# Send to REPL and multi-module projects

**URL:** <https://racket.discourse.group/t/send-to-repl-and-multi-module-projects/4146>\
**Category:** Questions & Answers\
**Tags:** question, emacs\
**Created:** [March 16, 2026, 5:20am UTC](https://racket.discourse.group/t/send-to-repl-and-multi-module-projects/4146 "2026-03-16T05:20:36Z")\
**Posts on this page:** 1\
**Showing post:** 31

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**Author:** ![alexsh](https://yyz2.discourse-cdn.com/free1/user_avatar/racket.discourse.group/alexsh/32/2598_2.png) [@alexsh](https://racket.discourse.group/u/alexsh)\
**Post date:** [March 18, 2026, 8:04pm UTC](https://racket.discourse.group/t/send-to-repl-and-multi-module-projects/4146/31 "2026-03-18T20:04:54Z")

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> [@greghendershott](#):
>
> A more Rackety way would probably be a `define/serialize` macro responsible for restoring the state? How/when exactly it gets _saved_, idk? This pretty much leads back to the idea of "implement user save game state up-front, as a fundamental feature to also use during the dev process".

For the "big" project I'm starting I definitely have the plans to do some sort of event-sourcing to capture all relevant user's interactions with the game to be able to replay them later and reproduce and debug issues. Having to do that upfront feels like a major obstacle, however...

Maybe I'll be better of biting the bullet and doing exactly that, but that does kill a bit of "fun" for me especially in the early stage.

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