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10 changed files with 214 additions and 160 deletions
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@ -27,21 +27,21 @@ Some of the main focuses behind Vide's design choices:
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## Structure Of A Vide App
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The entry point for all Vide apps is the `root()` function. This function
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sets up Vide's reactivity system and allows proper disposal of your app. It
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takes and calls a function that should create your entire app, then returns the
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result.
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The entry point for all Vide apps is the `mount()` function. This function
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sets up Vide's reactivity system. It takes and calls a function that should
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create your entire app, and will apply its result to a target.
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In Vide, your app should be composed of functions, each function creates a
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specific part of your app, and can be reused if needed. These functions are
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called *components*.
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```lua
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local function App()
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return create "ScreenGui" {
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create "TextLabel" { Text = "hi" }
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}
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end
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root(App).Parent = game.StarterGui
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mount(App, game.StarterGui)
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```
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@ -1,32 +1,20 @@
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# Creating UI
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Instances are created using [`create()`](../../api/creation.md#create).
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```lua
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local vide = require(vide)
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local create = vide.create
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```
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Instances are created using `create()`.
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`create()` returns a constructor for a class which then takes a table of
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properties to assign when creating a new instance for that class.
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Luau allows us to omit parentheses `()` when calling functions with string or
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table literals for brevity.
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table literals which Vide takes advantage of for brevity.
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```lua
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local frame = create "Frame" {
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Name = "Background",
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Position = UDim2.fromScale(0.5, 0.5)
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}
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```
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String keys are treated as properties and integer keys are treated as child
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instances.
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```lua
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create "ScreenGui" {
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Parent = game.StarterGui,
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local vide = require(vide)
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local mount = vide.mount
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local create = vide.create
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local function App()
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return create "ScreenGui" {
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create "Frame" {
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AnchorPoint = Vector2.new(0.5, 0.5),
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Position = UDim2.fromScale(0.5, 0.5),
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@ -36,27 +24,31 @@ create "ScreenGui" {
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Text = "hi"
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},
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create"TextLabel" {
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create "TextLabel" {
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Text = "bye"
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}
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}
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}
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```
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},
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To connect to an event, just assign the event property a function.
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create "TextButton" {
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Text = "click me",
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All event arguments are passed into the function.
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```lua
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create "TextButton" {
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Activated = function()
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print "clicked!"
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end
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}
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}
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}
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}
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end
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mount(App, game.StarterGui)
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```
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You can also use a form of aggregate initialization to create datatypes instead
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of explicitly typing out the class name and constructor.
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Assign a value to a string key to set a property, and assign a value to a
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number key to set a child. Events can be connected to by assigning a function
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to a string key.
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You can also use a shorthand to create datatypes instead of explicitly typing
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out the class name and constructor. The table will be unpacked into the `.new()`
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constructor of the property's type.
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```lua
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create "Frame" {
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@ -64,7 +56,3 @@ create "Frame" {
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UDim2 = { 0.5, 0, 0.5, 0 }
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}
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```
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When a property is assigned a table, Vide will inspect the type of the property
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being assigned to, and call that type's default `new()` constructor with the
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unpacked values from the assigned table.
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@ -29,6 +29,7 @@ return Button
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```lua [App.luau]
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local vide = require(vide)
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local mount = vide.mount
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local create = vide.create
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local Button = require(Button)
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@ -46,7 +47,7 @@ local function App()
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}
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end
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root(App).Parent = game.StarterGui
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mount(App, game.StarterGui)
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```
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Above is a simple example of a button component with a set color and size,
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@ -4,35 +4,18 @@
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core of reactivity in Vide, as updates to a source can automatically update
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properties or other sources depending on that source.
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A source in Vide can be created using
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[`source()`](../../api/reactivity-core.md#source).
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A source in Vide can be created using `source()`.
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```lua
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local source = vide.source
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local count = source(0)
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```
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The value passed to `source()` is the initial value of the source.
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The value of a source can be set by calling it with an argument, and can be read
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by calling it with no arguments.
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```lua
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count(count() + 1) -- increment source by 1
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```
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Below is an example of a stateful counter component.
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```lua [Counter.luau]
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local vide = require(vide)
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local source = vide.source
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local function Counter(props: { Position: UDim2 })
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local function Counter()
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local count = source(0)
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return create "TextButton" {
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Position = props.Position,
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Size = UDim2.new(200, 50),
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Position = UDim2.fromOffset(300, 300),
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Size = UDim2.fromOffset(200, 50),
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Text = count,
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@ -41,18 +24,28 @@ local function Counter(props: { Position: UDim2 })
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end
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}
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end
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mount(function() return create "ScreenGui" { Counter {} } end, game.StarterGui)
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```
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Each call of `Counter {}` will create a new counter element, each with their own
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independent count.
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The value passed to `source()` is the initial value of the source.
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Vide detects when you assign a function to a property. This is known
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as *binding* and doing so will cause the property to *automatically* update
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whenever a source in that function is updated, by rerunning the function and
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assigning its return value. You can only bind non-event
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properties, otherwise the function is connected as the event callback.
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The value of a source can be set by calling it with an argument, and can be read
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by calling it with no arguments.
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This allows you as the programmer to not need to manually update GUI as the state
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```lua
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count(count() + 1) -- increment count by 1
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```
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Each call of `Counter {}` will create a new counter, each maintaining their
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own count.
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When you assign a function to a non-event property, Vide will immediately run it
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and check what sources were read from. When updating those sources again after,
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this function will be re-ran and its return value applied to the property.
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This is known as *binding* properties.
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This allows you as the programmer to not need to manually update UI as the state
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of your program changes. You just define how the data maps to UI, and Vide's
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reactive system will surgically update any properties depending on sources that
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are changed.
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reactive system will automatically update any properties depending on sources
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that are updated.
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@ -0,0 +1,42 @@
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# Effect
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An effect is a function that is run anytime a source updates. They are called
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effects because they can produce side-effects when reacting to source changes.
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Effects are created using `effect()`.
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```lua
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local vide = require(vide)
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local source = vide.source
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local effect = vide.effect
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local function Counter()
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local count = source(0)
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effect(function()
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print("count has updated to: " .. count())
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end)
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return create "TextButton" {
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Position = UDim2.fromOffset(300, 300),
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Size = UDim2.fromOffset(200, 50),
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Text = count,
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Activated = function()
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count(count() + 1)
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end
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}
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end
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mount(function() return create "ScreenGui" { Counter {} } end, game.StarterGui)
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```
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This will print to the terminal anytime the count is changed.
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`effect()` creates an explicit side-effect. There are other side-effects in the
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above code sample. The setting of `Text = count` creates another side-effect;
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the updating of the Text property anytime the count is changed.
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All observable changes to the user are considered to be side-effects of the
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reactive system.
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@ -8,95 +8,69 @@ used inside a function is updated, the whole function can be re-ran to recompute
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its value.
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```lua
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local count = source(0)
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local vide = require(vide)
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local source = vide.source
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local function text()
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return "count: " .. count()
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local function Counter()
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local count = source(0)
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local function doubled()
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return count() * 2
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end
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return create "TextButton" {
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Position = UDim2.fromOffset(300, 300),
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Size = UDim2.fromOffset(200, 50),
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Text = doubled,
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Activated = function()
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count(count() + 1)
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end
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}
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end
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create "TextLabel" {
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Text = text
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}
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mount(function() return create "ScreenGui" { Counter {} } end, game.StarterGui)
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```
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Now the counter will increment in 2s each time it is clicked.
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Sometimes when using expensive computations to derive state, you only want to
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recalculate it once when a source state has changed
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If you wrap a source with a regular function, its value will be recomputed
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every time you call that function.
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[`derive()`](../../api/reactivity-core.md#derive) accepts a functions whose
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return value will be cached, so that subsequent calls of this derived source
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will return the same cached value until one of its input sources have changed.
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recalculate it once when a source state has changed. Although not needed in
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most cases, you can use `derive()` to create a new source that will cache its
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value, only recomputing when an input source has changed.
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```lua
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local vide = require(vide)
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local source = vide.source
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local derive = vide.derive
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```
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```lua
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local count = source(0)
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local function Counter()
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local count = source(0)
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local factorial = derive(function()
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local factorial = derive(function()
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local n = 1
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for i = 2, count() do
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n *= i
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end
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return n
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end)
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end)
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return create "TextButton" {
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Position = UDim2.fromOffset(300, 300),
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Size = UDim2.fromOffset(200, 50),
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Text = function()
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return factorial() + factorial() + factorial()
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end,
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Activated = function()
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count(count() + 1)
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end
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}
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end
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```
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This can improve performance in cases where a source is read from multiple times
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between recalculations, like in the example below:
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```lua
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create "TextLabel" {
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Text = function()
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return "factorial squared: " .. factorial() * factorial()
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end
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}
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count(3) -- displays "factorial squared: 36"
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count(4) -- displays "factorial squared: 576"
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```
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Vide knows what sources are being depended on by immediately running the
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callback when deriving or binding sources. If a source is in a function but is
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never referenced the first time it runs, Vide will not know to rerun the
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function if that source changes.
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An example to effect out for is when using sources within branches:
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```lua
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local condition = source(true)
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local count1 = source(0)
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local count2 = source(0)
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local text = function()
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if condition() then
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return "text: " .. count1()
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else
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return "text: " .. count2()
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end
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end
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```
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In the above case, only `count1` will be referenced, meaning `text` will not be
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aware of `count2` even if the condition is later set to false.
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All sources to be tracked must be referenced the first time the function runs.
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```lua
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local condition = source(true)
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local count1 = source(0)
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local count2 = source(0)
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local text = function()
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local c1 = count1()
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local c2 = count2()
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if condition() then
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return "text: " .. c1
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else
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return "text: " .. c2
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end
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end
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```
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between recalculations. In the above example, the factorial is only ever
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calculated once each time the count changes.
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40
docs/tut/crash-course/7-cleanup.md
Normal file
40
docs/tut/crash-course/7-cleanup.md
Normal file
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@ -0,0 +1,40 @@
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# Cleanup
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Sometimes you may need to do some cleanup when destroying a component or after
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a side-effect from a source update. Vide provides a function `cleanup()` which
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is used to register a cleanup callback for the next time the reactive scope
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it is called in re-runs.
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```lua
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local vide = require(vide)
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local source = vide.source
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local cleanup = vide.cleanup
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local function Timer()
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local count = source(0)
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local con = game:GetService("RunService").Heartbeat:Connect(function(dt)
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count(count() + dt)
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end)
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cleanup(function()
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con:Disconnect()
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end)
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return create "TextButton" {
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Position = UDim2.fromOffset(300, 300),
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Size = UDim2.fromOffset(200, 50),
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Text = function()
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return "seconds: " .. count()
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end,
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}
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end
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mount(function() return create "ScreenGui" { Timer {} } end, game.StarterGui)
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```
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In the above example, this allows us to disconnect the heartbeat connection
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when the timer component is destroyed, whether that is from unmounting the app
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or if it is dynamically created by a control-flow function, which will be
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covered next.
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@ -1,4 +1,4 @@
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# Table Source
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# Control Flow
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Vide has specific functions for dealing with sources that store a table value.
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16
src/mount.luau
Normal file
16
src/mount.luau
Normal file
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@ -0,0 +1,16 @@
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if not game then script = require "test/relative-string" end
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local root = require(script.Parent.root)
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local apply = require(script.Parent.apply)
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local function mount<T>(app: () -> T, target: Instance?): () -> ()
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local _, destroy = root(function()
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local result = app()
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if target then apply(target, { result }) end
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return nil
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end)
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return destroy
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end
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return mount
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