docs: typo fixes and other small changes to the docs (#662)

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11 changed files with 260 additions and 258 deletions

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@ -2,7 +2,7 @@
Believe it or not, weve made it this far without having mentioned half of the reactive system: effects.
Leptos is built on a fine-grained reactive system, which means that individual reactive values (“signals,” sometimes known as observables) trigger the code that reacts to them (“effects,” sometimes known as observers) to re-run. These two halves of the reactive system are inter-dependent. Without effects, signals can change within the reactive system but never be observed in a way that interacts with the outside world. Without signals, effects run once but never again, as theres no observable value to subscribe to.
Leptos is built on a fine-grained reactive system, which means that individual reactive values (“signals,” sometimes known as observables) trigger rerunning the code that reacts to them (“effects,” sometimes known as observers). These two halves of the reactive system are inter-dependent. Without effects, signals can change within the reactive system but never be observed in a way that interacts with the outside world. Without signals, effects run once but never again, as theres no observable value to subscribe to.
[`create_effect`](https://docs.rs/leptos_reactive/latest/leptos_reactive/fn.create_effect.html) takes a function as its argument. It immediately runs the function. If you access any reactive signal inside that function, it registers the fact that the effect depends on that signal with the reactive runtime. Whenever one of the signals that the effect depends on changes, the effect runs again.
@ -22,7 +22,7 @@ By default, effects **do not run on the server**. This means you can call browse
## Autotracking and Dynamic Dependencies
If youre familiar with a framework like React, you might notice one key difference. React and similar frameworks typically require you to pass a “dependency array,” an explicit set of variables that determine when the effect should re-run.
If youre familiar with a framework like React, you might notice one key difference. React and similar frameworks typically require you to pass a “dependency array,” an explicit set of variables that determine when the effect should rerun.
Because Leptos comes from the tradition of synchronous reactive programming, we dont need this explicit dependency list. Instead, we automatically track dependencies depending on which signals are accessed within the effect.
@ -47,14 +47,14 @@ let (use_last, set_use_last) = create_signal(cx, true);
// this will add the name to the log
// any time one of the source signals changes
create_effect(cx, move |_| {
log(
cx,
if use_last() {
format!("{} {}", first(), last())
} else {
first()
},
)
log(
cx,
if use_last() {
format!("{} {}", first(), last())
} else {
first()
},
)
});
```
@ -78,11 +78,11 @@ Weve managed to get this far without mentioning effects because theyre bui
let (count, set_count) = create_signal(cx, 0);
view! { cx,
<p>{count}</p>
<p>{count}</p>
}
```
This works because the framework essentially creates an effect wrapping this update. You can imagine Leptos translating this view something like this:
This works because the framework essentially creates an effect wrapping this update. You can imagine Leptos translating this view into something like this:
```rust
let (count, set_count) = create_signal(cx, 0);
@ -92,16 +92,16 @@ let p = create_element("p");
// create an effect to reactively update the text
create_effect(cx, move |prev_value| {
// first, access the signals value and convert it to a string
let text = count().to_string();
// first, access the signals value and convert it to a string
let text = count().to_string();
// if this is different from the previous value, update the node
if prev_value != Some(text) {
p.set_text_content(&text);
}
// if this is different from the previous value, update the node
if prev_value != Some(text) {
p.set_text_content(&text);
}
// return this value so we can memoize the next update
text
// return this value so we can memoize the next update
text
});
```

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@ -35,7 +35,7 @@ fn App(cx: Scope) -> impl IntoView {
// here we create a signal in the root that can be consumed
// anywhere in the app.
let (count, set_count) = create_signal(cx, 0);
// we'll pass the setter to specific components,
// we'll pass the setter to specific components,
// but provide the count itself to the whole app via context
provide_context(cx, count);
@ -44,8 +44,8 @@ fn App(cx: Scope) -> impl IntoView {
<SetterButton set_count/>
// These consumers can only read from it
// But we could give them write access by passing `set_count` if we wanted
<FancyMath/>
<ListItems/>
<FancyMath/>
<ListItems/>
}
}
```
@ -121,7 +121,7 @@ fn App(cx: Scope) -> impl IntoView {
let state = create_rw_signal(cx, GlobalState::default());
provide_context(cx, state);
// ...
// ...
```
Then child components can access “slices” of that state with fine-grained

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@ -15,12 +15,12 @@ let (count, set_count) = create_signal(cx, 0);
// our resource
let async_data = create_resource(cx,
count,
// every time `count` changes, this will run
|value| async move {
log!("loading data from API");
load_data(value).await
},
count,
// every time `count` changes, this will run
|value| async move {
log!("loading data from API");
load_data(value).await
},
);
```
@ -40,14 +40,14 @@ So, you can show the current state of a resource in your view:
```rust
let once = create_resource(cx, || (), |_| async move { load_data().await });
view! { cx,
<h1>"My Data"</h1>
{move || match once.read(cx) {
None => view! { cx, <p>"Loading..."</p> }.into_view(cx),
Some(data) => view! { cx, <ShowData data/> }.into_view(cx)
}}
<h1>"My Data"</h1>
{move || match once.read(cx) {
None => view! { cx, <p>"Loading..."</p> }.into_view(cx),
Some(data) => view! { cx, <ShowData data/> }.into_view(cx)
}}
}
```
Resources also provide a `refetch()` method that allow you to manually reload the data (for example, in response to a button click) and a `loading()` method that returns a `ReadSignal<bool>` indicating whether the resource is currently loading or not.
Resources also provide a `refetch()` method that allows you to manually reload the data (for example, in response to a button click) and a `loading()` method that returns a `ReadSignal<bool>` indicating whether the resource is currently loading or not.
<iframe src="https://codesandbox.io/p/sandbox/10-async-resources-4z0qt3?file=%2Fsrc%2Fmain.rs&selection=%5B%7B%22endColumn%22%3A1%2C%22endLineNumber%22%3A3%2C%22startColumn%22%3A1%2C%22startLineNumber%22%3A3%7D%5D" width="100%" height="1000px"></iframe>

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@ -7,11 +7,11 @@ let (count, set_count) = create_signal(cx, 0);
let a = create_resource(cx, count, |count| async move { load_a(count).await });
view! { cx,
<h1>"My Data"</h1>
{move || match once.read(cx) {
None => view! { cx, <p>"Loading..."</p> }.into_view(cx),
Some(data) => view! { cx, <ShowData data/> }.into_view(cx)
}}
<h1>"My Data"</h1>
{move || match once.read(cx) {
None => view! { cx, <p>"Loading..."</p> }.into_view(cx),
Some(data) => view! { cx, <ShowData data/> }.into_view(cx)
}}
}
```
@ -24,14 +24,14 @@ let a = create_resource(cx, count, |count| async move { load_a(count).await });
let b = create_resource(cx, count2, |count| async move { load_b(count).await });
view! { cx,
<h1>"My Data"</h1>
{move || match (a.read(cx), b.read(cx)) {
_ => view! { cx, <p>"Loading..."</p> }.into_view(cx),
(Some(a), Some(b)) => view! { cx,
<ShowA a/>
<ShowA b/>
}.into_view(cx)
}}
<h1>"My Data"</h1>
{move || match (a.read(cx), b.read(cx)) {
_ => view! { cx, <p>"Loading..."</p> }.into_view(cx),
(Some(a), Some(b)) => view! { cx,
<ShowA a/>
<ShowA b/>
}.into_view(cx)
}}
}
```
@ -46,22 +46,22 @@ let a = create_resource(cx, count, |count| async move { load_a(count).await });
let b = create_resource(cx, count2, |count| async move { load_b(count).await });
view! { cx,
<h1>"My Data"</h1>
<Suspense
fallback=move || view! { cx, <p>"Loading..."</p> }
>
<h2>"My Data"</h2>
<h3>"A"</h3>
{move || {
a.read(cx)
.map(|a| view! { cx, <ShowA a/> })
}}
<h3>"B"</h3>
{move || {
b.read(cx)
.map(|b| view! { cx, <ShowB b/> })
}}
</Suspense>
<h1>"My Data"</h1>
<Suspense
fallback=move || view! { cx, <p>"Loading..."</p> }
>
<h2>"My Data"</h2>
<h3>"A"</h3>
{move || {
a.read(cx)
.map(|a| view! { cx, <ShowA a/> })
}}
<h3>"B"</h3>
{move || {
b.read(cx)
.map(|b| view! { cx, <ShowB b/> })
}}
</Suspense>
}
```

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@ -42,8 +42,8 @@ So in this case, all we need to do to create an action is
```rust
let add_todo = create_action(cx, |input: &String| {
let input = input.to_owned();
async move { add_todo(&input).await }
let input = input.to_owned();
async move { add_todo(&input).await }
});
```
@ -69,23 +69,23 @@ This makes it easy to track the current state of your request, show a loading in
let input_ref = create_node_ref::<Input>(cx);
view! { cx,
<form
on:submit=move |ev| {
ev.prevent_default(); // don't reload the page...
let input = input_ref.get().expect("input to exist");
add_todo.dispatch(input.value());
}
>
<label>
"What do you need to do?"
<input type="text"
node_ref=input_ref
/>
</label>
<button type="submit">"Add Todo"</button>
</form>
// use our loading state
<p>{move || pending().then("Loading...")}</p>
<form
on:submit=move |ev| {
ev.prevent_default(); // don't reload the page...
let input = input_ref.get().expect("input to exist");
add_todo.dispatch(input.value());
}
>
<label>
"What do you need to do?"
<input type="text"
node_ref=input_ref
/>
</label>
<button type="submit">"Add Todo"</button>
</form>
// use our loading state
<p>{move || pending().then("Loading...")}</p>
}
```

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@ -12,19 +12,19 @@ let (count, set_count) = create_signal(cx, 0);
let double_count = move || count() * 2;
let count_is_odd = move || count() & 1 == 1;
let text = move || if count_is_odd() {
"odd"
"odd"
} else {
"even"
"even"
};
// an effect automatically tracks the signals it depends on
// and re-runs when they change
// and reruns when they change
create_effect(cx, move |_| {
log!("text = {}", text());
log!("text = {}", text());
});
view! { cx,
<p>{move || text().to_uppercase()}</p>
<p>{move || text().to_uppercase()}</p>
}
```
@ -45,7 +45,7 @@ The key phrase here is “runs some kind of code.” The natural way to “run s
1. virtual DOM (VDOM) frameworks like React, Yew, or Dioxus rerun a component or render function over and over, to generate a virtual DOM tree that can be reconciled with the previous result to patch the DOM
2. compiled frameworks like Angular and Svelte divide your component templates into “create” and “update” functions, rerunning the update function when they detect a change to the components state
3. in fine-grained reactive frameworks like SolidJS, Sycamore, or Leptos, _you_ define the functions that re-run
3. in fine-grained reactive frameworks like SolidJS, Sycamore, or Leptos, _you_ define the functions that rerun
Thats what all our components are doing.
@ -59,16 +59,16 @@ pub fn SimpleCounter(cx: Scope) -> impl IntoView {
let increment = move |_| set_value.update(|value| *value += 1);
view! { cx,
<button on:click=increment>
{value}
</button>
<button on:click=increment>
{value}
</button>
}
}
```
The `SimpleCounter` function itself runs once. The `value` signal is created once. The framework hands off the `increment` function to the browser as an event listener. When you click the button, the browser calls `increment`, which updates `value` via `set_value`. And that updates the single text node represented in our view by `{value}`.
Closures are key to reactivity. They provide the framework with the ability to re-run the smallest possible unit of your application in responsive to a change.
Closures are key to reactivity. They provide the framework with the ability to rerun the smallest possible unit of your application in responsive to a change.
So remember two things:

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@ -15,11 +15,11 @@ For example, instead of embedding logic in a component directly like this:
```rust
#[component]
pub fn TodoApp(cx: Scope) -> impl IntoView {
let (todos, set_todos) = create_signal(cx, vec![Todo { /* ... */ }]);
// ⚠️ this is hard to test because it's embedded in the component
let maximum = move || todos.with(|todos| {
todos.iter().filter(|todo| todo.completed).sum()
});
let (todos, set_todos) = create_signal(cx, vec![Todo { /* ... */ }]);
// ⚠️ this is hard to test because it's embedded in the component
let num_remaining = move || todos.with(|todos| {
todos.iter().filter(|todo| !todo.completed).sum()
});
}
```
@ -29,24 +29,24 @@ You could pull that logic out into a separate data structure and test it:
pub struct Todos(Vec<Todo>);
impl Todos {
pub fn remaining(&self) -> usize {
todos.iter().filter(|todo| todo.completed).sum()
}
pub fn num_remaining(&self) -> usize {
todos.iter().filter(|todo| !todo.completed).sum()
}
}
#[cfg(test)]
mod tests {
#[test]
fn test_remaining {
// ...
}
#[test]
fn test_remaining {
// ...
}
}
#[component]
pub fn TodoApp(cx: Scope) -> impl IntoView {
let (todos, set_todos) = create_signal(cx, Todos(vec![Todo { /* ... */ }]));
// ✅ this has a test associated with it
let maximum = move || todos.with(Todos::remaining);
let (todos, set_todos) = create_signal(cx, Todos(vec![Todo { /* ... */ }]));
// ✅ this has a test associated with it
let num_remaining = move || todos.with(Todos::num_remaining);
}
```

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@ -31,7 +31,7 @@ fn App(cx: Scope) -> impl IntoView {
set_count.update(|n| *n += 1);
}
>
"Click me"
"Click me: "
{move || count.get()}
</button>
}
@ -61,7 +61,7 @@ Every component is a function with the following characteristics
## The Component Body
The body of the component function is a set-up function that runs once, not a
render function that re-runs multiple times. Youll typically use it to create a
render function that reruns multiple times. Youll typically use it to create a
few reactive variables, define any side effects that run in response to those values
changing, and describe the user interface.
@ -110,7 +110,7 @@ than theyve ever used in their lives. And fair enough. Basically, passing a f
into the view tells the framework: “Hey, this is something that might change.”
When we click the button and call `set_count`, the `count` signal is updated. This
`move || count.get()` closure, whose value depends on the value of `count`, re-runs,
`move || count.get()` closure, whose value depends on the value of `count`, reruns,
and the framework makes a targeted update to that one specific text node, touching
nothing else in your application. This is what allows for extremely efficient updates
to the DOM.

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@ -26,7 +26,7 @@ things:
all of which can be rendered. Spending time in the `Option` and `Result` docs in particular
is one of the best ways to level up your Rust game.
4. And always remember: to be reactive, values must be functions. Youll see me constantly
wrap things in a `move ||` closure, below. This is to ensure that they actually re-run
wrap things in a `move ||` closure, below. This is to ensure that they actually rerun
when the signal they depend on changes, keeping the UI reactive.
## So What?
@ -55,13 +55,13 @@ if its even. Well, how about this?
```rust
view! { cx,
<p>
{move || if is_odd() {
"Odd"
} else {
"Even"
}}
</p>
<p>
{move || if is_odd() {
"Odd"
} else {
"Even"
}}
</p>
}
```
@ -74,15 +74,15 @@ Lets say we want to render some text if its odd, and nothing if its eve
```rust
let message = move || {
if is_odd() {
Some("Ding ding ding!")
} else {
None
}
if is_odd() {
Some("Ding ding ding!")
} else {
None
}
};
view! { cx,
<p>{message}</p>
<p>{message}</p>
}
```
@ -91,7 +91,7 @@ This works fine. We can make it a little shorter if wed like, using `bool::th
```rust
let message = move || is_odd().then(|| "Ding ding ding!");
view! { cx,
<p>{message}</p>
<p>{message}</p>
}
```
@ -105,15 +105,15 @@ pattern matching at your disposal.
```rust
let message = move || {
match value() {
0 => "Zero",
1 => "One",
n if is_odd() => "Odd",
_ => "Even"
}
match value() {
0 => "Zero",
1 => "One",
n if is_odd() => "Odd",
_ => "Even"
}
};
view! { cx,
<p>{message}</p>
<p>{message}</p>
}
```
@ -134,13 +134,13 @@ But consider the following example:
let (value, set_value) = create_signal(cx, 0);
let message = move || if value() > 5 {
"Big"
"Big"
} else {
"Small"
"Small"
};
view! { cx,
<p>{message}</p>
<p>{message}</p>
}
```
@ -148,11 +148,11 @@ This _works_, for sure. But if you added a log, you might be surprised
```rust
let message = move || if value() > 5 {
log!("{}: rendering Big", value());
"Big"
log!("{}: rendering Big", value());
"Big"
} else {
log!("{}: rendering Small", value());
"Small"
log!("{}: rendering Small", value());
"Small"
};
```
@ -177,9 +177,9 @@ like this:
```rust
let message = move || if value() > 5 {
<Big/>
<Big/>
} else {
<Small/>
<Small/>
};
```
@ -228,20 +228,20 @@ different branches of a conditional:
```rust,compile_error
view! { cx,
<main>
{move || match is_odd() {
true if value() == 1 => {
// returns HtmlElement<Pre>
view! { cx, <pre>"One"</pre> }
},
false if value() == 2 => {
// returns HtmlElement<P>
view! { cx, <p>"Two"</p> }
}
// returns HtmlElement<Textarea>
_ => view! { cx, <textarea>{value()}</textarea> }
}}
</main>
<main>
{move || match is_odd() {
true if value() == 1 => {
// returns HtmlElement<Pre>
view! { cx, <pre>"One"</pre> }
},
false if value() == 2 => {
// returns HtmlElement<P>
view! { cx, <p>"Two"</p> }
}
// returns HtmlElement<Textarea>
_ => view! { cx, <textarea>{value()}</textarea> }
}}
</main>
}
```
@ -265,20 +265,20 @@ Heres the same example, with the conversion added:
```rust,compile_error
view! { cx,
<main>
{move || match is_odd() {
true if value() == 1 => {
// returns HtmlElement<Pre>
view! { cx, <pre>"One"</pre> }.into_any()
},
false if value() == 2 => {
// returns HtmlElement<P>
view! { cx, <p>"Two"</p> }.into_any()
}
// returns HtmlElement<Textarea>
_ => view! { cx, <textarea>{value()}</textarea> }.into_any()
}}
</main>
<main>
{move || match is_odd() {
true if value() == 1 => {
// returns HtmlElement<Pre>
view! { cx, <pre>"One"</pre> }.into_any()
},
false if value() == 2 => {
// returns HtmlElement<P>
view! { cx, <p>"Two"</p> }.into_any()
}
// returns HtmlElement<Textarea>
_ => view! { cx, <textarea>{value()}</textarea> }.into_any()
}}
</main>
}
```

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@ -30,11 +30,11 @@ it in the child. This lets you manipulate the state of the parent from the child
```rust
#[component]
pub fn App(cx: Scope) -> impl IntoView {
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<ButtonA setter=set_toggled/>
}
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<ButtonA setter=set_toggled/>
}
}
#[component]
@ -63,11 +63,11 @@ Another approach would be to pass a callback to the child: say, `on_click`.
```rust
#[component]
pub fn App(cx: Scope) -> impl IntoView {
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<ButtonB on_click=move |_| set_toggled.update(|value| *value = !*value)/>
}
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<ButtonB on_click=move |_| set_toggled.update(|value| *value = !*value)/>
}
}
@ -106,13 +106,13 @@ in your `view` macro in `<App/>`.
```rust
#[component]
pub fn App(cx: Scope) -> impl IntoView {
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
// note the on:click instead of on_click
// this is the same syntax as an HTML element event listener
<ButtonC on:click=move |_| set_toggled.update(|value| *value = !*value)/>
}
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
// note the on:click instead of on_click
// this is the same syntax as an HTML element event listener
<ButtonC on:click=move |_| set_toggled.update(|value| *value = !*value)/>
}
}
@ -142,31 +142,32 @@ tree:
```rust
#[component]
pub fn App(cx: Scope) -> impl IntoView {
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<Layout/>
}
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<Layout/>
}
}
#[component]
pub fn Layout(cx: Scope) -> impl IntoView {
view! { cx,
<header>
<h1>"My Page"</h1>
<main>
<Content/>
</main>
}
view! { cx,
<header>
<h1>"My Page"</h1>
</header>
<main>
<Content/>
</main>
}
}
#[component]
pub fn Content(cx: Scope) -> impl IntoView {
view! { cx,
<div class="content">
<ButtonD/>
</div>
}
view! { cx,
<div class="content">
<ButtonD/>
</div>
}
}
#[component]
@ -182,31 +183,32 @@ pass your `WriteSignal` to its props. You could do whats sometimes called
```rust
#[component]
pub fn App(cx: Scope) -> impl IntoView {
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<Layout set_toggled/>
}
let (toggled, set_toggled) = create_signal(cx, false);
view! { cx,
<p>"Toggled? " {toggled}</p>
<Layout set_toggled/>
}
}
#[component]
pub fn Layout(cx: Scope, set_toggled: WriteSignal<bool>) -> impl IntoView {
view! { cx,
<header>
<h1>"My Page"</h1>
<main>
<Content set_toggled/>
</main>
}
view! { cx,
<header>
<h1>"My Page"</h1>
</header>
<main>
<Content set_toggled/>
</main>
}
}
#[component]
pub fn Content(cx: Scope, set_toggled: WriteSignal<bool>) -> impl IntoView {
view! { cx,
<div class="content">
<ButtonD set_toggled/>
</div>
}
view! { cx,
<div class="content">
<ButtonD set_toggled/>
</div>
}
}
#[component]
@ -236,26 +238,26 @@ unnecessary prop drilling.
```rust
#[component]
pub fn App(cx: Scope) -> impl IntoView {
let (toggled, set_toggled) = create_signal(cx, false);
let (toggled, set_toggled) = create_signal(cx, false);
// share `set_toggled` with all children of this component
provide_context(cx, set_toggled);
// share `set_toggled` with all children of this component
provide_context(cx, set_toggled);
view! { cx,
<p>"Toggled? " {toggled}</p>
<Layout/>
}
view! { cx,
<p>"Toggled? " {toggled}</p>
<Layout/>
}
}
// <Layout/> and <Content/> omitted
#[component]
pub fn ButtonD(cx: Scope) -> impl IntoView {
// use_context searches up the context tree, hoping to
// find a `WriteSignal<bool>`
// in this case, I .expect() because I know I provided it
let setter = use_context::<WriteSignal<bool>>(cx)
.expect("to have found the setter provided");
// use_context searches up the context tree, hoping to
// find a `WriteSignal<bool>`
// in this case, I .expect() because I know I provided it
let setter = use_context::<WriteSignal<bool>>(cx)
.expect("to have found the setter provided");
view! { cx,
<button

View File

@ -6,15 +6,15 @@ that enhances an HTML `<form>`. I need some way to pass all its inputs.
```rust
view! { cx,
<Form>
<fieldset>
<label>
"Some Input"
<input type="text" name="something"/>
</label>
</fieldset>
<button>"Submit"</button>
</Form>
<Form>
<fieldset>
<label>
"Some Input"
<input type="text" name="something"/>
</label>
</fieldset>
<button>"Submit"</button>
</Form>
}
```
@ -30,13 +30,13 @@ In fact, youve already seen these both in action in the [`<Show/>`](/view/06_
```rust
view! { cx,
<Show
// `when` is a normal prop
// `when` is a normal prop
when=move || value() > 5
// `fallback` is a "render prop": a function that returns a view
// `fallback` is a "render prop": a function that returns a view
fallback=|cx| view! { cx, <Small/> }
>
// `<Big/>` (and anything else here)
// will be given to the `children` prop
// `<Big/>` (and anything else here)
// will be given to the `children` prop
<Big/>
</Show>
}
@ -62,7 +62,7 @@ where
<h2>"Render Prop"</h2>
{render_prop()}
<h2>"Children"</h2>
<h2>"Children"</h2>
{children(cx)}
}
}
@ -79,11 +79,11 @@ We can use the component like this:
```rust
view! { cx,
<TakesChildren render_prop=|| view! { cx, <p>"Hi, there!"</p> }>
// these get passed to `children`
"Some text"
<span>"A span"</span>
</TakesChildren>
<TakesChildren render_prop=|| view! { cx, <p>"Hi, there!"</p> }>
// these get passed to `children`
"Some text"
<span>"A span"</span>
</TakesChildren>
}
```
@ -115,11 +115,11 @@ Calling it like this will create a list:
```rust
view! { cx,
<WrappedChildren>
"A"
"B"
"C"
</WrappedChildren>
<WrappedChildren>
"A"
"B"
"C"
</WrappedChildren>
}
```