throw is bad. EEP 0049 is a whole set of bad ideas. Deeply nested case is bad. Using if where it doesn’t belong is bad. try … catch is bad, but there are a handful of builtins and library functions that force you to use it instead of providing an ok | error return (use […]
Tag: #Erlang
Erlang: Writing a Tetris clone Part 2 – Gameplay mechanics
Last night I was able to make the second video in my series about implementing a Tetris clone in Erlang. Yay! In this video I start where I left off in the first video where I had ended with a data abstraction to represent the play field (called the “well” in Tetris lingo), a data […]