Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-04-02 Thread Peter Althainz
Hi Heinrich, Hi Ertugrul thanks for all your comments so far. In last e-mail, you wrote: Heinrich Apfelmus apfel...@quantentunnel.de wrote: In the case of HGamer3D, the sink combinator would replace the need to declare a final wire which runs all the wires at each step. It feels a bit weird

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-29 Thread Heinrich Apfelmus
Peter Althainz wrote: Hi Heinrich: Its simply the types are more cumbersome, now. In netwire you basically have one type, which is Wire with some type parameters (underlying monad, inhibition type, in-type, out-type), When underlying monad and inhibition type is choosen, you can define

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-29 Thread Ertugrul Söylemez
Heinrich Apfelmus apfel...@quantentunnel.de wrote: In the case of HGamer3D, the sink combinator would replace the need to declare a final wire which runs all the wires at each step. It feels a bit weird to me to have wires like guiSetPropW that perform side effects, i.e. where it makes a

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-25 Thread Peter Althainz
Hi Heinrich: Its simply the types are more cumbersome, now. In netwire you basically have one type, which is Wire with some type parameters (underlying monad, inhibition type, in-type, out-type), When underlying monad and inhibition type is choosen, you can define a type synonym and all

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-25 Thread Ertugrul Söylemez
Peter Althainz altha...@gmail.com wrote: Its simply the types are more cumbersome, now. In netwire you basically have one type, which is Wire with some type parameters (underlying monad, inhibition type, in-type, out-type), When underlying monad and inhibition type is choosen, you can

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-24 Thread Heinrich Apfelmus
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

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-24 Thread Ertugrul Söylemez
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, but actually ends at some point in

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-24 Thread Heinrich Apfelmus
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, but

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-24 Thread Ertugrul Söylemez
Heinrich Apfelmus apfel...@quantentunnel.de wrote: So context has the same purpose as Conal's trim combinator [1]. However, I believe that it is too inconvenient for managing very dynamic collections that need to keep track of state, as the context function significantly limits the scope of

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-23 Thread Heinrich Apfelmus
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 of

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-23 Thread Ertugrul Söylemez
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 or something else? I

[Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-22 Thread Peter Althainz
Peter Althainz wrote: Dear All, I'm happy to announce release 0.2.1 of HGamer3D, the game engine with Haskell API, featuring FRP based API and FRP based GUI. The new FRP API is based on the netwire package. Currently only available on Windows: http://www.hgamer3d.org. Nice work! Of course,

Re: [Haskell-cafe] Announcement - HGamer3D - 0.2.1 - why netwire

2013-03-22 Thread Ertugrul Söylemez
Peter Althainz altha...@gmail.com wrote: - What struck me was introduction of netwire author Ertugrul Söylemez on Arrows and the explanations of local state, which can be kept into an arrow. Since I was also curious on OOP and FP and game state handling, actually this raised some interest. So