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In August 2007 a hacker found a way to expose the PHP source code on facebook.com. He retrieved two files and then emailed them to me, and I wrote about the issue:
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A composable pattern for pure state machines with effects (draft v3)
A composable pattern for pure state machines with effects
State machines are everywhere in interactive systems, but they're rarely defined clearly and explicitly. Given some big blob of code including implicit state machines, which transitions are possible and under what conditions? What effects take place on what transitions?
There are existing design patterns for state machines, but all the patterns I've seen complect side effects with the structure of the state machine itself. Instances of these patterns are difficult to test without mocking, and they end up with more dependencies. Worse, the classic patterns compose poorly: hierarchical state machines are typically not straightforward extensions. The functional programming world has solutions, but they don't transpose neatly enough to be broadly usable in mainstream languages.
Here I present a composable pattern for pure state machiness with effects,
Difference between Service, Factory and Provider in AngularJS
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The count of contributions (summary of Pull Requests, opened issues and commits) to public repos at GitHub.com from Wed, 21 Sep 2022 till Thu, 21 Sep 2023.
Only first 1000 GitHub users according to the count of followers are taken.
This is because of limitations of GitHub search. Sorting algo in pseudocode:
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IMPORTANT! Remember to check out the wiki page at https://github.com/bebraw/jswiki/wiki/Game-Engines for the most up to date version. There's also a "notes" column in the table but it simply does not fit there... Check out the raw version to see it.
This table contains primarily HTML5 based game engines and frameworks. You might also want to check out the [[Feature Matrix|Game-Engine-Feature-Matrix]], [[Game Resources]] and [[Scene Graphs]].
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