Program design in Haskell: how to do simulation without mutability - haskell

I have a question about the best way to design a program I'm working on in Haskell. I'm writing a physics simulator, which is something I've done a bunch in standard imperative languages, and usually the main method looks something like:
while True:
simulationState = stepForward(simulationState)
render(simulationState)
And I'm wondering how to do something similar in Haskell. I have a function step :: SimState -> SimState and a function display :: SimState -> IO () that uses HOpenGL to draw a simulation state, but I'm at a loss as to how to do this in a "loop" of sorts, as all of the solutions I can come up with involve some sort of mutability. I'm a bit of a noob when it comes to Haskell, so it's entirely possible that I'm missing a very obvious design decision. Also, if there's a better way to architect my program as a whole, I'd be glad to hear it.
Thanks in advance!

In my opinion, the right way to think about this problem is not as a loop, but as a list or other such infinite streaming structure. I gave a similar answer to a similar question; the basic idea is, as C. A. McCann wrote, to use iterate stepForward initialState, where iterate :: (a -> a) -> a -> [a] “returns an infinite list of repeated applications of [stepForward] to [initialState]”.
The problem with this approach is that you have trouble dealing with a monadic step, and in particular a monadic rendering function. One approach would just be to take the desired chunk of the list in advance (possibly with a function like takeWhile, possibly with manual recursion) and then mapM_ render on that. A better approach would be to use a different, intrinsically monadic, streaming structure. The four that I can think of are:
The iteratee package, which was originally designed for streaming IO. I think here, your steps would be a source (enumerator) and your rendering would be a sink (iteratee); you could then use a pipe (an enumeratee) to apply functions and/or do filtering in the middle.
The enumerator package, based on the same ideas; one might be cleaner than the other.
The newer pipes package, which bills itself as “iteratees done right”—it's newer, but the semantics are, at least to me, significantly clearer, as are the names (Producer, Consumer, and Pipe).
The List package, in particular its ListT monad transformer. This monad transformer is designed to allow you to create lists of monadic values with more useful structure than [m a]; for instance, working with infinite monadic lists becomes more manageable. The package also generalizes many functions on lists into a new type class. It provides an iterateM function twice; the first time in incredible generality, and the second time specialized to ListT. You can then use functions such as takeWhileM to do your filtering.
The big advantage to reifying your program’s iteration in some data structure, rather than simply using recursion, is that your program can then do useful things with control flow. Nothing too grandiose, of course, but for instance, it separates the “how to terminate” decision from the “how to generate” process. Now, the user (even if it's just you) can separately decide when to stop: after n steps? After the state satisfies a certain predicate? There's no reason to bog down your generating code with these decisions, as it's logically a separate concern.

Well, if drawing successive states is all you want to do, that's pretty simple. First, take your step function and the initial state and use the iterate function. iterate step initialState is then an (infinite) list of each simulation state. You can then map display over that to get IO actions to draw each state, so together you'd have something like this:
allStates :: [SimState]
allStates = iterate step initialState
displayedStates :: [IO ()]
displayedStates = fmap display allStates
The simplest way to run it would be to then use the intersperse function to put a "delay" action between each display action, then use the sequence_ function to run the whole thing:
main :: IO ()
main = sequence_ $ intersperse (delay 20) displayedStates
Of course that means you have to forcibly terminate the application and precludes any sort of interactivity, so it's not really a good way to do it in general.
A more sensible approach would be to interleave things like "seeing if the application should exit" at each step. You can do that with explicit recursion:
runLoop :: SimState -> IO ()
runLoop st = do display st
isDone <- checkInput
if isDone then return ()
else delay 20 >> runLoop (step st)
My preferred approach is to write non-recursive steps instead and then use a more abstract loop combinator. Unfortunately there's not really good support for doing it that way in the standard libraries, but it would look something like this:
runStep :: SimState -> IO SimState
runStep st = do display st
delay 20
return (step st)
runLoop :: SimState -> IO ()
runLoop initialState = iterUntilM_ checkInput runStep initialState
Implementing the iterUntilM_ function is left as an exercise for the reader, heh.

Your approach is ok, you just need to remember that loops are expressed as recursion in Haskell:
simulation state = do
let newState = stepForward state
render newState
simulation newState
(But you definietly need a criterion how to end the loop.)

Related

Does it break composition to modify input in Haskell?

When I was reading the documentations of SDL in haskell, I found that some functions inevitably modifies its input. For example, blitSurface has destination surface as input, but it is updated within the function. Now, generalizing the problem, if I have a function f :: a -> IO a, does it break composition if I modify a inside the function? What about f :: IO a -> IO a? What about a -> IO ()? And what about IO a -> IO ()?
Considering the case that blitSurface is actually a foreign function, and making a new surface every frame doesn't sound very efficient, these functions are hard to avoid. Will such functions cause problems in a larger scale? For example, using fModifySurface :: Surface -> IO () which does destructive update as an example:
main = do
w <- ... -- The window surface
-- Do something here
s <- someFuncGetSurface -- We get a surface here
fModifySurface s -- Destructively update s
blitSurface ...... -- Ignore the actual API, but destructively updates w
Are there any unexpected semantics in the code above? If so, what is the best way to make use of foreign functions that changes the input?
I observe that f a b and flip f b a are beta-equivalent terms. On the other hand, the straightforward IO version of these, namely, f <$> a <*> b and flip f <$> b <*> a, are certainly not beta-equivalent; and even using the equivalence from "Tackling the Awkward Squad", which makes many more IO actions equivalent, these two terms are not equivalent.
At a high level, what this means is that if you prove something about the behavior of pure terms, then you can re-use that proof even when the pure computation is used as part of a larger program. On the other hand, there is not a corresponding way to uniformly lift a local proof about an IO term into a proof about a larger IO-based program; if you wish to do so, you must invoke some global properties about the particular IO actions you plan to use together.
This is the impetus behind the common advice to lift as much of your computation as possible out of IO and into the pure world -- indeed, it is one of the primary motivations for doing pure functional programming in the first place, namely, that imperative programs do not compose well.
However, none of this discussion is specific to the FFI or to functions whose IO actions update the values referenced by one of their inputs. blitSurface is no worse or better in this regard than basically any of the "sin bin" we toss into IO. Imperative programs simply aren't compositional in the same sense that pure ones are.

getting and testing a random item in a list in Haskell

Lets say there is a list of all possible things
all3PStrategies :: [Strategy3P]
all3PStrategies = [strategyA, strategyB, strategyC, strategyD] //could be longer, maybe even infinite, but this is good enough for demonstrating
Now we have another function that takes an integer N and two strategies, and uses the first strategy for N times, and then uses the second strategy for N times and continues to repeat for as long as needed.
What happens if the N is 0, I want to return a random strategy, since it breaks the purpose of the function, but it must ultimatley apply a particular strategy.
rotatingStrategy [] [] _ = chooseRandom all3PStrategies
rotatingStrategy strategy3P1 strategy3P2 N =
| … // other code for what really happens
So I am trying to get a rondom strategy from the list. I Think this will do it:
chooseRandom :: [a] -> RVar a
But how do I test it using Haddock/doctest?
-- >>> chooseRandom all3PStrategies
-- // What goes here since I cant gurauntee what will be returned...?
I think random functions kind of goes against the Haskell idea of functional, but I also am likely mistaken. In imperative languages the random function uses various parameters (like Time in Java) to determine the random number, so can't I just plug in a/the particular parameters to ensure which random number I will get?
If you do this: chooseRandom :: [a] -> RVar a, then you won't be able to use IO. You need to be able to include the IO monad throughout the type declaration, including the test cases.
Said more plainly, as soon as you use the IO monad, all return types must include the type of the IO monad, which is not likely to be included in the list that you want returned, unless you edit the structure of the list to accommodate items that have the IO Type included.
There are several ways to implement chooseRandom. If you use a version that returns RVar Strategy3P, you will still need to sample the RVar using runRVar to get a Strategy3P that you can actually execute.
You can also solve the problem using the IO monad, which is really no different: instead of thinking of chooseRandom as a function that returns a probability distribution that we can sample as necessary, we can think of it as a function that returns a computation that we can evaluate as necessary. Depending on your perspective, this might make things more or less confusing, but at least it avoids the need to install the rvar package. One implementation of chooseRandom using IO is the pick function from this blog post:
import Random (randomRIO)
pick :: [a] -> IO a
pick xs = randomRIO (0, (length xs - 1)) >>= return . (xs !!)
This code is arguably buggy: it crashes at runtime when you give it the empty list. If you're worried about that, you can detect the error at compile time by wrapping the result in Maybe, but if you know that your strategy list will never be empty (for example, because it's hard-coded) then it's probably not worth bothering.
It probably follows that it's not worth testing either, but there are a number of solutions to the fundamental problem, which is how to test monadic functions. In other words, given a monadic value m a, how can we interrogate it in our testing framework (ideally by reusing functions that work on the raw value a)? This is a complex problem addressed in the QuickCheck library and associated research paper, Testing Monadic Code with QuickCheck).
However, it doesn't look like it would be easy to integrate QuickCheck with doctest, and the problem is really too simple to justify investing in a whole new testing framework! Given that you just need some quick-and-dirty testing code (that won't actually be part of your application), it's probably OK to use unsafePerformIO here, even though many Haskellers would consider it a code smell:
{-|
>>> let xs = ["cat", "dog", "fish"]
>>> elem (unsafePerformIO $ pick xs) xs
True
-}
pick :: [a] -> IO a
Just make sure you understand why using unsafePerformIO is "unsafe" (it's non-deterministic in general), and why it doesn't really matter for this case in particular (because failure of the standard RNG isn't really a big enough risk, for this application, to justify the extra work we'd require to capture it in the type system).

Repeating an action without control structures

I'm dipping my toe into the Haskell pool, and I'm starting to get the hang of it. For the most part, the lack of traditional control structures doesn't bother me too much. (I'm coming from a C/C++ background.) But I'm a little confused about how you'd repeat an action. For example, if you have a turn-based game, in an imperative language, you might do something like this:
while (not somePlayerWon())
{
getNextMove();
updateGameState();
}
It's not clear to me how you'd do this in Haskell. You could do something recursive like:
playARound gameState = do
nextMove <- getNextMove gameState
newGameState <- updateGameState gameState nextMove
if (not somePlayerWon newGameState)
playARound newGameState
else gameOver -- I realize this probably has to return something
But if you do that, don't you run the risk of a stack overflow? Or will the compiler take the tail-recursive definition and convert it into the equivalent of a for loop? If so, is this the accepted way of doing this sort of thing?
In Haskell we try not to do use explicit recursion. Recursion is a really big hammer, and for most problems, higher order functions provide a slightly more controlled solution. You're code is perfectly fine, it's tail recursive, but it's often easier to read the combinator based approach
For loops in monads the monad-loops package is nice. You're example would be written as
whileM_ (getState >>= somePlayerWon) $ do
state <- getState
move <- getNextMove
putState $ getNewState state move
Where getState and putState behave like get and put from the State monad.
Or if you're avoiding a monad and just passing state manually
until somePlayerWon
(\gameState -> nextGameState gameState (getNextMove gameState))
gameState
or
flip (until somePlayerWon) gameState $ \gameState ->
nextGameState gameState $ getNextMove gameState
See Avoid Explicit Recursion for more on why explicit recursion should be treated with cation.
You are correct, if the function is tail-recursive, it will be transformed into a loop by the compiler. And this way of writing the main loop is indeed how people usually do it.
As a further reading, you may find interesting a couple of short posts on games in functional languages by James Hague (he uses Erlang for illustrations, but the ideas are general), and the description of the Component-Entity-State approach to game programming by Chris Granger (illustrated in Clojure).

What other ways can state be handled in a pure functional language besides with Monads?

So I started to wrap my head around Monads (used in Haskell). I'm curious what other ways IO or state can be handled in a pure functional language (both in theory or reality). For example, there is a logical language called "mercury" that uses "effect-typing". In a program such as haskell, how would effect-typing work? How does other systems work?
There are several different questions involved here.
First, IO and State are very different things. State is easy to do
yourself: Just pass an extra argument to every function, and return an extra
result, and you have a "stateful function"; for example, turn a -> b into
a -> s -> (b,s).
There's no magic involved here: Control.Monad.State provides a wrapper that
makes working with "state actions" of the form s -> (a,s) convenient, as well
as a bunch of helper functions, but that's it.
I/O, by its nature, has to have some magic in its implementation. But there are
a lot of ways of expressing I/O in Haskell that don't involve the word "monad".
If we had an IO-free subset of Haskell as-is, and we wanted to invent IO from
scratch, without knowing anything about monads, there are many things we might
do.
For example, if all we want to do is print to stdout, we might say:
type PrintOnlyIO = String
main :: PrintOnlyIO
main = "Hello world!"
And then have an RTS (runtime system) which evaluates the string and prints it.
This lets us write any Haskell program whose I/O consists entirely of printing
to stdout.
This isn't very useful, however, because we want interactivity! So let's invent
a new type of IO which allows for it. The simplest thing that comes to mind is
type InteractIO = String -> String
main :: InteractIO
main = map toUpper
This approach to IO lets us write any code which reads from stdin and writes to
stdout (the Prelude comes with a function interact :: InteractIO -> IO ()
which does this, by the way).
This is much better, since it lets us write interactive programs. But it's
still very limited compared to all the IO we want to do, and also quite
error-prone (if we accidentally try to read too far into stdin, the program
will just block until the user types more in).
We want to be able to do more than read stdin and write stdout. Here's how
early versions of Haskell did I/O, approximately:
data Request = PutStrLn String | GetLine | Exit | ...
data Response = Success | Str String | ...
type DialogueIO = [Response] -> [Request]
main :: DialogueIO
main resps1 =
PutStrLn "what's your name?"
: GetLine
: case resps1 of
Success : Str name : resps2 ->
PutStrLn ("hi " ++ name ++ "!")
: Exit
When we write main, we get a lazy list argument and return a lazy list as a
result. The lazy list we return has values like PutStrLn s and GetLine;
after we yield a (request) value, we can examine the next element of the
(response) list, and the RTS will arrange for it to be the response to our
request.
There are ways to make working with this mechanism nicer, but as you can
imagine, the approach gets pretty awkward pretty quickly. Also, it's
error-prone in the same way as the previous one.
Here's another approach which is much less error-prone, and conceptually very
close to how Haskell IO actually behaves:
data ContIO = Exit | PutStrLn String ContIO | GetLine (String -> ContIO) | ...
main :: ContIO
main =
PutStrLn "what's your name?" $
GetLine $ \name ->
PutStrLn ("hi " ++ name ++ "!") $
Exit
The key is that instead of taking a "lazy list" of responses as one big
argument at he beginning of main, we make individual requests that accept one
argument at a time.
Our program is now just a regular data type -- a lot like a linked list, except
you can't just traverse it normally: When the RTS interprets main, sometimes
it encounters a value like GetLine which holds a function; then it has to get
a string from stdin using RTS magic, and pass that string to the function,
before it can continue. Exercise: Write interpret :: ContIO -> IO ().
Note that none of these implementations involve "world-passing".
"world-passing" isn't really how I/O works in Haskell. The actual
implementation of the IO type in GHC involves an internal type called
RealWorld, but that's only an implementation detail.
Actual Haskell IO adds a type parameter so we can write actions that
"produce" arbitrary values -- so it looks more like data IO a = Done a |
PutStr String (IO a) | GetLine (String -> IO a) | .... That gives us more
flexibility, because we can create "IO actions" that produce arbitrary
values.
(As Russell O'Connor points out,
this type is just a free monad. We can write a Monad instance for it easily.)
Where do monads come into it, then? It turns out that we don't need Monad for
I/O, and we don't need Monad for state, so why do we need it at all? The
answer is that we don't. There's nothing magical about the type class Monad.
However, when we work with IO and State (and lists and functions and
Maybe and parsers and continuation-passing style and ...) for long enough, we
eventually figure out that they behave pretty similarly in some ways. We might
write a function that prints every string in a list, and a function that runs
every stateful computation in a list and threads the state through, and they'll
look very similar to each other.
Since we don't like writing a lot of similar-looking code, we want a way to
abstract it; Monad turns out to be a great abstraction, because it lets us
abstract many types that seem very different, but still provide a lot of useful
functionality (including everything in Control.Monad).
Given bindIO :: IO a -> (a -> IO b) -> IO b and returnIO :: a -> IO a, we
could write any IO program in Haskell without ever thinking about monads. But
we'd probably end up replicating a lot of the functions in Control.Monad,
like mapM and forever and when and (>=>).
By implementing the common Monad API, we get to use the exact same code for
working with IO actions as we do with parsers and lists. That's really the only
reason we have the Monad class -- to capture the similarities between
different types.
Another major approach is uniqueness typing, as in Clean. The short story is that handles to state (including the real world) can only be used once, and functions that access mutable state return a new handle. This means that an output of the first call is an input of a second, forcing the sequential evaluation.
Effect typing is used in the Disciple Compiler for Haskell, but to the best of my knowledge it would take considerable compiler work to enable it in, say, GHC. I shall leave discussion of the details to those better-informed than myself.
Well, first what is state? It can manifest as a mutable variable, which you don't have in Haskell. You only have memory references (IORef, MVar, Ptr, etc.) and IO/ST actions to act on them.
However, state itself can be pure as well. To acknowledge that review the 'Stream' type:
data Stream a = Stream a (Stream a)
This is a stream of values. However an alternative way to interpret this type is a changing value:
stepStream :: Stream a -> (a, Stream a)
stepStream (Stream x xs) = (x, xs)
This gets interesting when you allow two streams to communicate. You then get the automaton category Auto:
newtype Auto a b = Auto (a -> (b, Auto a b))
This is really like Stream, except that now at every instant the stream gets some input value of type a. This forms a category, so one instant of a stream can get its value from the same instant of another stream.
Again a different interpretation of this: You have two computations that change over time and you allow them to communicate. So every computation has local state. Here is a type that is isomorphic to Auto:
data LS a b =
forall s.
LS s ((a, s) -> (b, s))
Take a look at A History of Haskell: Being Lazy With Class. It describes two different approaches to doing I/O in Haskell, before monads were invented: continuations and streams.
There is an approach called Functional Reactive Programming that represents time-varying values and/or event streams as a first-class abstraction. A recent example that comes to my mind is Elm (it is written in Haskell and has a syntax similar to Haskell).
I'm curious - what other ways I/O or state can be handled in a pure functional language (both in theory or reality)?
I'll just add to what's already been mentioned here (note: some of these approaches don't seem to have one, so there are a few "improvised names").
Approaches with freely-available descriptions or implementations:
"Orthogonal directives" - see An alternative approach to I/O by Maarten Fokkinga and Jan Kuper.
Pseudodata - see Nondeterminism with Referential Transparency in Functional Programming Languages by F. Warren Burton. The approach is used by Dave Harrison to implement clocks in his thesis
Functional Real-Time Programming: The Language Ruth And Its Semantics, and name supplies in the functional pearl On generating unique names by Lennart Augustsson, Mikael Rittri and Dan Synek; there are also a few library implementations in Hackage.
Witnesses - see Witnessing Side Effects by Tachio Terauchi and Alex Aiken.
Observers - see Assignments for Applicative Languages by Vipin Swarup, Uday S. Reddy and Evan Ireland.
Other approaches - references only:
System tokens:
L. Augustsson. Functional I/O Using System Tokens. PMG Memo 72, Dept Computer Science, Chalmers University of Technology, S-412 96 Göteborg, 1989.
"Effect trees":
Rebelsky S.A. (1992) I/O trees and interactive lazy functional programming. In: Bruynooghe M., Wirsing M. (eds) Programming Language Implementation and Logic Programming. PLILP 1992. Lecture Notes in Computer Science, vol 631. Springer, Berlin, Heidelberg.

How can monads make my job easier? Show me some cool piece of code

I like reading snippets of code about concepts that I don't understand. Are there any snippets that show off monads in all their glory? More importantly how can I apply monads to make my job easier.
I use jQuery heavily. That's one cool application of monads I know of.
Like others, I think the question is far too general. I think most answers (like mine) will give examples of something neat making use of one specific monad. The real power of monads is that, once you understand them as an abstraction, you can apply that knowledge to any new monads you come across (and in Haskell there are a lot). This in turn means you can easily figure out what new code does and how to use it because you already know the interface and some rules that govern its behavior.
Anyway, here's an example using the List monad from a test-running script I wrote:
runAll :: IO ()
runAll = do
curdir <- getCurrentDirectory
sequence $ runTest <$> srcSets <*> optExeFlags <*> optLibFlags
setCurrentDirectory curdir
Technically I'm using the Applicative interface, but you can just change the <*>'s to ap from Control.Monad if that bothers you.
The cool thing about this is that it calls runTest for every combination of arguments from the lists "srcSets", "optExeFlags", and "optLibFlags" in order to generate profiling data for each of those sets. I think this is much nicer than what I would have done in C (3 nested loops).
Your question is really vague -- it's like asking, "show an example of code that uses variables". It's so intrinsic to programming that any code is going to be an example. So, I'll just give you the most-recently-visited Haskell function that's still open in my editor, and explain why I used monadic control flow.
It's a code snippet from my xmonad config file. It is part of the implementation for a layout that behaves in a certain way when there is one window to manage, and in another way for more than one window. This function takes a message and generates a new layout. If we decide that there is no change to be made, however, we return Nothing:
handleMessage' :: AlmostFull a -> SomeMessage -> Int -> Maybe (AlmostFull a)
handleMessage' l#(AlmostFull ratio delta t) m winCount =
case winCount of
-- keep existing Tall layout, maybe update ratio
0 -> finalize (maybeUpdateRatio $ fromMessage m) (Just t)
1 -> finalize (maybeUpdateRatio $ fromMessage m) (Just t)
-- keep existing ratio, maybe update Tall layout
_ -> finalize (Just ratio) (pureMessage t m)
where
finalize :: Maybe Rational -> Maybe (Tall a) -> Maybe (AlmostFull a)
finalize ratio t = ratio >>= \ratio -> t >>= \t ->
return $ AlmostFull ratio delta t
maybeUpdateRatio :: Message -> Maybe Rational
maybeUpdateRatio (Just Shrink) = Just (max 0 $ ratio-delta)
maybeUpdateRatio (Just Expand) = Just (min 1 $ ratio+delta)
maybeUpdateRatio _ = Nothing
We decide what to return based on the current window manager state (which is determined by a computation in the X monad, whose result we pass to this function to keep the actual logic pure) -- if there are 0 or 1 windows, we pass the message to the AlmostFull layout and let it decide what to do. That's the f function. It returns Just the new ratio if the message changes the ratio, otherwise it returns Nothing. The other half is similar; it passes the message onto Tall's handler if there are 2 or more windows. That returns Just a new Tall layout if that's what the user asked for, otherwise it returns Nothing.
The finalize function is the interesting part; it extracts both ratio (the desired new ratio) and t (the desired new Tall layout) from its Maybe wrapper. This means that both have to be not Nothing, otherwise we automatically return Nothing from our function.
The reason we used the Maybe monad here was so that we could write a function contingent on all results being available, without having to write any code to handle the cases where a Nothing appeared.
Essentially, monads are "imperative minilanguages". Hence, they enable you to use any imperative construct like exceptions (Maybe), logging (Writer), Input/Output (IO), State (State), non-determinism (lists [a]), parsers (Parsec, ReadP) or combinations thereof.
For more advanced examples, have a look at the example code for my operational package. In particular,
WebSessionState.lhs implements web sessions that are programmed as if the server were a persistent process while they are in fact delivered asynchronously.
TicTacToe.hs shows a game engine where players and AI are written as if they were running in concurrent processes.
I've been looking into Haskell and Information Flow security. This paper is pretty interesting, it uses Monads to enforce confidentiality in Haskell Programs.
http://www.cse.chalmers.se/~russo/seclib.htm
Here is something that I did recently that might show off some of the power of monads. The actual code is not shown here to protect the innocent, this is just a sketch.
Let's say you want to search through some dictionary and depending on what you find you want to do some other search. The searches might return Nothing (the element you are looking for doesn't exist) in which case you might try a different search, and if all searches fail you return Nothing.
The idea is to make our own monad by combining monad transformers, and then we can easily make some combinators for searches. Our monad will be ReaderT Dictionary Maybe. And we define the functions find wich looks up a given key, both which will return a the list of elements it found in both of the searches and oneOf which takes two searches and tries the first and if it didn't succeed it tries the second. Here is an example of such a search:
import Control.Monad
import Control.Monad.Reader
find a = ReaderT (lookup a)
both a b = liftM2 (++) a b
oneOf = mplus
search = both (find 1) ((find 2) `oneOf` (find 3))
`oneOf` both (find 4) (find 5)
And running:
(runReaderT search) [(1,"a"),(3,"c"),(4,"d"),(5,"g")] --> Just "ac"
(runReaderT search) [(6,"a")] --> Nothing
The big advantage we gain from this being a monad is that we can bind searches together and lift other functions into this abstraction. Let's say for instance, I have two searches search_a and search_b, and I want to do them and then return them merged:
do a <- search_a
b <- search_b
return (merge a b)
or alternatively liftM2 merge search_a search_b.

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