"Eli Ford" <[EMAIL PROTECTED]> wrote:
> > > Is there a better way than IORefs
> > >
> > The state Monad.
>
> Do you mean one state shared among all actors, like this?
>
> type MGame = State GameState
> newtype GameState = GameState { }
>
> That gets part of the way, but I'm thinkin
> > Is there a better way than IORefs
> >
> The state Monad.
Do you mean one state shared among all actors, like this?
type MGame = State GameState
newtype GameState = GameState { }
That gets part of the way, but I'm thinking of a situation where each
instance of a particular ty
"Eli Ford" <[EMAIL PROTECTED]> wrote:
> Is there a better way than IORefs
>
Without looking at the code: The state Monad. Imperative
implementations of games are usually[1] modelled as finite automata,
there's no reason to do it any different in a functional language. Add
a bit of glue to transla