The goal of Play is to be a general purpose programming language which focuses on immutability and controlled side effects. Factor favors mutable data structures. Play also wants to be fully portable by targetting web assembly.
In the future, I hope that Play can do all the things Factor can, and more.
Thanks for your explanation. I hope so for your Play project!
I was figuring out the role of the stack in reaching Play's goals. Immunatibility and controlled side effects are keywords also for Elm, and, as far I've understood, the ELM architecture is designed to allow for this. Will the stack become the place of the world where side effects are controlled? The code of Play is pure inside, but effects act on the world mediated by the stack, but how ?(I was trying to imagine something as the Elm architecture data flow with a stack in the middle) It is also hard to me to keep distinct what happens on the stack (as an execution structure keeping both data and code (thanks to quotations)) and what happens to data defined by Play (I don't know if I explained clearly, I have some doubts and it is also difficult to describe them). By the way, thanks to some tests done in the Factor's listener, I was able to understand and to play with quotations also in Play's playground! Best, m
I think all of this will become more clear as the project progresses. I'll definetly focus on improving the playground in future releases so it becomes easier to understand what happens on the stack. :)
But in comparison to Elm, here's what the counter demo in Elm could look like in Play:
deftype: Model
: count Int
defunion: Msg
: Inc
: Dec
deftype: Inc
deftype: Dec
def: init
type: Model
: 0 >Model
defmulti: update
type: Msg Model -- Model
when: Inc
swap drop # get rid of message
dup count> 1 + >count
when: Dec
swap drop
dup count> 1 - >count
def: view
type: Model -- (Html a)
: html/div attribute/empty
html/button
attribute/init
Inc attribute/on-click attribute/add
attribute/finalize
"Increment" html/text html/add-child
html/add-child # button added to div
"Count: " html/text html/add-child
"count" html/placeholder html/add-child # creates placeholder
html/button
attribute/init
Dec attribute/on-click attribute/add
attribute/finalize
"-" html/text html/add-child
html/add-child # button added to div
swap # stack: Div Model
count> "count" html/replace-placeholder # places count into placeholder
This is just an example, it could very well end up looking differently, but I hope it makes things more clear.
Many thanks for your prompt reply. I'll look at your code. Absolutely I agree with you, to involve people in playing with Play, it is very important to have the possibility to look at the content of the whole stack, as well as, to have the possibility to clear it. Using these features inside of the Factor's Listener gave me the opportunity to understand more easily the effects of my code. Best, m
Thanks,
I looked and tested the code (for init and update, not view, as it seems not possible to use Html now).
I wrote a main fx to test the code. I attach the code here:
deftype: Model
: count Int
defunion: Msg
: Inc
: Dec
deftype: Inc
deftype: Dec
def: init
type: -- Model
: 9 >Model
def: inc
type: Int -- Int
: 1 +
def: dec
type: Int -- Int
: 1 -
defmulti: update
type: Msg Model -- Model
when: Inc
swap drop # get rid of message
dup count> inc >count
when: Dec
swap drop
dup count> dec >count
def: main
type: -- Int
entry: true
: init >Dec swap update count>
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The goal of Play is to be a general purpose programming language which focuses on immutability and controlled side effects. Factor favors mutable data structures. Play also wants to be fully portable by targetting web assembly.
In the future, I hope that Play can do all the things Factor can, and more.
Thanks for your explanation. I hope so for your Play project!
I was figuring out the role of the stack in reaching Play's goals. Immunatibility and controlled side effects are keywords also for Elm, and, as far I've understood, the ELM architecture is designed to allow for this. Will the stack become the place of the world where side effects are controlled? The code of Play is pure inside, but effects act on the world mediated by the stack, but how ?(I was trying to imagine something as the Elm architecture data flow with a stack in the middle) It is also hard to me to keep distinct what happens on the stack (as an execution structure keeping both data and code (thanks to quotations)) and what happens to data defined by Play (I don't know if I explained clearly, I have some doubts and it is also difficult to describe them). By the way, thanks to some tests done in the Factor's listener, I was able to understand and to play with quotations also in Play's playground! Best, m
I think all of this will become more clear as the project progresses. I'll definetly focus on improving the playground in future releases so it becomes easier to understand what happens on the stack. :)
But in comparison to Elm, here's what the counter demo in Elm could look like in Play:
This is just an example, it could very well end up looking differently, but I hope it makes things more clear.
Many thanks for your prompt reply. I'll look at your code. Absolutely I agree with you, to involve people in playing with Play, it is very important to have the possibility to look at the content of the whole stack, as well as, to have the possibility to clear it. Using these features inside of the Factor's Listener gave me the opportunity to understand more easily the effects of my code. Best, m
Thanks,
I looked and tested the code (for init and update, not view, as it seems not possible to use Html now).
I wrote a main fx to test the code. I attach the code here:
deftype: Model
: count Int
defunion: Msg
: Inc
: Dec
deftype: Inc
deftype: Dec
def: init
type: -- Model
: 9 >Model
def: inc
type: Int -- Int
: 1 +
def: dec
type: Int -- Int
: 1 -
defmulti: update
type: Msg Model -- Model
when: Inc
swap drop # get rid of message
dup count> inc >count
when: Dec
swap drop
dup count> dec >count
def: main
type: -- Int
entry: true
: init >Dec swap update count>