Programming in Haskell by Graham Hutton, Cambridge University Press, 2007, 184 pp., ISBN 0-521-69269-5. Doi: 10.1017/S007151 Though functional programming is still far from mainstream, the growing popularity of languages such as Haskell has inspired many authors to guide a variety of readers into the paradigm. Haskell: The Craft of Functional Programming (3rd Edition) (International Computer Science Series) Simon Thompson on Amazon.com.FREE. shipping on qualifying offers. Introducing functional programming in the Haskell language, this book is written for students and programmers with little or no experience. It emphasises the process of crafting programmes.
Fler böcker inom
- Format
- Häftad (Paperback)
- Språk
- Engelska
- Antal sidor
- 585
- Utgivningsdatum
- 2011-06-21
- Upplaga
- 3
- Förlag
- ADDISON-WESLEY
- Illustratör/Fotograf
- Illustrations
- Illustrationer
- illustrations
- Dimensioner
- 241 x 171 x 35 mm
- Vikt
- Antal komponenter
- 1
- ISBN
- 9780201882957
- 980 g
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The third edition of Haskell: The Craft of Functional Programming is essential reading for beginners to functional programming and newcomers to the Haskell programming language. The emphasis is on the process of crafting programs and the text contains many examples and running case studies, as well as advice on program design, testing, problem solving and how to avoid common pitfalls.
Revisions to this new edition include new material on testing and domain-specific languages and a variety of new examples and case studies, including simple games. Existing material has been expanded and re-ordered, so that some concepts - such as simple data types and input/output - are presented at an earlier stage. The running example of Pictures is now implemented using web browser graphics as well as lists of strings.
The book uses GHCi, the interactive version of the Glasgow Haskell Compiler, as its implementation of choice. It has also been revised to include material about the Haskell Platform, and the Hackage online database of Haskell libraries. In particular, readers are given detailed guidance about how to find their way around what is available in these systems.
An accompanying web site supports the book, containing all the program code, further teaching materials and other useful resources.
Simon Thompson is Professor of Logic and Computation in the School of Computing at the University of Kent. His research and teaching interests include functional programming and logical aspects of computer science. Simon has written three other books: Erlang Programming (co-authored with Francesco Cesarini), Miranda: The Craft of Functional Programming and Type Theory and Functional Programming.
Revisions to this new edition include new material on testing and domain-specific languages and a variety of new examples and case studies, including simple games. Existing material has been expanded and re-ordered, so that some concepts - such as simple data types and input/output - are presented at an earlier stage. The running example of Pictures is now implemented using web browser graphics as well as lists of strings.
The book uses GHCi, the interactive version of the Glasgow Haskell Compiler, as its implementation of choice. It has also been revised to include material about the Haskell Platform, and the Hackage online database of Haskell libraries. In particular, readers are given detailed guidance about how to find their way around what is available in these systems.
An accompanying web site supports the book, containing all the program code, further teaching materials and other useful resources.
Simon Thompson is Professor of Logic and Computation in the School of Computing at the University of Kent. His research and teaching interests include functional programming and logical aspects of computer science. Simon has written three other books: Erlang Programming (co-authored with Francesco Cesarini), Miranda: The Craft of Functional Programming and Type Theory and Functional Programming.
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Simon Thompson is a Senior Lecturer in Computer Science at the University of Kent. His research and teaching interests include functional programming and logical aspects of computer science.
Preface
1 Introducing functional programming
1.1 Computers and modelling
1.2 What is a function?
1.3 Pictures and functions
1.4 Types
1.5 The Haskell programming language
1.6 Expressions and evaluation
1.7 Definitions
1.8 Function definitions
1.9 Types and functional programming
1.10 Calculation and evaluation
1.11 The essence of Haskell programming
1.12 Domain-specific languages
1.13 Two models of Pictures
1.14 Tests, properties and proofs
2 Getting started with Haskell and GHCi
2.1 A first Haskell program
2.2 Using Haskell in practice
2.3 Using GHCi
2.4 The standard prelude and the Haskell libraries
2.5 Modules
2.6 A second example: Pictures
2.7 Errors and error messages
3 Basic types and definitions
3.1 The Booleans: Bool
3.2 The integers: Integer and Int
3.3 Overloading
3.4 Guards
3.5 Characters and strings
3.6 Floating-point numbers: Float
3.7 Syntax
4 Designing and writing programs
4.1 Where do I start? Designing a program in Haskell
4.2 Solving a problem in steps: local definitions
4.3 Defining types for ourselves: enumerated types
4.4 Recursion
4.5 Primitive recursion in practice
4.6 Extended exercise: pictures
4.7 General forms of recursion
4.8 Program testing
5 Data types, tuples and lists
5.1 Introducing tuples and lists
5.2 Tuple types
5.3 Introducing algebraic types
5.4 Our approach to lists
5.5 Lists in Haskell
5.6 List comprehensions
5.7 A library database
6 Programming with lists
6.1 Generic functions: polymorphism
6.2 Haskell list functions in the Prelude
6.3 Finding your way around the Haskell libraries
6.4 The Picture example: implementation
6.5 Extended exercise: alternative implementations of pictures
6.6 Extended exercise: positioned pictures
6.7 Extended exercise: supermarket billing
6.8 Extended exercise: cards and card games
7 Defining functions over lists
7.1 Pattern matching revisited
7.2 Lists and list patterns
7.3 Primitive recursion over lists
7.4 Finding primitive recursive definitions
7.5 General recursions over lists
7.6 Example: text processing
8 Playing the game: I/O in Haskell
8.1 Rock - Paper - Scissors: strategies
8.2 Why is I/O an issue?
8.3 The basics of input/output
8.4 The do notation
8.5 Loops and recursion
8.6 Rock - Paper - Scissors: playing the game
9 Reasoning about programs
9.1 Understanding definitions
9.2 Testing and proof
9.3 Definedness, termination and finiteness
9.4 A little logic
9.6 Further exam...