[Haskell-cafe] The Yampa Arcade: source code available?

Bit Connor bit at mutantlemon.com
Thu Nov 22 10:19:41 EST 2007


I am also happy to hear this. When will the new version be released?

Thanks,
Bit

On Nov 21, 2007 7:11 PM, Paul L <ninegua at gmail.com> wrote:
> Just to echo back to the question whether Yampa/AFRP is still being
> developed, the answer is YES. We are working on an updated version at
> Yale.
>
> But really, we have many choices of doing reactive programming, and
> AFRP is only one of them. And even for AFRP, there are many choices of
> combinators and event switch constructs. There is still more research
> work to be done before we can settle on the interface for next
> version.
>
> I agree that more examples in the line of Space Invaders will serve
> the purpose of not only illustrating the capability, but also as
> tutorials to get people started. We'll first clean up existing code
> and bring it up to date, from which hopefully more examples could be
> developed.
>
> --
> Regards,
> Paul Liu
>
> Yale Haskell Group
> http://www.haskell.org/yale
>
>
> On 11/20/07, Peter Verswyvelen <bf3 at telenet.be> wrote:
> >
> >  Thanks for the feedback. Unfortunatly the Space Invaders game uses HGL,
> > which is not supported on Windows anymore. Is it supported on Linux?
> >
> >  Frag does compile and run on Windows using GHC 6.6.1, so that might be a
> > better starting point.
> >
> >  What is the current consensus regarding (A)FRP? Is it a dead end? Are
> > approaches like Modelica better suited for the job?
> >
> >  >From the point of view of a veteran assembly/C++ game hacker like myself,
> > it is funny to see that the same problems popup when doing "reactive
> > programming" in a pure language like Haskell or an imperative language like
> > C++... Recursive dependencies are problematic, be it with signals in FRP or
> > with objects in C++. In videogames using an imperative language, this is
> > often solved by just adding a global "single frame" delay between what is
> > read and what is written. Ugly, but works in many cases. Or a third object
> > is introduced that breaks the recursive dependency between the two
> > problematic objects. If I'm correct, when switching from FRP to AFRP signals
> > (type Signal a = Time -> a) are no first class values anymore, only signal
> > functions (type SF a b = Signal a -> Signal b) are first class. Furthermore
> > the handling of recursive dependencies/feedback is done solely in a loop
> > arrow.
> >
> >  I must say it is frustratring. I finally got to understand FRP from the SOE
> > book, only to find out that it is not really the way to go ;-) Now I'm
> > trying to grasp AFRP. It is incredibly interesting stuff, but for a
> > not-so-abstract-thinking-average programmer like me, it is
> > not an obvious task. Maybe *using* AFRP is easier than understanding the
> > inner details...
> >
> >  Maybe it would be a good idea for the community if someone (maybe me, if I
> > find the time ;-) to write a very very simple game using AFRP and GHC 6.8.1?
> > Even simpler than the Space Invaders game (which does not work anymore
> > anyway), but which does show dynamic collections and switching? Maybe like
> > Andrew Coppin mentioned, a very simple Tetris clone? Of course, this is not
> > legal, Tetris is copyrighted, but maybe for tutorial purposes it can be
> > allowed :)
> >
> >
> >  Don Stewart wrote:
> >  sk:
> >
> >
> >  On 19.11.2007, at 19:54, Peter Verswyvelen wrote:
> >
> >
> >  I can find the paper, but is the source code for that Space
> > Invaders alike game also available somewhere?
> >
> >  it's included here:
> > http://haskell.org/yampa/afrp-0.4-src.tgz
> >
> > btw, does anybody know what's the current state of affairs with yampa/
> > afrp? is the framework still developed further?
> >
> >  Can we get this uploaded to hackage?
> >
> > -- Don
> > _______________________________________________
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> >
> >
> >
> >
> >
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