Book Image

Hands-On Reactive Programming with Clojure - Second Edition

By : Konrad Szydlo, Leonardo Borges
Book Image

Hands-On Reactive Programming with Clojure - Second Edition

By: Konrad Szydlo, Leonardo Borges

Overview of this book

Reactive Programming is central to many concurrent systems, and can help make the process of developing highly concurrent, event-driven, and asynchronous applications simpler and less error-prone. This book will allow you to explore Reactive Programming in Clojure 1.9 and help you get to grips with some of its new features such as transducers, reader conditionals, additional string functions, direct linking, and socket servers. Hands-On Reactive Programming with Clojure starts by introducing you to Functional Reactive Programming (FRP) and its formulations, as well as showing you how it inspired Compositional Event Systems (CES). It then guides you in understanding Reactive Programming as well as learning how to develop your ability to work with time-varying values thanks to examples of reactive applications implemented in different frameworks. You'll also gain insight into some interesting Reactive design patterns such as the simple component, circuit breaker, request-response, and multiple-master replication. Finally, the book introduces microservices-based architecture in Clojure and closes with examples of unit testing frameworks. By the end of the book, you will have gained all the knowledge you need to create applications using different Reactive Programming approaches.
Table of Contents (15 chapters)

Signals and events

So far, we have been dealing with the idea of programs that react to user input. This is, of course, only a small subset of reactive systems, but is enough for the purposes of this discussion.

User input happens several times through the execution of a program: key presses, mouse drags, and clicks are but a few examples of how a user might interact with our system. All of these interactions happen over a period of time. FRP recognizes that time is an important aspect of reactive programs and makes it a first-class citizen through its abstractions.

Both signals (also called behaviors) and events are related to time. Signals represent continuous, time-varying values. Events, on the other hand, represent discrete occurrences at a given point in time.

For example, time is itself a signal. It varies continuously and indefinitely. On the other hand, a key press by a user is an event, that is, a discrete occurrence.

It is important to note, however, that the semantics of how a signal changes need not be continuous. Imagine a signal that represents the current (x,y) coordinates of your mouse pointer.

This signal is said to change discretely, as it depends on the user moving the mouse pointer—an event which isn't a continuous action.