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commit d682161c06
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@ -58,7 +58,7 @@ export default withMermaid({
{
text: "Advanced Reactivity",
items: [
{ text: "Reactive Scopes", link: "/tut/advanced/reactive-scoping.md"}
{ text: "Nested Scopes", link: "/tut/advanced/nested-scoping.md"}
]
}
],

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@ -0,0 +1,188 @@
# Nested Reactive Scopes
Nesting reactive scopes gives you finer control over the reactive graph, but
needs more work to do. The built-in control flow functions try to cover the
most common cases, but they do not cover all of them.
This tutorial will demonstrate how to implement a `show()` control flow function
using just sources and effects.
```lua
local mount = vide.mount
local source = vide.source
local show = vide.show
local function Counter()
local count = source(0)
return create "TextButton" {
Text = count,
Activated = function() count(count() + 1) end
}
end
mount(function()
local toggled = source(true)
show(toggled, Button)
end)
```
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph mount
direction LR
toggle --> show
subgraph show[show effect]
text[Text effect]
end
end
```
Above is the reactive graph for `show()`. It creates a new effect depending on
`toggle` where anytime `toggle` is truthy, it will create a new `Counter`. The
`show` effect calls `Counter`, which creates a new reactive scope to update its
text whenever `count` changes. As per the rules of reactive scopes, a reactive
scope rerunning will destroy any reactive scope created within it. So the text
effect's reactive scope is destroyed whenever the show effect is rerun.
The same can be achieved without the use of `show()`:
```lua
local mount = vide.mount
local source = vide.source
local effect = vide.effect
local cleanup = vide.cleanup
local function Counter()
local count = source(0)
return create "TextButton" {
Text = count,
Activated = function() count(count() + 1) end
}
end
mount(function()
local toggled = source(true)
effect(function()
if toggled() then
local destroy = mount(Button)
cleanup(destroy)
end
end)
end)
```
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph mount
direction LR
toggle --> effect
subgraph effect
subgraph mount2[inner mount]
text[Text effect]
end
end
end
```
This is another way to achieve the same. Here we use `mount()` within the effect
to manually create and destroy a new reactive scope whenever the effect reruns.
Alternatively, instead of using `mount()`, a new reactive scope can be created
directly within the effect:
```lua
local mount = vide.mount
local source = vide.source
local effect = vide.effect
local untrack = vide.untrack
local function Counter()
local count = source(0)
return create "TextButton" {
Text = count,
Activated = function() count(count() + 1) end
}
end
mount(function()
local toggled = source(true)
effect(function()
if toggled() then
untrack(Button)
end
end)
end)
```
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph mount
direction LR
toggle --> effect
subgraph effect
text[Text effect]
end
end
```
Without the use of `untrack()`, an error would occur, since Vide does not allow
the creation of reactive scopes inside reactive scopes that are tracking. The
reason for this, is because if the `Counter` component reads from a source
internally, that can cause the reactive scope calling `Counter()` to track that
source, causing unintentional reruns. As a guard against this, you are forced to
use `untrack()` to create nested reactive scopes.
The final result is the same as using the `show()` component. An effect is
created which creates the counter, which creates its own reactive scope. The
effect rerunning causes the counter's internal reactive scope to be destroyed,
making sure everything is cleaned up.

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@ -1,253 +0,0 @@
# Reactive Scoping
This is a brief document designed to give the user more insight into how Vide's
reactive system works.
## Graph Basics
Vide's reactivity can be represented as a graph, where each source, derived
source, and effect is a node on that graph. The term "*reactive scope*" is just
an abstraction used to refer to these nodes. Each node is a reactive scope.
Each node stores a cached value, a side-effect function, cleanup functions,
its parents and children, and its owner and owned.
Whenever a node is updated it will:
1. destroy its owned nodes
2. run its cleanups
3. rerun its side-effect and update its cached value
4. if its cached value changes, update its children recursively.
There is a difference between children nodes and owned nodes:
- children nodes are updated when a parent is updated.
- owned nodes are destroyed when a parent is updated.
- both children and owned are destroyed when a parent is destroyed.
Nodes created by `root()` generally have no children, and only tracks owned.
Nodes created by `derive()` generally have no owned, and only tracks children.
## Basic Example
```lua
root(function()
local forename = source "quan"
local surname = source "xi"
local name = derive(function()
return forename() .. " " .. surname()
end)
effect(function()
print("new name: " .. name())
end)
end)
```
This code will produce a graph that looks like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
}
}}%%
graph
subgraph root
forename & surname --> name
name --> effect
end
```
Nodes connected by arrows represent parent and children connections.
Nodes within other nodes represent owner and owned connections.
Any time a node is updated, Vide will traverse and update that node's children,
its children's children, etc, until all nodes descending from that node has been
updated. Traversal will stop at a node if that node's cached value does not
change after an update.
When the side-effect for a node is being reran when a node is updated, any
other nodes read within that side-effect are set as parents of the node
currently being reran. As those nodes are read, we know that the current node
depends on them, so any time those nodes are updated, they will update dependent
nodes since they will be stored as children.
When destroying a node, its descendents are traversed and also destroyed.
When being destroyed, a node's connections (parents and children, owner and
owned) are cleared, and any pending cleanup functions are ran.
The purpose of `root()` (which is called internally by `mount()`) is to setup
the root node which will track any node created inside its scope, or any
cleanups registered. Without it, nodes could be garbage collected without a
chance to run pending cleanups which can cause memory leakage.
Nodes created by `source()` can actually exist outside of root nodes, since
they do not have direct side-effects or cleanups, they do not have to be
explicitly destroyed.
## Control-flow Graph Example
Control flow functions in Vide are special, as they can dynamically create and
destroy new root scopes.
It is the combination of the above which allows us to write components like so:
```lua
local function Counter(props: { text: string })
local count = source(0)
local connection = stepped:Connect(function() count(count() + 1) end)
cleanup(function() connection:Disconnect() end)
return create "TextLabel" {
Text = function()
return props.text() .. ": " .. count()
end
}
end
```
Vide doesn't recognise this as a "component", that is a user abstraction. Vide
just sees this as a function that creates nodes in the reactive graph.
```lua
root(function()
local counters = { "A", "B" }
indexes(counters, function(name)
return Counter { text = name }
end)
end)
```
This code produces a graph like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#fff"
}
}}%%
graph LR
subgraph root
counters --> indexes
subgraph root1[subroot 1]
n1[name] --> p1[prop binding]
end
subgraph root2[subroot 2]
n2[name] --> p2[prop binding]
end
end
indexes .-> root1 & root2
```
This shows how the `indexes()` control flow function creates and manages new
root scopes. The function creates an effect seen as `indexes` in the graph,
which manages the new roots `subroot 1` and `subroot 2`, as well as the sources
`name` for which one exists for each index value in the input table.
When the input table changes, `indexes()` can automatically destroy and create
subroots based on the changed indexes. Destroyed nodes run any cleanups made, in
this case it is the cleanups to disconnect the counters connection. The same
applies to all other control flow functions.
Whenever the root reactive scope is destroyed, all its children, `counters` and
`indexes` will be destroyed too, which means that `indexes` children, the
subroots, will also be destroyed. Everything is nicely cleaned up.
## Custom Control-flow Example
Below is a simple example of the `show()` control-flow function.
Each time `visible` changes, `show()` will destroy the current reactive scope
and rerun its function in a new one.
```lua
local visible = source(true)
local count = source(0)
root(function()
show(visible, function()
return create "TextLabel" { Text = count }
end)
end)
```
The above code produces a graph like so:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1B1B1F"
}
}}%%
graph LR
subgraph root
direction LR
show
subgraph subroot["show() subroot"]
p1[prop binding]
end
end
visible --> show
count --> p1
show -.- subroot
```
This can be recreated without the `show()` control-flow function, with the
following code:
```lua
local visible = source(true)
local count = source(0)
root(function()
local output = derive(function()
visible()
-- untrack so any source read from within this scope
-- will not cause the outer `derive()` call to rerun,
-- we only want `derive()` to rerun when `visible` changes
return untrack(function()
local label = create "TextLabel" {}
effect(function()
label.Text = count()
end)
return label
end)
end)
end)
```
Both of the above code samples will produce the same visible result.

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@ -2,7 +2,8 @@
Sometimes you may need to do some cleanup when destroying a component or after
a side-effect from a source update. Vide provides a function `cleanup()` which
is used to queue a cleanup callback for the next time a reactive scope re-runs.
is used to queue a cleanup callback for the next time a reactive scope is rerun
or destroyed.
```lua
local mount = vide.mount
@ -32,53 +33,19 @@ end
local unmount = mount(Timer)
unmount() -- all queued cleanups are ran, heartbeat connection stopped
unmount() -- all queued cleanups are ran, heartbeat connection disconnected
```
In the above example, this allows us to disconnect the heartbeat connection
when the reactive scope responsible for creating the timer component is
destroyed, such as when it is unmounted.
Vide does not see "components", it only sees reactive scopes and how they are
linked together. Components are just a user pattern that creates UI instances
alongside effects. In other words, instances are just a side-effect of the
reactive graph. When a reactive scope is created, you create a corresponding
instance to display that data, when that reactive scope is destroyed, any
cleanups queued will be ran and take care of anything that needs to be, such
as disconnecting connections.
This is another reason why `mount()` is used at the top level of your app, so
that any registered cleanups created by your app components can be ran when
they are destroyed.
Side note: Roblox instances do not need to be explicitly destroyed for their
::: tip
Roblox instances do not need to be explicitly destroyed for their
memory to be freed, they only need to be parented to `nil`. So there is no
need to use `cleanup()` to destroy instances. However, be wary of connecting
a function that references an instance to an event from the same instance,
this causes the instance to reference itself and never be freed. In such a case
you would need to use `cleanup()` to disconnect this connection or to explicitly
destroy the instance.
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#161618"
}
}}%%
graph
subgraph mount
direction LR
cleanup([cleanup]) ~~~ count
count --> bind["effect (text binding)"]
end
```
:::

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@ -1,123 +1,57 @@
# Control Flow
Eventually you will need a way to dynamically create and destroy UI elements
Eventually you may need a way to dynamically create and destroy UI elements
resulting from source updates. Vide provides functions to help you do this,
known as *control flow* functions.
These functions return new sources, which hold the instances to be displayed.
These sources can be assigned as children, meaning the displayed children
will update when the input source updates.
Control flow functions are special, because they run their components in a new
reactive scope, which can be destroyed independently of the reactive scope that
called the control flow function itself. This means that parts of your app can
be independently created then destroyed.
## show()
The most basic control flow function is `show()`, which is used to conditionally
show a component.
```lua
local source = vide.source
local show = vide.show
local function JoinMenu()
local joined = source(false)
local function JoinButton()
return Button {
Activated = function() joined(true) end
}
end
return create "Frame" {
show(function() return not joined() end, JoinButton)
}
end
```
This will make a button to join if you have not joined already.
You can also pass a third argument, a fallback to show if the condition is falsey.
```lua
local function JoinMenu()
local joined = source(false)
local function JoinButton()
return Button {
Activated = function() joined(true) end
}
end
local function LeaveButton()
return Button {
Activated = function() joined(false) end
}
end
return create "Frame" {
show(joined, LeaveButton, JoinButton)
}
end
```
The reactive graph for the above example:
```mermaid
%%{init: {
"theme": "base",
"themeVariables": {
"primaryColor": "#1B1B1F",
"primaryTextColor": "#fff",
"primaryBorderColor": "#1B1B1F",
"lineColor": "#79B8FF",
"tertiaryColor": "#161618",
"tertiaryBorderColor": "#1C1C1F"
}
}}%%
graph
subgraph root["mount() scope"]
direction LR
joined --> show -.- subroot
subgraph subroot["show() scope"]
direction LR
Button
end
end
```
`show()` will implicitly create an effect depending on `joined`, which can be
seen as `show` on the graph. This effect manages, and can create or destroy
a separate reactive scope seen as `show() scope` on the graph. The dotted line
indicates that it isn't actually connected, only indirectly managed through
code.
Control flow functions run their components in a new reactive scope, which can
be destroyed independently of the reactive scope that called the control flow
function. This means parts of your app can be independently created and
destroyed.
## switch()
Similar to `show()`, `switch()`, also condtionally displays one instance at a
time. It is more flexible since it can show one of many components, based on a
table used to map a source value to a component.
`switch()` condtionally displays one instance at a time. It uses a table to map
a source value to a component.
```lua
local source = vide.source
local switch = vide.switch
local function Button(props: {
Text: string,
Activated: () -> ()
})
local hovered = source(false)
return create "TextButton" {
Text = props.Text,
Activated = props.Activated,
TextColor3 = function()
return hovered() and Color3.new(1, 1, 1) or Color3.new(.7, .7, .7)
end,
MouseEnter = function() hovered(true) end,
MouseLeave = function() hovered(false) end
}
end
local function JoinMenu()
local joined = source(false)
local function JoinButton()
return Button {
Text = "Join",
Activated = function() joined(true) end
}
end
local function LeaveButton()
return Button {
Text = "Leave"
Activated = function() joined(false) end
}
end
@ -131,22 +65,6 @@ local function JoinMenu()
end
```
This example is equivalent to the previous one.
The switch can map any value to any component.
```lua
type ActiveMenu = "none" | "inventory" | "shop" | "settings"
local menu = source "inventory"
switch(menu) {
inventory = InventoryMenu,
shop = ShopMenu,
settings = SettingsMenu
}
```
The reactive graph for the above example:
```mermaid
@ -164,23 +82,30 @@ The reactive graph for the above example:
graph
subgraph root["mount() scope"]
subgraph root["root scope"]
direction LR
menu --> switch -.- subroot
joined --> switch -.- subroot
subgraph subroot["switch() scope"]
subgraph subroot["switch scope"]
direction LR
Menu
effect["TextColor3 effect"]
end
end
```
A `switch()` call creates a new effect and a new scope as seen in the above
graph. Whenever `menu` updates, it causes the `switch` effect to run, which
will destroy and recreate the switch scope with the new component.
This will also destroy the internal effect that the button uses to highlight
itself when it is hovered, each time the switch is rerun.
## indexes()
Often, you will have a table of values with each value displayed in a similar
manner. Rather than manually looping over each value to generate a corresponding
UI element, `indexes()` allows you to create elements for each table index, to
display the value at that index.
UI element, `indexes()` allows you to create elements each corresponding to a
table index, to display the value at that index.
```lua
local todoList = source {
@ -222,7 +147,8 @@ value), will have its corresponding reactive scope destroyed to clean up that
element.
`indexes()` is said to *map* each table index to a new UI element that can
update to display the current value at that index.
update to display the current value at that index. Each table index is given a
single corresponding UI element.
The reactive graph for the above example:
@ -241,16 +167,16 @@ The reactive graph for the above example:
graph
subgraph root ["mount() scope"]
subgraph root ["root scope"]
direction LR
todoList --> indexes -.- subroot1 & subroot2
subgraph subroot1 ["indexes() scope 1"]
subgraph subroot1 ["indexes scope 1"]
direction LR
value1[todo] --> prop1["prop binding"]
end
subgraph subroot2 ["indexes() scope 2"]
subgraph subroot2 ["indexes scope 2"]
direction LR
value2[todo] --> prop2[prop binding]
end

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@ -6,73 +6,64 @@ A summary of all the concepts covered during the crash course.
A source of data.
Stores a single value that can be updated by the user.
Stores a single value that can be updated.
Created with `source()`.
# Derived Source
A new source composed of other sources.
Created with a plain function or with `derive()`.
## Effect
Anything that happens in reponse to a source update.
Anything that happens in response to a source update.
Vide has built-in functions to create effects such as
- `effect()` - runs arbitrary user code on source update
- `derive()` - updates a derived source on source update
Created with `effect()`.
## Reactive Scope
A scope created by certain Vide functions where source updates can be tracked,
and cleanups queued.
When a source used inside a reactive scope is updated, the reactive scope will
rerun.
Reactive scopes are created by functions such as
A scope created by certain functions such as:
- `root()`
- `effect()`
- `derive()`
## Owner
Reactive scopes can:
A reactive scope created within an outer reactive scope, is *owned* by the outer
reactive scope.
- track sources that are read from within.
- rerun when a tracked source updates.
- track new reactive scopes created from within.
When a reactive scope is re-ran or destroyed, all reactive scopes owned by it
are also destroyed.
## Scope Owners
Vide does not let you create reactive scopes without owners.
A reactive scope created within another reactive scope is *owned* by the other
reactive scope, with the exception of the reactive scope created by `root()`.
## Root Reactive Scope
When a reactive scope is rerun or destroyed, all reactive scopes owned by it are
automatically destroyed.
A top-level reactive scope. These scopes are an exception to the owner rule.
Created by `root()`, which `mount()` uses internally.
A root reactive scope can be created on its own. It allows other reactive scopes
to be created with an owner.
Root reactive scopes must be destroyed manually by the user, a function to do
this is given by `root()`.
A root reactive scope can be created within another reactive scope and it will
not automatically be owned by that scope.
`root()`, which `mount()` uses internally, creates a reactive scope with no
owner, since it must be destroyed manually using a destructor
returned.
## Cleanup
Cleans up the result from an effect.
Arbitrary code to run whenever a reactive scope is rerun or destroyed.
Unneeded in most cases, a cleanup is arbitrary code that can be ran before
a reactive scope is rerun or destroyed, so that the result from the previous
run can be cleaned up. A cleanup can be queued by using `cleanup()` within
a reactive scope.
Queue a function to run using `cleanup()`.
## Tracking
Reactive scopes are tracking by default, meaning sources read from within scope
will be tracked.
Sources read from within a reactive scope will be tracked. This can be disabled
using `untrack()`, which will make reactive scopes temporarily ignore sources
read.
A reactive scope can be made temporarily non-tracking within `untrack()`, so
that any source used will be ignored. The only function that creates a
nontracking reactive scope by default is `root()`.
The reactive scope created by `root()` is non-tracking by default.
As a guard against misusage, a reactive scope cannot be created within a
reactive scope, unless it is made non-tracking using `untrack()`.
## Reactive Graph

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@ -6,7 +6,7 @@ Instances are created using `create()`.
properties to assign when creating a new instance for that class.
Luau allows us to omit parentheses `()` when calling functions with string or
table literals which Vide takes advantage of for brevity.
table literals which is recommended to use for brevity.
```lua
local create = vide.create
@ -44,6 +44,5 @@ to a string key.
When creating an instance with no properties, it is important to not forget to
actually call the constructor: `create "Frame" {}` and not `create "Frame"`.
To be clear, `create "Frame"` returns a *function* which is a constructor for
that class, not an instance of that class. This would result in you attempting
to parent a function instead of an instance which is not correct.
that class, not an instance of that class.
:::

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@ -35,7 +35,6 @@ return Button
```
```lua [App.luau]
local mount = vide.mount
local create = vide.create
local Button = require(Button)
@ -60,7 +59,7 @@ local function App()
}
end
mount(App, game.StarterGui)
App().Parent = game.StarterGui
```
:::
@ -76,8 +75,3 @@ To create a new button all you must do is call the `Button` function, passing in
values. This saves having to create and set every property each time. Also, when
updating the button component in future, any changes to the button file will be
seen anywhere the button is used in your app.
The `mount()` function is used to set up Vide's reactivity system when creating
your UI. It only needs to be called once at the top-level with the function that
puts together your entire app. It also parents the returned instance to another
a target instance for you.

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@ -21,11 +21,11 @@ count(1)
-- "count: 1" printed
```
The callback given to `effect()` is initially ran immediately in a
*reactive scope*. Any source read from inside a reactive scope will be tracked,
so that if any of those sources update, the effect will be reran too.
The callback given to `effect()` is ran immediately in a *reactive scope*. Any
source read from inside a reactive scope will be tracked, so when any of those
sources update, the effect will be reran too.
Effects also work with derived sources, it doesn't matter how deeply nested
Reactive scopes also track derived sources, it doesn't matter how deeply nested
inside a function a source is.
```lua

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@ -1,12 +1,16 @@
# Root Reactive Scopes
Any reactive scopes created, such as by `effect()`, must be done so within a
"root" reactive scope. This is the main purpose of `mount()`, which you use
once at the top level to create your UI.
Reactive scopes cannot be created on their own - they must be created within
another reactive scope so that it can be tracked and later destroyed when it is
no longer needed.
This is so that if you want to destroy your UI, it can stop any reactive scopes
created within it, since reactive scopes track any reactive scopes created
within them.
This is the purpose of `mount()`, which creates an initial "root", or
"top-level" reactive scope, which all other reactive scopes, such as
ones created by `effect()`, can stem from.
When this root reactive scope is destroyed, it will ensure all other reactive
scopes created within it are also destroyed, ensuring everything is cleaned up
properly.
```lua
local source = vide.source
@ -20,13 +24,15 @@ local function App()
end)
end
vide.mount(App) -- works!
App() -- will error since effect() was not called within a reactive scope
vide.mount(App) -- works!
```
Mounting returns a function that when called will destroy any reactive scopes
created during the `mount()` call.
Mounting returns a function that when called will destroy its reactive scope,
along with any other reactive scopes created inside it.
```lua
local unmount = mount(App)
@ -68,7 +74,7 @@ memory. The effect being destroyed will remove this reference, allowing the
instance to be garbage collected.
You don't need to worry about ensuring all your effects are created within a
root scope, since you should be creating all your UI and corresponding effects
within a top-level `mount()` call that puts all your UI together. So it is safe
to assume that any effect you create will be created under this top level scope.
Vide will prevent you from accidently doing otherwise anyways.
root reactive scope, since you should be creating all your UI and corresponding
effects within a top-level `mount()` call that puts all your UI together. So it
is safe to assume that any effect you create will be created under this top
level scope. Vide will prevent you from accidently doing otherwise anyways.

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@ -1,6 +1,6 @@
# Stateful Components
A stateful component is a component that can update in reponse to data.
A stateful component is a component that stores some data internally.
Stateful components in Vide are created using sources and effects - sources to
store the data, and effects to display the data.
@ -27,13 +27,18 @@ local function Counter()
return instance
end
mount(Counter, game.StarterGui)
```
Above is an example of a counter component, that when clicked, will increment
its internal count, and automatically update its text to reflect that count.
Each instance of `Counter()` will maintain its own independent count, since the
count source is created inside the scope of the component.
count source is created inside the component.
We use `mount()` to create the counter within a reactive scope, which also takes
a second argument to parent the counter to another instance.
## External State

View file

@ -1,8 +1,7 @@
# Property Binding
Explicitly creating effects to update properties can become verbose when there
are a lot of properties to update. Vide provides a way to *implicitly* create
an effect to update properties on source update.
Explicitly creating effects to update properties can be tedious. Vide provides a
way to *implicitly* create an effect to update properties.
```lua
local create = vide.create
@ -12,12 +11,12 @@ local function Counter()
local count = source(0)
return create "TextButton" {
Text = function()
return "count: " .. count()
end,
Activated = function()
count(count() + 1)
end,
Text = function()
return "count: " .. count()
end
}
end

View file

@ -45,9 +45,9 @@ local function assert_owning_scope(): Node<unknown>
if not scope then
local caller_name = debug.info(2, "n")
return throw(`cannot use {caller_name}() in non-reactive scope, must be used within a root() or mount() callback`)
return throw(`cannot use {caller_name}() in a non-reactive scope`)
elseif scope.effect then
throw("cannot create new reactive scope inside of a tracking scope") -- todo: allow this?
throw("cannot create new reactive scope in a tracking reactive scope")
end
return scope