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@@ -13,7 +13,7 @@ building a Haskell community. So even though my personal website is proudly
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generated by Hakyll, I met Jasper when we served together at haskell.org. So
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Jasper, can you tell us a little bit about haskell.org?
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16-
_Jasper van der Jeugt_: Hi yeah, so thank you for having me first and for all. Um so haskell.org is
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_Jasper Van der Jeugt_: Hi yeah, so thank you for having me first and for all. Um so haskell.org is
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the foundation that's legally responsible I think for a lot of the stuff
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that's going on in the Haskell community. It has a board and you know there's
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um, people serve terms on it. Um I think it was originally started because
@@ -57,7 +57,7 @@ goal of Haskell Foundation is to achieve more things, and as you said, but
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maybe you can clarify, to make change under a more official organization. But
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it's a collaboration, right?
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_JvdJ:_ Right. And I think the goals are really largely the same for both
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_JVdJ:_ Right. And I think the goals are really largely the same for both
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organizations, like we both want to see basically increase Haskell adoption,
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make it more easier for new people to get into Haskell, and make everything
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sort of smooth run, make sure there's no large bad disagreements in the
@@ -69,7 +69,7 @@ board, existing for so long, could just have grown into this new thing and and
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why was that not done then? Why do we now have two foundations that at least by
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surface value seem to be rather similar in their goals and scope?
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_JvdJ:_ I think that's a great question. Um, so yeah, I think Simon Peyton Jones
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_JVdJ:_ I think that's a great question. Um, so yeah, I think Simon Peyton Jones
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together with Mathieu Boespflug from Tweag, and a few other people were, I
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think, Tim Sears as well, were the people who sort of came up with the the idea
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of the Haskell Foundation. Um, and haskell.org was really one of the first
@@ -86,7 +86,7 @@ speaking for the committee or or whatsoever.
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_JB:_ Sure.
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_JvdJ:_ I think it's feasible that in a couple of years there will be only one
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_JVdJ:_ I think it's feasible that in a couple of years there will be only one
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organization, um, that drives, because as you said they have very similar
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goals and so on. But also on the other hand haskell.org has existed for maybe
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10, 12 years now ... No, it must have been must be way more than, I'm actually
@@ -104,27 +104,27 @@ this microservice running and it does one thing well and let's just build a
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second microservice next to it instead of just of redoing it and if it goes
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wrong, breaking the running foundation in a way.
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_JvdJ:_ Yeah.
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_JVdJ:_ Yeah.
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_JB:_ Yeah, that makes sense.
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_JvdJ:_ Obviously due to, like the Haskell Foundation has a lot of potential to be
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_JVdJ:_ Obviously due to, like the Haskell Foundation has a lot of potential to be
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better, I think, if only for the fact that the haskell.org committee is just a
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couple of volunteers while Haskell Foundation is actually be able to employ
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people, right, to work on so full time, which makes a huge difference. So yeah,
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we'll see, I'm pretty excited for it, for the Haskell Foundation.
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_NV:_ Currently you keep, like, haskell.org keeps the Summer of Code, right?
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_JvdJ:_ Right. Yeah.
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_JVdJ:_ Right. Yeah.
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_NV:_ Which is one of the most active, let's say contributions, that it is doing.
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_JvdJ:_ Yes.
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_JVdJ:_ Yes.
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_NV:_ So maybe do you want to tell us what it is, for somebody who doesn't know?
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_JvdJ:_ Yeah, um, so Google Summer of Code is a program in which Google pays
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_JVdJ:_ Yeah, um, so Google Summer of Code is a program in which Google pays
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students who work on open source software. Obviously there's some, you know,
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you need to have some kind of filter, right? You can't just have students apply
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directly to Google, because then Google has to sift through millions of
@@ -158,7 +158,7 @@ it, because Styish Haskell is also pretty widely used now.
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_JB:_ What what is Stylish Haskell? Just for those who don't know?
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_JvdJ:_ So Stylish Haskell is a code formatter that will take a Haskell program and
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_JVdJ:_ So Stylish Haskell is a code formatter that will take a Haskell program and
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reformat it. So it differs from other formatters like Ormolu or maybe most
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famously goformat, gofmt from golang, which I think is the formatter that kind
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of introduced the idea that you just run your code through a tool, and
@@ -176,7 +176,7 @@ of things.
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_NV:_ Is it like HLint?
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_JvdJ:_ Um, no. So HLint really looks at the meaning of your program, where Stylish
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_JVdJ:_ Um, no. So HLint really looks at the meaning of your program, where Stylish
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Haskell really just looks at the syntax. And for example, it will make sure,
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you know, if you have a Haskell program with a lot of imports. It will
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sort of align them all nicely with the things that you're importing on
@@ -185,7 +185,7 @@ and, yeah, bunch of improvements like that.
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_JB:_ Okay, so you were talking about the GSOC project for Stylish Haskell.
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_JvdJ:_ Right. Yeah, okay, to get back. Yeah, so that was a lot of fun. But ah, but
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_JVdJ:_ Right. Yeah, okay, to get back. Yeah, so that was a lot of fun. But ah, but
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this year unfortunately I didn't really have too much time to mentor someone
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myself, so I was just taking care of the admin work, um, but I'm still pretty
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happy actually about GSOC, especially because it was the way I sort of
@@ -198,13 +198,13 @@ Meier and Johan Tibell ...
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_NV:_ So these were your mentors.
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_JvdJ:_ These were my mentors, yeah. And I think that project is really where I
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_JVdJ:_ These were my mentors, yeah. And I think that project is really where I
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learned Haskell. So even though I was writing Haskell before, that's a point
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where I really learned Haskell.
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_NV:_ This blaze-html, what is that?
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_JvdJ:_ So blaze-html is an HTML combinator library. So it's a Haskell library that
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_JVdJ:_ So blaze-html is an HTML combinator library. So it's a Haskell library that
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gives you a number of functions like for example ... and basically these
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functions map exactly to HTML elements. So for example, if you want to write a
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paragraph in HTML you would use a "p" tag. And so blaze-html maps that to a "p"
@@ -227,7 +227,7 @@ the details of that current implementation, how it is different from your
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approach back then, and what prevented that GSOC approach back then to
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actually land in the main line of text.
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_JvdJ:_ Yeah, um, that's indeed a pretty funny story. So after I did the blaze-html
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_JVdJ:_ Yeah, um, that's indeed a pretty funny story. So after I did the blaze-html
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project for my first Google Summer of Code, one of the other things that also
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came out of that was this library called blaze-builder, which I ... which was
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more like Simon Meier's thing than it was my thing. He put a lot of effort into
@@ -261,7 +261,7 @@ answer for it. And so the main advantage ...
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_NV:_ Wait, what do you mean when you say better? Is it memory efficient, or
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runtime, or what is the criteria?
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_JvdJ:_ Well, that's also the hard question, right? What is the criteria? So like
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_JVdJ:_ Well, that's also the hard question, right? What is the criteria? So like
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it could be either like it's just faster to process ... For example, UTF-16 is
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faster to process in general, because for every character you process, there's
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only going to be two cases, right? It's either two wide or four wide. On the
@@ -312,7 +312,7 @@ better choice for most of our users, or is there anything else that has changed
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an ecosystem of text or the mentality of Haskell developers to make it possible
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now?
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_JvdJ:_ I think what's changed is that, and I'm not really sure, because I was a
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_JVdJ:_ I think what's changed is that, and I'm not really sure, because I was a
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student at the time, of course, I didn't really know how the internet worked
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and how companies work and that that kind of thing ... And it's only ten
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years ago, so I think back then UTF-8 was already becoming sort of ubiquitous
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_JB:_ Yeah I think that makes sense.
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_JvdJ:_ And obviously the, I think, Haskell Foundation is also a bit directed, of
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_JVdJ:_ And obviously the, I think, Haskell Foundation is also a bit directed, of
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course, by what the industry wants. And think especially for, yeah, in the
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industry it makes just sense to use UTF-8 at this point.
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@@ -341,12 +341,12 @@ plenty of that related to your work with Haskell as well. In particular very
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recently you've organized the ICFP Programming Contest. So how do you get to do
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that?
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_JvdJ:_ That's an interesting question. I'm not really sure how I got to do that.
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_JVdJ:_ That's an interesting question. I'm not really sure how I got to do that.
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Um ...
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_NV:_ Would you do it again?
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_JvdJ:_ So first of all, no I would never do this again. It's been one of the best
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_JVdJ:_ So first of all, no I would never do this again. It's been one of the best
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experiences, sort of programming-related, I have had, just because you
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really um, okay so maybe we need to put a little bit more more context
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here. So the ICFP contest is a programming contest that's held, so it's
@@ -378,7 +378,7 @@ a TV game show. So the real world application is not super important.
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_NV:_ Which TV show?
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_JvdJ:_ Right, so this year the problem was based on this Japanese TV game show
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_JVdJ:_ Right, so this year the problem was based on this Japanese TV game show
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where you're, so you're standing next to a pool and there's this giant
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styrofoam wall coming towards you with a hole cut out, and the hole would
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but be like some strange shape. Obviously for ICFP Programming Contest we
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_NV:_ All of them are connected.
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_JvdJ:_ Yeah, because all of them are connected. But if you get a square, yeah, if
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_JVdJ:_ Yeah, because all of them are connected. But if you get a square, yeah, if
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you get a square or rectangle there's more you can do with it, right? Because
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you can kind of squeeze it together or make it longer and then
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especially if you have a bunch of squares and triangles and they're all
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_NV:_ And so I have two questions. One is: can somebody play the game now? Is it
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still up?
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_JvdJ:_ Yeah, yeah, so we, I mean, the PDF is still out there with the problem
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_JVdJ:_ Yeah, yeah, so we, I mean, the PDF is still out there with the problem
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description and we also still have the website available where you can submit
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solutions and so on, so you can still try it out and also all of our automated
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searches and tools like basically everything is open source now. But of course
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_NV:_ Okay. So my other question is: It sounds like all this has a lot of
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graphics.
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_JvdJ:_ Yeah.
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_JVdJ:_ Yeah.
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_NV:_ Did you develop all this in Haskell?
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_JvdJ:_ Um, we did ... the, okay, to take small step back, I think one of the
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_JVdJ:_ Um, we did ... the, okay, to take small step back, I think one of the
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constraints we really had when we were coming up with the problem is that
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graphical is good. Likw it's very nice and draws people in if you can
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visualize problems, and obviously I was explaining the problem to you just now
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_JB:_ I've heard that there's a blaze-based library for generating that. Maybe
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you you knew about that already ...
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_JvdJ:_ Yeah, there is. I'm not, I'm actually not ... Like, I know who did it, but
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_JVdJ:_ Yeah, there is. I'm not, I'm actually not ... Like, I know who did it, but
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II'm not the author of that, actually, and we ended up making a small own
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library actually for the contest to deal with SVGs just because we wanted to do
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some sort of animations and so on. But yeah, please don't use this library, of
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language, your own library and you have a most probably correct game
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definition with graphics. And who won the contest?
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_JvdJ:_ So the contest was won by RGB Team. Ah, they're a team of three programmers
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_JVdJ:_ So the contest was won by RGB Team. Ah, they're a team of three programmers
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from Belarus, I think, and, I think one of them is quite well known in the
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competitive programming community. It was quite ... so one of the interesting
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things about the contest is that people were, rather than relying on fully
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_NV:_ C++ won the context as usual, no?
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_JvdJ:_ Um, so yeah, the winners used C++ but I think the most interesting
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_JVdJ:_ Um, so yeah, the winners used C++ but I think the most interesting
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observation is that all 3 Okay yeah.
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_NV:_ ICFP contest is generated by ICFP, which is this Haskell-friendly
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better solved by C++, so is it the programmer or is it the language, and
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how much at the end the language can improve the solution?
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_JvdJ:_ That's a good question. So I think, first I don't think the problems are
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_JVdJ:_ That's a good question. So I think, first I don't think the problems are
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designed to be better solvable with functional languages. Um, usually
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there's some sort of functional programming references or components in
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there. But that's really just because the people who organize it traditionally
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_NV:_ Is that important for the corner cases which is what most of this contest
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try to ...
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_JvdJ:_ Yeah, so I think in in our context there were a lot of corner cases and
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_JVdJ:_ Yeah, so I think in in our context there were a lot of corner cases and
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edge cases especially with regards to geometry. So I think, I mean obviously
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I'm speaking for myself, doing it in Haskell is much more enjoyable. I think in
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general, if you're doing this sort of contest, just using anything with a type
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_NV:_ In Rust. No C++ anymore.
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_JvdJ:_ No, I think the winners still used C++.
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_JVdJ:_ No, I think the winners still used C++.
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_NV:_ As always.
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_JvdJ:_ Although I'm not sure which parts were in C++ and which ones were in Rust.
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_JVdJ:_ Although I'm not sure which parts were in C++ and which ones were in Rust.
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So it's also very common for in these programming contests to use multiple
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languages. I don't really know why that is, I suspect you're just with
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three or four people in a team just trying to get stuff done really as
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podcast go to your website and play these games and enjoy them. So what are
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these games?
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_JvdJ:_ So like many people, I think, I originally got interested in computer
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_JVdJ:_ So like many people, I think, I originally got interested in computer
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programming because of game programming, or like you, you're a teenager, you
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play video games, you're sort of creative like ah I want to try making some
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video games. That's also one of the reasons C++ was my first language, I think,
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_JB:_ Because it's too simple, or ...?
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_JvdJ:_ Um, I don't think it's too simple. I think the problem is if you're working
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_JVdJ:_ Um, I don't think it's too simple. I think the problem is if you're working
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with this hyperbolic geometry, it has a really high barrier to entry, of
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entry to just sort of you know, put down all the sort of primitive
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functions and so on you're going to use. Also writing a visualizer becomes very
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hard. So first of all, there's this really high barrier of entry. Second ...
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_JB:_ Because it's too mathy in a way ...
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_JvdJ:_ Yeah, I think it's too mathy in a way. And secondly, then, once you sort
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_JVdJ:_ Yeah, I think it's too mathy in a way. And secondly, then, once you sort
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of get past that hurdle, I think it would be in most problems you would just
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kind of represent the grid of tiles as a graph, you know, where you have a
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node and then you have neighboring nodes representing the neighbors of the
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make them run in your browser. So I want to ask as somebody who doesn't know
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anything on how to build all this stuff in Haskell, how can i start?
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_JvdJ:_ So well, this is actually, these two games are actually written in
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_JVdJ:_ So well, this is actually, these two games are actually written in
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PureScript, not in Haskell, and before that I also tried to do some games in
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Elm as well and I also tried Haskell in the browser. Yeah, these three are
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really the the ones I've tried: PureScript, Haskell, Elm. I would, I think
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_NV:_ You support which? At which side are you?
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_JvdJ:_ Oh I'm a lazy person both in terms of my life and programming language
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_JVdJ:_ Oh I'm a lazy person both in terms of my life and programming language
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preferences.
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_NV:_ Makes sense.
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_JvdJ:_ Yeah, composability by default is I think the way to go. But yeah, well, I
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_JVdJ:_ Yeah, composability by default is I think the way to go. But yeah, well, I
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ran into this a couple of times in PureScript. When for example, something
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would be just an infinite recursion error because the language is strict,
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right? And I'm used to doing lazy things. But overall I think it's, PureScript
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want to um, see it but they're too lazy to play themselves, they can actually
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sit there for two hours and watch somebody else do it. Which is impressive.
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_JvdJ:_ Yeah I think it's actually, I saw the video as well and I think it's very
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_JVdJ:_ Yeah I think it's actually, I saw the video as well and I think it's very
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impressive, like the time he took to go through the puzzles. Because of, I mean
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doing a puzzle game is quite fun, especially if you're designing it with more
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than one person, because you can both kind of create puzzles, right, and
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maybe to be able to use only Haskell to develop these fancy games and
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where do you see Haskell going.
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_JvdJ:_ That's a very open-ended question. So obviously I do more than programming
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_JVdJ:_ That's a very open-ended question. So obviously I do more than programming
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games, I also do some open source projects, and what I need for that is very
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different than what I need for games. I don't feel like I need a lot from
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Haskell. I'm a very I think sort of individualistic person, right? In terms of,
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_NV:_ And this is a language extension.
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_JvdJ:_ Yeah, this is a language extension. So I would say I'm super happy with
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_JVdJ:_ Yeah, this is a language extension. So I would say I'm super happy with
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Haskell as it is. I think you need to be, um, obviously if you start using
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Haskell, you need to be a bit aware of which parts you want to use and which
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parts you don't want to use. I would just say start with what you need and then
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work, then we would have a big problem. So, yeah I think, thanks a lot for
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working well for Haskell at this point.
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_JvdJ:_ Yeah, thanks.
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_JVdJ:_ Yeah, thanks.
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_NV:_ Yeah, thank you very much and thank you for this podcast.
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_JvdJ:_ Thanks, and nice talking to you.
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_JVdJ:_ Thanks, and nice talking to you.

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