
Hello Joachim, Wednesday, December 20, 2006, 11:22:24 AM, you wrote:
The update code would now have to unmarshall a blob of game data, traverse it to find all instances of SomeData, wrap them in a one-element list to turn them into SomeData1s, reconstruct the blob of game data with the SomeData1 items, and marshall the result back out to disk.
marshalling and unmarshalling code can be geberated automatically using Template Haskell ([1],[2]) or Data.Generics [3]
That would mean I couldn't use infinite data structures in data that goes out to disk.
[1] also supports infinite data structures [1] http://www.cs.helsinki.fi/u/ekarttun/SerTH/SerTH-0.2.tar.gz [2] http://haskell.org/haskellwiki/Library/AltBinary http://haskell.org/haskellwiki/Library/Streams [3] http://members.cox.net/stefanor/genericserialize-0.0.tar.gz -- Best regards, Bulat mailto:Bulat.Ziganshin@gmail.com