Since the Elm architecture needs to have a consistent model all the time 
you can think of the variables and preconditions of an experiment as part 
of that model and everything you need to do is to provide a view (HTML 
code) that reflects this state (I was looking at your Compressed Gas Spray 
example, all buttons and controls can be modeled that way very well). 
Consequently, every control change needs to be reflected in an update 
function that changes one piece of this model (variables a preconditions 
corpus) and the wiring (commanding actions, effects, consequences that 
change the model) needs to be done with these concepts: 

http://guide.elm-lang.org/architecture/user_input/forms.html
http://guide.elm-lang.org/architecture/effects/time.html

My personal recommendation if you're to follow the Elm path, is to wait a 
little bit since there has been an important upgrade in the core Language 
and many of us are struggling to keep up with the changes (I mean, 
everything got easier but previous work and libraries have been rendered 
useless because of API changes).



On Sunday, May 15, 2016 at 8:09:49 AM UTC-5, Salomon Turgman Cohen wrote:
>
> Dear Elm community,
> I am interested in building little educational demos like those shown in 
> this website http://www.learncheme.com/simulations The ones in that 
> website require player software that is almost 800 MB,and I feel we can do 
> better. It seems like Elm is a good tool to approach this, but I'm 
> wondering if it is overkill. Maybe there is a simpler approach I can 
> follow? What are the advantages of using Elm for something small like this 
> over the alternative (a combo of JS Libraries)?
>
> Thanks for your advice. 
>
> -s-
>
>

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