I already wrote an article that explains immutability, but one thing I hand-waved was the benefits of immutability and why you should program with immutable values.

In this article I talk about those benefits by trying to maintaining valid objects at all time and show how we can achieve it with mutability and immutability.

One question might be why I’m not just showing the immutable part. I could do this, but the problem I see is that it isn’t so obvious how hard the mutable part really is.

Because of this, first I show all the things you have to keep in mind if you work with mutability. Then we see how immutability helps us.

About this article

Throughout this article I will use C# and F#. I use C# for the mutable examples and F# for the immutable example. There are multiple reasons for this decision:

  1. Mutability is best handled by classes and C# is built around that concepts and everything by default is mutable.
  2. Immutability is best handled by immutable data-types and functions that operate on them. In F# everything is immutable by default.
  3. If you are new to F#, probably this article can help a little bit if you see how C# code translates to F#.

Throughout this article I use some words, and you should know my definition of those words to avoid confusion:

  1. State: State, mutable objects or mutability is just used interchangeable.
  2. Object: The word object is not limited to OOP. In general it just means a thing. Also F# data-types like records, unions or tuples are just objects.
  3. Function: Anything that you somehow execute is a function. This includes class constructors, methods, static methods, F# functions and so on.
  4. Constructors: A constructor is any function that creates a new object if you don’t already have one.

With immutability a constructor might seems a little blurry because every function returns a new object. The important detail is if you don’t already have one. As an example List.map, List.filter or List.fold are not considered as constructors. All those functions already expect a List that they operator on. If you don’t already have a list, you cannot use those functions.

In F# there are multiple ways to create a list, like the special List syntax [1;2;3] or the cons operator 1 :: 2 or functions like List.unfold. All of those things create a list without that you need one beforehand and thus are considered constructors.

This article is not a C# vs. F# or OO vs. FP comparison. You also can create immutable object in C# and get the same benefits as in the F# examples. Or you can create mutable classes in F# and get the same disadvantages as in the C# examples.

Mutability: The MinMax example

We start with a really small and simple example. A MinMax class that only has the purpose to keep a current value between a defined minimum and maximum. A C# class could look like this:

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public class MinMax {
    public int Minimum { get; private set; }
    public int Maximum { get; private set; }
    public int Current { get; private set; }

    public MinMax(int minimum, int maximum, int current) {
        this.Minimum = minimum;
        this.Maximum = maximum;
        this.Current = current;

        this.CheckMinMax();
        this.CheckCurrent();
    }

    private void CheckMinMax() {
        if ( this.Minimum > this.Maximum ) {
            throw new Exception("Minimum greater than Maximum");
        }
    }

    private void CheckCurrent() {
        if ( this.Current > this.Maximum ) {
            this.Current = this.Maximum;
        }
        else if ( this.Current < this.Minimum ) {
            this.Current = this.Minimum;
        }
    }

    public void Add(int amount) {
        this.Current += amount;
        this.CheckCurrent();
    }

    public void Subtract(int amount) {
        this.Current -= amount;
        this.CheckCurrent();
    }
}

We start by only providing methods to change the current value. When we look closer we also could define our MinMax class as two distinct rules.

  1. The minimum value must be smaller or equal to maximum. CheckMinMax()
  2. The current value must be between minimum and maximum. CheckCurrent()

Often people argue that we don’t need to re-check all rules, only those that are somehow affected. As an example the Add and Subtract functions only call CheckCurrent(). Obviously, we don’t need to call CheckMinMax() if we don’t change those values.

While this is true, for more complex objects it can be hard to determine what is affected and what’s not. Imagine we add a SetMaximum function to mutate the maximum. Would it be enough to just call CheckMinMax() because only maximum changed?

Well no, otherwise this code would create an invalid state:

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var v = new MinMax(0, 100, 80);
v.SetMaximum(50);
// Minimum=0; Maximum=50; Current=80

In a very easy example like this it might be obvious that you must re-check both rules and call CheckMinMax() and CheckCurrent(). In a more complex class determining what needs to be called can be a lot harder.

As our goal is to always maintain valid objects, why not make up some rules like a coding-standard that when we strictly follow it, we can be sure objects always are valid?

We just define our first rule as:

First Rule: Always re-validate every rule to ensure the correctness of an object.

As a conclusion of the first rule we could create a single function like IsValid() instead of multiple functions like CheckMinMax() and CheckCurrent(). But in this example, lets just call both. Following our rule, now imagine we implement SetMaximum() in this way:

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public void SetMaximum(int max) {
    this.Maximum = max;
    this.CheckMinMax();
    this.CheckCurrent();
}

Question: Is this implementation correct, or not? What is the state of v at the end of this code example?

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var v = new MinMax(0, 100, 80);

try {
    v.SetMaximum(-100);
}
catch {}

v.Add(10);

Answer: SetMaximum is not correct and the state of v will be: Minimum=0; Maximum=-100; Current=-100. Mutating a field before we know a change is valid is a problem. Our next rule:

Second Rule: You always must validate before mutating.

The interesting part is. Before we implemented SetMaximum() this was not a problem! Add and Subtract both check after we mutate the Current value. So what is the difference? Why does it work with Add and Subtract but not with SetMaximum?

One reason is that we only called CheckMinMax from the constructor. The exception in CheckMinMax aborts the whole creation of an object. But when we already have an object and call it from a method that isn’t enough.

We can create another rule to describe that this is okay.

Third Rule: The second rule don’t need to be followed in a constructor. In a constructor you always are allowed to mutate and validate afterwards.

But this still doesn’t explain why first mutating and the checking is no problem in Add and Subtract. With our current rules so far we are not allowed to write Add and Subtract in the way it is currently written.

The reason why we can validate afterwards is because our CheckCurrent() not just validates and throws an error in the case there is something invalid. It actually fixes the problem.

If Current gets bigger than Maximum, and thus invalidates the object, it fixes the problem by setting Current to the Maximum value. So whenever we can fix an invalid object and there is a way to turn it back into a valid object, we actually are allowed to mutate and check afterwards.

Fourth Rule: If there is a way to fix an invalid object, you are allowed to mutate and validate even outside of an constructor.

We also could apply this kind of fixing to Minimum and Maximum. For example I could add the following logic to the SetMinimum and SetMaximum methods.

  • If Minimum is bigger than Maximum, then set Maximum to the same value.
  • If Maximum is smaller than Minimum, then set Minimum to the same value.

Every method (or say at least “a lot”) could somehow fix an object. If a string is restricted to 80 characters you could reset a string to the empty string, or maybe cut everything off after 80 characters. The problem with logic like these are they are very hard to remember.

There isn’t a right or wrong approach. But depending which approach you pick you have other rules you must follow. If you pick the approach to throw/return errors then you should validate before mutating. If you fix invalid objects you are allowed to mutate and call your fix function afterwards.

It might be true that we cannot label one as right or wrong, nevertheless I suggest we should avoid a solution that fixes something automatically most of the time as they are hard to remember. Returning an error, no matter how you do it exactly (null / Options / Results / Exceptions), is most of the time more flexible and easier to comprehend.

If we now decide for one way and follow the rules, is it then impossible that an object will never be in an invalid state? The answer is no. But we need another example to demonstrate this.

The MinMax class uses three mutable fields. While the fields itself are mutable this is not true for the int itself. An int is an immutable type. So we also must consider an example where the objects themselves are mutable.

For the next example let’s consider a Product class with two fields Name and Price. To make it easy, we just assume every Name and Price is valid. Instead we focus on a ProductsPriceOver class. The purpose of this class is to maintain a list of Products with only one rule. Every Product must be more expensive then a defined minimum.

The final usage of those two classes could look like this:

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var a = new Product("A", 9.99);
var b = new Product("B", 19.99);
var c = new Product("C", 49.99);

var ppo  = new ProductsPriceOver(10.00);
ppo.add(a);
ppo.add(b);
ppo.add(c);

First we create an ProductsPriceOver object that only accepts Products more expensive than 10.00. When we implement ProductsPriceOver it means the add method must check the Price of every Product. When the above code gets executed we assume only product “B” and “C” are inside ProductsPriceOver.

Question: If we assume add is the only method ProductsPriceOver will ever implement. Will ProductsPriceOver always be valid?

Answer: No. We can invalidate ProductsPriceOver by just changing the Price of any Product directly.

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b.Price = 5.00

The problem is that we reference Product B directly in ProductsPriceOver and we also never get a notification if one of the products changes.

There are two ways how we can fix that. We could choose only one so I consider both as the fifth rule.

Fifth Rule A: Mutable objects must have some kind of notification mechanism once they changed.

As an example. We could add a Changed event to every mutable object that gets fired as soon an object changes.

This way the ppo.add(x) function can add an event handler to every product. If a product changes it price, it re-checks if the new price is high enough to still be part of the ppo object.

Fifth Rule B: Mutable objects must have a Copy function that can create deep copies of an object.

This technique is often named defensive copies. When ppo.add(x) is called it doesn’t save a reference to the same object. It creates a copy of the whole object and only keeps the copy in its internal list.

When we do this, even after we execute b.Price = 5.00 the product in ppo will still be 19.99 instead of 5. This way every ProductsPriceOver object stay valid, but we need a way to update the price in ProductsPriceOver. We look at this problem more precisely later in the immutability part.

In some way defensive copies and immutability are the same. Because sharing a mutable object can cause problems, defensive copying creates copies of objects and try to avoid sharing. With immutable objects sharing is no problem, but we create copies of objects when we want to change something.

The difference is at what time we create copies. Defensive copies creates copies before-hand, immutability creates copies only in the exact moment something is changing.

But after all, we are still not safe from invalid objects! Rule Five only covers things we could describe as Input. It only covers those cases when our current object receives another object from outside of our current object.

Another problem that can occur is when we return mutable objects from methods. Or in some sense when we return them as Output.

Up so far The ProductsPriceOver class only provides an add method and is pretty useless at this time. We assume that the ProductsPriceOver object has an internal mutable list to keep track of all its Products. This list is usually created when we create an ProductsPriceOver object and is not passed from the outside.

But when we return those internal mutable object, then our object can be easily invalidated. Let’s assume our ppo has a Products field that directly returns the products as a List<Product>. We could then write something like this:

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var a = new Product("A", 9.99);
var b = new Product("B", 19.99);
var c = new Product("C", 49.99);

var ppo  = new ProductsPriceOver(10.00);
ppo.add(a);
ppo.add(b);
ppo.add(c);

// At this time ppo contains only "B" and "C"

List<Product> products = ppo.Products
products.Add(a)

// ppo now contains "A", "B" and "C"!!!

By directly accessing the internal mutable array we bypass the ppo.add() method including its enforcement of the rules. We can solve this problem in the exact same way we did with Rule Five.

Sixth Rule A: Every mutable object we return must have a Changed event that gets fired when an object was mutated.

If the internal mutable list has an event that gets fired whenever the list somehow mutates. Then our ProductsPriceOver class could add an event-handler that re-checks if all elements inside the list are valid.

Sixth Rule B: Never return mutable objects directly. Return defensive copies instead.

If ppo.Products just returns a copy then the caller can manipulate the returning list in any possible way, but it doesn’t affect ppo.

But for the output case, there exists a third way.

Sixth Rule C: Don’t allow access to internal mutable objects at all.

This rule is probably the most used one in practice. And in my opinion it is the worst rule of all. This rule is so bad that in my opinion most problems of OO programming are connected to this idea. This rule alone deserves a whole article on its own to describe its evilness. Yes, I’m serious and this is not a joke!

Currently I left it to he reader to figure out how many implications this has, otherwise this article will get too long. You can start with the question: When you cannot access the Products list of an ProductsPriceOver object. How do you implement new functionality?

Now that we have Rule Five and Six, lets talk about these. Actually you cannot freely decide if you either use events or defensive copies. Events are reactive. They get fired after a mutation happened. So you only can use events if there is a way to fix an object after it became invalid.

If there is no way to fix an invalid object, you must use defensive copies! This is not really a rule you must follow, more a reminder which previously rule you must choose. But because of its important I still consider it as a new rule.

Seventh Rule: Events can only be used if there is always a way to fix an invalid object. If there is no way to fix an invalid object, use defensive copies.

Straight away, here is my last rule without much explanation as it should be self-explanatory.

Eighth Rule: If your mutable objects are accessed by multiple threads (mutable shared state). You also must add synchronization primitives to avoid race conditions that can bring an object into an invalid state.

And here is a bonus rule for the eighth rule.

Bonus Rule: Just because every method of an object has synchronization primitives doesn’t mean it is thread-safe. Because of this, you probably want to ignore Rule Eight.

Also this is worth its own article I will write about in the near future.

Let’s get an overview of all rules we have to follow so we can be sure state will always be valid.

All Rules to ensure a valid State

  1. First Rule: Always re-validate every rule to ensure the correctness of an object.
  2. Second Rule: You always must validate before mutating.
  3. Third Rule: The second rule don’t need to be followed in a constructor. In a constructor you always are allowed to mutate and validate afterwards.
  4. Fourth Rule: If there is a way to fix an invalid object, you are allowed to mutate and validate even outside of an constructor.
  5. Fifth Rule A: Mutable objects must have some kind of notification mechanism once they changed.
  6. Fifth Rule B: Mutable objects must have a Copy function that can create deep copies of an object.
  7. Sixth Rule A: Every mutable object we return must have a Changed event that gets fired when an object was mutated.
  8. Sixth Rule B: Never return mutable objects directly. Return defensive copies instead.
  9. Sixth Rule C: Don’t allow access to internal mutable objects at all.
  10. Seventh Rule: Events can only be used if there is always a way to fix an invalid object. If there is no way to fix an invalid object, use defensive copies.
  11. Eighth Rule: If your mutable objects are accessed by multiple threads (mutable shared state). You also must add synchronization primitives to avoid race conditions that can bring an object into an invalid state.
  12. Bonus Rule: Just because every method of an object has synchronization primitives doesn’t mean it is thread-safe. Because of this, you probably want to ignore Rule Eighth.

In fact, even now I’m not sure if I really covered everything! Besides the amount of rules you should follow to ensure an object is always valid, the problem is that nearly every rule either has an exception or special requirements when you should/can use them.

This overall makes mutability pretty hard. Now that we covered the mutability part lets see how immutability helps us.

Designing with Immutability

Our MinMax class can be easily represented by a record in F#. Records in F# are immutable by default and can group data together like classes do.

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type MinMax = {
    Minimum: int
    Maximum: int
    Current: int
}

The problem is that up to this point we have no validation and can create a lot of invalid objects like:

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let a = {Minimum=0; Maximum=100; Current=1000}
let b = {Minimum=100; Maximum=0; Current=-1000}

We solve that problem by creating a module and make the record constructor private.

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module MinMax =
    type T = private {
        Minimum: int
        Maximum: int
        Current: int
    }

Now we cannot create a MinMax object outside of the MinMax module. So we need at least one constructor. Because we want to eliminate the ability to create invalid MinMax objects we also add any validation we want to this constructor. Our final constructor create looks like this:

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let create min max cur =
    let create min max cur = {Minimum=min; Maximum=max; Current=cur}

    if   min > max then failwith "Minimum greater than Maximum"
    elif cur > max then create min max max
    elif cur < min then create min max min
    else create min max cur

I also create a small show function that can display the content of a MinMax object.

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let show mm = sprintf "%d range %d/%d" mm.Current mm.Minimum mm.Maximum

Outside of the MinMax module the only way to create a new MinMax object is by using the MinMax.create constructor. As an example the previously invalid state cannot be created anymore.

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MinMax.show (MinMax.create 0 100 1000) // 100 range 0/100
MinMax.create 100 0 -1000              // Exception: Minimum greater than Maximum

Inside the module it is a little bit different. Every function still has access to the record constructor, so there is a possibility of creating an invalid object. This leads to the only rule you will ever need with immutability!

Golden Rule: Create a constructor function with the name create that contains all rules and validation logic. Only use this function to create new objects from now on.

Here are the add and subtract functions:

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let add x mm      = create mm.Minimum mm.Maximum (mm.Current + x)
let subtract x mm = create mm.Minimum mm.Maximum (mm.Current - x)

Consider that these functions don’t contain any validation logic and still work as intended. With mutability we had rules if we need to validate or mutate first. Because we cannot mutate in the first place we must create a new object and we do that by using the create function that contains all validation logic. We also can say, we are falling into the pit of success.

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MinMax.create 0 100 50
|> MinMax.add 200
|> MinMax.show // 100 range 0/100

MinMax.create 0 100 50
|> MinMax.subtract 200
|> MinMax.show // 0 range 0/100

Because functions return a new MinMax object we often end up with a fluid-interface. The only thing you have to consider is that the MinMax object should be the last argument of a function.

Next look at setMinimum and setMaximum. In our mutation version it throws an exception, but it could leave an object in an invalid state if we first mutated an object. Needless to say that we never get this problem with immutability.

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let setMaximum max mm = create mm.Minimum max mm.Current
let setMinimum min mm = create min mm.Maximum mm.Current

As you can see, everything always stays valid:

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let v = MinMax.create 0 100 80

try
    let x = MinMax.setMaximum -100 v
    printfn "%s" (MinMax.show x)
with
    | _ -> ()

MinMax.show v
// 80 range 0/100

This should be obvious as MinMax.setMaximum returns a new object and don’t mutate an object. v never can become invalid.

You can choose if you want to fix or throw an error exactly like we did with the mutable version. But there are no special rules you must consider how something can become invalid. Nevertheless it still might be a good idea to avoid fixing.

I only use exceptions to throw errors. In functional language this is usually not considered good. Instead of throwing an exception I also could return an Option or a Result-type. Functional error handling is yet another topic on its own. But for this topic, none of those matter as long the validation stays inside the constructor.

Up to this point I already covered the whole MinMax example, and covered everything up to the Fifth Rule in our mutation based code. Here is the full code for our MinMax module.

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module MinMax =
    type T = private {
        Minimum: int
        Maximum: int
        Current: int
    }
    let minimum mm = mm.Minimum
    let maximum mm = mm.Maximum
    let current mm = mm.Current

    let create min max cur =
        let create min max cur = {Minimum=min; Maximum=max; Current=cur}

        if   min > max then failwith "Minimum greater than Maximum"
        elif cur > max then create min max max
        elif cur < min then create min max min
        else create min max cur

    let show mm = sprintf "%d range %d/%d" mm.Current mm.Minimum mm.Maximum

    let add x mm      = create mm.Minimum mm.Maximum (mm.Current + x)
    let subtract x mm = create mm.Minimum mm.Maximum (mm.Current - x)

    let setMaximum max mm = create mm.Minimum max mm.Current
    let setMinimum min mm = create min mm.Maximum mm.Current

In the mutation based code I introduced the ProductsPriceOver example and we discussed what happens if mutable objects are either passed or returned from an object.

We had two solution for this problem. We either fired events as soon something was changed or we created defensive copies. Using events doesn’t make any sense with immutable objects. As they cannot change those events will never be fired.

And as discussed previously the idea of creating defensive copies is very similar to immutability. In fact it created another problem that if we mutated a product it didn’t affected the same product in a ProductsPriceOver object. So lets address this problem.

First, we create an immutable Product. It contains no validation and I also could just used the Record definition (3 lines of code). But I anyway decided to create another module with functions so you could get an idea how to convert a similar mutable Product class to an immutable Product module.

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module Product =
    type T = private {
        Name:  string
        Price: decimal
    }
    // Constructor
    let create name price =
        {Name=name; Price=price}

    // Getters
    let name mm  = mm.Name
    let price mm = mm.Price

    // Setter
    let setName name mm   = create name mm.Price
    let setPrice price mm = create mm.Name price

    // other functions
    let toString p = sprintf "%s -- %.2f" p.Name p.Price

Second, we create our ProductsPriceOver type. This time I just show the whole code.

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module ProductsPriceOver =
    type T = private {
        Price:    decimal
        Products: Product.T list
    }
    // Constructor
    let priceOver x product =
        (Product.price product) > x
    let create price products =
        let products = List.filter (priceOver price) products
        {Price=price; Products=products}

    // Getter
    let price ppo    = ppo.Price
    let products ppo = ppo.Products

    // Setter
    let setPrice price ppo       = create price ppo.Products
    let setProducts products ppo = create ppo.Price products

    // Other Functions
    let toString ppo =
        sprintf "%A" (List.map Product.toString ppo.Products)

    let add product ppo =
        create ppo.Price (product :: ppo.Products)

    let update product ppo =
        let mapper old =
            if   (Product.name old) = (Product.name product)
            then product
            else old
        let updatedList = List.map mapper ppo.Products
        create ppo.Price updatedList

Here is a short summary of the stuff you already should now.

Instead of a class we create a module. We put all private mutable fields inside an immutable record. We make this record private. A constructor function that we name create has the purpose of creating a new object and contains all validation. In this case it filters the list and ensures that only products over a specified price will be saved in our object. The Getter and Setter part are identical to what you know from OO. Because the record is private we need getters so we can access the Price and Products outside of the module. The setter just sets the value of Price or Products to a new value. But it does it by creating new objects instead of mutating. The toString and add functions are normal functions like MinMax.show, MinMax.add or MinMax.subtract with more logic.

For a moment lets forget about the update function. Lets see what we can do with our ProductsPriceOver module so far:

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// returns a list of product names from a ProductsPriceOver object
let getProductNames ppo =
    List.map Product.name (ProductsPriceOver.products ppo)

// Our Products
let a = Product.create "A" 9.99m
let b = Product.create "B" 19.99m
let c = Product.create "C" 49.99m

// Initializing and adding our products
let ppo =
    ProductsPriceOver.create 10.00m []
    |> ProductsPriceOver.add a
    |> ProductsPriceOver.add b
    |> ProductsPriceOver.add c
printfn "%A" (getProductNames ppo) // ["C"; "B"]
// Correct: only contains B and C as price of A is below 10.00

// Replace the whole products
let ppo2 = ProductsPriceOver.setProducts [a;c] ppo
printfn "%A" (getProductNames ppo2) // ["C"]
// Correct: only contains C as price of A is below 10.00

// Increase minimum price
let ppo3 = ProductsPriceOver.setPrice 20.00m ppo
printfn "%A" (getProductNames ppo3) // ["C"]
// Correct: Contained B and C before. B was removed after
//          increasing the needed price a product must have.

// Decrease Price and then reset all products
let ppo4 =
    ppo
    |> ProductsPriceOver.setPrice 5.00m
    |> ProductsPriceOver.setProducts [a;b;c]
printfn "%A" (getProductNames ppo4) // ["A"; "B"; "C"]
// Correct: Should be obvious.

Again, we can see how we got a fluid-syntax or in general an data-flow API very easily. Amazing is that none of our functions from add, setProducts or setPrice contains any validation logic and we still always get valid objects.

The final part is the problem we already saw with defensive copies. If we change the price of any product, it doesn’t effect any ProductsPriceOver object.

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// Set Price of A to "1.00"
let newA = Product.setPrice 1.00m a

// A in ppo4 is still 9.99
printfn "%s" (ProductsPriceOver.toString ppo4)
// ["A -- 9.99"; "B -- 19.99"; "C -- 49.99"]

This should be obvious and is the reason why we need an update function. When we update the price of a product, we need to create a new ProductsPriceOver object and we pass it the Product that changed. We could pass newA that we created and pass it to the update function. But actually, there is no reason to create newA separately. We also could write:

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let p1 = ProductsPriceOver.update (Product.setPrice 8.0m a) ppo4
ProductsPriceOver.toString p1
// ["A -- 8.00"; "B -- 19.99"; "C -- 49.99"]

let p2 = ProductsPriceOver.update (Product.setPrice 1.0m a) ppo4
ProductsPriceOver.toString p2
// ["B -- 19.99"; "C -- 49.99"]

Instead of creating a new object, and then pass it to update, we just inline the whole function call. In general immutability changes the way how we write code either into a more sequential-style or a nested-style

If you follow this idea further there are probably even more changes you want to do, but all of those are outside the scope of this article. The important aspect is if our objects stay valid.

We must create an update function that is not needed in an mutable version. But even that can be considered as good. We didn’t need to create an update function with a mutable version because mutable Products already had this feature. In fact the problem is more that you can forget this feature, and this is the reason why an ProductsPriceOver in the mutable version can become invalid, because you can forget a feature that msomehow must be handled.

The rules to create either events or defensive copies forces you to think about this cases so you hopefully don’t forget them. With immutability you cannot forget anything that later on can invalidate anything. Your code only has those features you also implemented!

Conclusion

Working with immutability sure is different. I guess some people will also claim that updating with immutability is harder. With mutability you just need to change the Product and that’s it.

1
a.Price = 5.0;

The problem is that those things often miss the bigger picture. As just mutating the price can cause problems in other code like we have seen previously. If we start adding copy functions for defensive copying or need to add event handling then this is not really simpler compared to immutability.

It is sure possible that you can create mutable objects that are always valid, but doing so is a lot harder. Even now I’m still not 100% sure if I covered ll possibilities how mutation can somehow lead to an invalid object.

There are more reasons for immutability, advantages and techniques we didn’t looked at. But there are also reasons against immutability. But in this article we only looked at mutability vs. immutability in the context of maintaining valid objects.

In my opinion, most of the time, this is the most important aspect we usually care for. As a general thumb of rule I would claim that by default everything should be immutable. Until of course there are other reasons why this shouldn’t be the case. What this other reasons could be are topics for other articles.