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Learn You a Haskell for Great Good!

Learn You a Haskell for Great Good!

Introduction Haskell is a computer programming language. In particular, it is a polymorphically statically typed, lazy, purely functional language, quite different from most other programming languages. The language is named for Haskell Brooks Curry, whose work in mathematical logic serves as a foundation for functional languages. Haskell is based on the lambda calculus, hence the lambda we use as a logo. 1 Why use Haskell? Writing large software systems that work is difficult and expensive. WOW! Even if you are not in a position to use Haskell in your programming projects, learning Haskell can make you a better programmer in any language. I learned Haskell a couple of years ago, having previously programmed in Python and (many) other languages. Haskell offers you: Substantially increased programmer productivity (Ericsson measured an improvement factor of between 9 and 25 using Erlang, a functional programming language similar to Haskell, in one set of experiments on telephony software). 3.4 Brevity

Welcome to the Future Computer Science Logo Style Volume 1: Symbolic Computing Computer Science Logo Style volume 1: Symbolic Computing 2/e Copyright (C) 1997 MIT Computer Science Logo Style Volume 1: Symbolic Computing Brian HarveyUniversity of California, Berkeley Below this short table of contents is an expanded table of contents including sections within each chapter. Note: These books are still in copyright, and in print. View this page in Romanian courtesy of azoft. The Intellectual Content of Computer Programming Computer Science Apprenticeship About the Second Edition Why Logo? This program plays the game of Tic Tac Toe against the user. The Project Strategy Program Structure and Modularity Data Representation Arrays Triples Variables in the Workspace The User Interface Implementing the Strategy Rules Further Explorations Program Listing Starting Small Building Up Generalizing the Pattern What Went Wrong? MIT Press web page for Computer Science Logo Style

dev.life – Interview with Robert Nystrom - Fog Creek Blog In dev.life, we chat with developers about their passion for programming: how they got into it, what they like to work on and how. Today’s guest is Bob Nystrom, a Software Engineer at Google and former Software Engineering Lead at Electronic Arts. He’s also the author of Game Programming Patterns, a collection of patterns he found in games that make code cleaner, easier to understand, and faster. Location: Seattle, USCurrent Role: Software Engineer at Google How did you get into software development? When I was in fifth grade, I stumbled into a gifted program. After that, I got an Apple IIe at home, and my stepdad taught me some more. The idea that I could use the same language that many of the applications I used every day were written in felt like being given backstage access to the coolest show in the world. Tell us a little about your current role I work at Google on the open-source Dart language. I also wrote a book, Game Programming Patterns. What is your dev environment?

Introduction - Learn You a Haskell for Great Good! About this tutorial Welcome to Learn You a Haskell for Great Good! If you're reading this, chances are you want to learn Haskell. I decided to write this because I wanted to solidify my own knowledge of Haskell and because I thought I could help people new to Haskell learn it from my perspective. This tutorial is aimed at people who have experience in imperative programming languages (C, C++, Java, Python …) but haven't programmed in a functional language before (Haskell, ML, OCaml …). The channel #haskell on the freenode network is a great place to ask questions if you're feeling stuck. I failed to learn Haskell approximately 2 times before finally grasping it because it all just seemed too weird to me and I didn't get it. So what's Haskell? Haskell is a purely functional programming language. Haskell is lazy. Haskell is statically typed. Haskell is elegant and concise. Haskell was made by some really smart guys (with PhDs). What you need to dive in A text editor and a Haskell compiler.

Computer Science Logo Style Volume 2: Advanced Techniques Computer Science Logo Style volume 2: Advanced Techniques 2/e Copyright (C) 1997 MIT Brian HarveyUniversity of California, Berkeley Below this short table of contents is an expanded table of contents including sections within each chapter. Click on the chapter name to jump down. Note: These books are still in copyright, and in print. View this page in Romanian courtesy of azoft. About the projects About this series How to read this book. This project is an implementation in Logo of the often-needed utility program to find the changes between two versions of a file. Program Overview The File Information Block Abstract Data Type Saving and Re-Reading Input Lines Skipping Equal Lines Comparing and Remembering Unequal Lines Reporting a Difference Program Listing Quiz Program Revisited Nonlocal Exit and Modularity Nonlocal Output Catching Errors Ending It All This project deals a simulated deck of cards and allows the user to play a game of solitaire.

React From The Ground Up Description **** NEW REACT REDUX CONTENT ADDED 2nd MARCH 2017!! **** Now with BONUS Redux tutorial! New content added every month - Just ask for a topic to be covered and I will do a video on it! Join over 2000 satisfied students taking the best ReactJS course out there. Over 100 5 star reviews!! ⭐⭐⭐⭐⭐ Tim is very articulate and easy to understand and takes the time necessary to explain things in lamens terms. -- Brett Connolly ⭐⭐⭐⭐⭐ This course is a great place to start with ReactJS. -- Doug Brown ⭐⭐⭐⭐⭐ As a beginner, I found this course to be extremely easy to pick up and much less intimidating than I thought it would be. -- Brent Busby ⭐⭐⭐⭐⭐ Amazing course that covers a large amount of material very well. -- Benjamin Glunz This tutorial will take you through everything you need to know to master web development using ReactJS. React is a hugely in demand framework and having the knowledge of React that this course will teach you will set you apart from other candidates.

Hackage: Introduction Simply Scheme: Introducing Computer Science 2/e Copyright (C) 1999 MIT Below this short table of contents is an expanded table of contents including sections within each chapter. Click on the chapter name to jump down. You can also download the complete text of each chapter in PDF format for elegant printing, or browse the HTML version. Part introductions are included in the PDF of the following chapter. Note: This book is still in copyright, and in print. Appendices The Program Development Cycle Integrated Editing Getting Our Programs Tuning Our Programs for Your System Loading Our Programs Versions of Scheme Scheme Standards Why Common Lisp Exists Defining Procedures and Variables The Naming Convention for Predicates No Words or Sentences True and False Files Arrays Equivalents to Scheme Primitives A Separate Name Space for Procedures LambdaMore about FunctionWriting Higher-Order Procedures [no back] chapter thread NEXT

Computer Science Logo Style Volume 3: Beyond Programming Computer Science Logo Style volume 3: Beyond Programming 2/e Copyright (C) 1997 MIT Computer Science Logo Style Volume 3: Beyond Programming Brian HarveyUniversity of California, Berkeley Below this short table of contents is an expanded table of contents including sections within each chapter. Click on the chapter name to jump down. You can also download the complete text of each chapter in PDF format for elegant printing, or browse the HTML version. Note: These books are still in copyright, and in print. View this page in Romanian courtesy of azoft. Preface About This Series How to Read This Book What Isn't Included Computers and People Acknowledgments 1. What is a Computation? 2. 3. Local Optimization vs. 4. 5. Formal Syntax Definition Tokenization Lookahead Parsing Expressions and Precedence The Two-Stack Algorithm for Expressions The Simulated Machine Stack Frames Data Structures Code Generation Program Listing 6. Appendices Bibliography Read These! Credits Index of Defined Procedures

The Teaching Machine The Teaching Machine Many beginning programmers exhibit superstitious behaviour. Bits and pieces of random code are inserted into programs in the belief that, because they worked before, in some other context, or for somebody else, they are somehow necessary. Like the eye of newt or wing of bat mixed in with healing herbs they are at best superfluous. Often they are downright dangerous. Every line of code has meaning. The answer, of course, is that we are literally talking to a machine; moreover, our instructions are intended to manipulate it. Thus was born the Teaching Machine. The crucial issue was to built an abstraction students could understand. The Teaching Machine is a joint project of my colleague, Theo Norvell, and myself. Courses The TM is currently being used to teach ENGI-2420: Structured Programming, ENGI-3891: Advanced Programming and ENGI-4892: Data Structures and ENGI-9867: Advanced Computing Concepts for Engineers at Memorial. Video Papers

Make Category Theory Intuitive! [ Jocelyn Ireson-Paine's Home Page | Publications ] 1. Introduction As I suggested in Chapter 1, the large, highly evolved sensory and motor portions of the brain seem to be the hidden powerhouse behind human thought. By virtue of the great efficiency of these billion-year-old structures, they may embody one million times the effective computational power of the conscious part of our minds. This is an essay on why I believe category theory is important to computer science, and should therefore be promoted; and on how we might do so. Category theory has been around since the 1940s, and was invented to unify different treatments of homology theory, a branch of algebraic topology [Marquis 2004; Natural transformation]. 2. It matters because category theory is a great source of unifying concepts and organising principles, as Joseph Goguen points out in his "Categorical Manifesto" [Goguen 1991]. 3. I shall give four main examples. 3.1. This example is from my own work. 3.2. 3.3. 3.4. 4. 4.1.

Carlos Bueno: Corrupting the Youth The Pyt­hagorean Theorem was once a pro­found and dimly-understood sec­ret. Today we teach it to childr­en. I'd say that's a pre­tty good test of wheth­er we fully un­derstand some­th­ing. A story about com­put­er sci­ence and other im­prob­able th­ings. Alan Kay has a clas­sic talk about dif­ferent modes of think­ing and an ex­peri­ment he did with young peo­ple of dif­ferent ages. Be­fore I tell you what hap­pened, do take a minute and try it your­self. Pre­coci­ous teenag­ers are stuf­fed full of facts about cir­cles and cur­ves, πr2 and cal­culus and all of that. Then Kay found some 10-year-olds and gave them the same pro­blem. Start at cent­er. That is a sig­nificant re­sult. "Ok kids, you are robots. The kids would cover their eyes and cock their heads for a few seconds, think­ing about how to walk in a cir­cle while blind. What can I teach a child about com­put­er sci­ence? One of Alan Kay's favorite say­ings is that hav­ing the right point of view is worth 80 IQ points.

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