Book Image

F# 4.0 Design Patterns

By : Gene Belitski
Book Image

F# 4.0 Design Patterns

By: Gene Belitski

Overview of this book

Following design patterns is a well-known approach to writing better programs that captures and reuses high-level abstractions that are common in many applications. This book will encourage you to develop an idiomatic F# coding skillset by fully embracing the functional-first F# paradigm. It will also help you harness this powerful instrument to write succinct, bug-free, and cross-platform code. F# 4.0 Design Patterns will start off by helping you develop a functional way of thinking. We will show you how beneficial the functional-first paradigm is and how to use it to get the optimum results. The book will help you acquire the practical knowledge of the main functional design patterns, the relationship of which with the traditional Gang of Four set is not straightforward. We will take you through pattern matching, immutable data types, and sequences in F#. We will also uncover advanced functional patterns, look at polymorphic functions, typical data crunching techniques, adjusting code through augmentation, and generalization. Lastly, we will take a look at the advanced techniques to equip you with everything you need to write flawless code.
Table of Contents (20 chapters)
F# 4.0 Design Patterns
Credits
About the Author
Acknowledgements
About the Reviewer
www.PacktPub.com
Preface

Exploring reactive computations


Reactive computations are the part of concurrent computations' scope. They just stress a slightly different matter, namely the processing of general events. The processing of events may be genuinely concurrent, when one or more of simultaneously occurring events are processed without any sort of serialization or genuinely sequential if a new event is not processed until the processing of the previous one has finished.

The feature review

Usually, the event processing view akin to concurrency takes roots at the development of the systems that have user interface (UI) component(s) when sluggish processing of data coming from input devices and/or data reflecting the visual state of graphic UI components is simply unacceptable as it creates a terrible user experience (UX).

This is all good and true, but let's concentrate on an aspect not directly related to UI/UX, namely the conceptual consideration of event processing taking place. As this consideration is tied to...