Is Starlark Turning Complete? - computation-theory

The Starlark configuration language does not support infinite loops or recursion or user defined data types but it does support functions. The docs indicate that means that the language is not Turing complete. I have forgotten a lot of my Computer science classes on languages and automata theory.
Questions:
Is the lack of user defined data types, infinite loops and recursion enough for a language to be Turing incomplete.
Is there a proof that StarLark is not Turing complete?
If a language is not Turning complete does that mean that the program is guaranteed to halt eventually?

A Turing machine program (or any program in a Turing complete language) may never halt by falling into what is effectively an infinite loop. Ruling out nonterminating Turing machine programs is impossible (see Halting problem). Thus any language that seeks to ensure all programs terminate (such as Starlark) must sacrifice Turing completeness. See also total functional programming.
See above.
Not necessarily. There are other ways a language can be Turing incomplete without lacking infinite loops. For example a language where the only allowed program is while True: pass is not Turing complete, but it also does not terminate.

Related

Algorithms that can only be written in assembly

Any algorithm you can implement in a HLL you can implement in assembly. On the other hand, there are many algorithms you can implement in assembly which you cannot implement in a HLL. - Randall Hyde
I found this statement in the forward to a book on assembly. The book is here: https://courses.engr.illinois.edu/ece390/books/artofasm/fwd/fwd.html#109
Does anyone know an example of this type of algorithm?
It's plain wrong.
You can implement any algorithm (in the CS sense of the word) in any turing complete programming language.
On the other hand, if he would have said something a like: "Some algorithms can be implemented very efficiently, and with ease in assembly, much more so than what is possible in most high level programming languages", then his statement would have made sense...
Interesting text though....
There is a sense in which it is trivially false: in the worst case, you could write an emulator in the HLL and then run the algorithm in there. But that's cheating a bit because now the HLL does not directly implement the algorithm.
A concrete example of what many HLL's can't do (or maybe they can in practice, but it is not guaranteed that they can do it), is directly implementing a XOR linked list. In many languages you just cannot XOR pointers, and/or it wouldn't make sense even if you could (consider garbage collection). Of course you can refer to every node by an integer ID and XOR those, but that's a workaround, not a direct implementation.
HLL's often have trouble implementing unstructured control flow, though many (particularly older) languages offer a goto. That means you may have to jump through hoops to implement a state machine (using a switch in a loop or whatever), instead of letting the state be implied by the program counter.
There are also many algorithms and data structures that rely on operations that don't exist in typical HLL's, for example popcnt or lzcnt, which can again be emulated, but then so can everything.
In case you have strict limitations in terms of memory and/or execution time, you might be forced to use assembly language.
High level languages typically require a run-time library which might be too big to fit into your program memory.
Think of a time-critical driver routine. An interrupt service routine for example. If there are only a few nanoseconds available for the routine, assembly language might be the only viable option.
How about this? You need to write some assembly code in order to access system registers and tables. But onces the setup is done, no CPU instructions are executed (everything's done by the complex CPU exception handling mechanisms) and yet the thing is Turing-complete and can "run" programs.

How Concurrent is Prolog?

I can't find any info on this online... I am also new to Prolog...
It seems to me that Prolog could be highly concurrent, perhaps trying many possibilities at once when trying to match a rule. Are modern Prolog compilers/interpreters inherently* concurrent? Which ones? Is concurrency on by default? Do I need to enable it somehow?
* I am not interested in multi-threading, just inherent concurrency.
Are modern Prolog compilers/interpreters inherently* concurrent? Which ones? Is concurrency on by default?
No. Concurrent logic programming was the main aim of the 5th Generation Computer program in Japan in the 1980s; it was expected that Prolog variants would be "easily" parallelized on massively parallel hardware. The effort largely failed, because automatic concurrency just isn't easy. Today, Prolog compilers tend to offer threading libraries instead, where the program must control the amount of concurrency by hand.
To see why parallelizing Prolog is as hard as any other language, consider the two main control structures the language offers: conjunction (AND, serial execution) and disjunction (OR, choice with backtracking). Let's say you have an AND construct such as
p(X) :- q(X), r(X).
and you'd want to run q(X) and r(X) in parallel. Then, what happens if q partially unifies X, say by binding it to f(Y). r must have knowledge of this binding, so either you've got to communicate it, or you have to wait for both conjuncts to complete; then you may have wasted time if one of them fails, unless you, again, have them communicate to synchronize. That gives overhead and is hard to get right. Now for OR:
p(X) :- q(X).
p(X) :- r(X).
There's a finite number of choices here (Prolog, of course, admits infinitely many choices) so you'd want to run both of them in parallel. But then, what if one succeeds? The other branch of the computation must be suspended and its state saved. How many of these states are you going to save at once? As many as there are processors seems reasonable, but then you have to take care to not have computations create states that don't fit in memory. That means you have to guess how large the state of a computation is, something that Prolog hides from you since it abstracts over such implementation details as processors and memory; it's not C.
In other words, automatic parallelization is hard. The 5th Gen. Computer project got around some of the issues by designing committed-choice languages, i.e. Prolog dialects without backtracking. In doing so, they drastically changed the language. It must be noted that the concurrent language Erlang is an offshoot of Prolog, and it too has traded in backtracking for something that is closer to functional programming. It still requires user guidance to know what parts of a program can safely be run concurrently.
In theory that seems attractive, but there are various problems that make such an implementation seem unwise.
for better or worse, people are used to thinking of their programs as executing left-to-right and top-down, even when programming in Prolog. Both the order of clauses for a predicate and of terms within a clause is semantically meaningful in standard Prolog. Parallelizing them would change the behaviour of far too much exising code to become popular.
non-relational language elements such as the cut operator can only be meaningfully be used when you can rely on such execution orders, i.e. they would become unusable in a parallel interpreter unless very complicated dependency tracking were invented.
all existing parallelization solutions incur at least some performance overhead for inter-thread communication.
Prolog is typically used for high-level, deeply recursive problems such as graph traversal, theorem proving etc. Parallelization on a modern machines can (ideally) achieve a speedup of n for some constant n, but it cannot turn an unviable recursive solution method into a viable one, because that would require an exponential speedup. In contrast, the numerical problems that Fortran and C programmers usually solve typically have a high but quite finite cost of computation; it is well worth the effort of parallelization to turn a 10-hour job into a 1-hour job. In contrast, turning a program that can look about 6 moves ahead into one that can (on average) look 6.5 moves ahead just isn't as compelling.
There are two notions of concurrency in Prolog. One is tied to multithreading, the other to suspended goals. I am not sure what you want to know. So I will expand a little bit about multithreading first:
Today widely available Prolog system can be differentiated whether they are multithreaded or not. In a multithreaded Prolog system you can spawn multiple threads that run concurrently over the same knowledge base. This poses some problems for consult and dynamic predicates, which are solved by these Prolog systems.
You can find a list of the Prolog systems that are multithreaded here:
Operating system and Web-related features
Multithreading is a prerequesite for various parallelization paradigmas. Correspondingly the individudal Prolog systems provide constructs that serve certain paradigmas. Typical paradigmas are thread pooling, for example used in web servers, or spawning a thread for long running GUI tasks.
Currently there is no ISO standard for a thread library, although there has been a proposal and each Prolog system has typically rich libraries that provide thread synchronization, thread communication, thread debugging and foreign code threads. A certain progress in garbage collection in Prolog system was necessary to allow threaded applications that have potentially infinitely long running threads.
Some existing layers even allow high level parallelization paradigmas in a Prolog system independent fashion. For example Logtalk has some constructs that map to various target Prolog systems.
Now lets turn to suspended goals. From older Prolog systems (since Prolog II, 1982, in fact) we know the freeze/2 command or blocking directives. These constructs force a goal not to be expanded by existing clauses, but instead put on a sleeping list. The goal can the later be woken up. Since the execution of the goal is not immediate but only when it is woken up, suspended goals are sometimes seen as concurrent goals,
but the better notion for this form of parallelism would be coroutines.
Suspended goals are useful to implement constraint solving systems. In the simplest case the sleeping list is some variable attribute. But a newer approach for constraint solving systems are constraint handling rules. In constraint handling rules the wake up conditions can be suspended goal pair patterns. The availability of constraint solving either via suspended goals or constraint handling rules can be seen here:
Overview of Prolog Systems
Best Regards
From a quick google search it appears that the concurrent logic programming paradigm has only been the basis for a few research languages and is no longer actively developed. I have seen claims that concurrent logic is easy to do in the Mozart/Oz system.
There was great hope in the 80s/90s to bake parallelism into the language (thus making it "inherently" parallel), in particular in the context of the Fifth Generation Project. Even special hardware constructs were studied to implement "Parallel Inference Machine" (PIM) (Similar to the special hardware for LISP machines in the "functional programming" camp). Hardware efforts were abandoned due to continual improvement of off-the-shelf CPUs and software effort were abandoned due to excessive compiler complexity, lack of demand for hard-to-implement high-level features and likely lack of payoff: parallelism that looks transparent and elegantly exploitable at the language level generally means costly inter-process communication and transactional locking "under the hood".
A good read about this is
"The Deevolution of Concurrent Logic Programming Languages"
by Evan Tick, March 1994. Appeared in "Journal of Logic Programming, Tenth Anniversary Special Issue, 1995". The Postscript file linked to is complete, unlike the PDF you get at Elsevier.
The author says:
There are two main views of concurrent logic programming and its
development over the past several years [i.e. 1990-94]. Most logic programming
literature views concurrent logic programming languages as a
derivative or variant of logic programs, i.e., the main difference
being the extensive use of "don't care" nondeterminism rather than
"don't know" (backtracking) nondeterminism. Hence the name committed
choice or CC languages. A second view is that concurrent logic
programs are concurrent, reactive programs, not unlike other
"traditional" concurrent languages such as 'C' with explicit message
passing, in the sense that procedures are processes that communicate
over data streams to incrementally produce answers. A cynic might say
that the former view has more academic richness, whereas the latter
view has more practical public relations value.
This article is a survey of implementation techniques of concurrent
logic programming languages, and thus full disclosure of both of these
views is not particularly relevant. Instead, a quick overview of basic
language semantics, and how they relate to fundamental programming
paradigms in a variety of languages within the family, will suffice.
No attempt will be made to cover the many feasible programming
paradigms; nor semantical nuances, nor the family history. (...).
The main point I wish to make in this article is that concurrent logic
programming languages have been deevolving since their inception,
about ten years ago, because of the following tatonnement:
Systems designers and compiler writers could supply only certain limited features in robust; efficient implementations. This drove the
market to accept these restricted languages as, in some informal
sense, de facto standards.
Programmers became aware that certain, more expressive language features were not critically important to getting applications
written, and did not demand their inclusion.
Thus my stance in this article will be a third view: how the initially
rich languages gradually lost their "teeth," and became weaker, but
more practically implementable, and achieved faster performance.
The deevolutionary history begins with Concurrent Prolog (deep guards,
atomic unification; read-only annotated variables for
synchronization), and after a series of reductions (for example: GHC
(input-matching synchronization), Parlog (safe), FCP (flat), Fleng (no
guards), Janus (restricted communication), Strand (assignment rather
than output unification)), and ends for now with PCN (flat guards,
non-atomic assignments input-matching synchronization, and
explicitly-defined mutable variables). This and other terminology will
be defined as the article proceeds.
This view may displease some
readers because it presupposes that performance is the main driving
force of the language market; and furthermore that the main "added
value" of concurrent logic programs over logic programs is the ability
to naturally exploit parallelism to gain speed. Certainly the reactive
nature of the languages also adds value; e.g., in building complex
object-oriented applications. Thus one can argue that the deevolution
witnessed is a bad thing when reactive capabilities are being traded
for speed.
ECLiPSe-CLP, a language "largely backward-compatible with Prolog", supports OR-parallelism, even though "this functionality is currently not actively maintained because of other priorities".
[1,2] document OR- (and AND-)parallelism in ECLiPSe-CLP.
However, I tried to get it working some time using the code from ECLiPSe-CLP's repository, but I didn't get it though.
[1] http://eclipseclp.org/reports/book.ps.gz
[2] http://eclipseclp.org/doc/bips/kernel/compiler/parallel-1.html

Minimal instruction set to solve any problem with a computer program

Years ago, I have heard that someone was about to demonstrate that every computer program could be solved with just three instructions:
Assignment
Conditional
Loop
Please I would like to hear your opinion. I mean representing any algorithm as a computer program. Do you agree with this?
No need. The minimal theoretical computer needs just one instruction. They are called One Instruction Set Computers (OISC for short, kinda like the ultimate RISC).
There are two types. The first is a theoretically "pure" one instruction machine in which the instruction really works like a regular instruction in normal CPUs. The instruction is usually:
subtract and branch if less than zero
or variations thereof. The wikipedia article have examples of how this single instruction can be used to write code that emulates other instructions.
The second type is not theoretically pure. It is the transfer triggered architecture (wikipedia again, sorry). This family of architectures are also known as move machines and I have designed and built some myself.
Some consider move machines cheating since the machine actually have all the regular instructions only that they are memory mapped instead of being part of the opcode. But move machines are not merely theoretical, they are practical (like I said, I've built some myself). There is even a commercially available family of CPUs built by Maxim: the MAXQ. If you look at the MAXQ instruction set (they call it transfer set since there is really only one instruction, I usually call it register set) you will see that MAXQ assembly looks rather like a standard accumulator based architecture.
This is a consequence of Turing Completeness, which is something that was established many decades ago.
Alan Turing, the famous computer scientist, proved that any computable function could be computed using a Turing Machine. A Turing machine is a very simple theoretical device which can do only a few things. It can read and write to a tape (i.e. memory), maintain an internal state which is altered by the contents read from memory, and use the internal state and the last read memory cell to determine which direction to move the tape before reading the next memory cell.
The operations of assignment, conditional, and loop are sufficient to simulate a Turing Machine. Reading and writing memory and maintaining state requires assignment. Changing the direction of the tape based on state and memory contents require conditionals and loops. "Loops" in fact are a bit more high-level than what is actually required. All that is really required is that program flow can jump backwards somehow. This implies that you can create loops if you want to, but the language does not need to have an explicit loop construct.
Since these three operations allow simulation of a Turing Machine, and a Turing Machine has been proven to be able to compute any computable function, it follows that any language which provides these operations is also able to compute any computable function.
Edit: And, as other answerers pointed out, these operations do not need to be discrete. You can craft a single instruction which does all three of these things (assign, compare, and branch) in such a way that it can simulate a Turing machine all by itself.
The minimal set is a single command, but you have to choose a fitting one, for example - One instruction set computer
When I studied, we used such a "computer" to calculate factorial, using just a single instruction:
SBN - Subtract and Branch if Negative:
SBN A, B, C
Meaning:
if((Memory[A] -= Memory[B]) < 0) goto C
// (Wikipedia has a slightly different definition)
Notable one instruction set computer (OSIC) implementations
This answer will focus on interesting implementations of single instruction set CPUs, compilers and assemblers.
movfuscator
https://github.com/xoreaxeaxeax/movfuscator
Compiles C code using only mov x86 instructions, showing in a very concrete way that a single instruction suffices.
The Turing completeness seems to have been proven in a paper: https://www.cl.cam.ac.uk/~sd601/papers/mov.pdf
subleq
https://esolangs.org/wiki/Subleq:
https://github.com/hasithvm/subleq-verilog Verilog, Xilinx ISE.
https://github.com/purisc-group/purisc Verilog and VHDL, Altera. Maybe that project has a clang backend, but I can't use it: https://github.com/purisc-group/purisc/issues/5
http://mazonka.com/subleq/sqasm.cpp | http://mazonka.com/subleq/sqrun.cpp C++-based assembler and emulator.
See also
What is the minimum instruction set required for any Assembly language to be considered useful?
https://softwareengineering.stackexchange.com/questions/230538/what-is-the-absolute-minimum-set-of-instructions-required-to-build-a-turing-comp/325501
In 1964, Bohm and Jacopini published a paper in which they demonstrated that all programs could be written in terms of only three control structures:
the sequence structure,
the selection structure
and the repetition structure.
Programmers using Haskell might argue that you only need the Contional and Loop because assignments, and mutable state, don't exist in Haskell.

every language eventually compiled into low-level computer language?

Isn't every language compiled into low-level computer language?
If so, shouldn't all languages have the same performance?
Just wondering...
As pointed out by others, not every language is translated into machine language; some are translated into some form (bytecode, reverse Polish, AST) that is interpreted.
But even among languages that are translated to machine code,
Some translators are better than others
Some language features are easier to translate to high-performance code than others
An example of a translator that is better than some others is the GCC C compiler. It has had many years' work invested in producing good code, and its translations outperform those of the simpler compilers lcc and tcc, for example.
An example of a feature that is hard to translate to high-performance code is C's ability to do pointer arithmetic and to dereference pointers: when a program stores through a pointer, it is very difficult for the compiler to know what memory locations are affected. Similarly, when an unknown function is called, the compiler must make very pessimistic assumptions about what might happen to the contents of objects allocated on the heap. In a language like Java, the compiler can do a better job translating because the type system enforces greater separation between pointers of different types. In a language like ML or Haskell, the compiler can do better still, because in these languages, most data allocated in memory cannot be changed by a function call. But of course object-oriented languages and functional languages present their own translation challenges.
Finally, translation of a Turing-complete language is itself a hard problem: in general, finding the best translation of a program is an NP-hard problem, which means that the only solutions known potentially take time exponential in the size of the program. This would be unacceptable in a compiler (can't wait forever to compile a mere few thousand lines), and so compilers use heuristics. There is always room for improvement in these heuristics.
It is easier and more efficient to map some languages into machine language than others. There is no easy analogy that I can think of for this. The closest I can come to is translating Italian to Spanish vs. translating a Khoisan language into Hawaiian.
Another analogy is saying "Well, the laws of physics are what govern how every animal moves, so why do some animals move so much faster than others? Shouldn't they all just move at the same speed?".
No, some languages are simply interpreted. They never actually get turned into machine code. So those languages will generally run slower than low-level languages like C.
Even for the languages which are compiled into machine code, sometimes what comes out of the compiler is not the most efficient possible way to write that given program. So it's often possible to write programs in, say, assembly language that run faster than their C equivalents, and C programs that run faster than their JIT-compiled Java equivalents, etc. (Modern compilers are pretty good, though, so that's not so much of an issue these days)
Yes, all programs get eventually translated into machine code. BUT:
Some programs get translated during compilation, while others are translated on-the-fly by an interpreter (e.g. Perl) or a virtual machine (e.g. original Java)
Obviously, the latter is MUCH slower as you spend time on translation during running.
Different languages can be translated into DIFFERENT machine code. Even when the same programming task is done. So that machine code might be faster or slower depending on the language.
You should understand the difference between compiling (which is translating) and interpreting (which is simulating). You should also understand the concept of a universal basis for computation.
A language or instruction set is universal if it can be used to write an interpreter (or simulator) for any other language or instruction set. Most computers are electronic, but they can be made in many other ways, such as by fluidics, or mechanical parts, or even by people following directions. A good teaching exercise is to write a small program in BASIC and then have a classroom of students "execute" the program by following its steps. Since BASIC is universal (to a first approximation) you can use it to write a program that simulates the instruction set for any other computer.
So you could take a program in your favorite language, compile (translate) it into machine language for your favorite machine, have an interpreter for that machine written in BASIC, and then (in principle) have a class full of students "execute" it. In this way, it is first being reduced to an instruction set for a "fast" machine, and then being executed by a very very very slow "computer". It will still get the same answer, only about a trillion times slower.
Point being, the concept of universality makes all computers equivalent to each other, even though some are very fast and others are very slow.
No, some languages are run by a 'software interpreter' as byte code.
Also, it depends on what the language does in the background as well, so 2 identically functioning programs in different languages may have different mechanics behind the scenes and hence be actually running different instructions resulting in differing performance.

Can any algorithmic puzzle be implemented in a purely functional way?

I've been contemplating programming language designs, and from the definition of Declarative Programming on Wikipedia:
This is in contrast from imperative programming, which requires a detailed description of the algorithm to be run.
and further down:
... Any style of programming that is not imperative. ...
It then goes on to express that functional languages, because they are not imperative, are declarative by their very nature.
However, this makes me wonder, are purely functional programming languages able to solve any algorithmic problem, or are the constraints based upon what functions are available in that language?
I'm mostly interested in general thoughts on the subject, although if specific examples can illustrate the point, I certainly welcome them.
According to the Church-Turing Thesis ,
the three computational processes (recursion, λ-calculus, and Turing machine) were shown to be equivalent"
where Turing machine can be read as "procedural" and lambda calculus as "functional".
Yes, Haskell, Erlang, etc. are Turing complete languages. In principle, you don't need mutable state to solve a problem, since you can always create a new object instead of mutating the old one. Of course, Brainfuck is also Turing complete. In other words, just because an algorithm can be expressed in a functional language doesn't mean it's not horribly awkward.
OK, so Church and Turing provied it is possible, but how do we actually do something?
Rewriting imperative code in pure functional style is an exercise I frequently assign to undergraduate students:
Each mutable variable becomes a function parameter
Loops are rewritten using recursion
Each goto is expressed as a function call with arguments
Sometimes what comes out is a mess, but often the results are surprisingly elegant. The only real trick is not to pass arguments that never change, but instead to let-bind them in the outer environment.
The big difference with functional style programming is that it avoids mutable state. Where imperative programming will typically update variables, functional programming will define new, read-only values.
The main place where this will hit performance is with algorithms that use updatable arrays. An imperative implementation can update an array element in O(1) time, while the best a purely functional style of implementation can achieve is O(log N) (using a sorted tree).
Note that functional languages generally have some way to use updateable arrays with O(1) access time (e.g., Haskell provides this with its state transformer monad). However, this is arguably an imperative programming method... nothing wrong with that; you want to use the best tools for a particular job, after all.
The functional style of O(log N) incremental array update is not all bad, though, as functional style algorithms seem to lend themselves well to parallellization.
Too long to be posted as a comment on #SteveB's answer.
Functional programming and imperative programming have equal capability: whatever one can do, the other can do. They are said to be Turing complete. The functions that a Turing machine can compute are exactly the ones that recursive function theory and λ-calculus express.
But the Church-Turing Thesis, as such, is irrelevant. It asserts that any computation can be carried out by a Turing machine. This relates an informal idea - computation - to a formal one - the Turing machine. Nobody has yet found anything we would recognise as computation that a Turing machine can't do. Will someone find such a thing in future? Who can tell.
Using state monads you can program in an imperative style in Haskell.
So the assertion that Haskell is declarative by its very nature needs to be taken with a grain of salt. On the positive side it then is equivalent to imperative programming languages, also in a practical sense which doesn't completely ignore efficiency.
While I completely agree with the answer that invokes Church-Turing thesis, this begs an interesting question actually. If I have a parallel computation problem (which is not algorithmic in a strict mathematical sense), such as multiple producer/consumer queue or some network protocol between several machines, can this be adequately modeled by Turing machine? It can be simulated, but if we simulate it, we lose the purpose why we have the parallelism in the problem (because then we can find simpler algorithm on the Turing machine). So what if we were not to lose parallelism inherent to the problem (and thus the reason why are we interested in it), we couldn't remove the notion of state?
I remember reading somewhere that there are problems which are provably harder when solved in a purely functional manner, but I can't seem to find the reference.
As noted above, the primary problem is array updates. While the compiler may use a mutable array under the hood in some conditions, it must be guaranteed that only one reference to the array exists in the entire program.
Not only is this a hard mathematical fact, it is also a problem in practice, if you don't use impure constructs.
On a more subjective note, stating that all Turing complete languages are equivalent is only true in a narrow mathematical sense. Paul Graham explores the issue in Beating the Averages in the section "The Blub Paradox."
Formal results such as Turing-completeness may be provably correct, but they are not necessarily useful. The travelling salesman problem may be NP-complete, and yet salesman travel all the time. It seems they don't feel the need to follow an "optimal" path, so the theorem is irrelevant.
NOTE: I am not trying to bash functional programming, since I really like it. It is just important to remember that it is not a panacea.

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