Cancel all sagas in Redux-saga - react-native

I'm using React Native and I need to cancel and recreate all sagas on hot reload. I know about cancel(tasks) but the problem is that I have no reference to tasks after hot reload (if I assign them to a variable they get undefined) but some sagas still "hold on" to the previous app state for some reason and I need to cancel them all without having a reference to them.
How can I cancel all sagas, without having a reference to them explicitly, e.g. something like sagaMiddleware.cancelAll() (this method doesn't exist I made it up for example)?

Related

watchOS background refresh not accessing CoreData?

I have a watch companion app that accesses CoreData through CloudKit and then chooses a random string from the data.
It works perfectly, all of that is setup exactly as needed. So I know all of that is working.
The issue now is I am wanting the Watch complication to update sporadically with an updated random string from that data.
Here is what I have confirmed is working:
the complication can update with the assigned variable correctly
this variable can be assigned manually by opening the app and pressing a button
background scheduling and refreshing is confirmed to work, I tested with print statements.
The issue now is that the goal is to make the function run with the background refresh. This function takes that data from CoreData, picks a random string, and assigns it to the variable. That variable is then displayed on the watch face complication and in the app.
The function has an if statement that says
if (the fetched coredata) .isEmpty {
(Variable) = “No Data” }
And the watch complication is showing “No Data.”
This indicates that this function is running with the background refresh but is not accessing the CoreData and is staying empty. This exact same function works fine when manually called inside the app.
TL;DR I have isolated and confirmed that CoreData is not being accessed when running a function in the background schedule on watchOS.
How do I fix this?

How can I refresh my composable when new data is being inserted?

My team and I have to make a license plate scanning app as a school project. With that, we have comments and pictures which can be added to cargo. Whenever the user scans a plate they also get the chance to change the checked info in case of a mistake. The problem is that whenever we delete data from the scanned plate it doesn't show on the screen that it has been deleted until we go to another screen. The same goes for the lazy column which we use for inserting new instances of comments and pictures. The data doesn't show on screen until we turn our screen or go back to another screen. private val pictureList = mutableListOf() is what we use for the pictures and for the text we use var countryCode by remember { mutableStateOf(CountryCodeText) }
var licenseNumber by remember { mutableStateOf(LicenseNumberText) }. pictureList is a global variable and the other ones are local variables which use global variables in the mutableStateOf. How can we make sure that the UI updates whenever the data changes? In advance I want to say thanks for the help! (Code is written in Kotlin and jetpack compose)
Just replace the mutableListOf() with a mutableStateListOf(...), and prefer to keep all the state logic confined to a ViewModel. The viewmodel should preferably be only one for the entire app, and the entire app should have only one activity.
The viewmodel should act as a single source of truth for the entire activity's UI state, while also handling all the updates to the UI efficiently.
The #Composables should only be incharge of displaying the state, and sending events to the viewmodel to update the state, for example, an onClick event may be sent up to the viewmodel by a button too trigger a state change in another part of the app.
Take this codelab to learn all about state in Compose (Well, not all, really, but good starter).
Also, changing screens destroys all the #Composables of the current screen, and so when you ce back there, all the #Composables are re-created, and the correct data is fetched. If you wish to trigger "recompositions" upon changing a variable, you must ensure that the concerned variable is a state-holder, i.e., initialized with one of the pre-built state initializers, like mutableStateOf(), or mutableStateMapOf, etc.
We usually have a mutableState*Of format for determining whether a pre-built state initializer is available. The most common ones are covered, obviously, but if not, you'll need to create a new type of initializer yourself, and if that is not something you know how to do, currently, you can just go about checking whether the type of data you wish to store is Immutable. If so, you can just wrap it in a mutableStateOf<DataType>() call, and it will trigger the recompositions. Know that this is not as efficient as pre-built initializers, but definitely gets the job done.
Also, I suggest you take the compose-pathway to get the basics down. It covers everything ranging from creating a simple UI using basic pre-built Layouts to creating a complex animation-driven application using custom Layouts.
So, definitely a lot to take it, but I hope you get there.
Happy composing,

Equivalent of NSNotificationCenter for React Native?

Been searching for a while to see if there's anything built-in or any 3rd party modules for adding NSNotificationCenter style functionality to a react-native app.
Specifically, I want modules to "listen" for certain notification types, and I will be able to "broadcast" events from other parts of the app (from within javascript).
The closest thing I've found is this from 3 days ago: https://stackoverflow.com/a/32004456/798533, but it only supports sending NSNotificationCenter events, not listening.
Ok, I figured out an acceptable solution. Here's what I ended up doing in case anybody has the same question:
I installed the npm package backbone-events-standalone, which is just the extracted events code from Backbone.js.
In the main entry point for my app (index.ios.js), I included the following code by the imports:
var BackboneEvents = require('backbone-events-standalone');
// global event bus
window.EventBus = BackboneEvents.mixin({});
Inside any component's componentDidMount, you can now add event listeners, like so:
componentDidMount() {
window.EventBus.on('yourEventName', this.yourEventHandlerFunc);
}
And you can fire events thusly:
window.EventBus.trigger('yourEventName', 'optional event info');
This could also easily be combined with NSNotificationCenter events using something like the solution linked in the original question.
If you're removing components, it would be wise to also remove the event listeners, but I'll leave that as an exercise for the reader.

wxWidgets: is it possible to nest two different wxTimers?

I am writing an application that stays in the traybar and do some checks every some minutes.
When it performs this checks, I would like the traybar icon to be animated.
That is why I have a first wxTimer triggering checks. In its OnTimer call I tried to manage the second wxTimer to handle the animation.
The issue is that timers work in the mainloop, so the icon is not updated when the second timer updates the icon index.
Is there a way to overcome this problem?
Thank you!
Your description of the problem is unfortunately not clear at all but if you mean that you don't get timer events until you reenter the event loop, this is indeed true and, moreover, almost tautological -- you need to return to the event loop to get any events.
This is the reason why your event handlers should always execute quickly and return control to the main loop. And if they take too long, the usual solution is to use a background thread for the real work and just schedule it in your event handler, but not wait until it is done.
Basing on Ryan G's comment
It is possible to incorporate wx.Yield() into the main loop. This is usually used to temporarily release the global lock to allow the widgets to update.
It is also possible to create a separate thread to update the animation independently from the main thread.
Using wx.Yield() should be easier to implement.

Storyboard/Modules

I have made like an "Asteroid" copy, that works pretty well! I made it with different modules (enemies, controls and background). Now I have also made like a starting screen, where the player can choose to play the game, view highscores etc.
The problem is that I have no clue how to implement this into a storyboard.. I might have misunderstood the use of modules.
I am starting in a Scene1, which is the intro+buttons to start the game. Next, I want to move to scene2(when player presses start button), and that seems to be no problem, and scene 1 gets purged. But when I die, I want to move to scene1 again. Problem is that some listeners dont get removed, and the game crashes shortly after scene switch.
I guess the main problem is that in my scene2, I have put in require("background"), enemies and controls in my enterscene, which I dont know how to remove when it should be purged.
Ive entered all of the modules and put them in the same group that gets purged on exitscene, but not everything gets removed.
How do you think I would fix this the easiest way? I am very new to Corona and still in a early learning stage.
Display objects, like display.newImageRect()'s and display.newText() that are created in the createScene() function and added to the "group" display group will be automatically removed when the scene is purged.
Any timers, transitions, or audio.plays that have onComplete handlers, as well as network requests and any event handler that attaches to the Runtime must be removed by hand. If you're various object you are creating are doing any of these things, their remove functions should undo these actions so that removing them will clean them up.
I find it best if I'm adding runtime handlers, timers, etc. to do it in enterScene() and make sure I undo them in exitScene(). Then if its something that is done in createScene() it should be cleaned up in destoryScene().
modules are kind deprecated to start.
Second, putting stuff in other files and calling them with "require" is supposed to be used to call libraries, not code that will run. "require" is not a dofile, or a eval, it will run once, and only once (when the first "require" of the file is made).
If you still want to put things in other files, like loading your background, you need to do a "background.lua" file that has a "background.load()" function and a "background.unload()" function, and call them in appropriate places.