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I am writing a game engine in Scheme that uses FRP. My implementation may not be robust since I'm the only user, but perhaps seeing what it can do will help someone. My implementation was heavily inspired by Elm.

Blog post with screencast to demonstrate:

http://dthompson.us/functional-reactive-programming-in-schem...

Implementation details:

https://gitorious.org/sly/sly/source/8cf0096791821c7711c9dc2...

2048 clone written in a reactive style:

https://gitorious.org/sly/sly/source/8cf0096791821c7711c9dc2...

Reading the explanation from the Elm folks is what made things click for me:

http://elm-lang.org/learn/What-is-FRP.elm

Edit: Also, SICP has 2 sections that describe systems that are reminiscent of reactive programming systems.

A Simulator for Digital Circuits:

https://mitpress.mit.edu/sicp/full-text/book/book-Z-H-22.htm...

Propagation of Constraints:

https://mitpress.mit.edu/sicp/full-text/book/book-Z-H-22.htm...



Why not look at Gregory Cooper et. al.'s FrTime? Its the first FRP system I'm aware of for Scheme, and its quite well used in Racket. It is also a predecessor of Flapjax.

http://docs.racket-lang.org/frtime/


I've read some of this source, too. Thanks.




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