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Top 10 Examples of "framesync in functional component" in JavaScript

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'framesync' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.

({ complete, update }): PhysicsInterface => {
      let {
        acceleration = 0,
        friction = 0,
        velocity = 0,
        springStrength,
        to
      } = props;
      const { restSpeed = 0.001, from = 0 } = props;
      let current = from;

      const process = sync.update(({ delta }) => {
        // Integration doesn't work well with very low numbers
        const elapsed = Math.max(delta, 16);

        if (acceleration) velocity += speedPerFrame(acceleration, elapsed);
        if (friction) velocity *= (1 - friction) ** (elapsed / 100);

        if (springStrength !== undefined && to !== undefined) {
          const distanceToTarget = to - current;
          velocity += distanceToTarget * speedPerFrame(springStrength, elapsed);
        }

        current += speedPerFrame(velocity, elapsed);

        update(current);

        const isComplete =
const {
        from = 0.0,
        to = 0.0,
        stiffness = 100,
        damping = 10,
        mass = 1.0,
        restSpeed = 0.01,
        restDelta = 0.01
      } = props;
      const initialVelocity = velocity ? -(velocity / 1000) : 0.0;
      let t = 0;
      const delta = to - from;
      let position = from;
      let prevPosition = position;

      const process = sync.update(({ delta: timeDelta }) => {
        t += timeDelta;

        const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));
        const angularFreq = Math.sqrt(stiffness / mass) / 1000;

        prevPosition = position;

        // Underdamped
        if (dampingRatio < 1) {
          const envelope = Math.exp(-dampingRatio * angularFreq * t);
          const expoDecay =
            angularFreq * Math.sqrt(1.0 - dampingRatio * dampingRatio);

          position =
            to -
            envelope *
}

      update(output);
    };

    const onMove = (e: TouchEvent) => {
      if (preventDefault || e.touches.length > 1) e.preventDefault();
      sync.update(updatePoint);
    };

    const updateOnMove = listen(document, 'touchmove', {
      passive: !preventDefault
    }).start(onMove);

    // TODO: Look into running this as a process
    if (isTouchDevice) sync.update(updatePoint);

    return {
      stop: () => {
        cancelSync.update(updatePoint);
        updateOnMove.stop();
      }
    };
  });
update() {
    const { stiffness, damping, mass, from, to, restSpeed, restDisplacement } = this.props;
    const { delta, initialVelocity } = this;

    const timeDelta = timeSinceLastFrame() / 1000;
    const t = this.t = this.t + timeDelta;

    const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass));
    const angularFreq = Math.sqrt(stiffness / mass);
    const expoDecay = angularFreq * Math.sqrt(1.0 - (dampingRatio * dampingRatio));

    const x0 = 1;
    let oscillation = 0.0;

    // Underdamped
    if (dampingRatio < 1) {
      const envelope = Math.exp(-dampingRatio * angularFreq * t);
      oscillation = envelope * (((initialVelocity + dampingRatio * angularFreq * x0) / expoDecay) * Math.sin(expoDecay * t) + (x0 * Math.cos(expoDecay * t)));
      this.velocity = (envelope * ((Math.cos(expoDecay * t) * (initialVelocity + dampingRatio * angularFreq * x0)) - (expoDecay * x0 * Math.sin(expoDecay * t))) -
        ((dampingRatio * angularFreq * envelope) * ((((Math.sin(expoDecay * t) * (initialVelocity + dampingRatio * angularFreq * x0)) ) / expoDecay) + (x0 * Math.cos(expoDecay * t)))));
update() {
    const { autoStopSpeed, acceleration, friction, velocity, spring, to } = this.props;
    let newVelocity = velocity;
    const elapsed = timeSinceLastFrame();

    // Apply acceleration to velocity
    if (acceleration) {
      newVelocity += speedPerFrame(acceleration, elapsed);
    }

    // Apply friction to velocity
    if (friction) {
      newVelocity *= (1 - friction) ** (elapsed / 100);
    }

    if (spring && to !== undefined) {
      const distanceToTarget = to - this.current;
      newVelocity += distanceToTarget * speedPerFrame(spring, elapsed);
    }
const updateTween = () => {
    elapsed += timeSinceLastFrame();
    // const progress = clampProgress(getProgressFromValue(0, duration, elapsed));
    // const current = getValueFromProgress(from, to, ease(progress));
    update(elapsed);
  };
function onPointerDown(
        event: MouseEvent | TouchEvent | PointerEvent,
        info: EventInfo
    ) {
        // If we have more than one touch, don't start detecting this gesture
        if (isTouchEvent(event) && event.touches.length > 1) return

        const initialInfo = transformPoint(info)
        const { point } = initialInfo

        const { timestamp } = getFrameData()
        session.current = {
            target: event.target,
            pointHistory: [{ ...point, timestamp }],
        }

        const { onPanSessionStart } = handlersRef.current

        onPanSessionStart && onPanSessionStart(event, getPanInfo(initialInfo))

        removePointerEvents()

        const removeOnPointerMove = addPointerEvent(
            window,
            "pointermove",
            onPointerMove
        )
cancelPan()
            return
        }

        const info = getPanInfo(lastMoveEventInfo.current)
        const panStarted = session.current.startEvent !== undefined

        // Only start panning if the offset is larger than 3 pixels. If we make it
        // any larger than this we'll want to reset the pointer history
        // on the first update to avoid visual snapping to the cursoe.
        const distancePastThreshold = distance(info.offset, { x: 0, y: 0 }) >= 3

        if (!panStarted && !distancePastThreshold) return

        const { point } = info
        const { timestamp } = getFrameData()
        session.current.pointHistory.push({ ...point, timestamp })

        const { onPanStart, onPan } = handlersRef.current

        if (!panStarted) {
            onPanStart && onPanStart(lastMoveEvent.current, info)
            session.current.startEvent = lastMoveEvent.current
        }

        onPan && onPan(lastMoveEvent.current, info)
    }
if (this.children) {
            this.children.forEach(this.setChild)
        }

        if (render && this.renderSubscribers) {
            this.renderSubscribers.forEach(this.notifySubscriber)
        }

        // Update timestamp
        const { delta, timestamp } = getFrameData()

        if (this.lastUpdated !== timestamp) {
            this.timeDelta = delta
            this.lastUpdated = timestamp
            sync.postRender(this.scheduleVelocityCheck)
        }
    }
update: (transforms: Coords) => {
                applyCoordTransform(el, transforms);
                // this helps prevent layout thrashing
                sync.postRender(() => recordPositions([el]));
              },
              complete: cachedResolve,

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