This BHR serves as the entire collection of all the Haskell packages I've written over the years. There are some libraries (definitive-*), some serious executables (curly), and some random unfinished wankery (grow/woosh).
You're welcome to use any of the libraries therein in your own code, if you can make sense of them. If you just want to test out one of the programs, you can also check out the release page to find a compiled and ready-to-use version.
Here is a short description of the different packages in this BHR.
Those are basic libraries, designed to minimize external dependencies while providing most of the functionality found in modern Haskell programs. Most notably, optics (Lenses and the like) are defined very early on in the definitive-base library, and serve as the basis for many standard abstractions.
The definitive-base
library defines all the standard Monad
transformer combinators, from StateT to LogicT, along with a
generalization of the containers library that simplifies the use of
Sets and Maps, and introduces the Bimap, Relation and Equiv containers
under the same interface.
The definitive-parser
library, as it name indicates, defines the
usual parser combinators (using the LogicT transformer for
non-determinism), and is used for both binary and textual parsing in
most other packages. It also defines Serializable and Format
typeclasses, as well as their instances for most basic data types and
a mechanism for automatic derivation of those classes for types that
are instances of the Generic class.
The definitive-graphics
library provides high-level wrappers for the
GTK windowing framework, allowing one to describe GUIs and their
behaviour in the perfect mix of declarative layout and imperative
event handling.
The other two (definitive-network
and definitive-filesystem
) are
much less interesting, and should definitely not be included in any
serious project.
The packages whose name start with curly
are part of the Curly
compiler infrastructure (on which more information can be found at
curly-lang.org).
The curly
package contains the library that describes how the
compiler interacts with its environment (reads configuration files,
locates packages, host interactive sessions, ...). Using that library,
it also implements the curly
executable, aka the compiler
itself. The curly
library is also used by curly-gui
, a GUI version
of the compiler, to handle all its context-related operations.
At a lower level, the curly-system
library contains the
implementation of all of Curly's backends, from x86 assembly to
JavaScript. You could write a basic batch compiler using only this
library.
All of the above packages depend on the curly-core
library, which
defines all the aspects of the core language, in an
architecture-independent way. This is where you can find a description
of the object format (in the Library type), the type system, and the
syntax and semantic of the Curly language itself.
This BHR also serves as a testing ground for potentially interesting ideas to develop, mainly because if I want to import stuff from another library in here, all I have to do is declare it in the dependencies of the corresponding .cabal file. I blame this all squarely on Stack, for being such a great tool.
CaPriCon is the answer to the question "what would an assembly language for mathematical proofs look like ?". It's a low-level, stack-based language capable of manipulating terms in the Calculus of Prismatic Constructions. More information is available here.
Since I already had a monad for concatenative languages, why not use it for fun, too ?
Logos is a language that makes it easy to define 3D scenes, using the modern OpenGL rendering pipeline for efficiency. It also provide the basic event handling capability necessary for implenting a full-fledged game.
One caveat : you can't yet draw any text. You can load font textures, and manually map their contents onto a quad, but there's no abstraction for it yet (and there will be, in the far future).
After spending months wrestling with libncursesw version issues on different distros, I came to the conclusion that writing my own would actually save me some time. So I did. And it did.
It's not a clone of the "real" ReadLine, not even close. But it handles simple text editing, programmable autocompletion, and command history. Plus, it fits in one ~200LoC file, so it's easy to change something and understand what you did.