Mixing Threepenny-Gui and StateT - haskell

I have a question on the interaction of Threepenny-Gui with StateT.
Consider this toy program that, every time the button is clicked, adds a "Hi" item in the list:
import Control.Monad
import Control.Monad.State
import qualified Graphics.UI.Threepenny as UI
import Graphics.UI.Threepenny.Core hiding (get)
main :: IO ()
main = startGUI defaultConfig setup
setup :: Window -> UI ()
setup w = void $ do
return w # set title "Ciao"
buttonAndList <- mkButtonAndList
getBody w #+ map element buttonAndList
mkButtonAndList :: UI [Element]
mkButtonAndList = do
myButton <- UI.button # set text "Click me!"
myList <- UI.ul
on UI.click myButton $ \_ -> element myList #+ [UI.li # set text "Hi"]
return [myButton, myList]
Now, instead of "Hi", I'd like it to print the natural numbers. I know that I could use the fact that the UI monad is a wrapper around IO, and read/write the number I reached so far in a database, but, for educational purposes, I'd like to know if I can do it using StateT, or otherwise accessing the content of the list via Threepenny-gui interface.

StateT won't work in this case. The problem is that you need the state of your counter to persist between invocations of the button callback. Since the callback (and startGUI as well) produce UI actions, any StateT computation to be ran using them has to be self-contained, so that you can call runStateT and make use of the resulting UI action.
There are two main ways to keep persistent state with Threepenny. The first and most immediate is using an IORef (which is just a mutable variable which lives in IO) to hold the counter state. That results in code much like that written with conventional event-callback GUI libraries.
import Data.IORef
import Control.Monad.Trans (liftIO)
-- etc.
mkButtonAndList :: UI [Element]
mkButtonAndList = do
myButton <- UI.button # set text "Click me!"
myList <- UI.ul
counter <- liftIO $ newIORef (0 :: Int) -- Mutable cell initialization.
on UI.click myButton $ \_ -> do
count <- liftIO $ readIORef counter -- Reads the current value.
element myList #+ [UI.li # set text (show count)]
lift IO $ modifyIORef counter (+1) -- Increments the counter.
return [myButton, myList]
The second way is switching from the imperative callback interface to the declarative FRP interface provided by Reactive.Threepenny.
mkButtonAndList :: UI [Element]
mkButtonAndList = do
myButton <- UI.button # set text "Click me!"
myList <- UI.ul
let eClick = UI.click myButton -- Event fired by button clicks.
eIncrement = (+1) <$ eClick -- The (+1) function is carried as event data.
bCounter <- accumB 0 eIncrement -- Accumulates the increments into a counter.
-- A separate event will carry the current value of the counter.
let eCount = bCounter <# eClick
-- Registers a callback.
onEvent eCount $ \count ->
element myList #+ [UI.li # set text (show count)]
return [myButton, myList]
Typical usage of Reactive.Threepenny goes like this:
First, you get hold of an Event from user input through Graphics.UI.Threepenny.Events (or domEvent, if your chosen event is not covered by that module). Here, the "raw" input event is eClick.
Then, you massage event data using Control.Applicative and Reactive.Threepenny combinators. In our example, we forward eClick as eIncrement and eCount, setting different event data in each case.
Finally, you make use of the event data, by building either a Behavior (like bCounter) or a callback (by using onEvent) out of it. A behavior is somewhat like a mutable variable, except that changes to it are specified in a principled way by your network of events, and not by arbitrary updates strewn through your code base. An useful function for handling behaviors not shown here is sink function, which allows you to bind an attribute in the DOM to the value of a behavior.
An additional example, plus some more commentary on the two approaches, is provided in this question and Apfelmus' answer to it.
Minutiae: one thing you might be concerned about in the FRP version is whether eCount will get the value in bCounter before or after the update triggered by eIncrement. The answer is that the value will surely be the old one, as intended, because, as mentioned by the Reactive.Threepenny documentation, Behavior updates and callback firing have a notional delay that does not happen with other Event manipulation.

Related

Sampling a behaviour from outside network

Since sodium has been deprecated by the author I'm trying to port my code to reactive-banana. However, there seem to be some incongruencies between the two that I'm having a hard time overcomming.
For example, in sodium it was easy to retrieve the current value of a behaviour:
retrieve :: Behaviour a -> IO a
retrieve b = sync $ sample b
I don't see how to do this in reactive-banana
(The reason I want this is because I'm trying to export the behaviour as a dbus property. Properties can be queried from other dbus clients)
Edit: Replaced the word "poll" as it was misleading
If you have a Behaviour modelling the value of your property, and you have an Event modelling the incoming requests for the property's value, then you can just use (<#) :: Behavior b -> Event a -> Event b1 to get a new event occurring at the times of your incoming requests with the value the property has at that time). Then you can transform that into the actual IO actions you need to take to reply to the request and use reactimate as usual.
1 https://hackage.haskell.org/package/reactive-banana-1.1.0.0/docs/Reactive-Banana-Combinators.html#v:-60--64-
For conceptual/architectural reasons, Reactive Banana has functions from Event to Behavior, but not vice versa, and it makes sense too, given th nature and meaning of FRP. I'm quite sure you can write a polling function, but instead you should consider changing the underlying code to expose events instead.
Is there a reason you can't change your Behavior into an Event? If not, that would be a good way to go about resolving your issue. (It might in theory even reveal a design shortcoming you have been overlooking so far.)
The answer seems to be "it's sort of possible".
sample corresponds to valueB, but there is no direct equivalent to sync.
However, it can be re-implemented with the help of execute:
module Sync where
import Control.Monad.Trans
import Data.IORef
import Reactive.Banana
import Reactive.Banana.Frameworks
data Network = Network { eventNetwork :: EventNetwork
, run :: MomentIO () -> IO ()
}
newNet :: IO Network
newNet = do
-- Create a new Event to handle MomentIO actions to be executed
(ah, call) <- newAddHandler
network <- compile $ do
globalExecuteEV <- fromAddHandler ah
-- Set it up so it executes MomentIO actions passed to it
_ <- execute globalExecuteEV
return ()
actuate network
return $ Network { eventNetwork = network
, run = call -- IO Action to fire the event
}
-- To run a MomentIO action within the context of the network, pass it to the
-- event.
sync :: Network -> MomentIO a -> IO a
sync Network{run = call} f = do
-- To retrieve the result of the action we set up an IORef
ref <- newIORef (error "Network hasn't written result to ref")
-- (`call' passes the do-block to the event)
call $ do
res <- f
-- Put the result into the IORef
liftIO $ writeIORef ref res
-- and read it back once the event has finished firing
readIORef ref
-- Example
main :: IO ()
main = do
net <- newNet -- Create an empty network
(bhv1, set1) <- sync net $ newBehavior (0 :: Integer)
(bhv2, set2) <- sync net $ newBehavior (0 :: Integer)
set1 3
set2 7
let sumB = (liftA2 (+) bhv1 bhv2)
print =<< sync net (valueB sumB)
set1 5
print =<< sync net (valueB sumB)
return ()

How to look back to the previous moment

I am reading a button's state (whether being pressed or not) every moment:
readButton :: IO Boolean
readButton = ...
main = do
(add, fire) <- newAddHandler
network <- compile (desc add)
actuate network
forever $ do
buttonState <- readButton
fire buttonState
desc addButtonEvent = do
eButtonState <- fromAddHandler addButtonEvent
...
All the read states are stored into eButtonState in the network description desc.
The button is considered to be newly pressed when the current moment's state is 1 with the previous moment's being 0. So, if the event sequence was a list, the function would be written like this:
f :: [Bool] -> Bool
f (True:False:_) = True
f _ = False
I want to apply this function to eButtonState so I would know whether the button is newly pressed or not in the moment.
Is it ever possible? How would you do it? I would appreciate if there is a better or more common idea or method to achieve this goal.
Here is one way (this is a runnable demo):
import Reactive.Banana
import Reactive.Banana.Frameworks
import Control.Monad
import Control.Applicative -- Needed if you aren't on GHC 7.10.
desc addDriver = do
-- Refreshes the button state. Presumably fired by external IO.
eButtonDriver <- fromAddHandler addDriver
let -- Canonical repersentation of the button state.
bButtonState = stepper False eButtonDriver
-- Observes the button just before changing its state.
ePreviousState = bButtonState <# eButtonDriver
-- Performs the test your f function would do.
newlyPressed :: Bool -> Bool -> Bool
newlyPressed previous current = not previous && current
-- Applies the test. This works because eButtonDriver and
-- ePreviousState are fired simultaneously.
eNewlyPressed = unionWith newlyPressed
ePreviousState eButtonDriver
-- The same but more compactly, without needing ePreviousState.
{-
eNewlyPressed = newlyPressed <$> bButtonState <#> eButtonDriver
-}
reactimate (print <$> eNewlyPressed)
main = do
(addDriver, fireDriver) <- newAddHandler
network <- compile (desc addDriver)
actuate network
-- Demo: enter y to turn the button on, and any other string to
-- turn it off.
forever $ do
buttonState <- (== "y") <$> getLine
fireDriver buttonState
Notes:
Events are transient, behaviors are permanent is a good general rule to decide whether you need a behavior or an event stream. In this case, you need to look at what the button state was before the update in order to decide whether it was newly updated. The natural thing to do, then, is to represent the button state with a behavior (bButtonState), which is updated by an event fired externally (eButtonDriver).
For details about what the combinators are doing, see Reactive.Banana.Combinators.
For the fine print on the timing of events and behavior updates in reactive-banana, see this question.
Depending on what you are trying to do, the changes function might be useful. Be aware of the caveats related to it mentioned by the documentation.

Why should we use Behavior in FRP

I am learning reactive-banana. In order to understand the library I have decide to implement a dummy application that would increase a counter whenever someone pushes a button.
The UI library I am using is Gtk but that is not relevant for the explanation.
Here is the very simple implementation that I have come up with:
import Graphics.UI.Gtk
import Reactive.Banana
import Reactive.Banana.Frameworks
makeNetworkDescription addEvent = do
eClick <- fromAddHandler addEvent
reactimate $ (putStrLn . show) <$> (accumE 0 ((+1) <$ eClick))
main :: IO ()
main = do
(addHandler, fireEvent) <- newAddHandler
initGUI
network <- compile $ makeNetworkDescription addHandler
actuate network
window <- windowNew
button <- buttonNew
set window [ containerBorderWidth := 10, containerChild := button ]
set button [ buttonLabel := "Add One" ]
onClicked button $ fireEvent ()
onDestroy window mainQuit
widgetShowAll window
mainGUI
This just dumps the result in the shell. I came up to this solution reading the article by Heinrich Apfelmus. Notice that in my example I have not used a single Behavior.
In the article there is an example of a network:
makeNetworkDescription addKeyEvent = do
eKey <- fromAddHandler addKeyEvent
let
eOctaveChange = filterMapJust getOctaveChange eKey
bOctave = accumB 3 (changeOctave <$> eOctaveChange)
ePitch = filterMapJust (`lookup` charPitches) eKey
bPitch = stepper PC ePitch
bNote = Note <$> bOctave <*> bPitch
eNoteChanged <- changes bNote
reactimate' $ fmap (\n -> putStrLn ("Now playing " ++ show n))
<$> eNoteChanged
The example show a stepper that transforms an Event into a Behavior and brings back an Event using changes. In the above example we could have used only Event and I guess that it would have made no difference (unless I am not understanding something).
So could someone can shed some light on when to use Behavior and why? Should we convert all Events as soon as possible?
In my little experiment I don't see where Behavior can be used.
Thanks
Anytime the FRP network "does something" in Reactive Banana it's because it's reacting to some input event. And the only way it does anything observable outside the system is by wiring up an external system to react to events it generates (using reactimate).
So if all you're doing is immediately reacting to an input event by producing an output event, then no, you won't find much reason to use Behaviour.
Behaviour is very useful for producing program behaviour that depends on multiple event streams, where you have to remember that events happen at different times.
An Event has occurrences; specific instants of time where it has a value. A Behaviour has a value at all points in time, with no instants of time that are special (except with changes, which is convenient but kind of model-breaking).
A simple example familiar from many GUIs would be if I want to react to mouse clicks and have shift-click do something different from a click when the shift key is not held. With a Behaviour holding a value indicating whether the shift key is held down, this is trivial. If I just had Events for shift key press/release and for mouse clicks it's much harder.
In addition to being harder, it's much more low level. Why should I have to do complicated fiddling just to implement a simple concept like shift-click? The choice between Behaviour and Event is a helpful abstraction for implementing your program's concepts in terms that map more closely to the way you think about them outside the programming world.
An example here would be a movable object in a game world. I could have an Event Position representing all the times it moves. Or I could just have a Behaviour Position representing where it is at all times. Usually I'll be thinking of the object as having a position at all times, so Behaviour is a better conceptual fit.
Another place Behaviours are useful is for representing external observations your program can make, where you can only check the "current" value (because the external system won't notify you when changes occur).
For an example, let's say your program has to keep tabs on a temperature sensor and avoid starting a job when the temperature is too high. With an Event Temperature I'll have decide up front how often to poll the temperature sensor (or in response to what). And then have all the same issues as in my other examples about having to manually do something to make the last temperature reading available to the event that decides whether or not to start a job. Or I could use fromPoll to make a Behaviour Temperature. Now I've got a value that represents the time-varying value of the temperature, and I've completely abstracted away from polling the sensor; Reactive Banana itself takes care of polling the sensor as often as it might be needed without me needing to impending any logic for that at all!
Behaviors have a value all the time, whereas Events only have a value at an instant.
Think of it like you would in a spreadsheet - most of the data exists as stable values (Behaviors) that hang around and get updated whenever necessary. (In FRP though, the dependency can go either way without circular reference problems - the data is updated flowing from the changed value to unchanged ones.) You can additionally add code that fires when you press a button or do something else, but most of the data is available all the time.
Certainly you could do all that with just events - when this changes, read this value and that value and output this value, but it's just cleaner to express those relationships declaratively and let the spreadsheet or compiler worry about when to update stuff for you.
stepper is for changing things that happen into values in cells, and change is for watching cells and triggering actions. Your example where the output is text on a command line isn't particularly affected by the lack of persistent data, because the output comes in bursts anyway.
If however you have a graphical user interface, the event-only model, whilst certainly possible, and indeed common, is a little cumbersome compared to the FRP model. In FRP you just specify the relationships between things without being explicit about updates.
It's not necessary to have Behaviors, and analogously you could program an Excel spreadsheet entirely in VBA with no formulae. It's just nicer with the data permanence and equational specification. Once you're used to the new paradigm, you'll not want to go back to manually chasing dependencies and updating stuff.
When you have only 1 Event, or multiple Events that happen simultaneously, or multiple Events of the same type, it's easy to just union or otherwise combine them into a resulting Event, then pass to reactimate and immediately output it. But what if you have 2 Events of 2 different types happening at different times? Then combining them into a resulting Event that you can pass to reactimate becomes an unnecessary complication.
I recommend you to actually try and implement the synthesizer from FRP explanation using reactive-banana with only Events and no Behaviors, you'll quickly see that Behaviors simplify the unnecessary Event manipulations.
Say we have 2 Events, outputting Octave (type synonym for Int) and Pitch (type synonym to Char). User presses keys from a to g to set current pitch, or presses + or - to increment or decrement current octave. The program should output current pitch and current octave, like a0, b2, or f7. Let's say the user pressed these keys in various combinations during different times, so we ended up with 2 event streams (Events) like that:
+ - + -- octave stream (time goes from left to right)
b c -- pitch stream
Every time user presses a key, we output current octave and pitch. But what should be the result event? Suppose default pitch is a and default octave is 0. We should end up with an event stream that looks like this:
a1 b1 b0 c0 c1 -- a1 corresponds to + event, b1 to b, b0 to -, etc
Simple character input/output
Let's try to implement the synthesizer from scratch and see if we can do it without Behaviors. Let's first write a program, where you put a character, press Enter, the program outputs it, and asks for a character again:
import System.IO
import Control.Monad (forever)
main :: IO ()
main = do
-- Terminal config to make output cleaner
hSetEcho stdin False
hSetBuffering stdin NoBuffering
-- Event loop
forever (getChar >>= putChar)
Simple event-network
Let's do the above but with an event-network, to illustrate them.
import Control.Monad (forever)
import System.IO (BufferMode(..), hSetEcho, hSetBuffering, stdin)
import Control.Event.Handler (newAddHandler)
import Reactive.Banana
import Reactive.Banana.Frameworks
makeNetworkDescription :: Frameworks t => AddHandler Char -> Moment t ()
makeNetworkDescription myAddHandler = do
event <- fromAddHandler myAddHandler
reactimate $ putChar <$> event
main :: IO ()
main = do
-- Terminal config to make output cleaner
hSetEcho stdin False
hSetBuffering stdin NoBuffering
-- Event loop
(myAddHandler, myHandler) <- newAddHandler
network <- compile (makeNetworkDescription myAddHandler)
actuate network
forever (getChar >>= myHandler)
A network is where all your events and behaviors live and interact with each other. They can only do that inside Moment monadic context. In tutorial Functional Reactive Programming kick-starter guide the analogy for event-network is a human brain. A human brain is where all event streams and behaviors interleave with each other, but the only way to access the brain is through receptors, which act as event source (input).
Now, before we proceed, carefully check out the types of the most important functions of the above snippet:
type Handler a = a -> IO ()
newtype AddHandler a = AddHandler { register :: Handler a -> IO (IO ()) }
newAddHandler :: IO (AddHandler a, Handler a)
fromAddHandler :: Frameworks t => AddHandler a -> Moment t (Event t a)
reactimate :: Frameworks t => Event t (IO ()) -> Moment t ()
compile :: (forall t. Frameworks t => Moment t ()) -> IO EventNetwork
actuate :: EventNetwork -> IO ()
Because we use the simplest UI possible — character input/output, we are going to use module Control.Event.Handler, provided by Reactive-banana. Usually the GUI library does this dirty job for us.
A function of type Handler is just an IO action, similar to other IO actions such as getChar or putStrLn (e.g. the latter has type String -> IO ()). A function of type Handler takes a value and performs some IO computation with it. Thus it can only be used inside an IO context (e.g. in main).
From types it's obvious (if you understand basics of monads) that fromAddHandler and reactimate can only be used in Moment context (e.g. makeDescriptionNetwork), while newAddHandler, compile and actuate can only be used in IO context (e.g. main).
You create a pair of values of types AddHandler and Handler using newAddHandler in main, you pass this new AddHandler function to your event-network function, where you can create an event stream out of it using fromAddHandler. You manipulate this event stream as much as you want, then wrap its events in an IO action, and pass the resulting event stream to reactimate.
Filtering events
Now let's only output something, if user presses + or -. Let's output 1 when user presses +, -1 when user presses -. (The rest of the code stays the same).
action :: Char -> Int
action '+' = 1
action '-' = (-1)
action _ = 0
makeNetworkDescription :: Frameworks t => AddHandler Char -> Moment t ()
makeNetworkDescription myAddHandler = do
event <- fromAddHandler myAddHandler
let event' = action <$> filterE (\e -> e=='+' || e=='-') event
reactimate $ putStrLn . show <$> event'
As we don't output if user presses anything beside + or -, the cleaner approach would be:
action :: Char -> Maybe Int
action '+' = Just 1
action '-' = Just (-1)
action _ = Nothing
makeNetworkDescription :: Frameworks t => AddHandler Char -> Moment t ()
makeNetworkDescription myAddHandler = do
event <- fromAddHandler myAddHandler
let event' = filterJust . fmap action $ event
reactimate $ putStrLn . show <$> event'
Important functions for Event manipulations (see Reactive.Banana.Combinators for more):
fmap :: Functor f => (a -> b) -> f a -> f b
union :: Event t a -> Event t a -> Event t a
filterE :: (a -> Bool) -> Event t a -> Event t a
accumE :: a -> Event t (a -> a) -> Event t a
filterJust :: Event t (Maybe a) -> Event t a
Accumulating increments and decrements
But we don't want just to output 1 and -1, we want to increment and decrement the value and remember it between key presses! So we need to accumE. accumE accepts a value and a stream of functions of type (a -> a). Every time a new function appears from this stream, it is applied to the value, and the result is remembered. Next time a new function appears, it is applied to the new value, and so on. This allows us to remember, which number we currently have to decrement or increment.
makeNetworkDescription :: Frameworks t => AddHandler Char -> Moment t ()
makeNetworkDescription myAddHandler = do
event <- fromAddHandler myAddHandler
let event' = filterJust . fmap action $ event
functionStream = (+) <$> event' -- is of type Event t (Int -> Int)
reactimate $ putStrLn . show <$> accumE 0 functionStream
functionStream is basically a stream of functions (+1), (-1), (+1), depending on which key the user pressed.
Uniting two event streams
Now we are ready to implement both octaves and pitch from the original article.
type Octave = Int
type Pitch = Char
actionChangeOctave :: Char -> Maybe Int
actionChangeOctave '+' = Just 1
actionChangeOctave '-' = Just (-1)
actionChangeOctave _ = Nothing
actionPitch :: Char -> Maybe Char
actionPitch c
| c >= 'a' && c <= 'g' = Just c
| otherwise = Nothing
makeNetworkDescription :: Frameworks t => AddHandler Char -> Moment t ()
makeNetworkDescription addKeyEvent = do
event <- fromAddHandler addKeyEvent
let eChangeOctave = filterJust . fmap actionChangeOctave $ event
eOctave = accumE 0 ((+) <$> eChangeOctave)
ePitch = filterJust . fmap actionPitch $ event
eResult = (show <$> ePitch) `union` (show <$> eOctave)
reactimate $ putStrLn <$> eResult
Our program will output either current pitch or current octave, depending on what the user pressed. It will also preserve the value of the current octave. But wait! That's not what we want! What if we want to output both current pitch and current octave, every time user presses either a letter or + or -?
And here it becomes super-hard. We can't union 2 event-streams of different types, so we can convert both of them to Event t (Pitch, Octave). But if a pitch event and an octave event happen at different time (i.e. they are not simultaneous, which is practically certain in our example), then our temporary event-stream would rather have type Event t (Maybe Pitch, Maybe Octave), with Nothing everywhere you haven't a corresponding event. So if a user presses in sequence + b - c +, and we assume that default octave is 0 and default pitch is a, then we end up with a sequence of pairs [(Nothing, Just 1), (Just 'b', Nothing), (Nothing, Just 0), (Just 'c', Nothing), (Nothing, Just 1)], wrapped in Event.
Then we must figure out how to replace Nothing with what would be the current pitch or octave, so the resulting sequence should be something like [('a', 1), ('b', 1), ('b', 0), ('c', 0), ('c', 1)].
This is too low-level and a true programmer shouldn't worry about aligning events like that, when there is a high-level abstraction available.
Behavior simplifies event manipulation
A few simple modifications, and we achieved the same result.
makeNetworkDescription :: Frameworks t => AddHandler Char -> Moment t ()
makeNetworkDescription addKeyEvent = do
event <- fromAddHandler addKeyEvent
let eChangeOctave = filterJust . fmap actionChangeOctave $ event
bOctave = accumB 0 ((+) <$> eChangeOctave)
ePitch = filterJust . fmap actionPitch $ event
bPitch = stepper 'a' ePitch
bResult = (++) <$> (show <$> bPitch) <*> (show <$> bOctave)
eResult <- changes bResult
reactimate' $ (fmap putStrLn) <$> eResult
Turn pitch Event into Behavior with stepper and replace accumE with accumB to get octave Behavior instead of octave Event. To get the resulting Behavior, use applicative style.
Then, to get the event you must pass to reactimate, pass the resulting Behavior to changes. However, changes returns a complicated monadic value Moment t (Event t (Future a)), therefore you should use reactimate' instead of reactimate. This is also the reason, why you have to lift putStrLn in the above example twice into eResult, because you're lifting it to Future functor inside Event functor.
Check out the types of the functions we used here to understand what goes where:
stepper :: a -> Event t a -> Behavior t a
accumB :: a -> Event t (a -> a) -> Behavior t a
changes :: Frameworks t => Behavior t a -> Moment t (Event t (Future a))
reactimate' :: Frameworks t => Event t (Future (IO ())) -> Moment t ()

using threepenny-gui/reactive in client/server programming

I am trying to figure out how to use Haskell threepenny-gui with its reactive functionality to write a program that lets
the user select an item from a listBox
send the selection to an external server
get back a list of results from the server
populate the listBox with the results
repeat
It seems I will need to use Handler, newEvent and register to do the above. If someone could point me to some existing code that does something like the above that would be great.
The closest I have found is GameThing.hs in the threepenny-gui samples directory (but it doesn't use register).
UPDATE:
I am asking whether I should be using Handler, newEvent and register --- and, if so, some clarification or example of those functions.
Also, to be clear, the big picture is:
browser --> threepenny-gui (on localhost) --> backend server (anywhere on network)
<-- <--
In other words, I need to do some IO (based on user selection) then display the results of that IO.
UPDATE: here is my solution (based on #Taldykin's response): https://github.com/haroldcarr/rdf-triple-browser/tree/master/haskell/src
Here is a piece of code. I will add description a bit later.
{-# LANGUAGE LambdaCase #-}
import Graphics.UI.Threepenny as UI
main :: IO ()
main = do
(evFillList, doFillList) <- newEvent
initialList <- valuesSupply ""
behFillList <- stepper initialList evFillList
startGUI defaultConfig $ \win -> do
list <- ul
sel <- listBox
behFillList
(pure Nothing)
(pure $ \it -> UI.span # set text it)
getBody win #+ [grid [[element list, element sel]]]
setFocus $ getElement sel
on selectionChange (getElement sel) $ \case
Nothing -> return ()
Just ix -> do
items <- currentValue behFillList
let it = items !! ix
liftIO $ valuesSupply it >>= doFillList
element list #+ [li # set html it]
setFocus $ getElement sel
valuesSupply :: String -> IO [String]
valuesSupply x = return [x ++ show i | i <- [0..9]]

reactive-banana-wx `sink` does not generate an event enabling post-sink processing

I am currently redesigning a piece of legacy wxHaskell using the reactive-banana and reactive-banana-wx packages. However, in order to avoid dynamic network construction (where I ran into a thread block on an MVar), I now mimic this by preconstructing a fixed set of wxHaskell widgets of which I set visibility as necessary. Visibility is set by the sink function taking a Behavior. However, wxHaskell requires that after all these widgets have been appropriately modified via sink, a subsequent change of the layout of the panel holding these widgets is required. That would mean that sink-ing actually should be part of a network, so it is an event which can be triggered and waited upon for a layout change. As it currently is, a sink takes you 'out' of the event network, it is not possible to trigger an event after the sink action is completed. I did try to adapt sink to something like this:
sink' :: Frameworks t =>
w -> [Prop' t w] -> Moment t (Event t ())
sink' widget props = do
es <- mapM sink1 props
return $ unions es
where
sink1 (attr :== b) = do
x <- initial b
liftIOLater $ set widget [attr := x]
e <- changes b
return $ (\x -> unsafePerformIO $ set widget [attr := x]) <$> e
However, the unsafePerformIO did not get executed. How can the desired behavior be achieved, i.e. allow a (wxHaskell) IO to be waited on by means of an Event?
Basically, it appears that you want to ensure that the IO actions in reactimate are executed in a certain order? Namely, you want to make sure that the layout is set after the widget properties have been set.
There are several methods to specify order:
Use union, unionWith and/or collect to determine the order of simultaneous events.
Use the fact that reactimate are executed in the order they appear in the Moment monad. (Though strictly speaking, this is no longer true when you use the observeE combinator from dynamic event switching.)
In your particular case, these ideas can be applied as follows.
For 1, you can make an event that contains an IO action and combine it with the layout later
sink' :: Frameworks t =>
w -> [Prop' t w] -> Moment t (Event t (IO ()))
sink' widget props = do
es <- mapM sink1 props
return $ foldr1 (unionWith (>>)) es
where
sink1 (attr :== b) = do
x <- initial b
liftIOLater $ set widget [attr := x]
e <- changes b
return $ (\x -> set widget [attr := x]) <$> e
For 2, you can simply use the ordinary sink functions and just make sure that the layout is set last.
do
sink widget1 [ visible :== bBool ]
sink window1 [ layout :== bLayout ]
The ordering of the sink functions in the monad guarantees that the layout is set last.
Also note that since reactive-banana 0.7, you can use dynamic event switching to model a variable set of widgets. See the BarTab.hs example for a demonstration. This example also sets the layout.
You indicated that you run into an MVar block when you use dynamic networks. This is probably because you create widgets in a way that triggers another event in the network. Unfortunately, this is semantically unsound — it corresponds to values depending on future versions of themselves — and the program responds by plunging into rock bottom.

Resources