The actual pattern is actually significantly more general than just data access. It's a lightweight way of creating a domain-specific language that gives you an AST, and then having one or more interpreters to "execute" the AST however you like. The free monad part is just a handy way to get an AST that you can assemble using Haskell's standard monad facilities (like do-notation) without having to
Many of the answers here are really, really good. But the OpenGL and Direct3D (D3D) issue should probably be addressed. And that requires... a history lesson. And before we begin, I know far more about OpenGL than I do about Direct3D. I've never written a line of D3D code in my life, and I've written tutorials on OpenGL. So what I'm about to say isn't a question of bias. It is simply a matter of h
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