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  1. data PerceptionCache

    LambdaHack Game.LambdaHack.Server.Fov

    No documentation available.

  2. PerceptionCache :: FovValid CacheBeforeLucid -> PerActor -> PerceptionCache

    LambdaHack Game.LambdaHack.Server.Fov

    No documentation available.

  3. type Progress = Int

    LambdaHack Game.LambdaHack.Server.FovDigital

    Progress along an arc with a constant distance from (0, 0).

  4. module Game.LambdaHack.Server.PeriodicM

    Server operations performed periodically in the game loop and related operations.

  5. module Game.LambdaHack.Server.ProtocolM

    The server definitions for the server-client communication protocol.

  6. Paused :: SourceState

    OpenAL Sound.OpenAL.AL.Source

    No documentation available.

  7. Playing :: SourceState

    OpenAL Sound.OpenAL.AL.Source

    No documentation available.

  8. package PSQueue

    Priority Search Queue A priority search queue efficiently supports the operations of both a search tree and a priority queue. A Binding is a product of a key and a priority. Bindings can be inserted, deleted, modified and queried in logarithmic time, and the binding with the least priority can be retrieved in constant time. A queue can be built from a list of bindings, sorted by keys, in linear time.

  9. module Data.PSQueue

    A priority search queue (henceforth queue) efficiently supports the operations of both a search tree and a priority queue. A Binding is a product of a key and a priority. Bindings can be inserted, deleted, modified and queried in logarithmic time, and the binding with the least priority can be retrieved in constant time. A queue can be built from a list of bindings, sorted by keys, in linear time. This implementation is due to Ralf Hinze.

  10. data PSQ k p

    PSQueue Data.PSQueue

    A mapping from keys k to priorites p.

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