Roman Cheplyaka wrote:
* Heinrich Apfelmus apfel...@quantentunnel.de [2012-09-23 10:51:26+0200]
Unfortunately, making literals polymorphic does not always achieve
the desired effect of reducing syntax. In fact, they can instead
increase syntax! In other words, I would like to point out
, IsMap map)
= name - map name s - [Element]
element name map = Element (toName name) (toMap map)
One benefit would be that the function will accept any list as a map,
not just list literals.
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Michael Snoyman wrote:
Heinrich Apfelmus wrote:
Michael Snoyman wrote:
Note that I wasn't necessarily advocating such a pragma. And a lot of
my XML code actually *does* use two IsString instances at the same
time, e.g.:
Element (img :: Name) (singleton (href :: Name) (foo.png ::
Text
of parametricity. But at this point, you've put
the whole map into the type.
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, but
the thing is that it cannot get any messier because you can translate it
rather directly, so you don't lose anything.
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http
out if you wet your feet only a little bit.)
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Nathan Hüsken wrote:
Heinrich Apfelmus wrote:
Personally, I would recommend is a complete change in perspective.
The main idea of FRP is that it is a method to describe the evolution of
values in time. What is a game? It's just a picture that evolves in
time. The user can exert influence
, it doesn't work very well. A newtype
data Foo = Foo { bar :: forall a . baz a }
usually works best.
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Nathan Hüsken wrote:
Heinrich Apfelmus wrote:
In that light, the separation seems straightforward to me. Given the
time-varying values that represent game objects,
bSpaceShipPosition :: Behavior Position
bAsteroidPositions :: Behavior [Position]
bTime :: Behavior Time
for the little benefit you obtain this
way. Unfortunately, it seems to me that the tuition costs in the U.S.
strongly suggest the second approach. To avoid this, I recommend to
either go abroad or become very good and acquire a scholarship.
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Nathan Hüsken wrote:
On 12/08/2012 10:32 AM, Heinrich Apfelmus wrote:
Fair enough, but I don't see how this can be fitted into a general
pattern. If the animation state is coupled tightly to the game logic
state, then the question whether the animation is part of the game
logic or not does
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cookies and I'm using adblock, though.
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Alberto G. Corona wrote:
The template look is very simple but it uses a lot of dynamic code behind
I changed the template to something more light.
http://haskell-web.blogspot.com.es/
Much better, thanks!
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, I have to ask: what influenced your choice of FRP library in
favor of netwire instead of reactive-banana ?
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Peter Althainz wrote:
Heinrich Apfelmus wrote:
Of course, I have to ask: what influenced your choice of FRP library in
favor of netwire instead of reactive-banana ?
good question, actually I need to thank you for your excellent tutorials
on FRP and GUI on the WEB. I tried the version
Ertugrul Söylemez wrote:
Heinrich Apfelmus apfel...@quantentunnel.de wrote:
You said that reactive-banana didn't feel as simple after the
introduction of dynamic event switching, though. Could you pinpoint
some particular thing that made you feel like that? Maybe a type
signature or a tutorial
Ertugrul Söylemez wrote:
Heinrich Apfelmus apfel...@quantentunnel.de wrote:
I concur that chaining wires with the andThen combinator is very
slick, I like it a lot. Wolfgang Jeltsch recently described a similar
pattern for classical FRP, namely a behavior that doesn't live
forever
wires like guiSetPropW that perform
side effects, i.e. where it makes a different whether you observe their
results or not. That's a complexity where I feel that something has
been swept under the rug.
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.
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, it hasn't been picked up by
anyone else, including me, and I think that's because it missed the
modularity goals I had in mind.
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is
appreciated, of course.
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for public
consumption yet. ;)
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://hackage.haskell.org/package/hsc3
[midi]: http://hackage.haskell.org/package/midi
[tomato-rubato]: https://github.com/HeinrichApfelmus/tomato-rubato
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to assert that all
required files are registered in the cabal file.
http://hackage.haskell.org/package/cabal-scripts
Nice! However, I can't find the cabal-test executable after installing
your package?
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on it.
http://new-hackage.haskell.org/
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elegantly
and, in particular, integrated with functional reactive programming
(FRP). See my recent project
http://www.haskell.org/haskellwiki/Threepenny-gui
for a post-wxHaskell take on a GUI API.
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or not.). Is that correct?
[1]: http://www.haskell.org/haskellwiki/Threepenny-gui
[2]: http://community.haskell.org/~simonmar/papers/weak.pdf
[3]:
http://hackage.haskell.org/packages/archive/base/latest/doc/html/System-Mem-Weak.html
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! On the flip side,
it doesn't support native OpenGL.
[1]: http://www.haskell.org/haskellwiki/Threepenny-gui
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to see whether the Threepenny + WebGL route is
viable for you, it's probably a good idea to do a quick test in plain
HTML + JS first, to see whether performance is good enough for your purpose.
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.
Is it possible to change fonts? I have found that fonts (and shadows)
have a huge impact on the wow-factor of a plot. In fact, I could not
help but ask a speaker during a talk what font he used for a particular
plot... it just looked great!
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are mainly focused on equality of keys for a Map. In this
case, it might be possible to move towards pointer equality and use
things like Hashable or StableName .
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points of the Typable class is actually that it enforces
monomorphic types. Similarly, the vault library enforces monomorphic
types by having newKey in the IO monad.
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Christopher Done wrote:
On 4 October 2013 10:56, Heinrich Apfelmus apfel...@quantentunnel.de wrote:
In particular, the Locker stores arbitrary values like Dynamic , except
that values are extracted and removed with the help of a Key . This gets
rid of the Typeable constraint.
lock
Tom Ellis wrote:
On Wed, Oct 02, 2013 at 11:24:39AM +0200, Heinrich Apfelmus wrote:
I'm not sure whether the Eq instance you mention is actually
incorrect. I had always understood that Eq denotes an equivalence
relation, not necessarily equality on the constructor level.
There's
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Sven Panne wrote:
2013/9/27 Heinrich Apfelmus apfel...@quantentunnel.de:
Actually, I'm reading about WebGL right now, and it appears to me that it
should be very easy to support in Threepenny. [...]
I am not sure if WebGL is enough: WebGL is basically OpenGL ES 2.0,
which is again basically
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