Effect class

The effect function is the last piece that makes everything reactive. When you access a signal inside its callback function, that signal and every dependency of said signal will be activated and subscribed to. In that regard it is very similar to computed(fn). By default all updates are lazy, so nothing will update until you access a signal inside effect.

import 'package:signals/signals.dart';

final name = signal("Jane");
final surname = signal("Doe");
final fullName = computed(() => name.value + " " + surname.value);

// Logs: "Jane Doe"
effect(() => print(fullName.value));

// Updating one of its dependencies will automatically trigger
// the effect above, and will print "John Doe" to the console.
name.value = "John";

You can destroy an effect and unsubscribe from all signals it was subscribed to, by calling the returned function.

import 'package:signals/signals.dart';

final name = signal("Jane");
final surname = signal("Doe");
final fullName = computed(() => name.value + " " + surname.value);

// Logs: "Jane Doe"
final dispose = effect(() => print(fullName.value));

// Destroy effect and subscriptions
dispose();

// Update does nothing, because no one is subscribed anymore.
// Even the computed `fullName` signal won't change, because it knows
// that no one listens to it.
surname.value = "Doe 2";

Cleanup Callback

You can also return a cleanup function from an effect. This function will be called when the effect is destroyed.

import 'package:signals/signals.dart';

final s = signal(0);

final dispose = effect(() {
  print(s.value);
  return () => print('Effect destroyed');
});

// Destroy effect and subscriptions
dispose();

On Dispose Callback

You can also pass a callback to effect that will be called when the effect is destroyed.

import 'package:signals/signals.dart';

final s = signal(0);

final dispose = effect(() {
  print(s.value);
}, onDispose: () => print('Effect destroyed'));

// Destroy effect and subscriptions
dispose();

Warning About Cycles

Mutating a signal inside an effect will cause an infinite loop, because the effect will be triggered again. To prevent this, you can use untracked(fn) to read a signal without subscribing to it.

import 'dart:async';

import 'package:signals/signals.dart';

Future<void> main() async {
  final completer = Completer<void>();
  final age = signal(0);

  effect(() {
    print('You are ${age.value} years old');
    age.value++; // <-- This will throw a cycle error
  });

  await completer.future;
}

@link https://dartsignals.dev/core/effect

Implemented types

Constructors

Effect(EffectCallback compute, {String? debugLabel})
The effect function is the last piece that makes everything reactive. When you access a signal inside its callback function, that signal and every dependency of said signal will be activated and subscribed to. In that regard it is very similar to computed(fn). By default all updates are lazy, so nothing will update until you access a signal inside effect.

Properties

debugLabel String?
Debug label for Debug Mode
final
disposed bool
Check if the effect is disposed
getter/setter pair
globalId int
Global ID of the signal
final
hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
sources Iterable<ReadonlySignal>
@internal for testing getter to track all the signals currently subscribed in the effect
no setter

Methods

dispose() → void
Dispose of the instance
override
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onDispose(void cleanup()) EffectCleanup
Add a cleanup function to be called when the signal is disposed
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited