On Sun, 2008-01-13 at 16:37 -0200, Felipe Lessa wrote:
> On Jan 13, 2008 4:01 PM, Duncan Coutts <[EMAIL PROTECTED]>
> wrote:
> > On Sun, 2008-01-13 at 14:53 -0200, Felipe Lessa wrote:
> > Are you linking using -threaded or not? If not then you need another
> > trick to use cooperative scheduling
On Jan 13, 2008 4:01 PM, Duncan Coutts <[EMAIL PROTECTED]> wrote:
> On Sun, 2008-01-13 at 14:53 -0200, Felipe Lessa wrote:
> You could use another thread :-)
LOL, at first I thought of mail threads =).
> That is have an output thread that reads a queue from your game engine
> and only looks for t
On Sun, 2008-01-13 at 14:53 -0200, Felipe Lessa wrote:
> Problem solved? Not really:
>
> - This kind of implementation hides lots of subtle bugs. For example,
> because of postGUIAsync being used in Print case, the user will see
> multiple dialog boxes at once and -- strangely enough -- he'l
(This e-mail is a literate Haskell file.)
Ryan Ingram enlightened us with MonadPrompt as a very nice abstraction for
turn-based games, allowing easy programming and testing.
http://www.mail-archive.com/haskell-cafe@haskell.org/msg33040.html
http://ryani.freeshell.org/haskell/
I wonder how nicely