text:
# TODO: type solution here
from rb_tree import RedBlackTree

class My_pair:
    def __init__(self, key, value):
        self.key = key
        self.value = value

    def increment_value(self):
        self.value += 1

    def __lt__(self, other):
        return self.key < other.key

    def __le__(self, other):
        return self.key <= other.key

    def __gt__(self, other):
        return self.key > other.key

    def __ge__(self, other):
        return self.key >= other.key

    def __eq__(self, other):
        if self is None or other is None:
            return self is None and other is None
        return self.key == other.key

    def __ne__(self, other):
        return not self == other

#li elements are in (a, b, h) form
def func(li):
    li.sort(key=lambda x:x[1])
    tree = RedBlackTree()
    for a, h, b in li:
        prev_b = tree.floor(My_pair(b, None))
        if prev_b is None:
            height_b = 0
        else:
            height_b = prev_b.value

        next_a = tree.ceil(My_pair(a, None))
        while (next_a is not None) and next_a.key <= b:
            tree.remove(next_a)
            next_a = tree.ceil(My_pair(a, None))

        tree.add(My_pair(a, h))
        tree.add(My_pair(b, height_b))

    prev_height = 0
    ans = []
    for element in tree:
        if element.value != prev_height:
            prev_height = element.value
            ans.append((element.key, element.value))
    return ans


text:
from rb_tree import RedBlackTree

class My_pair:
    def __init__(self, key, value):
        self.key = key
        self.value = value

    def increment_value(self):
        self.value += 1

    def __lt__(self, other):
        return self.key < other.key

    def __le__(self, other):
        return self.key <= other.key

    def __gt__(self, other):
        return self.key > other.key

    def __ge__(self, other):
        return self.key >= other.key

    def __eq__(self, other):
        if self is None or other is None:
            return self is None and other is None
        return self.key == other.key

    def __ne__(self, other):
        return not self == other

#li elements are in (a, b, h) form
def func(li):
    #Implement the function

repo_language: Jupyter Notebook


text:
from test_helper import run_common_tests, failed, passed, get_answer_placeholders
from random import shuffle
from random import randint
from task import func as func
from task_copy import func as func_judge

def test_generator(n):
    li = []
    a_and_b_s = set()
    h_s = set()
    for i in range(n):
        max_range = 10000
        a = randint(1, max_range)
        b = randint(1, max_range)
        h = randint(1, max_range)
        # if a in a_and_b_s or b in a_and_b_s or h in h_s or a == b:
        #     continue
        # a_and_b_s.add(a)
        # a_and_b_s.add(b)
        # h_s.add(h)
        if a == b:
            continue
        if a > b:
            a, b = b, a
        li.append((a, h, b))
    return li

if __name__ == '__main__':
    test_nums = [10, 10, 100, 100, 10000]
    for test_num in test_nums:
        li = test_generator(test_num)
        user_li = func(li[0:len(li)])
        judge_li = func_judge(li[0:len(li)])
        if user_li != judge_li:
            failed("Wrong Answer! Input: " + str(li) +
                   " Your Answer: " + str(user_li) +
                   " Expected Answer: " + str(judge_li))
    print("PASS")


text:
# TODO: type solution here
from random import shuffle
class Node:
    def __init__(self, key=None, red=False, parent=None, children=None):
        self.key = key
        self.red = red
        self.parent = parent
        self.children = children

    def refresh_features(self):
        self.num_nodes = 1 + sum([child.num_nodes for child in self.children])
        self.sum_nodes = self.key + sum([child.sum_nodes for child in self.children])

    def get_direction(self):
        return 0 if self == self.parent.children[0] else 1

    def get_brother(self):
        return self.parent.children[1 - self.get_direction()]

    def get_uncle(self):
        return self.parent.get_brother()

    def make_black(self):
        self.red = False

    def make_red(self):
        self.red = True

class Tree:
    def __init__(self):
        self.dummy_parent = Node(children=[None])
        self.dummy_parent.children[0] = Node(parent=self.dummy_parent)
        self.nil = self.root
        self.nil.num_nodes = 0
        self.nil.sum_nodes = 0

    def insert(self, key):
        node = self.root
        node_parent = node.parent
        direction = 0
        while node != self.nil:
            node_parent = node
            direction = 0 if key < node.key else 1
            node = node.children[direction]
        #create new node
        node_parent.children[direction] = Node(key, red=True, parent=node_parent, children=[self.nil] * 2)
        #refresh features
        node = node_parent.children[direction]
        while node != self.root:
            node.refresh_features()
            node = node.parent

        self.cleanup_insert(node_parent.children[direction])

    def cleanup_insert(self, node):
        while node != self.root and node.parent.red:
            uncle = node.get_uncle()
            if uncle.red:
                uncle.make_black()
                node.parent.make_black()
                node.parent.parent.make_red()
                node = node.parent.parent
                continue
            #Save the value of grandparent because the rotation in the "if" staement below will mess up order of nodes
            grand_parent = node.parent.parent
            direction = node.get_direction()
            if direction != node.parent.get_direction():
                self.rotate(node.parent, 1 - direction)
                direction = 1 - direction
            self.rotate(grand_parent, 1 - direction)
            grand_parent.make_red()
            grand_parent.parent.make_black()
            #rotations should terminate loop
            break
        #Root should always be black
        self.root.make_black()

    def rotate(self, node, direction):
        child = node.children[1 - direction]
        midchild = child.children[direction]
        parent = node.parent

        parent.children[node.get_direction()] = child
        child.parent = parent

        child.children[direction] = node
        node.parent = child

        node.children[1 - direction] = midchild
        midchild.parent = node

        node.refresh_features()
        child.refresh_features()

    def in_order(self, node=None):
        if (node==None):
            node = self.root
        if node==self.nil:
            return []
        return self.in_order(node.children[0]) + [node] + self.in_order(node.children[1])

    def rank(self, key):
        node = self.root
        num_smaller_or_equal = 0
        while node != self.nil:
            if key < node.key:
                node = node.children[0]
                continue
            num_smaller_or_equal += node.children[0].num_nodes + 1
            if key > node.key:
                node = node.children[1]
            else:
                break
        return num_smaller_or_equal

    @property
    def root(self):
        return self.dummy_parent.children[0]

def func(li):
    total = 0
    x = Tree()
    for i in range(len(li)):
        total += i - x.rank(2 * li[i])
        x.insert(li[i])
    return total


text:
from random import shuffle
class Node:
    def __init__(self, key=None, red=False, parent=None, children=None):
        self.key = key
        self.red = red
        self.parent = parent
        self.children = children

    def refresh_features(self):
        self.num_nodes = 1 + sum([child.num_nodes for child in self.children])
        self.sum_nodes = self.key + sum([child.sum_nodes for child in self.children])

    def get_direction(self):
        return 0 if self == self.parent.children[0] else 1

    def get_brother(self):
        return self.parent.children[1 - self.get_direction()]

    def get_uncle(self):
        return self.parent.get_brother()

    def make_black(self):
        self.red = False

    def make_red(self):
        self.red = True

class Tree:
    def __init__(self):
        self.dummy_parent = Node(children=[None])
        self.dummy_parent.children[0] = Node(parent=self.dummy_parent)
        self.nil = self.root
        self.nil.num_nodes = 0
        self.nil.sum_nodes = 0

    def insert(self, key):
        node = self.root
        node_parent = node.parent
        direction = 0
        while node != self.nil:
            node_parent = node
            direction = 0 if key < node.key else 1
            node = node.children[direction]
        #create new node
        node_parent.children[direction] = Node(key, red=True, parent=node_parent, children=[self.nil] * 2)
        #refresh features
        node = node_parent.children[direction]
        while node != self.root:
            node.refresh_features()
            node = node.parent

        self.cleanup_insert(node_parent.children[direction])

    def cleanup_insert(self, node):
        while node != self.root and node.parent.red:
            uncle = node.get_uncle()
            if uncle.red:
                uncle.make_black()
                node.parent.make_black()
                node.parent.parent.make_red()
                node = node.parent.parent
                continue
            #Save the value of grandparent because the rotation in the "if" staement below will mess up order of nodes
            grand_parent = node.parent.parent
            direction = node.get_direction()
            if direction != node.parent.get_direction():
                self.rotate(node.parent, 1 - direction)
                direction = 1 - direction
            self.rotate(grand_parent, 1 - direction)
            grand_parent.make_red()
            grand_parent.parent.make_black()
            #rotations should terminate loop
            break
        #Root should always be black
        self.root.make_black()

    def rotate(self, node, direction):
        child = node.children[1 - direction]
        midchild = child.children[direction]
        parent = node.parent

        parent.children[node.get_direction()] = child
        child.parent = parent

        child.children[direction] = node
        node.parent = child

        node.children[1 - direction] = midchild
        midchild.parent = node

        node.refresh_features()
        child.refresh_features()

    def in_order(self, node=None):
        if (node==None):
            node = self.root
        if node==self.nil:
            return []
        return self.in_order(node.children[0]) + [node] + self.in_order(node.children[1])

    def rank(self, key):
        node = self.root
        num_smaller_or_equal = 0
        while node != self.nil:
            if key < node.key:
                node = node.children[0]
                continue
            num_smaller_or_equal += node.children[0].num_nodes + 1
            if key > node.key:
                node = node.children[1]
            else:
                break
        return num_smaller_or_equal

    @property
    def root(self):
        return self.dummy_parent.children[0]

def func(li):
    #Complete the function


text:
from test_helper import run_common_tests, failed, passed, get_answer_placeholders
from random import shuffle
from random import randint
from task import func as func
from task_copy import func as func_judge

def test_generator(n):
    li = [i for i in range(n)]
    shuffle(li)
    return li
if __name__ == '__main__':
    test_nums = [10, 10, 100, 100, 10000]
    for test_num in test_nums:
        li = test_generator(test_num)
        user_li = func(li[0:len(li)])
        judge_li = func_judge(li[0:len(li)])
        if user_li != judge_li:
            failed("Wrong Answer! Input: " + str(li) +
                   " Your Answer: " + str(user_li) +
                   " Expected Answer: " + str(judge_li))
    print("PASS")


text:
There are four main stages of Filmmaking:

    Development
    Preproduction
    Principal Photography (shooting)
    Post Production

Development

Development is where the creative juices start flowing, the story takes shape and begins to mold together. A Producer will use every resource they can grab onto until they find a story worth pursuing. Many great sources for optioning material include local and national newspapers, blogs, books and plays. Of course you can always option an original screenplay or commission a screen writer to create a script from the book or print media you have attained the rights to. After the producer has a script, the next step is to receive script coverage or notes.

Some scripts will need multiple coverages until the producers are satisfied and ready to send Letters of Intent to agencies and managers. Finding the right director for your project is key, and it may even be you. We recommend bringing in a line producer to breakdown your script and create an estimated budget before talking to investors.

    There are many ways to finance a film for an independent producer, none of them are easy.

This will require a major hustle and diligent work. After you have secured financing for your feature, whether through independent financiers, crowd sourcing (kickstarter, indigogo), or a studio deal, your film has been given the green light and you can move to the next stage, preproduction.
Preproduction

We do not claim to have created the 7 P’s of Production, but we do follow it.

    Piss Poor Preproduction Produces Piss Poor Production, the latter being undesirable and very avoidable.

During Preproduction key members are brought onto your team, most significant is the Director (if you have not done so already), the Cinematographer, and the Line Producer.

The Director is going to create his/her own vision for the script and every department brought on after this will revolve around the directors ideas.

The line producer is responsible for all the physical nuts and bolts of the production, negotiating deals for all crew and to make sure the film does not go over budget. Depending on the size of your production a Unit Production Manager (UPM) may be brought on or the Line Producer may act as UPM during the shoot which is not uncommon.

Next up is bringing on a Director of Photography (DP) that is going to work with your director and carry out their vision for the film. The director may have a DP in mind that they would like to work with on the film. The DP is going to stylize the film based on the shot list and storyboard they have created with the director during preproduction. For a director, it is of the utmost importance to create and master the shot list, so the filming process will be as smooth as possible.

Other key crew members that need to be brought on during preproduction are the Production Designer, Costume Designer, Location Manager, and the Casting Director. Depending on the size of the project, Preproduction can last anywhere from 3 weeks to 3 months, and even longer conditional to how much work needs to be done.

The Production Designer creates a visual look for the film and is in charge of the art department (Art Director, Set Designer/dresser, Propmaster etc). Think, if you are filming a period piece, the PD is responsible for making sure everything that will be seen on camera besides the cast matches that period.

The Costume Designers role is to find and create wardrobe for the entire cast and make sure they are in the correct outfit for every scene.

When searching for filming locations with your director, it’s great to bring your Production Designer and Cinematographer with you as well. They will be able to provide an invaluable look at each possible location which will be very helpful when making the final location decision. The Location Manager will work with you to find the best locations to show you and your team. They will be in charge of securing all permits needed to film at each location and will act as a liaison with the production and will deal with property owners, building managers, the public and neighboring businesses depending on where the filming will take place.

Furthermore, it is the Location Manager’s duty to make sure the space is safe, cast and crew have an area to park, and there is room for the generators and trailers.

The Casting Director is brought in during preproduction to fill all the roles for the film. They work with the director and producer to create a dream list of potential cast. The Casting Director also submits role breakdowns to different casting services and contacts agencies and management companies to arrange auditions. They may even negotiate actor contracts.
Principal Photography (shooting)

After you have finalized your script, fully casted your film, booked all of your equipment, locked all your locations, hired the remaining crew, completed you story board and mastered your shot list, you should now be feeling pretty good because you are ready for Principle Photography.

During Preproduction you will also bring on your First Assistant Director or 1st AD, who will work with the Director and Line Producer and create a shooting schedule. Making sure each department has adequate prep time is the best way to ensure that your set will run smoothly and you won’t end up running around panicking.

During Production, the 1st AD will run the set and make sure everything is happening in a timely manner. The 1st AD is responsible for onset safety and making sure each department is working while monitoring how much time is needed for each respective department.

Being a 1st AD means thinking on your feet and being able to solve a problem. Depending on the size of the film, the 1st AD may have an army PA’s. The PA Nation (production assistants) works directly underneath the AD unless they have been assigned to a specific department.

The 2nd Assistant Director works directly with the 1st AD and is responsible for preparing the daily call sheets and making sure the talent reports to set. This means making sure the talent has gone through wardrobe and makeup and is camera ready.

The Script supervisor sits right in front of the monitor next to the director and is responsible for tracking the films continuity. The scripty (nickname) follows the script and keeps track of any changes that are made while filming. They also pay close attention to details and monitor the axis and eye lines for each take. Additionally, the Script Supervisor will interact with the Camera and sound department to make sure the slate is correct. At the end of each day production reports and notes for the editor are prepared.

    Most independent films shoot 4 to 5 pages a day.

They may even shoot more if the budget is very tight or scenes are moved around. If you do not need to film more than 5 pages a day it is definitely not recommended unless you want to pay for overtime or have the crew upset. Major movies often shoot 2 or 3 pages a day.

The Gaffer, Grip & Electric, 1st assistant camera, 2nd assistant Camera, and Sound Mixer are all necessary members of the team.

The gaffer is in charge of all lighting on the set and works directly with the DP. He or she may even be requested in advance by the DP.

The Key Grip works with the Gaffer and the DP and is in charge of all equipment for lighting and rigging.

Then for grip and electric there are crew members that “Swing” between these departments and are often referred to as best boys.

The 1st AC or assistant camera is in charge of pulling focus. They also build the camera and swap out lenses and accessories needed for different shots.

The 2nd AC marks each take for the slate, keeps batteries ready to go, swaps out memory cards, and work closely with the 1st AC.

The 2nd AC may also work as the onset Digital Imaging Technician or DIT. The DIT loads and stores all your precious footage safely onto separate hard drives. They may also do onset color correction and prepare footage for the director to see at the end of the day (dailies).

The production sound mixer is responsible for recording and capturing all sound. On smaller productions the Sound mixer may even operate the boom microphone and do the mixing simultaneously. Most prefer to have a separate Boom Operator that stays onset so the sound mixer can be completely dedicated to mixing.
Post production

After you have completed principal photography you are now in Post Production. Time to bring in you editor, composer, sound designer, music supervisor, VFX artist, and colorist.

Post production can be a long and tedious process.

    If you have budgeted your film correctly, you should have enough funds to cover post.

The director will work closely with the editor to choose the takes they like best. A post supervisor may be hired to oversee the post process and make sure everything is happening on time.

The editor will use the notes from the script supervisor to help them navigate through the sea of footage. Hopefully you will not need to schedule re-shoots or replace dialogue. This could potentially become pricey.

After you put together a rough cut, added original score or have attained the rights to use your favorite music, it is time color correct the film. It’s a good idea to test out the film before the picture is locked.

After you (producer) and the director are satisfied, you can promote your movie like hell and submit it to festivals, or if you already have a distribution deal this puts you a step ahead to recouping your finances.

There are many different distribution methods for movies now. An important thing to remember about the production process is that the film is what you set out to make, but the movie is what you produced. Hopefully the project comes out the way you intended, but it most likely will be slightly different either for better or for worse.


text:
Goal

The goal of Rust is to be a language suited to creating highly concurrent and highly safe systems,[15] and "programming in the large", that is, creating and maintaining boundaries that preserve large-system integrity.[16] This has led to a feature set with an emphasis on safety, control of memory layout, and concurrency. Performance of idiomatic Rust is comparable to the performance of idiomatic C++.[17][18]
Syntax

The syntax of Rust is similar to C and C++, with blocks of code delimited by curly brackets, and control flow keywords such as if, else, while, and for. Not all C or C++ keywords are implemented, however, while some Rust functionality (such as keyword match for multi-directional branching, similar to switch in other languages) will be less familiar to programmers coming from these languages. Despite the syntactic resemblance, Rust is semantically very different from C and C++, as it follows the "everything is an expression" doctrine, unlike C and C++, which have statements.

Memory safety

The system is designed to be memory safe, and it does not permit null pointers or dangling pointers.[19][20] Data values can only be initialized through a fixed set of forms, all of which require their inputs to be already initialized.[21] To replicate the functionality in other languages of pointers being either valid or NULL, such as in linked list or binary tree data structures, the Rust core library provides the Option parameterized type, which can be used to test if a pointer has Some value or None. Rust also introduces additional syntax to manage lifetimes, and the compiler reasons about these through its borrow checker.
Polymorphism

The type system supports a mechanism similar to type classes, called 'traits', inspired directly by the Haskell language. This is a facility for ad-hoc polymorphism, achieved by adding constraints to type variable declarations. Other features from Haskell, such as higher-kinded polymorphism, are not yet supported.
Memory management

Rust does not use an automated garbage collection system like those used by Go, Java or .NET Framework, but instead resource acquisition is initialization (RAII) and reference counting, as in C++.

There is also a concept of reference (using a "&"), which allows safe access to allocated memory via the borrow checker, negating the need for a reference count.
Miscellaneous

Rust features type inference, for variables declared with the let keyword. Such variables do not require a value to be initially assigned to determine their type. A compile time error results if any branch of code fails to assign a value to the variable.[22] Functions can be given generic parameters, but they must be explicitly bounded by traits. There is no way to leave off type signatures while still making use of methods and operators on the parameters.

The object system within Rust is based around implementations, traits and structured types. Implementations fulfill a role similar to that of classes within other languages, and are defined with the impl keyword. Inheritance and polymorphism are provided by traits; they allow methods to be defined and mixed in to implementations. Structured types are used to define fields. Implementations and traits cannot define fields themselves, and only traits can provide inheritance, to prevent the diamond problem of multiple inheritance, as in C++.


text:
A Career in Filmmaking

So, you want to make films?  Do you sometimes dream of having your name mentioned in the same company as Steven Spielberg (Jaws); Spike Lee (Malcom X); the Wachowski brothers (The Matrix); Mira Nair (The Perez Family); or noted independent filmmaker, Julie Dash (Daughters of the Dust)?

What does it take to be a filmmaker? What do you need to know? How do you prepare yourself? Creativity, desire, motivation, focus, sensitivity, self discipline, patience and determination are a few of the necessary attributes one must have to become involved in the art of filmmaking.  In addition, you must be a unique storyteller.

So where do you begin? Perhaps researching colleges and other post secondary institutions that specialize in filmmaking would be an appropriate beginning. Filmmaking is complex, expensive, and time consuming.  It can also be a big business. Potential filmmakers spend many years perfecting their craft while studying all aspects of this very popular art form.

What are the criteria for determining and selecting which film school is right for you? How early can one begin legitimate study in this field? What course selections are considered required study? How has technology affected filmmaking in a creative as well as financial sense? What are the career possibilities in film after graduation? What options exist? Can a respectable living be made in filmmaking? How does one know that the art of making films is right for them or whether they are right for the art of filmmaking? These and other related questions are routinely asked by those who are planning to make filmmaking a career.

The following responses to these questions, along with other significant observations and comments, have been shared by several professionally qualified filmmakers and educators in the filmmaking industry. Responses to the questions have been gathered and recorded in the following general format:

"Some film schools stress the ‘Hollywood Collaborative' method of filmmaking. The creative process is divided among many people. Other schools stress a more individual fine arts approach, in which a single filmmaker has control over all the creative aspects of the process."

"There are an increasing number of film and video course offerings available in middle and high school programs that, in some cases, are quite sophisticated. Specialized high schools for the arts attract many students to their programs that, in content and quality, prove to be excellent prerequisites to many programs offered at the post-secondary level."

"Most people think of feature films and television when they think of filmmaking. However, employment opportunities also exist in corporate informational and training videos, webvideos, video games, and commercials. A very important career opportunity in this field is teaching.  It is imperative the industry prepare qualified teachers who are abreast of the ever changing technology and the impact it has on our individual lives."

"Introduction of low cost equipment has opened up new creative possibilities along with enhanced career opportunities. The mystique of this particular field lies in the unlimited possibilities of new career directions in related areas. Discovering and/or developing ‘off-shoot' careers is a continuing phenomenon in the filmmaking business."

"Many successful filmmakers may not have initially become involved in filmmaking or even perceived themselves as potential filmmakers. Others were focused from the very beginning and recognized, early on, their passion for this form of creativity. It can be motivated through a childhood experience with a camera or through child's play that opens the door to discovery. No matter how it happens, when it happens, you know. You may not be able to articulate what you feel but you know that filmmaking is what you must do to be completely satisfied."

"A committed filmmaker studies all aspects of film including the history of film. Knowledge of the basics of filmmaking….then, and now, is mandatory. Understanding the equipment and how to use it as a tool for helping you create, is an integral part of your education. Knowing the nuances of lighting, movement, set design, language, pace, communication, costume, and the respective history of each is part of the foundation on which you will continue to build."

"Communication is crucial. Your work must not only reach the depth and breadth of your audience, but they must internalize it, feel it, and react to it. The filmmaker must understand the psychology of his/her audience. The filmmaker must provoke emotion and stimulate thought. The filmmaker must be able to communicate on all levels."

The above are only selected responses that hopefully have provided a wide swath of information from a diverse group of professionals. Careers in filmmaking are as available as its most eager, committed, and passionate pursuer.


text:
Haskell /ˈhæskəl/ is a standardized, general-purpose purely functional programming language, with non-strict semantics and strong static typing. It is named after logician Haskell Curry. The latest standard of Haskell is Haskell 2010. As of May 2016, a group is working on the next version, Haskell 2020.

Haskell features a type system with type inference and lazy evaluation. Type classes first appeared in the Haskell programming language. Its main implementation is the Glasgow Haskell Compiler.

Haskell is based on the semantics, but not the syntax, of the language Miranda, which served to focus the efforts of the initial Haskell working group. Haskell is used widely in academia and also used in industry.

History

Following the release of Miranda by Research Software Ltd, in 1985, interest in lazy functional languages grew. By 1987, more than a dozen non-strict, purely functional programming languages existed. Of these, Miranda was used most widely, but it was proprietary software. At the conference on Functional Programming Languages and Computer Architecture (FPCA '87) in Portland, Oregon, a meeting was held during which participants formed a strong consensus that a committee should be formed to define an open standard for such languages. The committee's purpose was to consolidate the existing functional languages into a common one that would serve as a basis for future research in functional-language design.
Haskell 1.0 to 1.4

The first version of Haskell ("Haskell 1.0") was defined in 1990. The committee's efforts resulted in a series of language definitions (1.0, 1.1, 1.2, 1.3, 1.4).
Haskell 98

In late 1997, the series culminated in Haskell 98, intended to specify a stable, minimal, portable version of the language and an accompanying standard library for teaching, and as a base for future extensions. The committee expressly welcomed creating extensions and variants of Haskell 98 via adding and incorporating experimental features.

In February 1999, the Haskell 98 language standard was originally published as The Haskell 98 Report. In January 2003, a revised version was published as Haskell 98 Language and Libraries: The Revised Report. The language continues to evolve rapidly, with the Glasgow Haskell Compiler (GHC) implementation representing the current de facto standard.
Haskell 2010

In early 2006, the process of defining a successor to the Haskell 98 standard, informally named Haskell Prime, began. This was intended to be an ongoing incremental process to revise the language definition, producing a new revision up to once per year. The first revision, named Haskell 2010, was announced in November 2009 and published in July 2010.

Haskell 2010 adds the foreign function interface (FFI) to Haskell, allowing for bindings to other programming languages, fixes some syntax issues (changes in the formal grammar), and bans so-called n-plus-k-patterns, that is, definitions of the form fact (n+1) = (n+1) * fact n are no longer allowed. It introduces the Language-Pragma-Syntax-Extension which allows for code designating a Haskell source as Haskell 2010 or requiring certain extensions to the Haskell language. The names of the extensions introduced in Haskell 2010 are DoAndIfThenElse, HierarchicalModules, EmptyDataDeclarations, FixityResolution, ForeignFunctionInterface, LineCommentSyntax, PatternGuards, RelaxedDependencyAnalysis, LanguagePragma and NoNPlusKPatterns.