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AFAICT, the simplest way of explaining the difference between FRP and "popular frp" is that in FRP things are described as functions of time, whereas in popular frp they are streams of events.

The "real" FRP is great for describing non-interactive things. They can be used to describe anumations: e.g. a FRP behavior can describe the position of a ball as a function of time:

  ballPosition :: t -> Position
whereas in "quasi" frp, the ballPosition is a stream of Position values:

  ballPosition :: (Stream Position)
Basically, quasi FRP is what you get when you sample real FRP at certain times :)



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