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The Haskell School of Expression by Paul Hudak

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CHAPTER SIXTEEN

Communicating With the Outside World

 

 

 

 

 

In Chapter 3 you learned enough about 10 programming in Haskell to handle the graphics tasks encountered in Chapters 4, 10, and 13. In this chapter we will take a closer look at 10 programming in Haskell, including more examples of file operations, and several new ideas: file handles, exceptions, channels, and concurrency. Then in the next chapter I will show how these ideas can be put to use in defining the reactimate function introduced in Chapter 15 for rendering reactive animations.

The Standard Prelude contains the most basic 10 commands, with more advanced ones found in the 10 Library, the SOEGraphics Library that we have already seen, and several others. The 10 Library contains ...

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