Haskell To F# Converter

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Convert hundreds of lines of Haskell code into F# with one click. Completely free, no sign up required.

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What Is Haskell To F# Converter?

A Haskell to F# converter is a specialized online tool designed to transform code written in Haskell into F#. It employs advanced technologies such as generative AI, machine learning, and natural language processing to facilitate the code conversion process. This converter addresses the challenges developers encounter when transitioning between Haskell and F# by automating the translation, thereby saving time and reducing errors.

  1. Input: Begin by providing the Haskell code that requires conversion.
  2. Processing: The converter analyzes the input code, assessing its syntax and semantics. This step ensures that the nuances of the Haskell programming language are accurately captured and translated into the corresponding elements in F#.
  3. Output: Once processing is complete, the tool generates the converted F# code, making it ready for immediate use in your projects.

How Is Haskell Different From F#?

Haskell and F# are two languages that cater to different programming needs and styles. Haskell is known for being a purely functional programming language, which means that it treats computation as the evaluation of mathematical functions and avoids changing-state and mutable data. This approach emphasizes immutability and lazy evaluation, allowing programmers to write code that is both concise and expressive. In contrast, F# is a multi-paradigm programming language that blends functional, object-oriented, and imperative programming styles. This flexibility allows developers to choose the best approach for their specific tasks.

  • Syntax: Haskell employs a syntax that resembles mathematical notation, which can be quite different from what many programmers are used to. In contrast, F# uses a syntax that is similar to other .NET languages like C#, making it more familiar to those already in the .NET ecosystem. This familiarity can lead to easier onboarding for teams transitioning to F#.
  • Type System: Haskell’s type system is strong and static, relying heavily on type inference. This means that the compiler can deduce types without explicit declarations, aiding in the development of reliable code. F#, however, provides a more flexible approach with type annotations, allowing developers to specify types when they find it necessary, which can enhance clarity in more complex sections of code.
  • Libraries and Ecosystem: Haskell boasts a vibrant ecosystem dedicated to functional programming, making it a strong choice for projects that require pure functional constructs. On the other hand, F# stands out with its seamless integration into the extensive .NET libraries, offering a wide array of resources and tools that can accelerate development in enterprise environments.
Feature Haskell F#
Paradigm Purely functional Multi-paradigm (Functional, OOP, Imperative)
Syntax Mathematical Similar to C# and .NET languages
Type System Strong and static with type inference Flexible with type annotations
Ecosystem Focus on functional programming Rich .NET framework integration

How Does Minary’s Haskell To F# Converter Work?

Begin your journey with the Haskell to F# converter by simply describing your task in the provided input field on the left side. Whether you’re looking to translate specific functions, libraries, or a complete module, clarity in your prompt leads to better results.

Once you’ve detailed your requirements, click the generate button. The tool processes your request, analyzing the nuances of Haskell syntax and semantics to seamlessly convert it into F#. The translated code will appear on the right side of the interface, ready for you to review and implement.

If the generated code meets your expectations, you can easily copy it using the button located at the bottom of the output area. Each interaction helps refine the tool’s capabilities, so don’t hesitate to provide feedback; there are voting buttons for you to express your satisfaction or suggest improvements.

For instance, if you input a detailed task like “Convert the following Haskell function that calculates the Fibonacci sequence to F#,” the converter will tailor its output accordingly, transforming your code with precision. Such detailed prompts empower you to get the best possible outcomes from the Haskell to F# converter, making your programming experience smoother and more efficient.

Examples Of Converted Code From Haskell To F#

module Main where

squareList :: [Int] -> [Int]
squareList xs = map (^2) xs

main :: IO ()
main = do
putStrLn “Enter a list of integers (comma separated):”
input <- getLine let intList = map read (words $ map (c -> if c == ‘,’ then ‘ ‘ else c) input) :: [Int]
let squaredList = squareList intList
putStrLn (“Squared integers: ” ++ show squaredList)

module Main

let squareList xs = List.map (fun x -> x * x) xs

[]
let main argv =
printfn “Enter a list of integers (comma separated):”
let input = System.Console.ReadLine()
let intList = input.Replace(“,”, ” “).Split(‘ ‘) |> Array.map int |> Array.toList
let squaredList = squareList intList
printfn “Squared integers: %A” squaredList
0

import Data.List (transpose, intercalate)
import System.Random (randomRIO)
import Control.Monad (when)

type Grid = [[Int]]
data Direction = Up | Down | Left | Right deriving (Eq)

main :: IO ()
main = do
grid <- initializeGrid playGame grid initializeGrid :: IO Grid initializeGrid = do g1 <- generateTile g2 <- generateTile return [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [g1, g2, 0, 0]] generateTile :: IO Int generateTile = do rand <- randomRIO (0, 1) return $ if rand == 0 then 2 else 4 playGame :: Grid -> IO ()
playGame grid = do
printGrid grid
if isGameOver grid
then putStrLn “Game Over!”
else do
move <- getLine let newGrid = case move of "w" -> moveGrid Up grid
“s” -> moveGrid Down grid
“a” -> moveGrid Left grid
“d” -> moveGrid Right grid
_ -> grid
if newGrid /= grid
then do
newTile <- generateTile let finalGrid = addRandomTile newTile newGrid playGame finalGrid else playGame grid moveGrid :: Direction -> Grid -> Grid
moveGrid dir grid =
case dir of
Up -> combine (transpose grid)
Down -> combine (map reverse (transpose grid))
Left -> combine grid
Right -> combine (map reverse grid)

combine :: [[Int]] -> [[Int]]
combine rows = map mergeRow rows

mergeRow :: [Int] -> [Int]
mergeRow row =
let nonZero = filter (/= 0) row
combined = combineTiles nonZero
in combined ++ replicate (4 – length combined) 0

combineTiles :: [Int] -> [Int]
combineTiles [] = []
combineTiles [x] = [x]
combineTiles (x:y:xs)
| x == y = x * 2 : combineTiles xs
| otherwise = x : combineTiles (y:xs)

addRandomTile :: Int -> Grid -> Grid
addRandomTile tile grid =
let emptyPositions = [(i, j) | i <- [0..3], j <- [0..3], (grid !! i) !! j == 0] in if null emptyPositions then grid else let (i, j) = emptyPositions !! (fst (randomRIO (0, length emptyPositions - 1))) in take i grid ++ [take j (grid !! i) ++ [tile] ++ drop (j + 1) (grid !! i)] ++ drop (i + 1) grid isGameOver :: Grid -> Bool
isGameOver grid = null (filter (== 0) (concat grid)) && null (validMoves grid)

validMoves :: Grid -> [Direction]
validMoves grid = filter (canMove grid) [Up, Down, Left, Right]

canMove :: Grid -> Direction -> Bool
canMove grid dir = any (not . null) (map (zipWith (==)) (rows grid dir) (combinedRows grid dir))

rows :: Grid -> Direction -> [[Int]]
rows grid Up = transpose grid
rows grid Down = map reverse (transpose grid)
rows grid Left = grid
rows grid Right = map reverse grid

combinedRows :: Grid -> Direction -> [[Int]]
combinedRows grid dir = map mergeRow (rows grid dir)

printGrid :: Grid -> IO ()
printGrid grid = putStrLn $ intercalate “n” (map (unwords . map show) grid) ++ “n”

open System
open System.Collections.Generic

type Grid = int list list
type Direction = Up | Down | Left | Right

[]
let main argv =
async {
let! grid = initializeGrid()
do! playGame grid
} |> Async.RunSynchronously
0

let initializeGrid() : Async = async {
let! g1 = generateTile()
let! g2 = generateTile()
return [[0; 0; 0; 0];
[0; 0; 0; 0];
[0; 0; 0; 0];
[g1; g2; 0; 0]]
}

let generateTile() : Async = async {
let rand = Random().Next(0, 2)
return if rand = 0 then 2 else 4
}

let rec playGame grid = async {
printGrid grid
if isGameOver grid then
Console.WriteLine(“Game Over!”)
else
let move = Console.ReadLine()
let newGrid =
match move with
| “w” -> moveGrid Up grid
| “s” -> moveGrid Down grid
| “a” -> moveGrid Left grid
| “d” -> moveGrid Right grid
| _ -> grid
if newGrid <> grid then
let! newTile = generateTile()
let finalGrid = addRandomTile newTile newGrid
do! playGame finalGrid
else
do! playGame grid
}

let moveGrid dir grid =
match dir with
| Up -> combine (List.transpose grid)
| Down -> combine (List.map List.rev (List.transpose grid))
| Left -> combine grid
| Right -> combine (List.map List.rev grid)

let combine rows = List.map mergeRow rows

let mergeRow row =
let nonZero = List.filter ((<>) 0) row
let combined = combineTiles nonZero
combined @ List.replicate (4 – List.length combined) 0

let rec combineTiles = function
| [] -> []
| [x] -> [x]
| x :: y :: xs when x = y -> (x * 2) :: combineTiles xs
| x :: ys -> x :: combineTiles ys

let addRandomTile tile grid =
let emptyPositions =
[for i in 0..3 do
for j in 0..3 do
if (List.nth (List.nth grid i) j) = 0 then yield (i, j)]
if List.isEmpty emptyPositions then grid
else
let (i, j) = emptyPositions.[Random().Next(0, List.length emptyPositions)]
grid
|> List.mapi (fun rowIndex row ->
if rowIndex = i then
List.mapi (fun colIndex value ->
if colIndex = j then tile else value) row
else row)

let isGameOver grid =
List.isEmpty (List.filter ((=) 0) (List.concat grid)) && List.isEmpty (validMoves grid)

let validMoves grid =
[Up; Down; Left; Right] |> List.filter (canMove grid)

let canMove grid dir =
List.exists (not << List.isEmpty) (List.map (List.zipWith (=)) (rows grid dir) (combinedRows grid dir)) let rows grid = function | Up -> List.transpose grid
| Down -> List.map List.rev (List.transpose grid)
| Left -> grid
| Right -> List.map List.rev grid

let combinedRows grid dir =
List.map mergeRow (rows grid dir)

let printGrid grid =
let output =
grid
|> List.map (List.map string >> String.concat ” “)
|> String.concat “n”
Console.WriteLine(output)

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