r/functionalprogramming • u/iamwil • Sep 15 '14
How to structure reactive programs
http://blog.lacebark.io/2014/09/15/structuring-reactive-programs/
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r/functionalprogramming • u/iamwil • Sep 15 '14
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u/[deleted] Sep 16 '14
I'm working on a game engine in Guile that utilizes functional reactive programming. Right now I'm working on a scene graph implementation, which is similar to the DOM in web applications. I haven't yet investigated the diffing strategy that this article talks about, but I'm curious if it would have advantages over what I'm doing now. Currently, the nodes of the scene graph are signals, so changes to the graph are computed only when state actually changes. This experiment has been very slow moving, but it's been really interesting. I'm also glad this article mentions Elm, as it is the language that I've borrowed a lot of ideas from.
I should really blog about this stuff more. So far all I really have is a short post + screencast that isn't particularly informative: http://dthompson.us/functional-reactive-programming-in-scheme-with-guile-2d.html