Chapter 12. Helpers and patterns

This chapter covers

  • Removing duplicate values
  • Pausing a game
  • Junction or client registry
  • Writable remote values
  • Persistence
  • Unique ID generation
  • An FRP-based GUI system

The highly abstracted nature of FRP means solutions can be very general. This opens us up to uncharted oceans of new ways of dealing with programming problems. We (the authors) have only just gotten our feet wet, compared with what the community will discover in time.

This chapter covers some solutions we’ve found to common problems. Some of these examples are complex and will take some unraveling. They’re best treated as reference material for how to solve specific problems, or tests to see how good you are at FRP comprehension. But ...

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