Yves Parès wrote:
For the purposes of a simple strategy game, I'd like to build an EDSL that
expresses missions. A mission could be represented as a state machine.
With basic bricks such as actions (MoveTo, ShootAt...) or tests
(EnemiesAround, LowHealth...), I could (ideally dynamically) build s
Try these two first:
Domain Specific Languages for Cellular Interactions
http://www.cs.missouri.edu/~harrison/papers/embc04.pdf
The Essence of Multitasking
http://www.cs.missouri.edu/~harrison/papers/amast06.pdf
There are more resumptions (and "reactions") in "Achieving Information
Flow Securit
I suggest you take a look at MonadPrompt and/or Operational (two competing
packages, one of which I wrote).
And yes, you probably need some operation
Concurrent :: [Mission ()] -> Mission ()
or
Interrupt :: Mission () -> Mission Bool -> Mission () -> Mission ()
which runs its first argument unti
ecialized types, and see where that takes you. If it
> happens to lead to an implementation of Arrow, yay. If it doesn't, then you
> at least still have something that functions.
>
>> Message: 13
>> Date: Fri, 27 May 2011 21:06:10 +0200
>> From: Yves Par?s
>> Su
esn't, then you at least still have something that functions.
Message: 13
Date: Fri, 27 May 2011 21:06:10 +0200
From: Yves Par?s
Subject: [Haskell-cafe] State Machine and the Abstractions
To: Haskell-Cafe
Message-ID:
Content-Type: text/plain; charset="iso-8859-1"
Hello,
For the
On 27 May 2011 20:06, Yves Parès wrote:
> So I thought about Arrows, as they can express sequential and parallel
> actions, but I don't know if it would be a right way to model the
> interruptions/recoveries.
> What do you think about it? Do you know of similar situations and of the way
> they've
On Fri, May 27, 2011 at 2:06 PM, Yves Parès wrote:
> Hello,
>
> For the purposes of a simple strategy game, I'd like to build an EDSL that
> expresses missions. A mission could be represented as a state machine.
> With basic bricks such as actions (MoveTo, ShootAt...) or tests
> (EnemiesAround, Lo
Hello,
For the purposes of a simple strategy game, I'd like to build an EDSL that
expresses missions. A mission could be represented as a state machine.
With basic bricks such as actions (MoveTo, ShootAt...) or tests
(EnemiesAround, LowHealth...), I could (ideally dynamically) build some
strategic