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270- inlining using machine learning 270- inlining using machine learning
271- pure haskell implementation of graphics pipeline (gpu primitives) 271- pure haskell implementation of graphics pipeline (gpu primitives)
272- book about pure functional graphics and game development, including pure FPS game (quake3) explained in details 272- book about pure functional graphics and game development, including pure FPS game (quake3) explained in details
273- parallelize the compiler
273 274
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275 276