
The Haskell School of Expression
Learning Functional Programming through Multimedia
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Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
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Product details:
- Publisher Cambridge University Press
- Date of Publication 28 February 2000
- ISBN 9780521644082
- Binding Paperback
- No. of pages382 pages
- Size 254x178x20 mm
- Weight 630 g
- Language English
- Illustrations 15 b/w illus. 75 exercises 0
Categories
Short description:
This book teaches functional programming using Haskell and examples drawn from multimedia applications.
MoreLong description:
Functional programming is a style of programming that emphasizes the use of functions (in contrast to object-oriented programming, which emphasizes the use of objects). It has become popular in recent years because of its simplicity, conciseness, and clarity. This book teaches functional programming as a way of thinking and problem solving, using Haskell, the most popular purely functional language. Rather than using the conventional (boring) mathematical examples commonly found in other programming language textbooks, the author uses examples drawn from multimedia applications, including graphics, animation, and computer music, thus rewarding the reader with working programs for inherently more interesting applications. Aimed at both beginning and advanced programmers, this tutorial begins with a gentle introduction to functional programming and moves rapidly on to more advanced topics. Details about progamming in Haskell are presented in boxes throughout the text so they can be easily found and referred to.
'... a rather unusual and very interesting book for the functional programming community. The author's style is wonderful, and he is good at explaining the material ... unique in the field of functional programming'. M. Ivanovi&&&180;c, Artificial Intelligence
Table of Contents:
1. Problem solving, programming and calculation; 2. A module of shapes: part I; 3. Simple graphics; 4. Shapes II: drawing shapes; 5. Polymorphic and higher-order functions; 6. Shapes III: perimeters of shapes; 7. Trees; 8. A module of regions; 9. More about higher-order functions; 10. Drawing regions; 11. Proof by induction; 12. Qualified types; 13. A module of simple animations; 14. Programming with streams; 15. A module of reactive animations; 16. Communicating with the outside world; 17. Rendering reactive animations; 18. Higher-order types; 19. An imperative robot language; 20. Functional music composition; 21. Algebraic properties of multimedia; 22. Interpreting functional music; 23. A tour of the prelude list module; 24. A Tour of Haskell's standard type classes.
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