This is a curated list of iOS (Swift & ObjC) frameworks which are inspired by React and Elm.
- ReactSwift by @ColinEberhardt
- https://github.com/ColinEberhardt/ReactSwift
// | |
// MapRegionUtility.swift | |
// QuakeData | |
// | |
// Created by Adrian Bolinger on 7/9/18. | |
// Copyright © 2018 Adrian Bolinger. | |
// | |
/* | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: |
// Angle+Trig.swift | |
// SwiftPlaneGeometry | |
#if os(Linux) | |
/// #error No Linux Support | |
#else | |
import Darwin | |
#endif | |
extension Angle { |
This is a curated list of iOS (Swift & ObjC) frameworks which are inspired by React and Elm.
enum DateStride { | |
case year(Int) | |
case month(Int) | |
case day(Int) | |
var component: Calendar.Component { | |
switch self { | |
case .year(_): | |
return .year | |
#!/bin/bash | |
SHADER=$1 | |
SEC=$1 | |
COUNTER=0 | |
for i in `seq -w 0.01 .031 $SEC`; do | |
echo $i | |
`glslViewer $SHADER -s $i -o frame-$COUNTER.png` | |
let COUNTER=COUNTER+1 |
// | |
// Activity.swift | |
// | |
// Created by Zachary Waldowski on 8/21/16. | |
// Copyright © 2016 Zachary Waldowski. Licensed under MIT. | |
// | |
import os.activity | |
private final class LegacyActivityContext { |
public extension Int { | |
public var seconds: DispatchTimeInterval { | |
return DispatchTimeInterval.seconds(self) | |
} | |
public var second: DispatchTimeInterval { | |
return seconds | |
} | |
import WebKit | |
class NativeWebViewController: UIViewController { | |
let viewportScriptString = "var meta = document.createElement('meta'); meta.setAttribute('name', 'viewport'); meta.setAttribute('content', 'width=device-width'); meta.setAttribute('initial-scale', '1.0'); meta.setAttribute('maximum-scale', '1.0'); meta.setAttribute('minimum-scale', '1.0'); meta.setAttribute('user-scalable', 'no'); document.getElementsByTagName('head')[0].appendChild(meta);" | |
let disableSelectionScriptString = "document.documentElement.style.webkitUserSelect='none';" | |
let disableCalloutScriptString = "document.documentElement.style.webkitTouchCallout='none';" | |
override func viewDidLoad() { | |
// 1 - Make user scripts for injection |
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,