I implemented Tetris in LML long before Haskell existed.
It was text based, but looked good with a custom font. :)
Haskell has no problem with state, it's just explicit.
-- Lennart
If you were going to implement Tetris in Haskell, how would you do it?
(For that matter, has anybody already *done* it? It would probably make
a nice example program...)
I'm particularly interested to know
1. How exactly would you do the graphical components? (Presumably
there's some deep trickery with Gtk2hs that can draw free-form stuff
like this.)
2. How do you implement a program that is fundamentally about state
mutation in a programming language which abhors state mutation?
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