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As I can see, there is no documentation that presents the effects implemented in this package in Detail and presents usages. Sure, there is an Example module but I did not learn anything from that.
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This would provide an easy way to pass extra data for action extensibility.
Good example would be for an Alert reducer, enabling us to pass "success/fail" messages to be consumed by Alert Effects/R…
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It would be nice to have unnamed extensible structural types, and unnamed extensible sum types.
Of course these should be canonicalized in the backend (if needed).
Maps do not fit this because th…
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Instead of `IO`, i would like to use abstract monads in `class StoreData`, event handlers, and views.
Related: #5
This issue needs more details.
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The core language of Nickel is pure, but its usage in practice requires side-effects, e.g. for retrieving information about the local environment. We propose to add effects to Nickel.
The effect sy…
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As the player proceeds through the forest, the darkness becomes greater and greater, and requires that you collect items to help you in your journey.
Create a collectible which is extensible, allowi…
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Add simple automation for damage. Leave extensible for damage mitigation effects.
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For the next major release of SARIF the underlying name should be changed from **Static Analysis Report Interchange Format** to **Systematic Analysis Report Interchange Format**. This would better ref…
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`MTL`s `State` is very fast and difficult to beat when it comes to single-effect uses. Can this be beaten? Similarly for non-determinism, `ContT` is difficult to beat.
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## 🚀 Feature request
### Current Behavior
enableReinitialize={true} only reinitializes in certain circumstances, only reinitializes certain things, and is not extensible.
### Desired Behavior…