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The Haskell School of Expression by Paul Hudak

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CHAPTER FIFTEEN

A Module of Reactive Animations

 

 

 

 

 

In Chapter 13 you learned how to progam dynamic, graphical animations in a highly abstract, declarative manner. But there is one thing missing: reactivity. That is, the ability of our animations to react to user input or other external stimuli. In Chapter 10 you learned how user input could alter a graphics image, so at first blush, doing so for animations would seem to be just as easy. The problem is, we have lifted our thought processes and programming style to a level where we are manipulating continuous, never-ending animations, and the notion of a discrete event, such as a mouse press, does not fit in so well. For example, try to write a program, at the level of Behaviors, for a ...

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