Re: sparse components
Warrick Buchanan <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Persistent data is in the data streams of immutable objects itself. Which is either passed, looped back around, or if you want output to a file stream etc. At first glance that might seem remarkably inefficient in terms of memory consumption and copying bandwidth. Which left as is would be - but you can optimise a lot of it away as functional language compilers do. > Date: Sat, 29 May 2010 23:43:37 -0400 > From: [email protected] > To: [email protected] > Subject: Re: [Sweng-Gamedev] sparse components > > On Fri, May 28, 2010 at 2:07 PM, Warrick Buchanan > <[email protected]> wrote: > > 3) The natural unit of program composition is not a conceptional 'OO' object > > but functions that transform an input stream to an output stream (stream or > > list) > > Isn't that view of programming pretty strongly biased against persistency? > > > Cheers, > Brandon Van Every > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _________________________________________________________________ http://clk.atdmt.com/UKM/go/195013117/direct/01/ We want to hear all your funny, exciting and crazy Hotmail stories. Tell us now _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com