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At my workplace, we use my database library [beam](https://github.com/tathougies/beam) to make sure that our queries (written in a Haskell-like DSL) are runnable on the backends we choose. Also, I've found the cognitive burden to be significantly less using my beam library than writing SQL. The library handles everything. We freely join against queries (which may themselves be the results of joins, aggregates, window functions, etc). The SQL produced is what you'd expect. If you try to do something that is not straightforward on the backend, the library complains at compile time, and can even offer suggestions. We don't even need to worry about NULL, because the library makes heavy use of type families and such to guarantee you won't see a SQL NULL unless the type says so. If you use standard beam operators, we handle NULL sensibly. You can also drop to SQL NULL, if you want to have tighter control, but this causes the types to change, which means you can't do anything silly (like inadvertently throw out rows because your join condition now evaluates to NULL when you didn't want it to). Ultimately, using the type system is wonderful. Best of all, the types are mostly inferred. I rarely write out explicit type signatures. Despite the types carrying significant computation, all of that is given to us basically for free. Once we have linear types in GHC, the migrations system will be able to check that a migration script is valid from beginning to end before the migration is even run! There's no way you could do that with any current tool I know of. My guess for why big game engines aren't using higher-kinded types is that they are not available in any common systems level language. The only systems language I can think of with HKTs is ATS, which is a bit obtuse. W.r.t cache efficiency, I've been working on a library to exploit the Haskell recursion-schemes package to transparently store and read data in a cache-intelligent way. It's certainly possible to do, it's just not necessary for most of the kinds of programs Haskellers write. At my last workplace we used Haskell for protocol parsing, and we were able to parse gigabits per second using just the standard Haskell containers and such. Haskell is quite a fast language, if you use it correctly. You rarely need heavy optimizations. Although obviously for game engines, you probably would. |
I find this confusing. You still have all the cognitive burden to figure out what SQL you want to write, but then you have to translate that SQL into Haskell (or any other ORM).