Wed Jul 28 01:27:05 CEST 2021
On 2021/07/26 19:19, Benjamin Scherrey wrote:
> Been a couple of decades since I did any Erlang coding from scratch and
> it seems to have improved significantly (didn't have proper strings back
> then for example). I have a little hobby project I'm using to get myself
> up to snuff so I can do some more serious work for an upcoming project.
I noticed ROK gave you a fairly in-depth response already that addresses
your specific code example and addresses both syntactic and structure
issues. "Do what ROK says" is a good rule of thumb, and whether or not
you follow specific advice there is always a lot of good stuff to
consider carefully though sometimes specific suggestions don't always
make sense until later.
As an appendix to that answer I have been writing a few example projects
(and doing horribly boring but complete videos on them, as not everyone
learns the same way) to give newcomers/returners an idea about how
programs can be structured to work smoothly with OTP concepts and in the
process following a syntactic style that we use internally at Tsuriai
that was originally developed with a lot of input from this particular list.
Style example (a UUID generator):
* `case` vs `if` vs function head matches and guards
* -spec then @doc then function
* Use of edoc and its output posted
Similarly trivial one-module JSON encoder/decoder:
Tetris implemented in Erlang/Wx:
Part 1 https://zxq9.com/archives/1882
Part 2 https://zxq9.com/archives/1886
Part 3 https://zxq9.com/archives/1894
A simple telnet chat server with channels:
Blog/video post: https://zxq9.com/archives/1872
Hopefully the above don't put you completely to sleep.
If you are interested in pursuing the MUD/game-server angle
specifically, I've got a bit of experience in this particular niche area
and we can discuss issues that come up specifically in the realm of
writing Erlang game servers.
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