What is interesting to me (and as it should be, I guess) is that as the code
gets more 'functional', it gets easier to work with, which is nice.

Cheers

Tom

2009/1/6 Rich Hickey <richhic...@gmail.com>

>
> On Tue, Jan 6, 2009 at 2:07 PM, Stuart Halloway
> <stuart.hallo...@gmail.com> wrote:
> >
> > Hi Rich,
> >
> > Thanks for the suggestion. I have moved all the per-game stuff (apple,
> > snake, frame, panel, and timer) into a local let inside a game
> > function. Is that what you had in mind?
> >
>
> Yup.
>
> Rich
>
>
> >
> >> On Jan 6, 11:54 am, Stuart Halloway <stuart.hallo...@gmail.com> wrote:
> >>>> Code like @*foo* is not something I've seen in any code Rich has
> >>>> written, so I think Stuart is right in considering removing the
> >>>> asterisks on *apple* and *snake*
> >>>
> >>> I plan to remove them. What I still wrestle with is using "snake" at
> >>> the top level as ref, and then having a bunch of pure functions that
> >>> shadow the top level snake with a binding to an immutable snake data
> >>> structure.
> >>>
> >>
> >> Might I suggest then that you do away with the globals snake and apple
> >> altogether?
> >>
> >> The result will be a much cleaner program.
> >>
> >> Rich
> >>
> >> >
> >
> >
> > >
> >
>
> >
>

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