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# Introduction
This is a brief tutorial designed to give you a quick run through the usage of
Vide.
Vide is largely inspired by other UI libraries such as Solid and Fusion.
## Why Vide?
Creating UI is a slow and tedious process. The purpose of Vide is to make UI
declarative and concise, making it faster to create and more importantly easier
to maintain. Vide achieves this using a reactive style of programming which
allows you to focus on the flow of data through your application without
worrying about manually updating UI instances.
Some of the main focuses behind Vide's design choices:
- Concise syntax to reduce verbosity as much as possible.
- Reducing the amount of imports needed for usage by using Luau's syntax and
semantics.
- Being completely typecheckable.
- Flexibility, particularly with integrating other libraries and allowing users
to use their own patterns.

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# Creating UI Elements
Instances are created using [`create()`](../../api/creation.md#create).
```lua
local vide = require(path_to_vide)
local create = vide.create
```
`create()` returns a constructor for a given class which then takes a table of
properties to assign when creating a new instance for that class.
```lua
local frame = create "Frame" {
Name = "Background",
Position = UDim2.fromScale(0.5, 0.5)
}
```
String keys are assigned as properties and integer keys are assigned as child
instances.
```lua
create "ScreenGui" {
Parent = game.StarterGui,
create "Frame" {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.fromScale(0.5, 0.5),
Size = UDim2.fromScale(0.4, 0.7),
create "TextLabel" {
Text = "hi"
},
create"TextLabel" {
Text = "bye"
}
}
}
```
To connect to an event, just set the event property name to a function.
All event arguments are passed into the function.
```lua
create "TextButton" {
Activated = function()
print "clicked!"
end
}
```
In short:
- String keys = properties
- Function values = events
- Non-function values = property values
- Numeric keys = children

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# Components
Components are custom-made reusable pieces of UI made from other pieces of UI.
Using components you make your application more modular and better organized.
Components leverage functions to create self-contained UI that can even have
its own state and behavior.
```lua
local function Button(props: {
Position: UDim2,
Text: string,
Callback: () -> ()
})
return create "TextButton" {
BackgroundColor3 = Color3.fromRGB(50, 50, 50),
Size = UDim2.fromOffset(400, 250),
Position = props.Position,
Text = props.Text,
Callback = props.Callback
}
end
local button = Button {
Position = UDim2.new(),
Text = "Click me!",
Callback = function()
print "clicked"
end
}
```
Above is a simple example of a button component with its background color set to
a dark grey and with a fixed size.
A single parameter `props` is used to pass properties to the component.
Components allow you to *encapsulate* behavior. You can only modify the
component in ways that you allow in the component.
This also promotes code reusability. Anytime you want a new button all you do
is call `Button {}` instead of creating and setting every property each time.
This can be extended to much more complicated UI.

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# State
State in Vide are the core of reactivity in Vide.
State contain values that can change, and when they do change, automatically
update anything that is using it.
A state object in Vide can be created using
[`source()`](../../api/reactivity-core.md#source).
```lua
local source = vide.source
```
```lua
local count = source(0)
```
The value of a state can be set by calling it with an argument, and can be read
by calling it with no arguments.
```lua
count(count() + 1) -- increment count state by 1
```
Below is an example of a counter component that has state.
```lua
local function Counter()
local count = source(0)
return create "TextButton" {
Text = count,
Activated = function()
count(count() + 1)
end
}
end
```
Any time the source value is set, anything depending on it will automatically be
updated using the new value.
Vide detects when you assign a function to a property. This is known
as *binding* and doing so will cause the property to *automatically* update
whenever a state in that function is updated, by rerunning the function and
assigning its return value. You can only bind non-event
properties, otherwise the function is connected as the event callback.
You as the programmer do not have to worry about manually updating variables or
UI instances, you can just focus on defining how the data maps to UI and
everything will update when changes occur.
Each call of `Counter {}` will create a new counter element, each with their own
independent count state.

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# Derived State
You can create new state from existing states. This is known as *deriving
state*.
A function that wraps a state effectively becomes a state. If a state used
inside a function is updated, the whole function can be re-ran to recompute
its value.
```lua
local count = source(0)
local function text()
return "count: " .. count()
end
create "TextLabel" {
Text = text
}
```
Sometimes when using expensive computations to derive state, you only want to
recalculate it once when a source state has changed
If you wrap a source state with a regular function, its value will be recomputed
every time you call that function.
[`derive()`](../../api/reactivity-core.md#derive) accepts a functions whose
return value will be cached, so that subsequent calls of this derived state
will return the same cached value until one of its source states have changed.
```lua
local derive = vide.derive
```
```lua
local count = source(0)
local factorial = derive(function()
local n = 1
for i = 2, count() do
n *= i
end
return n
end)
```
This can improve performance for expensive calculations.
```lua
create "TextLabel" {
Text = function()
return "factorial squared: " .. factorial() * factorial()
end
}
count(3) -- displays "factorial squared: 36"
count(4) -- displays "factorial squared: 576"
```

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# Table State
Vide has functions for dealing with table states.
Below is an example using the above `List` class.
```lua
type Item = {
Name: string,
Icon: number
}
local items = source({} :: Array<Item>)
List {
Children = indexes(items, function(item, i)
return create "ImageLabel" {
Image = function()
return "rbxassetid://" .. item().Icon
end,
LayoutOrder = i
}
end)
}
```
Here we map each element in `items` to a value returned by a callback.
The callback is called only *once* per key. The first argument given to the
callback is a state that has the value of the table key's value.
Anytime the value of the corresponding table key changes, the state value
changes too. This saves us from having to recreate a UI element any time a
table index changes.

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# Property Groups
Often when creating components from existing components, you can find yourself
repetitively passing through properties such as size or position.
```lua
function Background(props: {
Color: Color3,
AnchorPoint: UDim2,
Position: UDim2,
Size: UDim2
})
return create "Frame" {
Color = props.Color
AnchorPoint = props.AnchorPoint,
Position = props.Position,
Size = props.Size
}
end
function Menu(props: {
Color = props.Color
AnchorPoint: UDim2,
Position: UDim2,
Size: UDim2
})
return Background {
Color = props.COlor,
AnchorPoint = props.AnchorPoint,
Position = props.Position,
Size = props.Size
}
end
```
One way this can be avoided is by using *property nesting*. In Vide, passign a
table value inside `props` has special semantics. Any key with a table value is
not assigned like a property, instead the table is iterated and processed just
like the outer table is. Any properties in the nested table will be assigned
to the instance just the same.
Below is an example of how you can use this to pass groups of similar properties
together such as position and size, while also using typechecking.
```lua
type Layout = {
Layout = {
Position: UDim2?,
Size: UDim2?,
AnchorPoint: Vector2?
}
}
function Background(props: Layout & { Color: Color3 })
return create "Frame" {
Color = props.Color,
props.Layout
}
end
function Menu(props: Layout & { Color: Color3 })
return Background {
Color = props.Color,
Layout = props.Layout
}
end
```
Here we created a nested group with the key `Layout` that can accept
layout-related properties. Any name could be chosen for the key.
This allows us to write much more concise syntax that is also typecheckable.
The same can be done for properties such as children to pass table of instances.
```lua
type Children = {
Children = Array<Instance>
}
local function List(props: Children & Layout)
return create "Frame" {
props.Layout,
props.Children,
create "UIListLayout" {}
}
end
List {
Layout = {
Position = UDim2.new()
},
Children = {
create "TextLabel" { Text = "1" },
create "TextLabel" { Text = "2" }
}
}
```