> > 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 { }
That gets part of the way, but I'm thinking of a situation where each
instance of a particular ty
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 mo
> 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 m