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@reix/dirty

v0.1.0-alpha.5

Published

Generalised computation graphs for the reix game engine

Downloads

3

Readme

Dirty

Generatlised computation graphs for the reix game engine

Why is this package called "dirty"?

Because all computation nodes exposed by this package have a state property. That property is set to true if the node is dirty (It needs an update). The moment the updates are performed depends on the type of node used.

Usage

import {
    ComputationInputNode,
    LazyComputationNode,
    SynchronousComputationNode
} from '@reix/dirty'

const myInput = new ComputationInputNode(0)

// Both ways will return the values in a synchronous way.
// The difference is the timing of the updates.
const lazy = new LazyComputationNode({ myInput }, inputs => inputs.myInput * 2)
const sync = new SynchronousComputationNode(
    { myInput },
    inputs => inputs.myInput * 3
)

myInput.set(7)
console.log(myInput.get()) // 7

// lazy hasn't been updated
// immediate has been updated

// the calculation was already performed so it returns the result
console.log(sync.get()) // 21

// perform calculation and then return the result
console.log(lazy.get()) // 14

// the calculation was already performed so it returns the result
console.log(lazy.get()) // 14

// cleanup
// every child is disposed automatically when you dispose it's parent
myInput.dispose()

Advanced usage:

Each node has an emitter property which is an instance of BitFieldEmitter (from @reix/bits). You can get the event codes from the computationEvents enum:

import {
    ComputationInputNode,
    LazyComputationNode,
    computationEvents
} from '@reix/dirty'

const myInput = new ComputationInputNode(0)
const lazy = new LazyComputationNode({ myInput }, inputs => inputs.myInput * 2)

lazy.emitter.on(computationEvents.changed, () => console.log('changed'))
lazy.emitter.on(computationEvents.updated, () => console.log('updated'))
lazy.emitter.on(computationEvents.disposed, () => console.log('disposed'))

myInput.set(7) // updated, changed
myInput.set(7) // updated (the result of the calculation is the same)

myInput.dispose() // disposed
// or
lazy.dispose() // disposed

Note: Both the changed and updated events will be emitted at the same time, so you can listen to both:

lazy.emitter.on(
    computationEvents.changed & computationEvents.updated,
    something
)
// or
lazy.emitter.on(computationEvents.changedAndUpdated, something)

Each node has a state property. You can get the state flags from the computationFlags enum:

import { ComputationInputNode, LazyComputationNode } from '../src'
import { computationFlags } from '../dist'

const myInput = new ComputationInputNode(0)
const lazy = new LazyComputationNode({ myInput }, inputs => inputs.myInput * 2)

// Active
console.log(lazy.state & computationFlags.active) // truthy

// Dirty:
console.log(lazy.state & computationFlags.dirty) // truthy
lazy.get()
console.log(lazy.state & computationFlags.dirty) // falsy

// Active after disposing
lazy.dispose()
console.log(lazy.state & computationFlags.active) // falzy

Note: Instead of doing lazy.state & computationFlags.dirty you can use the isActive method