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  1. data Person (f :: Type -> Type)

    sbv Documentation.SBV.Examples.Puzzles.Murder

    A person has a name, age, together with location and sex. We parameterize over a function so we can use this struct both in a concrete context and a symbolic context. Note that the name is always concrete.

  2. Person :: String -> f Integer -> f Location -> f Sex -> f Role -> Person (f :: Type -> Type)

    sbv Documentation.SBV.Examples.Puzzles.Murder

    No documentation available.

  3. type Puzzle = [[Integer]]

    sbv Documentation.SBV.Examples.Puzzles.Sudoku

    A puzzle is simply a list of rows. Put 0 to indicate blanks.

  4. type Problem a = (Count a, Count a, Count a, Count a, Grid a)

    sbv Documentation.SBV.Examples.Puzzles.Tower

    The problem has 4 counts, from top, left, bottom, and right. And the grid itself.

  5. Plus :: BinOp

    sbv Documentation.SBV.Examples.Queries.FourFours

    No documentation available.

  6. Plus :: Term Integer -> Term Integer -> Term Integer

    sbv Documentation.SBV.Examples.Transformers.SymbolicEval

    No documentation available.

  7. newtype Program a

    sbv Documentation.SBV.Examples.Transformers.SymbolicEval

    A program that can reference two input variables, x and y.

  8. Program :: Term a -> Program a

    sbv Documentation.SBV.Examples.Transformers.SymbolicEval

    No documentation available.

  9. newtype Property

    sbv Documentation.SBV.Examples.Transformers.SymbolicEval

    A property describes a quality of a Program. It is a Term yields a boolean value.

  10. Property :: Term Bool -> Property

    sbv Documentation.SBV.Examples.Transformers.SymbolicEval

    No documentation available.

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