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What is FRP?
FRP is presented as a functional way to handle user input and GUI updates. Its core idea is that some values change over time, and these time-varying values are called signals. In Elm, signals update automatically and can be combined to build interactive behavior.
Reading notes#
- FRP is described as a functional setting for rich interaction, especially for handling user input and updating a GUI.
- The text says FRP makes it easier to create interactive GUIs and work with sequences of synchronous and asynchronous events.
- A signal is a value that changes over time, and FRP treats such values as updating automatically.
Mouse.positionis used as an example of a signal that changes when the mouse moves.Window.dimensionsis another signal example that changes when the window is resized.countis shown counting how many times a signal updates, here used for mouse clicks.liftis used to apply a normal function to a signal so it runs automatically when the signal updates.- The text says lifting a function that produces static graphics onto a signal produces animation.
- FRP becomes more powerful when paired with a graphics library, enabling interactive pages and purely functional games.
- FRP can combine multiple signals, such as using
lift2to relate mouse position to window width. sampleOnis described as sampling one signal whenever another signal updates.keepWhenkeeps a signal’s value only when a boolean signal is true, and uses a default value so the result always has a value.- The text describes FRP as declarative because it focuses on what is displayed rather than how the computer performs the updates.
- It contrasts FRP with traditional GUI frameworks that require event handlers, callbacks, and DOM manipulations.
- The page says FRP leaves many irrelevant details to the compiler, reducing the work needed for GUI programming.
