Indenting cond forms
Analyzing different indentation styles for Clojure's `cond` forms and their impact on code readability.
Analyzing different indentation styles for Clojure's `cond` forms and their impact on code readability.
A developer details a tricky middleware bug in a Clojure web scraping framework that caused character encoding issues due to header casing.
A developer creates a word puzzle training app using Clojure and re-frame to help a friend prepare for a TV talent show competition.
Exploring using the re-frame framework for Clojure to build text-mode applications, moving beyond its typical web-based use with ClojureScript.
A developer's summary of recent and upcoming technical projects, including blog series on Dapper.NET, Clojure, .NET Core, and Angular with Auth0.
Explains the five common forms of Clojure keywords, their use cases, and provides recommendations for idiomatic usage.
An analysis of nine code quality tools for Clojure, evaluating their functionality and issues in a real-world project with cljc files and spec.
A guide to porting the Orchestra library from Clojure to ClojureScript, covering directory structure, namespace pitfalls, and macro handling.
A plea to Clojure developers to adopt clojure.spec for data validation and instrumentation to improve code safety and readability.
A developer's postmortem analysis of creating a game simulation in Clojure for the Ludum Dare 34 game jam, covering technical choices and lessons learned.
Exploring a 16-bit kernel project written in a Clojure-like language, including an x86 assembler and graphical demo.
A technical tutorial on implementing region mapping for a roguelike game in Clojure, part of a series on game development.
Part 6 of a series on building a roguelike game in Clojure, covering refactoring, a combat system, and messaging infrastructure.
A technical interlude in a Clojure roguelike tutorial series, focusing on refactoring code and solving a protocol/macro problem for entity systems.
Part 5 of a series on implementing a roguelike game in Clojure, covering adding multiple entities, lichen monsters, and game mechanics.
Part 4 of a series on implementing a roguelike game in Clojure, covering refactoring, entities, protocols, player display, movement, and digging.
A technical blog post about refactoring a Clojure roguelike game, covering record creation, update-in, and namespaces.
A technical tutorial on implementing viewport scrolling and refactoring UI drawing code for a roguelike game written in Clojure.
A technical blog post detailing the implementation of a world-smoothing algorithm using cellular automata in Clojure for a roguelike game development series.
Part 3.1 of a series on implementing a roguelike game in Clojure, covering world generation and display code.