some-path
.
Producer, consumer, adapter
Terms like Iteratee
, Enumerator
, and Enumeratee
can be confusing, so let’s
start by trying to define them using normal human terms:
- Enumerator: every time you hear
Enumerator
, think “producer”. This is the thing that pumps out chunks of data. - Iteratee: every time you hear
Iteratee
, think “consumer”. They are the inverse of the Java Iterator: in anIterator
, you callnext
to request a chunk of data; in anIteratee
, you define afold
method that reacts to each chunk of data (inversion of control). - Enumeratee: every time you hear
Enumeratee
, think “adapter”.Enumeratees
can be attached in front ofIteratees
to modify the data streaming through them.
A “hello world” example
Let’s start with a simple “hello world” WebSocket example. The first step is accepting a WebSocket connection.
In socket.io, you do this by listening for a connection event with
io.sockets.on
:
In Play, you create a WebSocket Action
and return an Enumerator
that is used
to send messages to the client and Iteratee
that is used to react to messages
from the client. For this first version, we’ll just use an Enumerator
and
Iteratee
that do nothing.
You’ll need to expose this WebSocket endpoint in your routes
file:
You can now use the URL ws://localhost:9000/connect
in the WebSocket echo client on
websocket.org. You should be able to
connect, though you won’t see anything interesting quite yet.
Next, let’s see how we could send a message to the client. In socket.io, the
socket object has an emit
method:
To send a message to a client in Play, we’ll replace the empty Enumerator
from the first example with an Enumerator
that contains our message.
Remember, the Enumerator
is the “producer”, so it’s responsible for pumping
down any data we want to send to the client.
The Enumerator
companion object has handy methods to create an Enumerator
from
a File
, InputStream
, OutputStream
, a Future
, and, as we’ll use in this case,
an apply
method to create an Enumerator
from a fixed set of data:
Finally, let’s log any messages we get from the client. In socket.io, we can do
this by listening for messages with the socket.on
method:
In Play, the Iteratee
we return in the WebSocket Action
is the “consumer”, so
it’s responsible for reacting to any messages from the client. You can
implement an Iteratee
from scratch, but the Iteratee
companion object has many
methods that simplify the common cases, including consume
(which consumes
and concatenates all the data), head
(consume just the first chunk of data),
and foreach
, which fires a provided callback for each chunk of data. In this
case, we’ll use foreach
and pass it a function that logs each message:
If you reconnect to your WebSocket using the websocket.org test tool, you should now see the message “Hello!”. If you send some messages from the webpage, they should show up in your Play console.
Not bad, right? The main take aways are:
- Use the
WebSocket.using
method to define anAction
that can accept WebSocket connections - Return an
Iteratee
that knows how to consume messages from the client - Return an
Enumerator
that knows how to produce messages for the client
An echo server with some filtering
Let’s go a tiny bit further and create an echo server: that is, a server that echoes back any messages it gets from the client.
This is easy to do in socket.io by combining socket.on
and socket.emit
:
Creating an Enumerator
and Iteratee
that are “joined” is strangely
complicated
to do from scratch in Play. Fortunately, Play has an object called Concurrent
that contains several methods to create Enumerators
and Iteratees
that are
connected in various ways. For example, the Concurrent.joined
function gives
us an echo WebSocket in one line:
Try it out in the browser by reconnecting from websocket.org. Any message you send should be echoed back and show up in the log on the webpage.
Let’s make this example a little more interesting and filter the data we echo back. First, let’s just modify each message by adding some text to it before echoing it back.
The imperative approach used in socket.io means you have to modify the actual listener function (the callback for socket.on) to accomplish this:
n Play, we can accomplish the same thing without having to modify the internals of the
Concurrent.joined
code. Since we have an actual value (the Iteratee
) instead
of just some side-effect function (the callback passed to socket.on), we can
use functional composition to modify the Iteratee
before returning it. To do
that, we’ll create an Enumeratee
, which, as you may remember from above, is an
adapter: we’ll attach it in front of our Iteratee
to modify the data before
the Iteratee
consumes it.
The Enumeratee
companion object has several convenience methods for creating
Enumeratees
: we’ll first use Enumeratee.map
, which let’s you transform each
chunk of data:
The advantage of composition becomes even more apparent if we want to do some fancier filtering. For example, let’s only echo back messages that aren’t empty and contain non-whitespace characters.
With socket.io, we have to make an even larger modification to the contents of the socket.on callback function. This is easy to do in single, simple example, but this would get more complicated across many examples in a large application.
In Play, we can simply add another Enumeratee
to validate the content and compose it
with the previous one. We’ll create this Enumeratee
using the collect
method, which only allows data to pass through it if it matches one of the
cases for the PartialFunction
you pass in:
You’ll often run across Enumeratee
code that uses operators instead of the function
names. The ><>
operator (fish?) composes two Enumeratees
and the
&>
applies an Enumeratee
to an Iteratee
:
The operators do allow you to drop lots of parens in your code, but personally, I find the operators hard to remember and impossible to google. Therefore, I believe that in this case, they lead to code that is optimized for writing instead of reading, which is a bad trade off. I recommend sticking with the full function names.
Main take aways from this section:
- Use the methods in the
Concurrent
object to createIteratees
andEnumerators
that are connected. We’ll see another example of this in the next section. - Create and compose
Enumeratees
when you need to modify the stream of data going into yourIteratees
.
A chat server
As a final example, let’s put together a simple WebSocket chat server that just handles a few basic tasks:
- Send a message to all clients when a user connects or disconnects
- Each time a message is received from a client, send it out to all other clients
Here is the socket.io version:
And here is the Play version:
There are two new things to learn from this code:
- We are using
Concurrent.broadcast
to create anEnumerator
andChannel
that can be shared across all WebSocket connections.Channel
is a new class specifically built to push messages to multipleIteratees
(ie, multiple clients). Interestingly, it is an imperative abstraction, where you just call apush
method for its side-effect. - The
map
method on theIteratee
will fire when theIteratee
is done; for WebSockets, this happens when the client disconnects, an event we capture and broadcast to all clients.
If you open the websocket.org echo page in two separate tabs and start sending
messages, you should see the messages showing up in the log in both tabs,
prefixed with [user1]:
or [user2]:
. You should also see messages when a
client connects or disconnects.
Final thoughts
I’m still learning my way around Iteratees
, so I welcome any corrections,
suggestions, or other feedback. If you’ve come across other good tutorials and
examples, please share them!
I must admit that I have some lingering doubts about Iteratees
as the primary
means of working with streams of data in Play. They seem to be a powerful
abstraction—interleaving and modifying streams on the fly is especially
cool—but the degree of complexity is very high; the sparse documentation and
large vocabulary of strange method names (unfoldM
, fromCallback1
, joinConcatI
,
><>
) only make it worse.
Just about anyone can get rolling with socket.io in a matter of minutes,
whereas most people take several tries across several days to grok
Iteratees
. Functional programming often offers a high cost to high reward
trade-off, but the ratio with Iteratees
is extreme. Moreover, it seems like
you end up with an imperative approach for many use cases anyway, such as the
Channel
object returned by Concurrent.broadcast
.
I’d also argue that the vocabulary of Iteratees
does not clearly convey the
intent of the code. Look at the two chat server examples above: which one
reads more clearly? In my opinion, socket.on
and socket.emit
make it crystal
clear what the code is trying to do. On the other hand, Iteratee.foreach
and
Iteratee.map
do not. The latter feels more like I’m trying to make the tools
do what I want, whereas in the former, I’m clearly dealing with the actual
problem space.
Iteratees
are a fairly general tool, so perhaps they should be reserved for
low-level, advanced functionality, while some simpler, use-case specific
abstractions are available for most common use cases? For example, maybe we
just need a good socket.io equivalent for Play built on top of Iteratees
? I’ve
seen socket.io.play and
atmosphere-play, but I’m not
sure if they are stable, maintained, tested, documented, or high quality. If
anyone has experience with these libraries, let me know!
Yevgeniy Brikman
If you enjoyed this post, you may also like my books. If you need help with DevOps, reach out to me at Gruntwork.