# Reactivity API: Core
## source() Creates a new source with the given value. - **Type** ```lua function source(value: T): (T?) -> T ``` - **Details** Calling the returned source with no arguments will return its stored value, calling with arguments will set a new value. Reading from the source from within any reactive scope will cause changes to that source 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 source update. - **Type** ```lua function watch(source: () -> ()): Unwatch type Unwatch = () -> () ``` - **Details** The source callback is ran immediately to determine what states are referenced. Any time a source referenced in the callback is changed, the callback will be reran. Also returns a function that when called, stops the watcher immediately. ::: warning `source()` cannot yield. ::: - **Example** ```lua local state = source(1) watch(function() print(state()) end) -- prints 1 state(state() + 1) -- prints 2 ``` ## derive() Derives a new source from existing sources. - **Type** ```lua function derive(source: () -> T): () -> T ``` - **Details** The derived source will have its value recalculated when any source source 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 sources are being referenced. ::: warning `source()` cannot yield. ::: - **Example** ```lua local count = source(0) local text = derive(function() return `count: {count()}` end) text() -- "count: 0" count(1) text() -- "count: 1" ``` ## indexes() Maps each index in a table source to an object. - **Type** ```lua function indexes( source: () -> Map, transform: (value: () -> VI, index: KI) -> VO ): Array - **Details** The transform function is called only ever *once* for each index in the source table. The first argument is a source 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 source value 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 local displays = indexes(items, 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 source to an object. - **Type** ```lua function values( source: () -> Map, transform: (value: VI, index: () -> KI) -> VO ): Array - **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 source 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 source index 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. ::: ::: warning Having primitive values in the source table can cause unexpected behavior, as duplicate primitives can result in multiple index sources being bound to the same UI element. ::: - **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 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. --------------------------------------------------------------------------------