Yes, this seems to be a separate disease. Not just using low-level langs,
per se,
but using them for *everything*. I have worked at places in industry where
teams
automatically use C++ for everything. For example, they use it for building
all
complete GUI applications, which
My conclusion was that GLFW-b (on hackage) is the best we have right
now. I think we could do even better than the C libraries out there
by writing the GLUT/GLFW/etc implementation purely in Haskell. We
already have x11 and gtk bindings for the linux support. We have
win32 api bindings for
Is there a library that satisfies 2 of your 3 points?
* Works with ghci
* Supports OpenGL.
I've struggled to get:
* A window with opengl
* Running interactively from ghci
* Working cross platform
Anyone know of a solution for that?
If there's a library that handles that, then there's at least
Note that the Haskell report does not require IEEE 754 binary encodings.
In fact, it permits 'Float' to be a decimal floating point type.
True. Although I don't really understand why? Or rather, I don't understand why
it can't be at least slightly more specific and at least state that Float
Hi,
Is there a particular reason Float, Double, etc do not have instances of
Data.Bits in the standard libraries? I note the Haskell 2010 report doesn't
include them either.
In fact, I'm not actually sure how you'd implement the instance for floating
point types without having some kind of
Some operations wouldn't make much sense with Float, for instance the
'complement' function. What should it return? Also note that bit
manipulation functions could cover only a small window of the value
range. So it could happen that x .|. y = x, even though y is nonzero.
Also rotation
I work in the games industry and I'm also not convinced of the Haskell+FRP path
for games, but for different reasons. I am very fond of Haskell for games
however, and think it is achievable.
Regarding FRP, I don't think it is the right framework to base a game on. It's
great for some
-
From: Reid Barton [mailto:rwbar...@math.harvard.edu]
Sent: Mon 24/05/2010 02:28
To: Sam Martin
Cc: haskell-cafe@haskell.org
Subject: Re: [Haskell-cafe] Best way to instance Fix?
On Mon, May 24, 2010 at 02:13:32AM +0100, Sam Martin wrote:
Hi!
I'm trying to work out the best way to generate
Hi!
I'm trying to work out the best way to generate (ideally derive) instances for
the Fix type. Here's a cut down example:
data Greet x = AlloAllo x x | AuRevoir deriving Show
newtype Fix f = In { out :: f (Fix f) } -- deriving Show -- DOESN'T COMPILE
-- workaround
instance Show (Fix Greet)
Thinking of a parallel with Java for a second, is there a GUI library out there
that's structured like Java Swing? Meaning, there is a GUI library that has a
small platform-specific GUI foundation (e.g. a per platform implementation of
the core AWT functionality) and the rest of the
Although it might be a pain in the arse to some degree, is there any
reason why 'base' is considered special?
As an example, I've come across a fair number of libraries/apps that
(presumably) compile against a previous version of OpenGL, but not the
current latest. Given it's impossible to test
I agree, I'd love to see this happen.
Like everyone else, I don't have much time, but can do grunt work if there's
any to be done, and will happily support anyone who does take up the mantel.
Cheers,
Sam
-Original Message-
From: haskell-cafe-boun...@haskell.org on behalf of Neil
Hi Don (and cafe),
Given the example you just posted, is there a simple way to generate the
de-sugared haskell / core / STG / labelled-assembly versions of a piece of
haskell code? For instance, how did you generate the content below? I guess
this is the core language version?
I'm a C/C++
Brilliant! Thanks.
-Original Message-
From: Don Stewart [mailto:d...@galois.com]
Sent: Mon 18/05/2009 16:21
To: Sam Martin
Cc: Kenneth Hoste; Haskell Cafe mailing list
Subject: Re: de-sugared code? (branch from: fast Eucl. dist. - Haskell vs C)
Yes, I use the ghc-core tool:
http
language. I want to find something to eat into the vast swath of C++ written
for games that lua/python/unrealscript/homebrew scripting can't touch. Say, for
instance, writing a procedural LOD generator.
Cheers,
Sam Martin
ps. As a disclaimer - I'm emailing from my work address, but this is all
Message-
From: Bulat Ziganshin [mailto:bulat.zigans...@gmail.com]
Sent: 24 April 2009 17:53
To: Sam Martin
Cc: haskell-cafe@haskell.org
Subject: Re: [Haskell-cafe] compilation to C, not via-C
Hello Sam,
Friday, April 24, 2009, 8:36:50 PM, you wrote:
I work in Games middleware, and am very
16 matches
Mail list logo