[reactive] Re: Re: Link to Tetris
Claus Reinke
claus.reinke at talk21.com
Tue Dec 16 05:50:54 EST 2008
>> Seems to be partially timer- and partially event-merge-related:
>> if I compile with -threaded, the pieces do not move at all on their
>> own, but as long as I keep pressing "down", the game appears
>> playable as intended; if I compile without -threaded, the pieces
>> move occasionally, but the effects of keyboard input are entirely
>> unpredictable.
>
> I've noticed this behavior in since the last couple of days, So at a guess a bug got introduced
> somewhere along the line. The merge issue is known -- at the moment, an occurrence doesn't
> appear in the output until it's known whether or not the other event ever occurs, which isn't
> ideal. Unfortunately, the obvious fix for the issue creates a large memory leak, I've been
> playing with a few ways to fix this.
Thanks for the info, Tom,
where can I find more details about this merge issue? Given that
FRPLs are traditionally synchronously concurrent languages, this
is rather surprising: when sampling anything, one knows about
everything's values _now_, which should be sufficient for merge,
no matter whether the other event might or might not happen later.
Claus
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