Wow!  These libraries are great!  Excited to discover about them :)

I'm also excited to see the ANSI user interface one, as a fan of
roguelikes (and ascii art)!

Jay McCarthy writes:

> FYI the package lux is like Big Bang and the package mode-lambda is like
> 2htdp/image. Right now, however, I am working on raart for doing ANSI user
> interfaces.
>
> On Fri, Jan 5, 2018 at 11:04 AM Matthias Felleisen <matth...@ccs.neu.edu>
> wrote:
>
>>
>> Thanks for the feedback.
>>
>> Yes, b-b was designed for middle school, high school and college
>> freshman courses. But like all software, it eventually escapes and
>> makes it into the “real world”.
>>
>>         [ ASIDE What does this tell you about the terrible
>>         training that most students get and use to produce
>>         code in industry during co-op and internships?]
>>
>> The drawback of b-b for “real” applications is that (1) it checks
>> way too many things (2) when something fails it works hard to
>> deliver error messages that are useful for beginners (as in the
>> kinds of students mentioned above).
>>
>> As I have said before, I need to design a path from b-b for students
>> to a b-b for “adults”.
>>
>> Alternatively, you could use Jay McCarthy’s replacement package
>> for b-b, which may already live up to your performance expectations.
>> I don’t have time to experiment but I am really interested on how it
>> would work out.
>>
>> Again thanks for the feedback — Matthias
>>
>>
>>
>>
>>
>> > On Jan 4, 2018, at 3:39 PM, Christopher Lemmer Webber <
>> cweb...@dustycloud.org> wrote:
>> >
>> > Hello all,
>> >
>> > Last night out of curiosity I started lazily adding some code to see how
>> > long it would take me to write a game of life implementation in Racket.
>> > Not exactly a challenging expidition game-authoring-wise, but a fun
>> > little exercise anyway.  You can see and play with the results here:
>> >
>> >  https://gitlab.com/dustyweb/racket-life
>> >
>> > (Don't expect astounding code or anything.)
>> >
>> > Here were my takeaways:
>> >
>> > - Racket is a real joy, especially due to its inclusion of its picture
>> >   language, to write this kind of thing in.  I started playing with
>> >   this very idly last evening and was very quickly pulled in.
>> >
>> > - The icons library is a hidden gem in Racket... bitmap-render-icon
>> >   is a lovely way in particular to create the kinds of sprites you use
>> >   in puzzle games :)
>> >
>> > - The HTDP big-bang system is, from a programming perspective, a lot of
>> >   fun to code in.  I can easily see how it would be great to teach
>> >   with.
>> >
>> > - It was easy to get an implementation of Conway's Game of Life going
>> >   and have it even be fairly pretty within almost no time.  However, as
>> >   observed here:
>> >     https://groups.google.com/forum/#!topic/racket-users/yjRuIxypUQc
>> >   the functional drawing system isn't very fast once you get a lot of
>> >   objects on the screen.  Fortunately I found it was possible to not
>> >   have to convert all my code, only the to-draw bit... I converted
>> >   it to a bitmap canvas that I blitted to imperatively.
>> >
>> > - But even this was not fast enough... I found that a 50x50 graph was
>> >   terribly slow.  I found that even just creating the 1000x1000 px
>> >   bitmap every frame was very expensive, even before blitting to it, so
>> >   I stuck the bitmap in a parameter and kept it around between frames.
>> >
>> > - I then found out that the bitmap wasn't changing suddenly... I'm
>> >   guessing big-bang has an optimization where (since it's expecting a
>> >   functional program) if it sees an object that's eq? to the previous
>> >   object come out of to-draw, it doesn't draw it.  So instead I
>> >   allocated two bitmaps as parameters and switched between which one I
>> >   was blitting to.  That effectively tricked big-bang into blitting
>> >   to my reused bitmap every time ;)
>> >
>> > - With those optimizations in place, a 30x30 grid on my
>> >   10-year-old-laptop would run at full speed, and a a 50x50 tile grid
>> >   (1000x1000 pixels) rendered at about 10FPS... a barely tolerable, but
>> >   tolerable speed, for something like this ;)
>> >
>> > - It seems that the blitting of bitmaps to the canvas (I didn't do
>> >   anything smart to "only blit the ones that changed", which would
>> >   speed this up certainly by a lot) is by far the slowest part of
>> >   my code, so I figured maybe it would be faster if I drew rects on
>> >   the canvas instead of blitting my pretty icon-derived bitmaps.
>> >   To my surprise it became 50% slower!
>> >
>> > I guess completely redrawing 2500 sprites per frame is just a lot for
>> > the vanilla canvas.  I see there's an opengl canvas... maybe I should
>> > try that.
>> >
>> > Obviously there's "the most correct" optimization to do, given that I've
>> > already gone down the route of committing imperative-rendering sins: I
>> > ought to keep around the previous graph and see if it changed at all and
>> > only blit the ones that actually changed.  Well, I'm sure that would
>> > make things lightning fast ;)
>> >
>> > I'm not sure if that's interesting to anyone at all.  But I will say,
>> > Racket really is a joy to work with!  Thanks for making a toolbox so
>> > much fun I accidentally lose a number of hours to something like this :)
>> >
>> > - Chris
>> >
>> > --
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