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;
}
Constructors
- Effect(dynamic fn()?, {String? debugLabel})
-
The
effectfunction 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 tocomputed(fn). By default all updates are lazy, so nothing will update until you access a signal insideeffect.
Properties
- debugLabel → String?
-
Label used for debugging
final
- disposed ↔ bool
-
Check if the effect is disposed
getter/setter pair
- flags ↔ int
-
getter/setter pairinherited
- globalId → int
-
Global ID of the signal
finalinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- sources ↔ Node?
-
getter/setter pairinherited
Methods
-
call(
) → void Function() - Activate the effect starting with the callback
-
dispose(
) → void - Dispose of the effect and stop future callbacks
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
notify(
) → void -
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