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ReactiveCocoa/Loop
Unidirectional Reactive Architecture. This is a ReactiveSwift counterpart of RxFeedback.
Documentation
Motivation
Requirements for iOS apps have become huge. Our code has to manage a lot of state e.g. server responses, cached data, UI state, routing etc. Some may say that Reactive Programming can help us a lot but, in the wrong hands, it can do even more harm to your code base.
The goal of this library is to provide a simple and intuitive approach to designing reactive state machines.
Core Concepts
State
State
is the single source of truth. It represents a state of your system and is usually a plain Swift type (which doesn't contain any ReactiveSwift primitives). Your state is immutable. The only way to transition from one State
to another is to emit an Event
.
struct Results<T: JSONSerializable> {
let page: Int
let totalResults: Int
let totalPages: Int
let results: [T]
static func empty() -> Results<T> {
return Results<T>(page: 0, totalResults: 0, totalPages: 0, results: [])
}
}
struct Context {
var batch: Results<Movie>
var movies: [Movie]
static var empty: Context {
return Context(batch: Results.empty(), movies: [])
}
}
enum State {
case initial
case paging(context: Context)
case loadedPage(context: Context)
case refreshing(context: Context)
case refreshed(context: Context)
case error(error: NSError, context: Context)
case retry(context: Context)
}
Event
Represents all possible events that can happen in your system which can cause a transition to a new State
.
enum Event {
case startLoadingNextPage
case response(Results<Movie>)
case failed(NSError)
case retry
}
Reducer
A Reducer is a pure function with a signature of (State, Event) -> State
. While Event
represents an action that results in a State
change, it's actually not what causes the change. An Event
is just that, a representation of the intention to transition from one state to another. What actually causes the State
to change, the embodiment of the corresponding Event
, is a Reducer. A Reducer is the only place where a State
can be changed.
static func reduce(state: State, event: Event) -> State {
switch event {
case .startLoadingNextPage:
return .paging(context: state.context)
case .response(let batch):
var copy = state.context
copy.batch = batch
copy.movies += batch.results
return .loadedPage(context: copy)
case .failed(let error):
return .error(error: error, context: state.context)
case .retry:
return .retry(context: state.context)
}
}
Feedback
While State
represents where the system is at a given time, Event
represents a trigger for state change, and a Reducer
is the pure function that changes the state depending on current state and type of event received, there is not as of yet any type to emit events given a particular current state. That's the job of the Feedback
. It's essentially a "processing engine", listening to changes in the current State
and emitting the corresponding next events to take place. It's represented by a pure function with a signature of Signal<State, NoError> -> Signal<Event, NoError>
. Feedbacks don't directly mutate states. Instead, they only emit events which then cause states to change in reducers.
public struct Feedback<State, Event> {
public let events: (Scheduler, Signal<State, NoError>) -> Signal<Event, NoError>
}
func loadNextFeedback(for nearBottomSignal: Signal<Void, NoError>) -> Feedback<State, Event> {
return Feedback(predicate: { !$0.paging }) { _ in
return nearBottomSignal
.map { Event.startLoadingNextPage }
}
}
func pagingFeedback() -> Feedback<State, Event> {
return Feedback<State, Event>(skippingRepeated: { $0.nextPage }) { (nextPage) -> SignalProducer<Event, NoError> in
return URLSession.shared.fetchMovies(page: nextPage)
.map(Event.response)
.flatMapError { (error) -> SignalProducer<Event, NoError> in
return SignalProducer(value: Event.failed(error))
}
}
}
func retryFeedback(for retrySignal: Signal<Void, NoError>) -> Feedback<State, Event> {
return Feedback<State, Event>(skippingRepeated: { $0.lastError }) { _ -> Signal<Event, NoError> in
return retrySignal.map { Event.retry }
}
}
func retryPagingFeedback() -> Feedback<State, Event> {
return Feedback<State, Event>(skippingRepeated: { $0.retryPage }) { (nextPage) -> SignalProducer<Event, NoError> in
return URLSession.shared.fetchMovies(page: nextPage)
.map(Event.response)
.flatMapError { (error) -> SignalProducer<Event, NoError> in
return SignalProducer(value: Event.failed(error))
}
}
}
The Flow
- As you can see from the diagram above we always start with an initial state.
- Every change to the
State
will be then delivered to allFeedback
loops that were added to the system. Feedback
then decides whether any action should be performed with a subset of theState
(e.g calling API, observe UI events) by dispatching anEvent
, or ignoring it by returningSignalProducer.empty
.- Dispatched
Event
then goes to theReducer
which applies it and returns a new value of theState
. - And then cycle starts all over (see 2).
Example
let increment = Feedback<Int, Event> { _ in
return self.plusButton.reactive
.controlEvents(.touchUpInside)
.map { _ in Event.increment }
}
let decrement = Feedback<Int, Event> { _ in
return self.minusButton.reactive
.controlEvents(.touchUpInside)
.map { _ in Event.decrement }
}
let system = SignalProducer<Int, NoError>.system(initial: 0,
reduce: { (count, event) -> Int in
switch event {
case .increment:
return count + 1
case .decrement:
return count - 1
}
},
feedbacks: [increment, decrement])
label.reactive.text <~ system.map(String.init)
Advantages
TODO
Acknowledgements
This is a community fork of the ReactiveFeedback project (with the MIT license) from Babylon Health.
Github
link |
Stars: 46 |
Last commit: 3 weeks ago |
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Dependencies
Releases
2.0 beta 3 - 2020-08-22T19:52:18
This is the third beta release of Loop 2.0. It requires Swift 5.2, and supports CocoaPods, Carthage and Swift Package Manager (tools version 5.2).
Changes
See the release note for Loop 2.0 beta 1 for important changes in 2.0.
- Fixed an issue of
firstValueAfterNil
not starting the effect, when the the supplied(State) -> U?
transform does yield non-nil value for the initial state. (#22) - Fixed an issue of
whenBecomesTrue
not starting the effect, when the the supplied(State) -> Bool
predicate does pass with the initial state. (#22) - Fix a scenario where reentrant calls to
Loop.send(_:)
should work but deadlock instead. (#23)