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Thank you Juan for the talks (I watched both the CppNow, and CppCon, though the latter one is even better). Also for the wonderful libs, and the real-life example (your text editor).

At work, we are pondering on a new way to split our game levels editing code, and persistent data structures came to me as one idea, in order to handle UNDO in generic way, and they by diff, or other means visualize the changes. I've read Okasaki's book long time ago, but seeing this implemented in a imperative language is really helpful.

Also pretty much enjoyed the post-modern talk too :) - hehehe

Thank you!




Thanks a lot Malkia, that is super encouraging!

Editing code for game levels seems to me like a quite good use-case for this. "Editing" software with rich hierarchical documents is the itch I originally wanted to scratch with this work, even though there are many other use-cases too. Feel free to send me an email if you move further with that idea or if you want to discuss any of these topics with me :-)




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