The connection between functional reactive programming and temporal logic is well known and studied. I want to describe how an FRP interface in Haskell based on temporal logic could look like. I should also cite these slides from Uni Muenchen and this paper. Inspiration from temporal logic If we go to wikipedia we see that temporal logic has three basic unary operators called Next, Globally and Fi
Two weeks ago, I had the pleasure of attending the BOB Konferenz 2016 in Berlin, Germany. BOB is the forum for developers, architects and builders to explore technologies beyond the mainstream and to discover the best tools available today for building software. I gave a talk on functional reactive programming; slides and videos are available. I particularly liked the talk by Andres Löh on the Ser
The Haskell programming language community. Daily news and info about all things Haskell related: practical stuff, theory, types, libraries, jobs, patches, releases, events and conferences and more... I've been messing around with the idea of using haskell for working with audio data recently, and I figured I'd give FRP a try since it seems like a cool idea. I went with reactive-banana, and everyt
The Haskell programming language community. Daily news and info about all things Haskell related: practical stuff, theory, types, libraries, jobs, patches, releases, events and conferences and more...
The Haskell programming language community. Daily news and info about all things Haskell related: practical stuff, theory, types, libraries, jobs, patches, releases, events and conferences and more... Does anyone have any examples of large GUI applications written using Functional Reactive Programming? I am asking because it seems every FRP tutorial or example performs many tasks all packed inside
In the Haskell ecosystem, the version numbers of many libraries start with a zero. This is usually because the maintainer feels that the library is still incomplete and does not merit that magic first version number, 1.0. This is true even for some core libraries, like the bytestring library, which is currently at version 0.10.6.0. Every now and then, however, a library author feels that his work
Conal Elliott proposed functional reactive programming twenty years ago with a clear denotational semantics. Over time the idea gained popularity but the original conception became blurred. In this video Conal explains FRP’s original formulation and its benefits. Slides are available here. Summary FRP is is receiving more interest now but has become misunderstood The notion of FRP was very precise
After having released version 0.9 of my reactive-banana library, I now want to discuss the significant API changes that I have planned for the next release of the library, version number 1.0. These changes will not be backward compatible. Since its early iterations (version 0.2), the goal of reactive-banana has been to provide an efficient push-based implementation of functional reactive programmi
I am very pleased to announce the release of version 0.9.0.0 of my reactive-banana library on hackage. The API is essentially the same as before, but the implementation has been improved considerably: Dynamically switched events are now garbage collected! This means that the library finally features all the ingredients that I consider necessary for a mature implementation of FRP: Continuous time s
The dataflow engine I gave in my last post can be seen as an implementation of self-adjusting computation, in the style of Acar, Blelloch and Harper's original POPL 2002 paper Adaptive Functional Programming. (Since then, state of the art implementation techniques have improved a lot, so don't take my post as indicative of what modern libraries do.) Many people have seen resemblances between self-
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It seems to me that there have been two really clean, consistent models of programming so far: the C model and the Lisp model. These two seem points of high ground, with swampy lowlands between them. As computers have grown more powerful, the new languages being developed have been moving steadily toward the Lisp model. A popular recipe for new programming languages in the past 20 years has been t
The key idea of functional reactive programming (FRP) is time-varying values, which the Elm language calls Signals. In a discrete FRP system like Elm, you can think of a Signal as a stream of individual events. Rather than using a callback function to swing at every event that shows up, we use higher-level operators to manipulate a whole stream of events at once. Signals fit modern "real-time" soc
I want to try to program 3D games using OpenGL with Haskell. I usually use entity systems in C#, and I've seen FRP mentioned as a solution for the same problems. I have read some articles about it, but I can't really grasp how, practically, to architect games using FRP. Is there any good example I can look at, perhaps even a full game with source code available? I have knowledge about monads and t
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