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:     
      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/
      
      Another question that arises in this discussion is why the simulant system uses xml whereas it
      could just as well use a-exprs. My current understanding is that the simulant system, due to
      how it is WYSIWYG edited, conforms better to a document model. That is, it makes sense as a
      document model since it is meant to be imported, its live representation edited directly, and
      the exported back out. In contrast, the effect and mind systems are unlike WYSIWIG documents,
      and more like interpreted languages.
      
      Finally, the asset graph and overlay systems could go either way, but since they're so simple,
      perhaps they're more easily implemented with a basic document model. Maybe :) *)
  
      (* 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
  
negative.code:     (* WISDOM: Keep all animation frame numbers even. That way, you can simply halve them if you
      need to move the app from 60fps to 30fps. *)
  
      (* IDEA: Simplified networking...
  
      For networking, perhaps instead of having a useful Game value that synchronizes across players,
  