@reix/dirty
v0.1.0-alpha.5
Published
Generalised computation graphs for the reix game engine
Downloads
3
Maintainers
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
andupdated
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 theisActive
method