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# Animation API
## spring()
Returns a new state with a dynamically animated value of the source.
- **Type**
```lua
function spring<T>(
source: () -> T & Animatable,
period: number = 1,
damping_ratio: number = 1
): () -> T
type Animatable = number | CFrame | Color3 | UDim | UDim2 | Vector2 | Vector3
```
- **Details**
The output state value is updated every frame based on the source state
value.
The change is physically simulated according to a
[spring](https://en.wikipedia.org/wiki/Simple_harmonic_motion).
`period` is the amount of time in seconds it takes for the spring to
complete one full oscillation.
`damping_ratio` is the amount of resistance applied to the spring.
- \>1 = Overdamped (not currently supported).
- 1 = Critically damped - reaches target without any overshoot.
- <1 = Underdamped - reaches target with some overshoot.
- 0 = Undamped - never stabilizes, oscillates forever.
Velocity is conserved between source state updates for smooth animation.

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# Element Creation API
<br/>
## create()
Creates a new UI element, applying any given properties.
- ### Type
```lua
function create(class: string): (Properties) -> Instance
function create(instance: Instace): (Properties) -> Instance
type Properties = Map<string|number, any>
```
- ### Details
The function can take either a `string` or an `Instance` as its first argument.
- If given a `string`, a new instance with the same class name will be created.
- If given an `Instance`, a new instance that is a clone of the given instance
will be created.
This returns another function that is used to apply any properties to the new
instance.
- ### Property setting rules
- If a table value is another table, that nested table is processed so that
any properties inside that table are also applied to the instance just
like the outer table.
- If a table index is a string:
- If its value is a function then it will either bind that property to
a state or connect it if the property type is a `RBXScriptSignal`.
- If the value is not a function then the property will be set to that
value.
- If a table index is a number:
- If its value is a function then it will parent any instances returned by
that function as children.
- If its value is an instance then it will be parented to the instance.
- ### Example
Basic element creation.
```lua
local frame = create "Frame" {
Name = "NewFrame",
Position = UDim2.fromScale(1, 0)
}
```
A component using property nesting/grouping.
```lua
type Layout = {
Layout = {
Position: UDim2?,
Size: UDim2?,
AnchorPoint: Vector2?
}
}
type Children = {
Children = Array<Instance>
}
function Background(props: Layout & Children & {
Color: Color3
})
return create "Frame" {
BackgroundColor3 = Color,
props.Layout,
props.Children
}
end
```

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# Reactivity API: Core
<br/>
## source()
Creates a new source state with the given value.
- **Type**
```lua
function source<T>(value: T): (T?) -> T
```
- **Details**
Calling the returned state with no arguments will return its stored value,
calling with arguments will set a new value.
Reading from the state from within any reactive scope will cause changes
to that state to be tracked and anything depending on it to update.
- **Example**
```lua
local count = source(0)
count() -- 0
count(count() + 1) -- 1
```
## watch()
Runs a callback on state change.
- **Type**
```lua
function watch(callback: () -> ()): Unwatch
type Unwatch = () -> ()
```
- **Details**
The callback is ran immediately to determine what states are referenced.
Any time a state referenced in the callback is changed, the callback will be
reran.
Also returns a function that when called, stops the watcher immediately.
::: warning
`callback()` cannot yield.
:::
- **Example**
```lua
local state = wrap(1)
watch(function()
print(state.Value)
end)
-- prints 1
state.Value += 1
-- prints 2
```
## derive()
Derives a new state from existing states.
- **Type**
```lua
function derive<T>(source: () -> T): () -> T
```
- **Details**
The derived state will have its value recalculated when any source state it
derives from is updated.
Anytime its value is recalculated it is also cached, subsequent calls will
retun this cached value until it recalculates again.
Takes a callback that is immediately run to determine what states are being
referenced.
::: warning
`source()` cannot yield.
:::
- **Example**
```lua
local count = wrap(0)
local text = derive(function() return `count: {count()}` end)
text() -- "count: 0"
count(1)
text() -- "count: 1"
```
## indexes()
Maps each index in a table to an object.
- **Type**
```lua
function indexes<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: () -> VI, index: KI) -> VO
): Array<VO>
- **Details**
The transform function is called only ever *once* for each index in the
source table. The first argument is a state containing the index's value and
the second argument is just the index.
Anytime a new index is added, the transform function will be called again for
that new index.
Anytime an existing index value changes, the transform function is not rerun,
instead the passed state for that index will update, causing anything
depending on it to update too.
Returns a state containing an array of all objects returned by the transform.
::: warning
`transform()` cannot yield.
:::
- **Example**
The intended purpose of this function is to map each index in a table to
a UI element.
```lua
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = indexes(numbers, function(item, i)
return ItemDisplay {
Name = function()
return item().name
end,
Image = function()
return "rbxassetid://" .. item().icon
end,
LayoutOrder = i
}
end)
```
## values()
Maps each value in a table to an object.
- **Type**
```lua
function values<KI, VI, VO>(
source: () -> Map<KI, VI>,
transform: (value: VI, index: () -> KI) -> VO
): Array<VO>
- **Details**
The transform function is called only ever *once* for each value in the
source table. The first argument is the index's value and
the second argument is a state containing the index.
Anytime a new value is added, the transform function will be called again
for that new value.
Anytime an existing value's index changes, the transform function is not
rerun, instead the passed state for that value will update, causing anything
depending on it to update too.
Returns a state containing an array of all objects returned by the transform.
::: warning
`transform()` cannot yield.
:::
- **Example**
The intended purpose of this function is to map each value in a table to
a UI element.
```lua
type Item = {
name: string,
icon: number
}
local items = source {} :: () -> Array<Item>
local displays = values(numbers, function(item, i)
return ItemDisplay {
Name = item.Name
Image = "rbxassetid://" .. item.icon,
LayoutOrder = i
}
end)
```
- **Extra**
When should you use `indexes()` and `values()`?
`values()` should be used when you have a fixed set of objects where the
same objects can be re-arranged in the source table. It maps a value to a
UI element.
e.g.
- List of all players.
- Inventory of items.
- Chat message history.
- Toast notifications.
`indexes()` should be used in other cases, especially when your source table
has primitive value. It maps an index to a UI element.
e.g.
- List of character or weapon stats.
In most cases, both functions will appear to have the same behavior.
The main difference is performance, picking the right function to use can
result in less property updates and less re-renders.
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# Reactivity API: Utility
## cleanup()
Runs a callback anytime a reactive scope is re-ran.
- **Type**
```lua
function cleanup(callback: () -> ())
```
- **Example**
```lua
local data = source(1)
watch(function()
local label = create "TextLabel" { Text = data }
cleanup(function()
label:Destroy()
end)
end)
```

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# Strict Mode
Vide has a special mode called "strict mode" which is used for debugging.
The purpose of strict mode is to help ensure stateful code is *pure*
(deterministic and free from side effects) or if there are side-effects, that
they are cleaned up correctly.
Vide is set to strict by doing:
```lua
local vide = require(path_to_vide)
vide.strict = true
```
What strict mode will do:
1. Run derived callbacks twice when re-evaluating.
2. Run watcher callbacks twice when a state changes.
3. Throw an error if yields occur where they are not allowed.
4. Checks for `map()` returning primitive values.
5. Better error reporting and stack traces.
It is recommend to develop UI with strict mode and to disable it when pushing to
production.