Community for F#

Blog articles of Community for F#

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on 5/15/2014 12:36 PM
Are you an F# user on Mac OS or Linux, looking for the easiest way to develop multi-project F# solutions with full code assistance and type checking? Would you like to use F# Interactive for developing and testing parts of your web applications interactively? Would you like to benefit from the multitude of web libraries in your development environment? Well, if yes - look no further, CloudSharper, the world's most versatile online IDE has arrived to Mac and Linux!
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on 5/13/2014 1:16 PM
If you’ve ever tried to create an HttpMessageHandler in F#, you’ll have been bitten by the problem of not being able to call base.SendAsync from a callback. The solution is actually quite simple. Just wrap the HttpMessageHandler and expose the protected SendAsync method as a public or internal member: Now, you can call CallableSendAsync in […]
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on 5/13/2014 7:41 AM
Most discussions about monads, even in F#, start by looking at the well-known standard monads for handling state from Haskell. The reader monad gives us a way to propagate some read-only state, the writer monad makes it possible to (imperatively) produce values such as logs and the state monad encapsulates state that can be read and changed. These are no doubt useful in Haskell, but I never found them as important for F#. The first reason is that F# supports state and mutation and often it is just ea[...]
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on 5/12/2014 11:04 AM
One of the more hotly debated topics among software developers these days is adopting functional programming. Those people who ponder these questions have presented good arguments regarding adopting (or avoiding) functional programming.  But the term “functional programming” is a bit slippery and often when developers say functional programming they’re actually referring to a few different […]
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on 5/3/2014 6:44 PM
In Here Be Monsters*, we have a story-driven, episodic MMORPG that has over 3500 items and 1500 quests, and with more text than the first three Harry Potter books combined – so it represented a fairly sizable challenge when we made the decision to localize the whole game!   The Challenge From a technical point [...]
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