Writing a Flamingo program involves five steps:
Decide what sorts of objects make up your domain. These include concrete things like people or places, but can also be more abstract entities like integers or groups.
Decide the relationships between objects.
Describe the actions or events that cause change in your domain.
Describe the axioms of your domain, the laws that bring it to life.
Test the program, verifying the relationships are maintained in every possible sequence of actions.
If you've worked with a typed language, steps 1-3 are equivalent to writing down the all the types you'll be working with. Step 4 is equivalent to writing the implementations, and where things really diverge from imperative or functional programming. Step 5 is done automatically by the Flamingo compiler - no need to write tests by hand!
In the next few sections, we'll go through each step in the context of designing a simple example system: fruits and a fruit basket. Our system won't be "plugged in" to the DOM or anything - we'll cover that in the TodoMVC example a bit later.