mirror of
https://github.com/luau-lang/luau.git
synced 2024-12-13 05:20:38 +00:00
446 lines
20 KiB
TeX
446 lines
20 KiB
TeX
\documentclass[acmsmall]{acmart}
|
|
|
|
\setcopyright{rightsretained}
|
|
\copyrightyear{2021}
|
|
\acmYear{2021}
|
|
\acmConference[HATRA '21]{Human Aspects of Types and Reasoning Assistants}{October 2021}{Chicago, IL}
|
|
\acmBooktitle{HATRA '21: Human Aspects of Types and Reasoning Assistants}
|
|
\acmDOI{}
|
|
\acmISBN{}
|
|
\expandafter\def\csname @copyrightpermission\endcsname{\raisebox{-1ex}{\includegraphics[height=3.5ex]{cc-by}} This work is licensed under a Creative Commons Attribution 4.0 International License.}
|
|
\expandafter\def\csname @copyrightowner\endcsname{Roblox.}
|
|
|
|
\newcommand{\squnder}[1]{\color{red}\underline{{\color{black}#1}}\color{black}}
|
|
\newcommand{\infer}[2]{\frac{\textstyle#1}{\textstyle#2}}
|
|
\newcommand{\erase}{\mathrm{erase}}
|
|
\newcommand{\evCtx}{\mathcal{E}}
|
|
\newcommand{\NIL}{\mathsf{nil}}
|
|
\newcommand{\ANY}{\mathsf{any}}
|
|
\newcommand{\TRUE}{\mathsf{true}}
|
|
\newcommand{\FALSE}{\mathsf{false}}
|
|
\newcommand{\NUMBER}{\mathsf{number}}
|
|
\newcommand{\STRING}{\mathsf{string}}
|
|
\newcommand{\ERROR}{\mathsf{error}}
|
|
\newcommand{\IF}{\mathsf{if}\,}
|
|
\newcommand{\LOCAL}{\mathsf{local}\,}
|
|
\newcommand{\THEN}{\,\mathsf{then}\,}
|
|
\newcommand{\ELSE}{\,\mathsf{else}\,}
|
|
\newcommand{\END}{\,\mathsf{end}}
|
|
\newcommand{\FUNCTION}{\mathsf{function}\,}
|
|
\newcommand{\RETURN}{\mathsf{return}\,}
|
|
\newcommand{\FIND}{\mathsf{find}}
|
|
\newcommand{\PRINT}{\mathsf{print}}
|
|
\newcommand{\strlit}[1]{\mbox{``#1''}}
|
|
|
|
\begin{document}
|
|
|
|
\title{Position Paper: Goals of the Luau Type System}
|
|
|
|
\author{Lily Brown}
|
|
\author{Andy Friesen}
|
|
\author{Alan Jeffrey}
|
|
\affiliation{
|
|
\institution{Roblox}
|
|
\city{San Mateo}
|
|
\state{CA}
|
|
\country{USA}
|
|
}
|
|
|
|
\begin{abstract}
|
|
Luau is the scripting language that powers user-generated experiences on the
|
|
Roblox platform. It is a statically-typed language, based on the
|
|
dynamically-typed Lua language, with type inference. These types are used for providing
|
|
editor assistance in Roblox Studio, the IDE for authoring Roblox experiences.
|
|
Due to Roblox's uniquely heterogeneous developer community, Luau must operate
|
|
in a somewhat different fashion than a traditional statically-typed language.
|
|
In this paper, we describe some of the goals of the Luau type system,
|
|
focusing on where the goals differ from those of other type systems.
|
|
\end{abstract}
|
|
|
|
\maketitle
|
|
|
|
\section{Introduction}
|
|
|
|
The Roblox platform allows anyone to create shared,
|
|
immersive, 3D experiences. As of July 2021, there are
|
|
approximately 20~million experiences available on Roblox, created
|
|
by 8~million developers~\cite{Roblox}. Roblox creators are often young: there are
|
|
over 200~Roblox kids' coding camps in 65~countries
|
|
listed by the company as education resources~\cite{AllEducators}.
|
|
The Luau programming language~\cite{Luau} is the scripting language
|
|
used by creators of Roblox experiences. Luau is derived from the Lua
|
|
programming language~\cite{Lua}, with additional capabilities,
|
|
including a type inference engine.
|
|
|
|
This paper will discuss some of the goals of the Luau type system, such
|
|
as supporting goal-driven learning, non-strict typing semantics, and
|
|
mixing strict and non-strict types. Particular focus is placed on how
|
|
these goals differ from traditional type systems' goals.
|
|
|
|
\section{Needs of the Roblox platform}
|
|
\subsection{Heterogeneous developer community}
|
|
|
|
Need: \emph{a language that is powerful enough to support professional users, yet accessible to beginners}
|
|
|
|
Quoting a Roblox 2020 report \cite{RobloxDevelopers}:
|
|
\begin{itemize}
|
|
\item \emph{Adopt Me!} now has over 10 billion plays and surpassed 1.6 million concurrent users earlier this year.
|
|
\item \emph{Piggy}, launched in January 2020, has close to 5 billion visits in just over six months.
|
|
\item There are now 345,000 developers on the platform who are monetizing their games.
|
|
\end{itemize}
|
|
This demonstrates the heterogeneity of the Roblox developer community:
|
|
developers of experiences with billions of plays are on the same
|
|
platform as children first learning to code. Both of these groups are important to
|
|
support: the professional development studios bring high-quality experiences to the
|
|
platform, and the beginning creators contribute to the energetic creative community,
|
|
forming the next generation of developers.
|
|
|
|
\subsection{Goal-driven learning}
|
|
|
|
Need: \emph{organic learning for achieving specific goals}
|
|
|
|
All developers are goal-driven, but this is especially true for
|
|
learners. A learner will download Roblox Studio
|
|
(the creation environment for the Roblox platform) with an
|
|
experience in mind, such as designing an obstacle course
|
|
to play in with their friends.
|
|
|
|
The user experience of developing a Roblox experience is primarily a
|
|
3D interactive one, seen in Fig.~\ref{fig:studio}(a). The user designs
|
|
and deploys 3D assets such as terrain, parts and joints, providing
|
|
them with physics attributes such as mass and orientation. The user
|
|
can interact with the experience in Studio, and deploy it to a Roblox
|
|
server so anyone with the Roblox app can play it. Physics, rendering
|
|
and multiplayer are all immediately accessible to creators.
|
|
|
|
\begin{figure}
|
|
\includegraphics[width=0.48\textwidth]{studio-mow.png}
|
|
\includegraphics[width=0.48\textwidth]{studio-script-editor.png}
|
|
\caption{Roblox Studio's 3D environment editor (a), and script editor (b)}
|
|
\label{fig:studio}
|
|
\end{figure}
|
|
|
|
At some point during experience design, the experience creator has a need
|
|
that can't be met by the game engine alone, such as ``the stairs should
|
|
light up when a player walks on them'' or ``a firework is set off
|
|
every few seconds''. At this point, they will discover the script
|
|
editor, seen in Fig.~\ref{fig:studio}(b).
|
|
|
|
This onboarding experience is different from many initial exposures to
|
|
programming, in that by the time the user first opens the script
|
|
editor, they have already built much of their creation, and have a
|
|
very specific concrete aim. As such, Luau must allow users to perform a
|
|
specific task with as much help as possible from tools.
|
|
|
|
A common workflow for getting started is to Google the task, then
|
|
cut-and-paste the resulting code, adapting it as needed. Since this
|
|
is so common, backward compatibility of Luau with existing code is
|
|
important, even for learners who do not have an existing code base to
|
|
maintain.
|
|
|
|
Type-driven tools are useful to all creators, in as much as they help
|
|
them achieve their current goals. For example type-driven
|
|
autocomplete, or type-driven API documentation, are of immediate
|
|
benefit. Traditional typechecking can be useful, for example for
|
|
catching spelling mistakes, but for most goal-driven developers, the
|
|
type system should help or get out of the way.
|
|
|
|
\subsection{Type-driven development}
|
|
|
|
Need: \emph{a language that supports large-scale codebases and defect detection}
|
|
|
|
Professional development studios are also goal-directed (though the
|
|
goals may be more abstract, such as ``decrease user churn'' or
|
|
``improve frame rate'') but have additional needs:
|
|
\begin{itemize}
|
|
|
|
\item \emph{Code planning}:
|
|
code spends much of its time in an incomplete state, with holes
|
|
that will be filled in later.
|
|
|
|
\item \emph{Code refactoring}:
|
|
code evolves over time, and it is easy for changes to
|
|
break previously-held invariants.
|
|
|
|
\item \emph{Defect detection}:
|
|
code has errors, and detecting these at runtime (for example by crash telemetry)
|
|
can be expensive and recovery can be time-consuming.
|
|
|
|
\end{itemize}
|
|
Detecting defects ahead-of-time is a traditional goal of type systems,
|
|
resulting in an array of techniques for establishing safety results,
|
|
surveyed for example in~\cite{TAPL}. Supporting code planning and
|
|
refactoring are some of the goals of \emph{type-driven
|
|
development}~\cite{TDDIdris} under the slogan ``type, define,
|
|
refine''. A common use of type-driven development is renaming a
|
|
property, which is achieved by changing the name in one place,
|
|
and then fixing the resulting type errors---once the type system stops
|
|
reporting errors, the refactoring is complete.
|
|
|
|
To help support the transition from novice to experienced developer,
|
|
types are introduced gradually, through API documentation and type discovery.
|
|
Type inference provides many of the benefits of type-driven development
|
|
even to creators who are not explicitly providing types.
|
|
|
|
\section{Goals of the type system}
|
|
\subsection{Infallible types}
|
|
|
|
Goal: \emph{provide type information even for ill-typed or syntactically invalid programs.}
|
|
|
|
Programs spend much of their time under development in an ill-typed or incomplete state, even if the
|
|
final artifact is well-typed. If tools such as autocomplete and API documentation are type-driven,
|
|
this means that tooling needs to rely on type information even for ill-typed
|
|
or syntactically invalid programs. An analogy is infallible parsers, which perform error recovery and
|
|
provide an AST for all input texts, even if they don't adhere to the parser's syntax.
|
|
|
|
Program analysis can still flag type errors, which may be presented
|
|
to the user with red squiggly underlining. Formalizing this, rather
|
|
than a judgment
|
|
$\Gamma\vdash M:T$, for an input term $M$, there is a judgment
|
|
$\Gamma \vdash M \Rightarrow N : T$ where $N$ is an output term
|
|
where some subterms are \emph{flagged} as having type errors, written $\squnder{N}$. Write $\erase(N)$
|
|
for the result of erasing flaggings: $\erase(\squnder{N}) = \erase(N)$.
|
|
|
|
For example, in Lua, the $\STRING.\FIND$ function expects two strings, and returns the
|
|
offsets for that string:
|
|
\[
|
|
\STRING.\FIND(\strlit{hello}, \strlit{ell}) \rightarrow (2, 4)
|
|
\qquad
|
|
\STRING.\FIND(\strlit{world}, \strlit{ell}) \rightarrow (\NIL, \NIL)
|
|
\]
|
|
and in Luau it has the type:
|
|
\[
|
|
\STRING.\FIND : (\STRING, \STRING) \rightarrow (\NUMBER?, \NUMBER?)
|
|
\]
|
|
In a conventional type system, there is no judgment for ill-typed terms
|
|
such as $\STRING.\FIND(\strlit{hello}, 37)$ but in an infallible system we flag the error
|
|
and approximate the type, for example:
|
|
\[
|
|
{} \vdash
|
|
\STRING.\FIND(\strlit{hello}, 37)
|
|
\Rightarrow
|
|
\squnder{\STRING.\FIND(\strlit{hello}, 37)}
|
|
:
|
|
(\NUMBER?, \NUMBER?)
|
|
\]
|
|
The goal of infallible types is that every term has a typing judgment
|
|
given by flagging ill-typed subterms:
|
|
\begin{itemize}
|
|
\item \emph{Typability}: for every $M$ and $\Gamma$,
|
|
there are $N$ and $T$ such that $\Gamma \vdash M \Rightarrow N : T$.
|
|
\item \emph{Erasure}: if $\Gamma \vdash M \Rightarrow N : T$
|
|
then $\erase(M) = \erase(N)$
|
|
\end{itemize}
|
|
Some issues raised by infallible types:
|
|
\begin{itemize}
|
|
\item Which heuristics should be used to provide types for flagged programs? For example, could one
|
|
use minimal edit distance to correct for spelling mistakes in field names?
|
|
\item How can we avoid cascading type errors, where a developer is
|
|
faced with type errors that are artifacts of the heuristics, rather
|
|
than genuine errors?
|
|
\item How can the goals of an infallible type system be formalized?
|
|
\end{itemize}
|
|
\emph{Related work}:
|
|
there is a large body of work on type error reporting
|
|
(see, for example, the survey in~\cite[Ch.~3]{TopQuality})
|
|
and on type-directed program repair
|
|
(see, for example, the survey in~\cite[Ch.~3]{RepairingTypeErrors}),
|
|
but less on type repair.
|
|
The closest work is Hazel's~\cite{Hazel} \emph{typed holes}
|
|
where $\squnder{N}$ is treated as a partially-filled hole in the program,
|
|
though in that work partially-filled holes are not erased at run-time.
|
|
Many compilers perform
|
|
error recovery during typechecking, but do not provide a semantics
|
|
for programs with type errors.
|
|
|
|
\subsection{Strict types}
|
|
|
|
Goal: \emph{no false negatives.}
|
|
|
|
For developers who are interested in defect detection, Luau provides a \emph{strict mode},
|
|
which acts much like a traditional, sound, type system. This has the goal of ``no false negatives''
|
|
where any possible run-time error is flagged. This is formalized using:
|
|
\begin{itemize}
|
|
\item \emph{Operational semantics}: a reduction judgment $M \rightarrow N$ on terms.
|
|
\item \emph{Values}: a subset of terms representing a successfully completed evaluation.
|
|
\end{itemize}
|
|
Error states at runtime are represented as stuck states (terms that are not
|
|
values but cannot reduce), and showing that no well-typed program is
|
|
stuck. This is not true if typing is infallible, but can fairly
|
|
straightforwardly be adapted. We extend the operational semantics to flagged terms,
|
|
where $M \rightarrow M'$ implies $\squnder{M} \rightarrow \squnder{M'}$, and
|
|
for any value $V$ we have $\squnder{V} \rightarrow V$, then show:
|
|
\begin{itemize}
|
|
\item \emph{Progress}: if ${} \vdash M \Rightarrow N : T$, then either $N \rightarrow N'$ or $N$ is a value or $N$ has a flagged subterm.
|
|
\item \emph{Preservation}: if ${} \vdash M \Rightarrow N : T$ and $N \rightarrow N'$ then $M \rightarrow^*M'$ and ${} \vdash M' \Rightarrow N' : T$.
|
|
\end{itemize}
|
|
For example in typechecking the program:
|
|
\[
|
|
\LOCAL (i,j) = \STRING.\FIND(x, y);
|
|
\IF i \THEN \PRINT(j-i) \END
|
|
\]
|
|
the interesting case is $i-j$ in a context where $i$ has type
|
|
$\NUMBER$ (since it is guarded by the $\IF$) but $j$ has type
|
|
$\NUMBER?$. Since subtraction has type $(\NUMBER, \NUMBER) \rightarrow \NUMBER$,
|
|
this is a type error, so the relevant typing judgment is:
|
|
\[\begin{array}{r@{}l}
|
|
x: \STRING, y: \STRING \vdash {}&
|
|
(\LOCAL (i,j) = \STRING.\FIND(x, y);
|
|
\IF i \THEN \PRINT(j-i) \END) \\
|
|
\Rightarrow {}&
|
|
(\LOCAL (i,j) = \STRING.\FIND(x, y);
|
|
\IF i \THEN \PRINT(\squnder{j-i}) \END)
|
|
\end{array}\]
|
|
Some issues raised by soundness for infallible types:
|
|
\begin{itemize}
|
|
\item How should the judgments and their metatheory be set up?
|
|
\item How should type inference and generic functions be handled?
|
|
\item Is the operational semantics of flagged values
|
|
($\squnder{V} \rightarrow V$) the right one?
|
|
\end{itemize}
|
|
\emph{Related work}: gradual typing and blame analysis, e.g.~\cite{GradualTyping,WellTyped,Contracts}.
|
|
The main difference between this approach and that of migratory typing~\cite{MigratoryTyping}
|
|
is that (due to backward compatibility with existing Lua) we cannot introduce
|
|
extra code during migration.
|
|
|
|
\subsection{Nonstrict types}
|
|
|
|
Goal: \emph{no false positives.}
|
|
|
|
For developers who are not interested in defect detection, type-driven
|
|
tools and techniques such as autocomplete, API documentation
|
|
and type-driven refactoring are still useful.
|
|
For such developers, Luau provides a
|
|
\emph{nonstrict mode}, which we hope will eventually be useful for all
|
|
developers. This non-strict typing mode is particularly useful when
|
|
adopting Luau types in pre-existing code that was not authored with
|
|
the type system in mind. Non-strict mode does \emph{not} aim for
|
|
soundness, but instead has the goal of ``no false positives``, in the
|
|
sense that any flagged code is guaranteed to produce a runtime error
|
|
when executed.
|
|
|
|
Our previous example was, in fact, a false positive since a programmer
|
|
can make use of the fact that $\STRING.\FIND(x, y)$ is either $\NIL$
|
|
in both results or neither, so if $i$ is non-$\NIL$ then so is $j$.
|
|
This is discussed in the English-language documentation but not reflected
|
|
in the type. So flagging $(i - j)$ is a false positive.
|
|
|
|
On the face of it, detecting all errors without false positives is undecidable, since a program such as
|
|
$(\IF f() \THEN \ERROR \END)$ will produce a runtime error when $f()$ is
|
|
$\TRUE$. Instead we can aim for a weaker property: that all flagged code
|
|
is either dead code or will produce an error. Either of these is a
|
|
defect, so deserves flagging, even if the tool does not know
|
|
which reason applies.
|
|
|
|
We can formalize this by defining an \emph{evaluation context}
|
|
$\evCtx[\bullet]$, and saying $M$ is \emph{incorrectly flagged}
|
|
if it is of the form $\evCtx[\squnder{V}]$. We can then define:
|
|
\begin{itemize}
|
|
\item \emph{Correct flagging}: if ${} \vdash M \Rightarrow N : T$
|
|
then $N$ is correctly flagged.
|
|
\end{itemize}
|
|
Some issues raised by nonstrict types:
|
|
\begin{itemize}
|
|
|
|
\item Will nonstrict types result in errors being flagged in function call sites
|
|
rather than definitions?
|
|
|
|
\item In Luau, ill-typed property update of most tables succeeds
|
|
(the property is inserted if it did not exist), and so functions which
|
|
update properties cannot be flagged. Can we still provide meaningful
|
|
error messages in such cases?
|
|
|
|
\item Does nonstrict typing require whole program analysis,
|
|
to find all the possible types a property might be updated with?
|
|
|
|
\item The natural formulation of function types in a nonstrict setting
|
|
is that of~\cite{SuccessTyping}: if $f: T \rightarrow U$ and $f(V) \rightarrow^* W$
|
|
then $V:T$ and $W:U$. This formulation is \emph{covariant} in $T$,
|
|
not \emph{contravariant}; what impact does this have?
|
|
|
|
\end{itemize}
|
|
\emph{Related work}: success types~\cite{SuccessTyping} and incorrectness logic~\cite{IncorrectnessLogic}.
|
|
|
|
\subsection{Mixing types}
|
|
|
|
Goal: \emph{support mixed strict/nonstrict development}.
|
|
|
|
Like every active software community, Roblox developers share code
|
|
with one another constantly. First- and third-party developers alike
|
|
frequently share entire software packages written in Luau. To add to
|
|
this, many Roblox experiences are authored by a team. It is therefore
|
|
crucial that we offer first-class support for mixing code written in
|
|
strict and nonstrict modes.
|
|
|
|
Some questions raised by mixed-mode types:
|
|
\begin{itemize}
|
|
|
|
\item How much feedback can we offer for a nonstrict script that is
|
|
importing strict-mode code?
|
|
|
|
\item In strict mode, how do we talk about values and types that are
|
|
drawn from nonstrict code?
|
|
|
|
\item How can we combine the goals of strict and nonstrict types?
|
|
|
|
\item Can we have strict and non-strict mode infer the same types,
|
|
only with different flagging?
|
|
|
|
\item Is strict-mode code sound when it relies on non-strict code,
|
|
which has weaker invariants?
|
|
|
|
\item How can we avoid introducing function wrappers in higher-order code
|
|
at the strict/nonstrict boundary?
|
|
|
|
\end{itemize}
|
|
\emph{Related work}: there has been work on interoperability between different type systems,
|
|
notably~\cite{LinkingTypes}, but there the overall goals of the systems were similar safety properties.
|
|
In our case, the two type systems have different goals.
|
|
|
|
\subsection{Type inference}
|
|
|
|
Goal: \emph{infer types to allow gradual adoption of type annotations.}
|
|
|
|
Since backward compatibility with existing code is important, we have
|
|
to provide types for code without explicit annotations. Moreover, we
|
|
want to make use of type-directed tools such as autocomplete, so we
|
|
cannot adopt the common strategy of treating all untyped variables as
|
|
having type $\ANY$. This leads us to type inference.
|
|
|
|
To make use of type-driven technologies for programs
|
|
without explicit type annotations, we use a type inference algorithm.
|
|
Since Luau includes System~F, type inference is undecidable~\cite{Boehm85},
|
|
but we can still make use of heuristics such as local type inference~\cite{LocalTypeInference}.
|
|
|
|
It remains to be seen if type inference can satisfy the goals of
|
|
strict and non-strict types. The current Luau system
|
|
infers different types in the two modes, which is unsatisfactory as it
|
|
makes changing mode a non-local breaking change. In addition,
|
|
non-strict inference is currently too imprecise to support
|
|
type-directed tools such as autocomplete.
|
|
|
|
Some questions raised by type inference:
|
|
\begin{itemize}
|
|
|
|
\item How many cases in strict mode cannot be inferred by the type inference system? Minimizing
|
|
this kind of error is desirable, to make the type system as unobtrusive as possible.
|
|
\item Can something like the Rust traits system~\cite{RustBook} or Haskell classes~\cite{TypeClasses} be used to provide types for overloaded operators, without hopelessly confusing learners?
|
|
\item Type inference currently infers monotypes for unannotated
|
|
functions, in contrast to QuickLook~\cite{QuickLook}, which can infer generic types.
|
|
Will this be good enough for idiomatic Luau scripts?
|
|
\item Can type inference be used to infer the same types in strict and nonstrict mode, to ease migrating between modes, with the only difference being error reporting?
|
|
\end{itemize}
|
|
\emph{Related work}: there is a large body of work on type inference, largely summarized in~\cite{TAPL}.
|
|
|
|
\section{Conclusions}
|
|
|
|
In this paper, we have presented some of the goals of the Luau type
|
|
system, and how they map to the needs of the Roblox creator
|
|
community. We have also explored how these goals differ from traditional
|
|
type systems, where it is necessary to accommodate the unique needs of
|
|
the Roblox platform. We have sketched what a solution might look like;
|
|
all that remains is to draw the owl~\cite{HowToDrawAnOwl}.
|
|
|
|
\bibliographystyle{ACM-Reference-Format} \bibliography{bibliography}
|
|
|
|
\end{document}
|