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Use ason in your React applications David Kopal

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@coding_lawyer 
 @coding_lawyer codinglawyer.net

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@coding_lawyer lambdup.io

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@coding_lawyer Who heard about ason?

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@coding_lawyer

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@coding_lawyer Header DisplayList Footer

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@coding_lawyer Header DisplayList Footer UI

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@coding_lawyer

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@coding_lawyer Who wants to write better React?

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@coding_lawyer 1. JavaScript has a lot of issues

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@coding_lawyer ‣ versatile ‣ dynamic ‣ freedom

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@coding_lawyer ‣ no standards ‣ difficult to scale ‣ “this” keyword

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@coding_lawyer !+[]+[]+![] //"truefalse"

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@coding_lawyer 1. JavaScript has a lot of issues a. libraries and tools

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer 1. JavaScript has a lot of issues a. libraries and tools b. compile to JavaScript

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer JavaScript development is hard

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@coding_lawyer 1. JavaScript has a lot of issues a. libraries and tools b. compile to JavaScript 2. React isn’t a native JavaScript library

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@coding_lawyer React is based on different principles

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@coding_lawyer Immutability Type system Functional programming

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@coding_lawyer Immutability Type system Functional programming

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer familiar syntax

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@coding_lawyer semantics familiar syntax

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@coding_lawyer let fizzbuzz = (i) => switch (i mod 3, i mod 5) { | (0, 0) => "FizzBuzz" | (0, _) => "Fizz" | (_, 0) => "Buzz" | _ => string_of_int(i) }; for (i in 1 to 100) { Js.log(fizzbuzz(i)) };

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@coding_lawyer compiler

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@coding_lawyer function fizzbuzz(i) { var match = i % 3 var match$1 = i % 5 if (match !== 0) { if (match$1 !== 0) { return String(i) } else { return 'Buzz' } } else if (match$1 !== 0) { return 'Fizz' } else { return 'FizzBuzz' } } for (var i = 1; i <= 100; ++i) { console.log(fizzbuzz(i)) } let fizzbuzz = (i) => switch (i mod 3, i mod 5) { | (0, 0) => "FizzBuzz" | (0, _) => "Fizz" | (_, 0) => "Buzz" | _ => string_of_int(i) }; for (i in 1 to 100) { Js.log(fizzbuzz(i)) };

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@coding_lawyer JavaScript interop

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@coding_lawyer c Native code (ocamlopt) Bytecode (ocamlc) JavaScript (bsc) c

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@coding_lawyer github.com/jaredly/gravitron

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@coding_lawyer Reason is compatible with React React was developed for Reason

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@coding_lawyer adjusted JavaScript to React’s needs

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer semantics familiar syntax

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@coding_lawyer statically typed cousin of JavaScript

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@coding_lawyer safer React

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@coding_lawyer JavaScript-like syntax React friendly

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@coding_lawyer “[Reason] is the best way to take React to the next level” Jordan Walke, creator of Reason, React

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@coding_lawyer Tic Tac Toe github.com/codinglawyer/reason-tic-tac-toe

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer type system

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@coding_lawyer clearer and safer code

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@coding_lawyer superior to Flow and TypeScript

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@coding_lawyer type inference

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@coding_lawyer type player = | Cross | Circle; type field = | Empty | Marked(player); type row = list(field) type board = list(row); type gameState = | Playing(player) | Winner(player) | Draw; type state = { board, gameState, };

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@coding_lawyer State let initialState = { board: [ [Empty, Empty, Empty], [Empty, Empty, Empty], [Empty, Empty, Empty], ], gameState: Playing(Cross), };

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@coding_lawyer it takes some time to learn static typing

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@coding_lawyer

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@coding_lawyer components

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@coding_lawyer stateless component

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer let component = ReasonReact.statelessComponent("App"); let make = _children => { ...component, render: _self =>
(ReasonReact.string("Tic Tac Toe"))
, };

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@coding_lawyer

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@coding_lawyer reducer component

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer let component = ReasonReact.reducerComponent("Game"); let make = _children => { ...component, initialState: () => initialState, reducer: (action: action, state: state) => switch (action) { | Restart => … | ClickSquare((id: string)) => … }, render: ({state, send}) =>
send(Restart)) onMark=(id => send(ClickSquare(id))) />
, };

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@coding_lawyer State let initialState = { board: [ [Empty, Empty, Empty], [Empty, Empty, Empty], [Empty, Empty, Empty], ], gameState: Playing(Cross), };

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@coding_lawyer let component = ReasonReact.reducerComponent("Game"); let make = _children => { ...component, initialState: () => initialState, reducer: (action: action, state: state) => switch (action) { | Restart => … | ClickSquare((id: string)) => … }, render: ({state, send}) =>
send(Restart)) onMark=(id => send(ClickSquare(id))) />
, };

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@coding_lawyer let component = ReasonReact.reducerComponent("Game"); let make = _children => { ...component, initialState: () => initialState, reducer: (action: action, state: state) => switch (action) { | Restart => … | ClickSquare((id: string)) => … }, render: ({state, send}) =>
send(Restart)) onMark=(id => send(ClickSquare(id))) />
, };

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@coding_lawyer reducer: (action: action, state: state) => switch (action) { | Restart => ReasonReact.Update(initialState) | ClickSquare((id: string)) => let updatedBoard = updateBoard( state.board, state.gameState, id); let updatedGs = checkGameState3x3( updatedBoard, state.board, state.gameState); ReasonReact.Update({ board: updatedBoard, gameState: updatedGs, }); },

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@coding_lawyer reducer: (action: action, state: state) => switch (action) { | Restart => ReasonReact.Update(initialState) | ClickSquare((id: string)) => let updatedBoard = updateBoard( state.board, state.gameState, id); let updatedGs = checkGameState3x3( updatedBoard, state.board, state.gameState); ReasonReact.UpdateWithSideEffects( { board: updatedBoard, gameState: updatedGs, }, (_self => Js.log(“Clicked")), ); },

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@coding_lawyer pure state update and side-effects separation

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@coding_lawyer less boilerplate

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@coding_lawyer Redux’s principles and component’s reusability

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@coding_lawyer pattern matching

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@coding_lawyer reducer: (action: action, state: state) => switch (action) { | Restart => ReasonReact.Update(initialState) | ClickSquare((id: string)) => let updatedBoard = updateBoard( state.board, state.gameState, id); let updatedGs = checkGameState3x3( updatedBoard, state.board, state.gameState); ReasonReact.Update({ board: updatedBoard, gameState: updatedGs, }); },

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@coding_lawyer let updateBoard = (board: board, gameState: gameState, id) => board |> List.mapi((ind: int, row: row) => row |> List.mapi((index: int, value: field) => string_of_int(ind) ++ string_of_int(index) === id ? switch (gameState, value) { | (_, Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, Empty) => Empty } : value ) );

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@coding_lawyer let updateBoard = (board: board, gameState: gameState, id) => board |> List.mapi((ind: int, row: row) => row |> List.mapi((index: int, value: field) => string_of_int(ind) ++ string_of_int(index) === id ? switch (gameState, value) { | (_, Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, Empty) => Empty } : value ) );

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@coding_lawyer type field = | Empty | Marked(player); type gameState = | Playing(player) | Winner(player) | Draw;

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@coding_lawyer switch (gameState: gameState, value: field) { | (_, Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, Empty) => Empty }

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@coding_lawyer

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@coding_lawyer switch ( getWinner(flattenBoard, head), gameEnded(flattenBoard), tail, ) { | (Cross, _, _) => Winner(Cross) | (Circle, _, _) => Winner(Circle) | (_, true, []) => Draw | (_, false, []) => whosPlaying(gameState) | _ => check(tail) };

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@coding_lawyer switch (match$1) { case 0 : return /* Winner */Block.__(1, [/* Cross */0]); case 1 : return /* Winner */Block.__(1, [/* Circle */1]); case 2 : if (match$2) { if (tail) { _rest = tail; continue ; } else { return /* Draw */0; } } else if (tail) { _rest = tail; continue ; } else { return whosPlaying(gameState); } }

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@coding_lawyer Labelled arguments

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@coding_lawyer let createPlayingBoard = (~width: int, ~height: int) => Array.make_matrix(width, height, "Field"); createPlayingBoard(~width=100, ~height=50);

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@coding_lawyer Game Board App BoardRow Square SharedTypes CSS

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@coding_lawyer let component = ReasonReact.statelessComponent("Board"); let make = (~state: state, ~onMark, ~onRestart, _children) => { ...component, render: _ =>
( ReasonReact.array( Array.of_list( List.mapi( (index: int, row: row) => , state.board, ),), )) /* ... */
,};

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@coding_lawyer let component = ReasonReact.statelessComponent("Board"); let make = (~state: state, ~onMark, ~onRestart, _children) => { ...component, render: _ =>
( ReasonReact.array( Array.of_list( List.mapi( (index: int, row: row) => , state.board, ),), )) /* ... */
,};

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@coding_lawyer let component = ReasonReact.reducerComponent("Game"); let make = _children => { ...component, initialState: () => initialState, reducer: (action: action, state: state) => switch (action) { | Restart => … | ClickSquare((id: string)) => … }, render: ({state, send}) =>
send(Restart)) onMark=(id => send(ClickSquare(id))) />
, };

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@coding_lawyer List

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@coding_lawyer list array

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@coding_lawyer let numbers = [1, 5, 8, 9, 15]; let increasedNumbers = List.map((num) => num + 2, numbers); Js.log(increasedNumbers); /* [3,[7,[10,[11,[17,0]]]]] */

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@coding_lawyer let numbers = [1, 5, 8, 9, 15]; let increasedNumbers = List.map((num) => num + 2, numbers); Js.log(increasedNumbers); /* [3,[7,[10,[11,[17,0]]]]] */ Js.log(Array.of_list(increasedNumbers)); /* [3,7,10,11,17] */

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@coding_lawyer State let initialState = { board: [ [Empty, Empty, Empty], [Empty, Empty, Empty], [Empty, Empty, Empty], ], gameState: Playing(Cross), };

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@coding_lawyer let component = ReasonReact.statelessComponent("Board"); let make = (~state: state, ~onMark, ~onRestart, _children) => { ...component, render: _ =>
( ReasonReact.array( Array.of_list( List.mapi( (index: int, row: row) => , state.board, ),), )) /* ... */
,};

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@coding_lawyer let component = ReasonReact.statelessComponent("Board"); let make = (~state: state, ~onMark, ~onRestart, _children) => { ...component, render: _ =>
( ReasonReact.array( Array.of_list( List.mapi( (index: int, row: row) => , state.board, ),), )) /* ... */
,};

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@coding_lawyer let component = ReasonReact.statelessComponent("Board"); let make = (~state: state, ~onMark, ~onRestart, _children) => { ...component, render: _ =>
( state.board |> List.mapi((index: int, row: row) => ) |> Array.of_list |> ReasonReact.array )) /* ... */
,};

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@coding_lawyer Why should you use React in Reason?

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@coding_lawyer Reason is compatible with React's principles

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@coding_lawyer strong type system

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@coding_lawyer pattern matching

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@coding_lawyer functional programming features

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@coding_lawyer stateless and stateful component separation

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@coding_lawyer Get your hands dirty!

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@coding_lawyer 
 codinglawyer.net @coding_lawyer

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@coding_lawyer Questions?

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@coding_lawyer Thank You

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@coding_lawyer @coding_lawyer codinglawyer.net github.com/codinglawyer/reason-tic-tac-toe