Λrrow - Functional companion to Kotlin's Standard Library
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Updated
Sep 10, 2020 - Shell
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Λrrow - Functional companion to Kotlin's Standard Library
Runtime polymorphism done right
The Felix Programming Language
C++17 `std::variant` for C++11/14/17
A fool's scriptum on functional programming
TE: C++17 Run-time polymorphism (type erasure) library
Discriminated Json Subtypes Converter implementation for .NET
Building blocks for strongly typed polymorphic components in React.
Object-Oriented Programming concepts in Python
A realtime/embedded-friendly C++11 variant type which is never empty and prevents undesirable implicit conversions
Laravel Ownership simplify management of Eloquent model's owner.
Collection of source code for Polymorphic, Metamorphic, and Permutation Engines used in Malware
Fast containers of polymorphic objects.
An Object-Oriented VBA experiment
An implementation of a predicative polymorphic language with bidirectional type inference and algebraic data types
An automatic theorem prover in OCaml for typed higher-order logic with equality, datatypes and arithmetic, based on superposition+rewriting; and Logtk, a supporting library for manipulating terms, formulas, clauses, etc.
ftor enables ML-like type-directed, functional programming with Javascript including reasonable debugging.
In this repository, I gathered a lot of useful examples of code and their description that I create while studying programming. Here you can find examples on the use of the Inheritance, Encapsulation, Abstraction, Interfacies, Polymorphism, Indexers, Operators Overloading, Extention Methods, System IO , Exception Handling, Delegates, Events, IDisposable, IClonable, GC, IEnumerable, IEnumerator Interfaces, Yield, Generic Programming,
Full-stack with nest js & angular 8
A Hindley-Milner polymorphic typing system
SubML (prototype) language
Node-Module to validate your model against a swagger spec and receive in-depth error traces
Formalization of the polymorphic lambda calculus and its parametricity theorem
[HEADER-ONLY] C++14 simple entity/component system for realtime games. Simplicity of use is preferred over a real "entity-component-system" hierarchy. Components update and draw themselves (users create their own components and override the virtual methods). Fast, easy to use and to expand. Should be fine for any simple game.
Datastructures and algorithms for working with genetic variation
Research on malware creation and protection
A proof-producing SMT/McSat solver, handling polymorphic first-order logic, and using an SMT/McSat core extended using Tableaux, Superposition and Rewriting.
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