
My colleague Thomas Davie was playing with your Tetris game, and it seemed
that it contained a space leak; it was consuming more memory, slowly.
Could it be caused by the top level
testTicks :: Event () testTicks = levelToTicks 1
I'm not sure how Events are implemented in Reactive, but in a classical FRP
setting the "heads" of this top level variable would never get garbage
collected.
2008/11/17 Creighton Hogg
Hey Reactive, Since I have no hosting space I'm actually going to include the implementation as an attachment all in one file. It's not very long anyway, so it should be alright.
A few caveats:
This code is still _really_ ugly, but it does work as far as I've tested There is no game over, you need to quit manually There is no score or level adjustment yet. I need to add that when I have more time, i.e. after this week
That being said, my first real reactive program was surprisingly simple once I got comfortable with the semantics. The actual reactive code isn't that complicated, but it did take a pretty big shift in thinking from writing explicit game loops.
I've included a good bit of comments so it hopefully it isn't too hard to follow, but if there are any questions about why I did something a particular way (the answer may be 'I'm dumb') please e-mail me or find me on #haskell.
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