language-ext
lobster
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language-ext | lobster | |
---|---|---|
41 | 37 | |
6,119 | 2,100 | |
- | - | |
7.7 | 9.4 | |
about 24 hours ago | 3 days ago | |
C# | C++ | |
MIT License | - |
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language-ext
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The Monad Invasion - Part 2: Monads in Action!
You probably noticed that .SetName() returns a Either. You may have come across Unit in libraries like MediatR or Language-Ext. It's a simple construct representing a type with only one possible value. We use it as a placeholder for operations that do not return a value but may return another state. In our example, .SetName() is a Command that does not return a value but may fail. Therefore, the monad Either carries two possible states: Right (without value) or Left (with an Error).
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The Monad Invasion - Part 1: What's a Monad?
Language-Ext is my personal favourite, but it can be a bit overwhelming for beginners due to its extensive feature set
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The combined power of F# and C#
> but I just want something closer to Scala, but for .Net
That's what I'm working toward with my language-ext library [1]. Obviously more support for expression based programming would be welcome (and higher kinds), but you can do a lot with LINQ and a good integrated library surface.
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Option<T> monad for Unity/UniTask
Definitely a fan of option types, I wonder this library has anything over the C# library language-ext which also has an Option type?
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Result pattern: language-ext vs FunctionalExtensions?
Hey, I am considering adopting the Result pattern in my codebase. Wanted to get some opinions from someone who has experience with it: should I start with language-ext or FunctionalExtensions?
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John Carmack on Functional Programming in C++ (2018)
> [1] https://github.com/louthy/language-ext
Cool library. I've had a few of these patterns in my Sasa library for years, but you've taken it to the Haskell extreme! Probably further than most C# developers could stomach. ;-)
You might be interested in checking out the hash array mapped trie from Sasa [1]. It cleverly exploits the CLR's reified generics to unbox the trie at various levels which ends up saving quite a bit of space and indirections, so it performs almost on par with the mutable dictionary.
I had an earlier version that used an outer struct to ensure it's never null, similar to how your collections seem to work, but switched to classes to make it more idiomatic in C#.
I recently started sketching out a Haskell-like generic "Deriving" source generator, contrasted with your domain-specific piecemeal approach, ie. [Record], [Reader], etc. Did you ever try that approach?
[1] https://sourceforge.net/p/sasa/code/ci/default/tree/Sasa.Col...
[2] https://sourceforge.net/p/sasa/code/ci/57417faec5ed442224a0f...
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What C# feature blew your mind when you learned it?
language-ext supports it and it's pretty dang cool.
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Three words.,, => C# Functional Programming is awesome!!! Do you seasoned developers have any war-stories or nightmare stories regarding Functional Programming?
https://github.com/louthy/language-ext Honestly, this is pretty advanced for me, and im still a bit mind-blown looking at it, This is like the experts level library, with all of the methods AND tools to expand and build your own libraries.. While the above one just has the most commonly used It has a pretty cool immutable type generator I want to check out
- Welcome to C# 11
lobster
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The Neat Programming Language
I think lobster does this.
"Compile time reference counting / lifetime analysis / borrow checker."[1]
"Reference Counting with cycle detection at exit, 95% of reference count ops removed at compile time thanks to lifetime analysis."[1]
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Why does Rust need humans to tell it how long a variable’s lifetime is?
There is another language, Lobster, that uses lifetime analysis like Rust, but IIUC infers lifetimes completely automatically. It looks like the idea is still experimental - I'm interested to see how it goes.
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What are some must have built-in modules in your opinion/experience?
I think the ability to open a window and do graphical stuff is actually pretty underrated in core language functionality. There's a few game-oriented programming languages like Lobster that put windowing and graphics in the core language functionality, and I think it's pretty neat. The biggest downside is that it's a lot to bite off, because you'll probably want to have standardized API functionality for a whole host of things like font rendering, image loading, etc.
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Minetest: An open source voxel game engine
The actual game itself, yes. Based on this open source project though which provides the language its written in and core engine tech: https://github.com/aardappel/lobster
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Plane - FOSS and self-hosted JIRA replacement. This new project has been useful for many folks, sharing it here too.
I'm keeping an eye on Lobster though. It fixes most of Python's problems. It's way faster, has proper static typing, the import system is sane, etc.
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What would make you try a new language?
Also, can I introduce you to https://strlen.com/lobster/, a garbage collected language made for game development by (and primarily for) the one and only Wouter "aardappel" van Oortmerssen?
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Features you've removed from your lang? Why did you put them in, why did you take them out?
Over the ~12 years of Lobster (https://strlen.com/lobster/) 's existence, features that were removed (in this order): * Lexical scoping. * Icon style backtracking. * Small-talk like syntax. * Dynamic Typing. * Multimethods. * Frame based state (like FRP). * Co-routines.
- Optimizing Concurrent Mark&Sweep latency? What are the ways?
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Porting 58000 lines of D and C++ to jai, Part 0: Why and How
I'm surprised the author didn't mention the Lobster programming language when evaluating a successor language:
https://github.com/aardappel/lobster
The language seems to be exactly what he was looking for - a high-performance high-level language specifically designed for video games.
What are some alternatives?
OneOf - Easy to use F#-like ~discriminated~ unions for C# with exhaustive compile time matching
CSharpFunctionalExtensions - Functional extensions for C#
Optional - A robust option type for C#
MoreLINQ - Extensions to LINQ to Objects
Curryfy - Provides strongly typed extensions methods for C# delegates to take advantages of functional programming techniques, like currying and partial application.
cakelisp - Metaprogrammable, hot-reloadable, no-GC language for high perf programs (especially games), with seamless C/C++ interop
VisualFSharp - The F# compiler, F# core library, F# language service, and F# tooling integration for Visual Studio
csharplang - The official repo for the design of the C# programming language
treesheets - TreeSheets : Free Form Data Organizer (see strlen.com/treesheets)
FSharpPlus - Extensions for F#
Optuple - .NET Standard Library for giving (bool, T) Option-like semantics
Rx.NET - The Reactive Extensions for .NET