
To help learn some Haskell, I implemented a pole-balancing video game in Haskell, starting with the code for the S.A.R.A.H. road simulator by MaurĂcio C. Antunes (thanks MaurĂcio) that is included in the Gtk2Hs library demos. It demonstrates how to do the graphics, interact with the user via mouse buttons, and the use of IORef to maintain the state. You can download my implementation at http://www.cs.colostate.edu/~anderson/code/haskell/Pole.hs Chuck Anderson Andrew Coppin wrote:
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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