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@micha: how are .hl files compiled in things like hoplon/twitter-bootstrap when i tried doing that it couldnt find the namespaces, i resorted to compiling the hl->cljs but that seems bad
@flyboarder: on the latest hoplon (alpha10) you need to add a :manifest true
on the hoplon task before doing the build-jar
. The .hl
files will be compiled when used on other projects by the hoplon task.
This on the library. On the project that will use it you don't need the manifest option.
awesome thanks!
I know I’m a minority here with vim but it would be nice to have a vim-hoplon plugin with hl highlighting If I had time and if I was better with plugins I’d write one 😁
it's not perfect but that combined with some lispwords
setttings does an ok job of things
@micha Duuh just realized it’s just either cljs or html but using your autocmd so I don’t have to type set filetype=clojure Thanks
@micha: what do you think about having dependencies in each of the demos instead of the current schema of centralized deps? It will be more beginner friendly imo.
Sometimes (e. g. If the sub tree is big and for performance reasons) ng-if is better than ng-hide
if you're going to want to dynamically deallocate you will need to hand craft things, because js doesn't have weakrefs
I guess I could pass a function which would generate child element instead of the element
yeah but if that child element will hold references to things you could end up never actually deallocating them
if you have dom elements that have no state, meaning they're not being refered to by any closures etc
we're thinking about ways to make cleanup easier, without resorting to lifecycle protocols
so you can use the seq-data
way with more complex stateful custom elements that need to allocate cells internally etc.
I saw your presentation on clojutre conference where you compared hoplon approach to react (among others) like virtual DOM, life cycle etc
and canvas isn't the thing you want to make webapps in, unless it's something very specialized
in games like Doom or whatever you can make immediate mode rendering on top of pixels, because pixels are simple stateless write-only registers, basically
once your pixels can be interacted with by the user and contain their own state it's no longer immediate mode
but you start really trying to make composable things and you end up needing IBeforeWillMount