(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
import Foundation | |
extension MainActor { | |
/// Invoke `body`, running synchronously if possible. | |
/// | |
/// This method is equivalent to `Task { @MainActor in <body> }`, except that | |
/// the first thread hop is elided if the caller is already on the main thread. | |
/// Thus if `<foo>` has no subsequent thread hops, it can run fully synchronously. | |
@discardableResult | |
public static func runAsap<Success>( |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
The libdispatch is one of the most misused API due to the way it was presented to us when it was introduced and for many years after that, and due to the confusing documentation and API. This page is a compilation of important things to know if you're going to use this library. Many references are available at the end of this document pointing to comments from Apple's very own libdispatch maintainer (Pierre Habouzit).
My take-aways are:
You should create very few, long-lived, well-defined queues. These queues should be seen as execution contexts in your program (gui, background work, ...) that benefit from executing in parallel. An important thing to note is that if these queues are all active at once, you will get as many threads running. In most apps, you probably do not need to create more than 3 or 4 queues.
Go serial first, and as you find performance bottle necks, measure why, and if concurrency helps, apply with care, always validating under system pressure. Reuse
/// This is a list of Hypertext Transfer Protocol (HTTP) response status codes. | |
/// It includes codes from IETF internet standards, other IETF RFCs, other specifications, and some additional commonly used codes. | |
/// The first digit of the status code specifies one of five classes of response; an HTTP client must recognise these five classes at a minimum. | |
enum HTTPStatusCode: Int, Error { | |
/// The response class representation of status codes, these get grouped by their first digit. | |
enum ResponseType { | |
/// - informational: This class of status code indicates a provisional response, consisting only of the Status-Line and optional headers, and is terminated by an empty line. | |
case informational |
State machines are everywhere in interactive systems, but they're rarely defined clearly and explicitly. Given some big blob of code including implicit state machines, which transitions are possible and under what conditions? What effects take place on what transitions?
There are existing design patterns for state machines, but all the patterns I've seen complect side effects with the structure of the state machine itself. Instances of these patterns are difficult to test without mocking, and they end up with more dependencies. Worse, the classic patterns compose poorly: hierarchical state machines are typically not straightforward extensions. The functional programming world has solutions, but they don't transpose neatly enough to be broadly usable in mainstream languages.
Here I present a composable pattern for pure state machiness with effects,
extension Color { | |
/// Return a random color | |
static var random: Color { | |
return Color( | |
red: .random(in: 0...1), | |
green: .random(in: 0...1), | |
blue: .random(in: 0...1) | |
) | |
} | |
} |