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I spent some time writing Asteroids in netwire - a functional reactive programming library in Haskell - in my free time over a few evenings. I blogged about this at http://ocharles.org.uk/blog/posts/2013-08-18-asteroids-in-ne... - and I don't think it pretends to be OO. It was a radically different style, and I left feeling fairly convinced that FRP is a fantastic model for realtime interactions


FRP is great until you need to be interactive or switch over collections, then it becomes quite ugly. It can work for small games, like the ones in Courtney's dissertation. But over that? Not until a complete physics engine can be joined with a FRP library.


FRP can exist happily alongside imperative methods of updating state. This approach is explored in FrTime for Racket. http://cs.brown.edu/~sk/Publications/Papers/Published/ck-frt...


FrTime is not really pure FRP as envisioned by Elliot or Hudak. But then I prefer these impure FRP systems and have designed/implemented one myself called SuperGlue [1] as part of my dissertation.

[1] http://research.microsoft.com/apps/pubs/default.aspx?id=1793...


I guess I prefer the impure systems then, too. :)


Thank you for sharing. I really enjoyed your netwire Asteroids post. I used Asteroids for teaching myself OO concepts many years ago. It's good to know that it's still a valuable teaching tool.




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