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The Haskell School of Expression by Paul Hudak

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CHAPTER THIRTEEN

A Module of Simple Animations

 

 

 

 

 

In previous chapters you learned how to draw simple geometric shapes in a graphics window. Although you also learned how to manipulate these pictures somewhat using the mouse, they were otherwise static. In this chapter I will explain how to make these pictures dynamic; that is, how to program animations. In doing so you will learn several new ideas, such as how to use timers and how to use polymorphism and type classes in unique ways.

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13.1 What is an Animation?

An animation is a continuous, time-varying image. However, the animations that you see in the movies, on TV, or on your computer ...

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