Functional Reactive Programming
summary
Claims that FRP gives first-class behaviors and events and an alternative to the Observer pattern, using Observables to compose time-varying values. Implements examples in F#: a simple bank-account and paddle game built for Leap Motion (and pitched for Kinect), with code and slides on GitHub; the animation runs and the game logic works. Covers continuous vs discrete time, push vs pull semantics, the accumulator trick to turn event streams into behaviors, and a compact ~37-line variant used as a surprising demo.
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chapters (19)
- 0:00Introduction
- 1:28Agenda
- 2:16About me
- 2:50Leap Motion
- 4:45Functional Programming
- 11:20Notational Semantics
- 14:11Time
- 16:36Behavior
- 17:24Example
- 19:42Timestamp
- 24:29Behavior Data Types
- 28:06accumulator
- 29:04switch operator
- 29:34code
- 31:01function
- 32:10library
- 34:09LeapMotion
- 40:43Integrative
- 43:03Conclusion
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