One problem with Elerea experimental branch besides the update time control: the memo function. I can't understand when I have to call it and when I don't.
Just to know, have you been told of a language dedicated to reactive programming (even experimental)? I mean, not an embedded language just like Yampa is. 2010/5/24 Patai Gergely <patai_gerg...@fastmail.fm> > > IMO: For AAA game programming? Definitely not. For exploring new ways > > of doing game programming and having a lot of fun and frustration? > > Sure! For making casual games? I don't know. > Why not casual games? I don't see any immediate difficulty. Do you have > any particular bad experience? > > Limestraël: > > > I find Elerea fine so far, but it is still experimental and more limited > > than Yampa. > Well, it's more expressive in one way and more limited in another. > Elerea lifts some limitations of Yampa by extending it with the > ArrowApply/Monad interface, and you can certainly reimplement all the > crazy switching combinators using the basic building blocks provided by > the library. However, you cannot stop a signal in Elerea, while that's > trivial in Yampa. I believe Elerea needs two more basic combinators: a > simple 'untilB'-like switcher (mainly to be able to tell when a signal > ends) and a freezing modifier that allows you to control the updates of > a signal (or more like a whole subnetwork). The semantics of the latter > is not clear to me yet (I don't intend to introduce a full-fledged clock > calculus à la Lucid Synchrone if it's possible to avoid), and I > want to work it out properly before implementing anything. > > Gergely > > -- > http://www.fastmail.fm - Choose from over 50 domains or use your own > > _______________________________________________ > Haskell-Cafe mailing list > Haskell-Cafe@haskell.org > http://www.haskell.org/mailman/listinfo/haskell-cafe >
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