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This might be somewhat true for this particular article, but please do not confuse that with functional-reactive-programming-like systems in general. I don't know RxSwift so will write in terms of ReactiveCocoa. 1. Apps are more than views. 2. ReactiveCocoa and RxSwift are just asynchronous data over time, represented as Just Another Data Structure (cough monad). Even if you just use them instead of callback blocks, it's an improvement because they can be composed, stored in data structures, and used in ways that methods taking a callback function and returning Void cannot. Cancellation is then implicit on deallocation, instead of needing to reference a "cancellation token" or other icky state like that. 3. Complex UIs are exactly where you want this type of system, because it provides type safety and compiler verification, instead of hoping that your target/selectors and KVO work and never break when you edit something and the compiler doesn't complain. I think that a popular JavaScript UI library being named "React" has damaged the perception of FRP-like systems. Generic FRP-like systems are not related to UI, other than that they can be used for it. People are confusing "DOM diffing" for having anything to do with signals/streams. In UIs, FRP-like systems allow you to take some evil imperative state (a slider was moved!), lift it into a happy pure-functional world, process the inputs, and drop out of evil imperative state at the end ("update the color"). For example, an RGB slider (using a bit of shorthand in places): combineLatest(redSlider.value, greenSlider.value, blueSlider.value)
.throttle(0.5, onScheduler: UIScheduler())
.map({ r, g, b in UIColor(r, g, b) })
.startWithNext({ color in colorView.color = color })
In four lines, we accept input from three different controls, wait for the changes to "settle" (let's say updating colorView.color is expensive for some reason), and update the view! It's very easy. Let's say we want to make a change, and only update colorView when the user taps a button: combineLatest(redSlider.value, greenSlider.value, blueSlider.value)
.sampleOn(button.tapped)
.map({ r, g, b in UIColor(r, g, b) })
.startWithNext({ color in colorView.color = color })
Only one change necessary. In plain-old-Cocoa, this would require another instance method to be defined. |
However, now that I do understand it, I agree with parent. I don't want to use this for complex UIs. Point by point:
> Cancellation is then implicit on deallocation
In practice, you're going to have retain cycles, no? I mean I don't know where these four lines "live", but if we write them in a closure and ship them off to a sync/diff/runloop engine, unless we are quite careful, that sync engine is going to hold a great many strong references. Unless you intend this to be an IBAction definition, in which case...
> because it provides type safety and compiler verification, instead of hoping that your target/selectors and KVO work and never break when you edit something and the compiler doesn't complain.
As long as the underlying Cocoa uses target-action, true compiler verification is impossible. Compiler verification checks something (these four lines) but it doesn't check that these lines actually run when the slider is moved in any way.
> FRP-like systems allow you to take some evil imperative state (a slider was moved!), lift it into a happy pure-functional world,
It's not immediately clear to me how e.g. throttle is implemented, but it must accumulate state inside it somehow in order to replay the event after the timer.
> Complex UIs are exactly where you want this type of system, because it provides type safety and compiler verification, instead of hoping that your target/selectors and KVO work and never break when you edit something and the compiler doesn't complain.
Compiler verification is good; tests are better. And I do not understand how you would even begin to write unit tests for this.
Now we get to:
1. Stopping in the debugger and trying to reason about these signal chains is complicated, because what we have here is a datastructure in memory, not lines of code I can step through
2. This example does not account for threading, and in any nontrivial example you want to move between background and foreground a few times. It also does not deal with "splitting/merging" (multiple observers, etc.) and I suspect the intersection of those two features is a sharp edge.
3. Finally, let's compare against a slightly more traditional syntax:
This syntax is also four lines of code, including the context of where the lines live. This example resolves all the problems I listed with the FRP example. In addition, it also collates which slider goes with which color component in a single line, rather than breaking that relationship apart across a (potentially long) signal path.To evolve from your first example to your second example we would just change
to While I readily concede this aspect is not quite as elegant as your example, to me having a slightly more complicated 1-line diff is a very low price to pay for all the other benefits I listed.