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Write better React with ReasonML David Kopal

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@coding_lawyer codinglawyer.io learnReasonML.com I’m David Kopal

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@coding_lawyer Who heard about ason?

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@coding_lawyer

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@coding_lawyer Who wants to write better React?

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@coding_lawyer React isn’t a native JavaScript library

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@coding_lawyer

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@coding_lawyer Immutability

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@coding_lawyer Immutability

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@coding_lawyer Immutability

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@coding_lawyer Immutability Functional programming

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@coding_lawyer Immutability Functional programming

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@coding_lawyer Immutability Functional programming

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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 Immutability Type system Functional programming

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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 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 semantics Javascript-like 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

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@coding_lawyer Reason is compatible with React

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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

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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 semantics Javascript-like syntax

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@coding_lawyer safer React

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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

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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

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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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

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@coding_lawyer [@react.component] let make = (~title) !=>
{React.string(title)} !
!
;

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@coding_lawyer [@react.component] let make = (~title) !=>
{React.string(title)} !
!
;

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@coding_lawyer [@react.component] let make = (~title) !=>
{React.string(title)} !
!
;

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@coding_lawyer [@react.component] let make = (~title) !=>
{React.string(title)} !
!
;

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@coding_lawyer stateful component

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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

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

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@coding_lawyer [@react.component] let make = () !=> { let (state, dispatch) = React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> … | ClickSquare((id: string)) !=> … }, { board: […], gameState: Playing(Cross) }, );
dispatch(Restart)} onMark={id !=> dispatch(ClickSquare(id))} !/> !
;};

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@coding_lawyer old syntax (v2) vs new syntax (v3)

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@coding_lawyer [@react.component] let make = (~title) !=>
{React.string(title)} !
!
; new syntax (v3)

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@coding_lawyer let component = ReasonReact.statelessComponent("App"); let make = (~title, _children) => { ...component, render: _self =>
(ReasonReact.string(title))
, }; old syntax (v2)

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@coding_lawyer let component = ReasonReact.statelessComponent("App"); let make = (~title, _children) => { ...component, render: _self =>
(ReasonReact.string(title))
, }; old syntax (v2) var component = ReasonReact.statelessComponent("App"); function make(title, _children) { return !/* record !*/[ !/* debugName !*/component[!/* debugName !*/0], !/* reactClassInternal !*/component[!/* reactClassInternal !*/1] !/* handedOffState !*/component[!/* handedOffState !*/2], !/* willReceiveProps !*/component[!/* willReceiveProps !*/3], !/* didMount !*/component[!/* didMount !*/4], !/* didUpdate !*/component[!/* didUpdate !*/5], !/* willUnmount !*/component[!/* willUnmount !*/6], !/* willUpdate !*/component[!/* willUpdate !*/7], !/* shouldUpdate !*/component[!/* shouldUpdate !*/8], !/* render !*/(function (_self) { return React.createElement( “div", undefined, React.createElement( "div", { className: “title" }, title), React.createElement(Game.make, { }) ); }), !/* initialState !*/component[!/* initialState !*/10], !/* retainedProps !*/component[!/* retainedProps !*/11], !/* reducer !*/component[!/* reducer !*/12], !/* jsElementWrapped !*/component[!/* jsElementWrapped !*/13] ]; } exports.component = component; exports.make = make;

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@coding_lawyer function App(Props) { var title = Props.title; return React.createElement( “div", undefined, React.createElement( "div", { className: “title" }, title), React.createElement(Game.make, { }) ); } var make = App; exports.make = make; new syntax (v3) [@react.component] let make = (~title) !=>
{React.string(title)} !
!
;

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@coding_lawyer const App = (Props) !=> (
{React.string(Props.title)} !
!
; ) var make = App; exports.make = make; new syntax (v3) [@react.component] let make = (~title) !=>
{React.string(title)} !
!
;

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@coding_lawyer var component = ReasonReact.statelessComponent("App"); function make(title, _children) { return !/* record !*/[ !/* debugName !*/component[!/* debugName !*/0], !/* reactClassInternal !*/component[!/* reactClassInternal !*/1], !/* handedOffState !*/component[!/* handedOffState !*/2], !/* willReceiveProps !*/component[!/* willReceiveProps !*/3], !/* didMount !*/component[!/* didMount !*/4], !/* didUpdate !*/component[!/* didUpdate !*/5], !/* willUnmount !*/component[!/* willUnmount !*/6], !/* willUpdate !*/component[!/* willUpdate !*/7], !/* shouldUpdate !*/component[!/* shouldUpdate !*/8], !/* render !*/(function (_self) { return React.createElement( “div", undefined, React.createElement( "div", { className: “title" }, title), React.createElement(Game.make, { }) ); }), !/* initialState !*/component[!/* initialState !*/10], !/* retainedProps !*/component[!/* retainedProps !*/11], !/* reducer !*/component[!/* reducer !*/12], !/* jsElementWrapped !*/component[!/* jsElementWrapped !*/13] ]; } exports.component = component; exports.make = make; const App = (Props) !=> (
{React.string(Props.title)} !
!
; ) var make = App; exports.make = make; new syntax (v3) old syntax (v2)

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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 inference by the compiler !*/ let plus = (a, b) !=> a + b

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@coding_lawyer !/* type inference by the compiler !*/ let plus = (a, b) !=> a + b !/* (int, int) !=> int !*/

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

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

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

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

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

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@coding_lawyer

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@coding_lawyer pattern matching

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@coding_lawyer Game Board App BoardRow Square

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@coding_lawyer React.useReducer( (state: state, action: action) !=> switch (action) { | Restart !=> initialState | ClickSquare((id: string)) !=> let updatedBoard = updateBoard( state.board, state.gameState, id); let updatedGs = checkGameState3x3( updatedBoard, state.board, state.gameState); { 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: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => 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: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => 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 /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => Empty }

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@coding_lawyer /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => Empty }

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@coding_lawyer /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => Empty }

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@coding_lawyer /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => Empty }

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@coding_lawyer /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => Empty }

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@coding_lawyer /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => Empty }

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@coding_lawyer /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) | (_, _) => Empty }

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@coding_lawyer /* determines the value of the clicked square */ switch (gameState: gameState, value: field) { | (Playing(_), Marked(_)) => value | (Playing(player), Empty) => Marked(player) /* | (_, _) => 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 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 JavaScript-like syntax React friendly

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@coding_lawyer Learn ReasonML! learnReasonML.com

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@coding_lawyer 
 codinglawyer.io @coding_lawyer

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@coding_lawyer Thank You

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@coding_lawyer codinglawyer.io @coding_lawyer learnReasonML.com