# Cleanup 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 register a cleanup callback for the next time the reactive scope it is called in re-runs. ```lua locla mount = vide.mount local source = vide.source local cleanup = vide.cleanup local function Timer() local count = source(0) local con = game:GetService("RunService").Heartbeat:Connect(function(dt) count(count() + dt) end) cleanup(function() con:Disconnect() end) return create "TextButton" { Position = UDim2.fromOffset(300, 300), Size = UDim2.fromOffset(200, 50), Text = function() return "seconds: " .. math.floor(count()) end, } end local unmount = mount(Timer) unmount() -- all registered cleanups are ran, heartbeat connection stopped ``` In the above example, this allows us to disconnect the heartbeat connection when the timer component is destroyed, whether that is from unmounting the app or if it is dynamically created by a control-flow function, which will be covered next. On a related note: the reason why `mount()` is used to create your app, is so that any top-level components that need to be cleaned up, can be cleaned up when the app is later unmounted, since `mount()` runs in a reactive-scope to track `cleanup()` calls. Vide's entire reactive system is independent from the life-time of instances; instances are just a side-effect of the reactive system.