anchor.diff:  
       let [<EntryPoint; STAThread>] main _ =
           Console.WriteLine "Running Nu.exe"
  -        Nu.init false
  -        let group =
  -            Group<GroupDispatcher>
  -                [Field? Name "Group"]
  -                [Entity<EntityDispatcher>
  -                    [Field? Name "Jim"
  -                     Field? Size Vector2.Zero]
  -                 Entity<EntityDispatcher>
  -                    [Field? Name "Bob"
  -                     Field? Size Vector2.Zero]]
  -        Console.WriteLine (SymbolIndex.prettyPrint ^ scstring group)
           Constants.Engine.SuccessExitCode
positive.code: open OpenTK
  open Prime
  open global.Nu // TODO: see if this req'd explicit qualification is due to a compiler bug
  open Nu.SimulantDescriptors
  module Program =
  
      (* DISCUSSION - On Nu's authoring story...
  
      Instead of using a general purpose scripting language for authoring tasks in Nu, we use a small
      set of domain-specific languages. For example, the simulant system uses XML, as does the
      overlay and asset graph systems. The effect system uses algebraic expressions, and simulation
      interactions are defined with chains.
  
      system          | language      | editor
      -----------------------------------------------
      asset graph     | xml           | Visual Studio
      overlay         | xml           | Visual Studio
      simulant        | xml           | Gaia
      effect system   | a-exprs       | Aether (TBA)
      mind (TBA)      | a-exprs       | Pheobe (TBA) - http://www.cs.uu.nl/research/techreps/repo/CS-2013/2013-003.pdf
      interaction     | chains (F#)   | Visual Studio
  
      The advantages and limitations that fall out of this is as such -
  
  
negative.code:     
      That being said, I really, really, really, really want Edit and Continue for interaction
      authoring to get the best of both worlds -
      https://www.reddit.com/r/fsharp/comments/3mdklt/can_someone_with_the_requisite_insight_summarize/ *)
  
      (* WISDOM - Dealing with different device resolutions - Instead of rendering each component
      scaled to a back-buffer of a varying size, render each component unscaled to an off-screen
  