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)

Setting up the project

Have you ever played Asteroids[2]? If you haven't, Asteroids is an arcade space shooter that was first released by Atari in 1979. In Asteroids, you are the pilot of a ship flying through space. As you do so, you get surrounded by asteroids and flying saucers that you have to shoot and destroy.

Developing the whole game in one chapter is too ambitious and would distract us from the subject of this book. We will limit ourselves to making sure that we have a ship on the screen that we can fly around, as well as the ability to shoot space bullets into the void. By the end of this chapter, we will have something that looks like what is shown in the following screenshot:

To get started, we will create a new ClojureScript project using the same Leiningen template we used in the previous chapter, figwheel[3]:

    lein new figwheel reagi-game  

Next, add the...