As far as I know there is nothing non-trivial that I had to use apart from introducing state when it was needed by the game via monads and muteable variables. At first they were tricky because I was used to taking such…
All this hinges on the fact that functional languages are only now being appreciated: functional languages seem to be popping up like daisies now either via stand-alone languages such as F#, multiparadigm languages or…
Actually I never said it took me a week :P And I did ask for help because I was learning Haskell as I was implementing the game.
As far as I know there is nothing non-trivial that I had to use apart from introducing state when it was needed by the game via monads and muteable variables. At first they were tricky because I was used to taking such…
All this hinges on the fact that functional languages are only now being appreciated: functional languages seem to be popping up like daisies now either via stand-alone languages such as F#, multiparadigm languages or…
Actually I never said it took me a week :P And I did ask for help because I was learning Haskell as I was implementing the game.