Haskell Adventures in IO
summary
Hands-on walkthrough of building a cloud dice game in Haskell that actually runs: a TCP server using network-simple, clients using connect, message formats encoded with binary and aeson (automatic Generic deriving for requests), and concurrency solved with stm transactional variables and async. Live code shows a dice-roll server + client, join/new-game protocol, atomic tvar operations and retry/check semantics; code and exercises are provided and the demo is functional, with pitfalls about exceptions, resource pools and JSON vs binary tradeoffs called out.
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chapters (9)
- 0:00Start
- 1:55Project Presentations
- 5:52One-Person Dice Roll
- 26:13What Happens if the Code Fails
- 30:18Exceptions in Haskell
- 31:21Introduction to Exceptions
- 58:19Transaction Boundary
- 1:06:00Join Game
- 1:12:18Async Library
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