That’s great -- easy to follow, even though I can’t read the comments. ^^
It’s not possible for actors to ‘watch’ each other in this system, correct?
For instance, if one actor holds a reference to another, it will keep that old
version of the actor alive, but it won’t see when the actor
Is there a better way than IORefs
The state Monad.
Do you mean one state shared among all actors, like this?
type MGame = State GameState
newtype GameState = GameState { shared state }
That gets part of the way, but I'm thinking of a situation where each
instance of a
So, to answer your question, the only computational overhead with a
data declaration is the extra memory and time to store and process the
constructor tags. It usually isn't noticeable, but sometimes the
difference can be important.
Is there also potentially overhead due to laziness? I