Mathematics for Software Design: Functions, Categories, and Functors!

in #steemstem6 years ago

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Category Theory – "CT" from here on – is the study of transformations, in a general sense. A very general sense. It has been called "thinking with arrows," because whenever CT folks talk about anything, they do so in terms of things flowing from source to target.

CT has also been enthusiastically embraced by Functional Programming folks, which isn't surprising, because when they talk about anything, they do so in terms of things flowing from source to target!

In this article the aim is to make you familiar with the notion of functoriality.

1. Preparation

Before stepping into CT, I want to get us all on the same page, by doing a quick review of plain old functions.

1.1. Functions

You probably already have an intuition for what a function is, but let's grab a precise definition from Wikipedia:

A function is a relation between a set of inputs and a set of permissible outputs with the property
that each input is related to exactly one output.

Reading it carefully you will note that, first of all, functions operate on sets – which, for our purposes, are just collections of distinct things.

OK so we're talking about a relation between sets. And not just any relation, but a specific type of relation: one which relates each element of an input set to exactly one element of an output set.

A couple of examples should help.

Let Color and Fruit be two sets:

  • Color = { Yellow, Red }
  • Fruit = { Banana, Peach, Tomato }

Here's one way to relate Color to Fruit:

(Yellow, Banana) (Yellow, Peach) (Red, Tomato)

That is a fine relation between sets, but not a valid function, because it relates the Yellow input to both Banana and Peach outputs.

Now let Work = { Elements, Othello } and Author = { Shakespeare, Hemingway, Euclid }.

And here's one relation:

(Elements, Euclid) (Othello, Shakespeare)

That is a relation which is a valid function: Each input is related to exactly one output.

For history points, here's a quote from 1835 by the German mathematician Peter Dirichlet:

If a variable y is so related to a variable x that whenever a numerical value is assigned to x, there is a rule according to which a unique value of y is determined, then y is said to be a function of the independent variable x.

It doesn't exactly roll off the tongue, but it is supposedly the first modern formal definition of a function. That is, the notion had been floating about, but only vaguely defined.

Exercise 1: I still would like to relate colors to fruits with a valid function, keeping Color as the input set. Can you come up with a function? What would the outputs be?

(Yellow, ...) (Red, ...)

(Hint: Fruit per se doesn't have to be the output set; Hint: Sets can contain sets.)

1.2. Functions in a programming language

Let's reiterate the definition of a function (last time, I promise):

A function is a relation between a set of inputs and a set of permissible outputs with the property
that each input is related to exactly one output.

Note: This mathematical definition (as well as the other ones in this article) is more than just "the definition". It will be our precise specification, which we'll use to guide and validate our implementation.

So how do functions look in a programming language? First things first, we need those input and output sets for our functions to operate on.

We're simply going to say that the types in our programming language are those sets. For example:

  1. boolean, whose elements are the values true and false.
  2. number, whose elements are... too many to list. Let's just say (...-3,-2,-1,0,1,2,3...) and you can guess the rest.

And to specify how the relation works, we write some ugly code, according to the language. For example:

In Javascript:

function square(x) { return x * x }

In Haskell:

square x = x * x

So square is a function. A proper, well-behaved function, because:

  1. It relates the elements of an input set (i.e. values of the number type in our programming language) to the elements of another set (the number type itself)
  2. It satisfies the property that each input value relates to only one output value, i.e. square(2) equals 4, always and forever.

square relates the elements of number to the elements of number:

(1, 1) (2, 4) (3, 9) (4, 16) (5, 25) ... 

And so on.

Functions are useful in programming for various reasons. A big one is that in our programs we like to use values to encode information.

And if we use values to encode information, then functions, by definition, allow us to relate information to other information, in a reliable way:

  • "...relation between a set of inputs and a set of permissible outputs..." → "relate bits of information to other bits of information..."
  • "...with the property that each input is related to exactly one output" → "...in a reliable way"

(Yes, I'm saying functions are good by definition. Don't say they aren't. They are!)

For vocabulary points: note that square's input and output sets are the same (number and number.) This makes square an "endofunction."

1.3 Functions in your mind

Think about your functional programs equationally. Forget about the return syntax ceremony when thinking about functions.

The main benefit (or rather, the root of all the benefits) of FP is equational reasoning, which is a direct result of using functions. So square(4) doesn't "return" 16. It is 16. It is just another way of expressing it. It is an expression. An expression of 16. It does nothing else but be an expression of 16.

Approach it the same way you do arithmetic in your mind: Not "2 + 2 returns 4," but "2 + 2 equals 4".

1.4. Summary

Alright, preparation done. We've reviewed the following things:

  • What functions are, and the mathematical object they operate on (sets)
  • How we can apply the idea of a function in a programming language
  • Why functions are useful

We can now jump into CT.

2. Categories

A category is something similar to a set, in the sense that it too is a collection of things, some of which are "objects," some of which are "arrows".

The objects can be anything, and so can the arrows.

And if you're still reading after I literally used the words "things," "something," and "anything," while describing a concept: Thank you for sticking around!

There's more to it, of course. Namely, there are certain equational properties that must be satisfied in order for something to be considered a category. Whatever satisfies those properties can reliably use all the categorical proofs, etc. that apply to it.

We will now dive into each part that a category is made up of. As we go through it, we will see how a programming language gives rise to a category. I will unimaginatively call this category "PL".

2.1 Objects

The objects in a category can be almost anything: Sets, topological spaces, types, algebras, bananas, zombies, etc. Even other categories.

They are not the interesting part of a category, just like sets are not the interesting part of functions.

2.2 Objects in a programming language

Previously, we decided that our programming types were sets. We'll keep applying that method, i.e. deciding that X in a programming language represents Y in mathematics (as long as it precisely satisfies the definitional properties of Y).

Now I'm going to say that the types in our programming language are the implementation of the objects in our PL category.

There's not much code to write here, if we're using Javascript. Let's just say that the language provides us with number, boolean, and other types.

If you're playing with another language, like Haskell, then you can also create types yourself, as well as primitive values of those types, e.g. data Fruit = Banana | Peach | Tomato, then the Fruit type would be an object in the (Haskell version of the) PL category.

OK so in short: types are PL's objects.

2.3 Arrows

Just like with objects, arrows too can be anything: functions, other kinds of relations, numbers, etc.

The idea is that we choose things which can be meaningful to us (i.e. with regards to information) as connections between the objects of the category in question.

If you want to picture it, the arrows would be the edges in a directed graph (which is actually how categories are often drawn).

2.4 Arrows in a programming language

We're going to make a natural choice here. If types are our objects in PL, then what could work as the arrows between them?

The arrows in PL are our functions between the types.

And we have already added an arrow to our category: The square function, which is an arrow from the number object to itself. (Yes, endoarrow!)

2.5 Checkpoint: Objects and Arrows. So what?

So far this is all well and good, but it seems pointless, because we're just calling things by other names (types are being called "the objects", functions are "the arrows"). It seems pretty intuitive, but useless.

Now, in the previous section I mentioned that arrows could be almost anything, e.g. natural numbers, which perhaps are not something you've ever imagined presenting as an arrow. How could, say, the number 2, serve as an arrow? Where would that arrow come from and go to? And how could that possibly be meaningful?

The answer lies in the next part a category must have, the part that gives it meaning and structure: the arrow composition operation.

2.6 The arrow composition operation

This is key. This is where the magic happens. This is what functors will carefully preserve when they do their thing.

This operation has the symbol in CT books, and is what handles the specific way that arrows in a category compose.

(which is usefully pronounced "after") is a binary operation. It takes two arrows, and produces another arrow, however it makes sense to do so, for the category in question.

must be associative, i.e. given three composable arrows f, g, h, then (h ∘ g) ∘ f = h ∘ (g ∘ f).

2.7 The arrow composition operation, in a programming language

Since has to compose arrows, and we've established that functions are our arrows, then in our programming language this operation has to compose functions:

    // (b → c, a → b) -> (a → c)
    function compose(g, f) { return function (x) { return g(f(x)); }; }

I went with the name compose instead of after, because after would make more visual sense if we were allowed to define infix functions in JS, e.g. g after f. But we can't do that in plain JS.

To be clear: The program compose(g, f) is the implementation of what the mathematician would write as g ∘ f.

Exercise: Verify that compose satisfies the associativity property. I.e. compose(compose(h, g), f) equals compose(h, compose(g, f)).

2.8 Composition in the big picture

When we design computer programs, we look for building blocks that can be put together, in order to create new things, which themselves can be building blocks for something else.

We look for that sort of thing, because it keeps complexity under control. Not just in programming, but in general. Two lego pieces composed together form a lego piece. Two unix programs piped together form a unix program.

Function composition is FP's classic answer to this. And the generalization (and as we'll see later, "preservation") of such composition, in a mathematically precise way, is what CT contributes to the matter.

2.9 Identity arrows

Every object in a category must have an identity arrow, which is an arrow from and to itself (endo-arrow!). That is:

If there's an object Color, then there's got to be an identity arrow idColor: Color → Color

If there's a Fruit, then there's got to be a idFruit: Fruit → Fruit arrow.

And so on, for all objects.

In short: for each object X there's got to be an identity arrow idX: X → X.

Of course, it's not enough to just find any arrow from an object to itself and shout "I declare that this one shall be thy identity!"

No. The following property is what makes an arrow an identity:

  • Given X and Y, for any arrow f : X -> Y, these equalities must hold: f ∘ idX = f = idY ∘ f.

Then we know that idX and idY are identity arrows.

2.10 The Identity arrows in a programming language

Or I should say "arrow," in singular! Because luckily for us, the following function can be the identity arrow for every object in PL:

// X -> X
function id(x) { return x }

Exercise: Show that id satisfies the identity equations, i.e. compose(id, square) is the same as just square is the same as compose(square, id).

Exercise: Same as the previous exercise, but ditch square and explain why compose(id, f) equals f equals compose(f, id) for any function f.

Exercise: Show that square, even though it is an arrow from an object to itself (number → number), is not the identity for it.

2.11 Summary

To sum up, a category consists of: objects, arrows, arrow composition, and identity arrows.

We're observing that our programming language gives rise to a category PL in which the corresponding parts are: types, functions, function composition, and the polytypic identity function.

There's plenty more to say about categories. Namely, categorical constructions which arise in enough places (many of them relevant to programming languages) to deserve their own names and study, e.g. products, exponential objects, etc. but I will skip those for now, because the basic knowledge we have now is enough to introduce the basics of functoriality.

Let's step back and look at our progress so far:

  1. We revised functions, which are mappings between sets.
  2. We noted that types and their values correspond to sets and their elements nicely, and shifted our discourse to say mappings between types.
  3. We introduced the things called categories, which hold both our types and their mappings, with some rules of composition.

It is now time to talk about mappings between categories!

3. Functors

A category, being a mathematical object itself, can totally be subject to transformation. And this transformation is done by what is called a functor.

A functor maps a category to another category while preserving the structure, in precisely the following way:

Given two categories C and D, a functor F : C -> D consists of two parts:

  1. The object part: Each object X in C is mapped to an object F(X) in D.
  2. The arrow part: Each arrow f: X -> Y in C, is mapped to an arrow F(f) : F(X) -> F(Y) in D.

Additionally, this "two-part mapping," if you will, must be such that, for all C-objects A and composable arrows f and g, the following equational properties hold:

  1. F(idA) = idF(A)
  2. F(g ∘ f) = F(g) ∘ F(f)

Satisfying these equations is what makes the functor "preserve the structure" of a category.

A notation clarification: when you see an object named F(X) in D (as a result of the object part of a functor F), the object is given such a name in order to communicate the following two things about it:

  • It was "brought over to" D by a functor named F.
  • It "came from" the object named X in the source category C.

Particularly, the naming F(X) does not imply that F, the functor itself, is a "container," or anything like that.

Surprise fact: Guess what we call a functor whose target and source categories are the same. Endofunctor, yes.

3.1 Functors in a programming language

First let's substitute what we've already implemented for PL, into the mathematical definition of a functor, to get a good idea of what we have to implement next:

A Functor maps a category to another category while preserving the structure

Replace "category":

A Functor maps a {collection of types and functions between them} to another {collection of types and functions between them} while preserving the structure

Replace "structure":

A Functor maps a {collection of types and functions between them} to another {collection of types and functions between them} while preserving the {composition of the functions}

OK so let's implement a couple of example functors in our little PL category.

3.2 A functor for the Array data type

In Javascript:

// Implements component (2) of the Functor specification. This one for arrays.
// (a -> b) -> (array a -> array b)
function arrayMap(f) {
  return function (xs) { return xs.map(f); }
}

// A new function for testing composition:
// number -> boolean
function isEven(n) { return n % 2 == 0; }

// Test the (isEven ∘ square) composition.
var r0 = isEven(square(3)); // false

// Create the new functions
var squareArr = arrayMap(square);
var isEvenArr = arrayMap(isEven);

// Test the (isEvenArr ∘ squareArr) composition.
var r1 = isEvenArr(squareArr([2,3,4])); // [true, false, true]

Things to note:

  • Preservation of composition: in computing r1, we were able to, within the category of PL (as target of the endofunctor), make use of the fact that isEven and square compose!
  • Separation of concerns: arrayMap (a.k.a the arrow part) allows us to use existing functions in a context (arrays) they are not even aware of, i.e. neither isEven nor square have any idea of what an array is.

3.3 A functor for the Option data type

// (a -> b) -> (option a -> option b)
function optionMap(f) {
  return function (o) {
    return o.value ? some(f(o.value)) : o;
  }
}
function some(x) { return { value: x }; }
function none() { return { }; }

// Test programs (assume existence of `compose`, `square`, and `isEven`):

// (option number -> option boolean)
var p1 = compose(optionMap(isEven), optionMap(square));

// (option number -> option boolean)
var p2 = optionMap(compose(isEven, square));

Things to note:

  • Equational refactoring: Note that p2 is the same as p1, by the functorial property of F(g ∘ f) = F(g) ∘ F(f). Implementation-wise, you could say p1 is less memory efficient, so we can safely "refactor" p1 into p2, with all certainty that they denote the same program.
  • The Option data structure is our fault: Whether you prefer sprinkling nulls all over your code over representing partiality in a data type, or not, is a discussion CT is not interested in. CT didn't bring the Option container-like data type into the picture, we did. CT only reveals to us that we can define a functor for it, if the implementation satisfies all the functorial properties involved.

3.4 A functor for the Result data type

// (a -> b) -> (result a -> result b)
function resultMap(f) {
  return function (r) {
    return r.isSuccess ? success(f(r.value)) : r;
  }
}
function success(x) { return { isSuccess: true, value: x }; }
function failure(err) { return { isFailure: true, value: err }; }

// Test programs (assume existence of `compose`, `square`, and `isEven`):

// (result number -> result boolean)
var p1 = compose(resultMap(isEven), resultMap(square));
// (result number -> result boolean)
var p2 = resultMap(compose(isEven, square));

var r1 = p1(success(3)); // { isSuccess: true, value: false }
var r2 = p2(success(3)); // { isSuccess: true, value: false }
var r3 = p1(failure('Could not get number from the user')); // { isFailure: true, value: 'Could not get number from the user' }

Final words

I will stop for now, and I hope this post gives you at least a decent overview.
I have a planned my next articles, but do let me know what you'd like to read next about this topic.

Thanks for reading!

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Very nice post. I've been working on understanding category theory for some time in hopes of applying to my work in information visualization. For programmers I think introducing CT through programming makes a lot of sense. I have worked through some of Bartosz Milewski's Category Theory for Programmers, but I'm not a C++ programmer so I find it a bit difficult to follow. (As an aside, as a C programmer, I was very disappointed with C++ when it was first released because I was hoping for a far more principled and elegant language with strong support for abstract data types.)

I started to struggle a bit above with section 3.2. It may help to include diagrams of objects and arrows in this article.

Also, the view of functions as arrows and types or instances as objects is helpful to programmers, but we also need to understand how to model data types as categories. This is one area where I keep getting stumped in my work on applying CT to visualization. I would like to model the basic scales of measurement (nominal, ordinal, interval, and ratio) as categories. Nominal requires modeling equality (and inequality). This could be a category with the nominal scale's values as objects and identify arrows only, but that does not seem to capture the idea that you must also be able to determine inequality.

Ordinal scales are much harder. For example, the typical US grading scale (A, B, C, D, F) is a good example of an ordinal scale. Ordinal scales are strict total orders, but so far I've not been able to find a single example of a strict total order modeled as a category. Partial orders are easy using the <= relationship as arrows, but all of the examples seem to stop here.

Thank you for your comment. I will work on improving sections 3+ for future editions. This post still fails to address some core categorical intuitions. So a 2.0 version is certainly coming.

...in hopes of applying to my work in information visualization

Interesting! Good luck with that!

I will post more about CT in the following months. Eventually I'll get into the area of your concern, i.e. modelling your particular concepts as categories.

For now I can only say:

You don't have to model your data structures as a Category in order to have a categorical design. If it's not a category, it's not a category, period. E.g. in Haskell you have the Category type class, but if a data structure doesn't satisfy the category axioms, then that's that.

Maybe your concept is an object within a category. E.g. an arrow. an object. A limit. Or some other categorical construct, and not a category in and of itself.

P.S. Maybe the "ologs" theory, developed by David Spivak, could serve your interests. If only for seeing categorical applications to modelling in action. It's like what people do with UML diagrams, except this one is helpful. :P

thanks for the response. The issue I found with Spivak is that he uses far too many mathematical concepts before getting to the heart of CT. For instance, you got to functors in one post, but it takes him chapters. ologs do make sense though and I like his analysis of databases as categories. Looking forward to more of your posts.

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