We recently wrote a paper about the leak problem. The draft is at
http://www.cs.yale.edu/~hl293/download/leak.pdf. Comments are welcome!
Interesting. Now that I know the "basic Haskell" stuff these arrows
make much more sense. However, they look *very* similar to a visual
programming language and IDE my former colleagues and I developed for
doing realtime particle effects on videogame consoles. This language
contained special constructs to avoid space/time leaks, like a
dedicated "feedback loop". I hope I won't come to the conclusion that
after one year learning the cool lazy functional programming language
Haskell (which I want to use for making simple videogames in a clean
way for teaching), I got back from where I started :-) Of course that
will not be the case, I'm really learning a lot. Even if it turns out
Haskell is not really suitable for games, I will have learned a lot.
However it is very important for my goal that the code looks very
concise and clean, and having to chase hidden space/time leaks would
ruin the elegance.