A lot of rules

A Swede, on American Football: “Are there any rules? It looks like they stand in two lines, someone throws the ball backwards, and then it’s a big pile.” Me: “141 pages, last I checked. It takes a lot of rules to look like there aren’t any.” Later, people talked about error messages. There are so …

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Every action has two results (Erlang edition)

Every action has two results: a set of side effects on the world, and the next version of ourselves. I learned this from Erlang, a purely functional yet stateful programming language. Erlang uses actor-based concurrency. The language is fully immutable, yet the programs are not: every time an actor receives a message, it can send …

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Rules in context: D&D edition

In Dungeons & Dragons (the tabletop game), there are universal laws. These are published in the Player’s Guide. They set parameters for the characters, like how powerful they should be relative to monsters. The Player’s Guide outlines weapons, combat procedures, and success rates. It describes spells, what they do and how long they last. What …

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