Haskell for Mac 1.3.2 (with some refinements in 1.3.3) introduced auto-completion of identifiers, such as variable, function, constructor, and type names.Read more
The ability to display non-textual results (such as graphics and animations) inline in playgrounds is one of Haskell for Mac's distinguishing features. This ability used to be reserved for values of a few built-in types. In Version 1.3.1, we have made it user-extensible, by way of instances of the type class
Most existing approaches to writing games in Haskell are quite complicated. Often you have to deal with rather imperative low-level APIs (such as OpenGL) or you need to get your head around a sophisticated FRP library (such as Yampa or reactive-banana). In any case, the actual game-related functionality is usually rather limited (unless you code yourself all the way up from the likes of OpenGL and implement your own physics engine).Read more
In a previous article, we discussed the interactive exploration of network APIs with the Haskell packages
wreq. With the addition of HTML support in playgrounds in Haskell for Mac 1.2.1, we can take this further by adding HTML composition.
A nice property of the Haskell ecosystem is that most code is quite easily portable between OS X and Linux (and often even Windows) — assuming you write a command line or server application. This raises the question of how to build a Haskell for Mac project, such that you can deploy it to machines that do not have a Haskell installation. Due to the Stack tool integration of Haskell for Mac, that is quite simple.Read more