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

Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'most' 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.

function init(editorState) {
  return Most.drain(Most.map((function (editEngineState) {
                        StateEngineService$WonderEditor.setIsDebug(true);
                        var match = GameObjectEngineService$WonderEditor.create(editEngineState);
                        var scene = match[1];
                        var match$1 = DefaultSceneUtils$WonderEditor.prepareSpecificGameObjectsForEditEngineState(scene, match[0]);
                        var match$2 = DefaultSceneUtils$WonderEditor.computeDiffValue(editorState, match$1[0]);
                        var match$3 = DefaultSceneUtils$WonderEditor.createDefaultScene(scene, match$2[1]);
                        var editEngineState$1 = DirectorEngineService$WonderEditor.init(GameObjectUtils$WonderEditor.setParentKeepOrder(match$3[1], match$1[1], GameObjectEngineService$WonderEditor.setGameObjectName("scene", scene, match$3[0])));
                        StateLogicService$WonderEditor.setEditEngineState(DirectorEngineService$WonderEditor.loopBody(0, InitEventUtils$WonderEditor.initEvent(ViewService$Wonderjs.unsafeGetCanvas(editEngineState$1[/* viewRecord */8]), EngineStateDataEditorService$WonderEditor.getEditEngineStateData(/* () */0), /* tuple */[
                                      StateEngineService$WonderEditor.getStateFromData,
                                      StateEngineService$WonderEditor.setStateToData
                                    ], editEngineState$1)));
                        StateEditorService$WonderEditor.setState(match$2[0]);
                        return /* () */0;
                      }), _getLoadData("edit")).concat(Most.map((function (runEngineState) {
                          var editorState = StateEditorService$WonderEditor.getState(/* () */0);
                          var match = GameObjectEngineService$WonderEditor.create(runEngineState);
                          var scene = match[1];
                          var match$1 = DefaultSceneUtils$WonderEditor.createDefaultScene(scene, match[0]);
                          var runEngineState$1 = DirectorEngineService$WonderEditor.init(GameObjectEngineService$WonderEditor.setGameObjectName("scene", scene, match$1[0]));
                          StateLogicService$WonderEditor.setRunEngineState(DirectorEngineService$WonderEditor.loopBody(0, InitEventUtils$WonderEditor.initEvent(ViewService$Wonderjs.unsafeGetCanvas(runEngineState$1[/* viewRecord */8]), EngineStateDataEditorService$WonderEditor.getRunEngineStateData(/* () */0), /* tuple */[
                                        StateEngineService$WonderEditor.getStateFromData,
                                        StateEngineService$WonderEditor.setStateToData
                                      ], runEngineState$1)));
                          StateEditorService$WonderEditor.setState(SceneEditorService$WonderEditor.setScene(scene, editorState));
                          return /* () */0;
                        }), _getLoadData("run")))).then((function () {
                return Promise.resolve(StateEditorService$WonderEditor.getState(/* () */0));
              }));
}
// non visual related actions
  const setErrors$ = most.mergeArray([
    sources.solidWorker.filter(event => 'error' in event)
  ])
    .map(data => ({type: 'setErrors', data}))

  const clearErrors$ = most.never() /* sources.state$
    .filter(state => state.error !== undefined)
    .map(state => state.error)
    .skipRepeats()
    .map(x => undefined)
    .map(data => ({type: 'clearErrors', data}))
    .delay(30000) */
    // .forEach(x => console.log('clear errors', x))

  const setAppUpdatesAvailable$ = most.mergeArray([
    sources
      .appUpdates
      .map(data => ({type: 'setAppUpdatesAvailable', data})),
    sources
      .appUpdates
      .delay(15000)// hide after 30 s
      .map(data => ({type: 'setAppUpdatesAvailable', data: {available: false}}))
  ])

  return {
    // generic key shortuct handler
    actionsFromKey$,
    // generic clear error action
    clearErrors$,
    setErrors$,
    // app updates
}
  // zoomToFit main mesh bounds
  const zoomToFit$ = most.mergeArray([
    gestures.taps.filter(taps => taps.nb === 3)
      .map(_ => ({ type: 'zoomToFit', data: { origin: 'demand' } })),
    state$
      .filter(state => state.behaviours.zoomToFitOn.includes('new-entities'))
      .map(state => state.entities).skipRepeatsWith(areEntitiesIdentical)
      .map(_ => ({ type: 'zoomToFit', data: { origin: 'new-entities' } }))
      // .multicast().tap(x => console.log('zoomToFit on new entities'))
  ])
    .multicast()

  /* const update$ = heartBeat$.thru(limitFlow(33))
    .map(_ => ({type: 'update', data: undefined}))*/
  const update$ = most.mergeArray([
    rotations$,
    zoom$,
    reset$,
    zoomToFit$,
    resizes$
  ]).map(_ => ({ type: 'update', data: undefined }))

  return [
    rotations$,
    pan$,
    zoom$,
    reset$,
    zoomToFit$,
    resizes$,
    update$
sources.dom.select('#themeSwitcher').events('change')
      .map(e => e.target.value),
    sources.store.map(data => data.themeName)
  ])
  .map(data => ({type: 'changeTheme', data}))

  // non visual related actions
  const toggleAutoReload$ = most.mergeArray([
    sources.dom.select('#autoReload').events('click')
      .map(e => e.target.checked),
    sources.store
      .map(data => data.autoReload)
  ])
  .map(data => ({type: 'toggleAutoReload', data}))

  const toggleInstantUpdate$ = most.mergeArray([
    sources.dom.select('#instantUpdate').events('click').map(event => event.target.checked),
    sources.store.map(data => data.instantUpdate)
  ])
    .map(data => ({type: 'toggleInstantUpdate', data}))

  const changeExportFormat$ = sources.dom.select('#exportFormats').events('change')
    .map(e => e.target.value)
    .map(data => ({type: 'changeExportFormat', data}))

  const exportRequested$ = sources.dom.select('#exportBtn').events('click')
    .sample(function (state, event) {
      const defaultExportFilePath = state.exportFilePath
      return {defaultExportFilePath, exportFormat: state.exportFormat, data: state.design.solids}
    }, sources.state$)
    .map(function ({defaultExportFilePath, exportFormat, data}) {
      // console.log('exporting data to', defaultExportFilePath)
const sources$ = {
    // data streams
    params$: params$.filter(x => x !== undefined).multicast(), // we filter out pointless data from the get go
    data$: data$.filter(x => x !== undefined), // we filter out pointless data from the get go
    state$, // thanks to proxying, we also have access to the state observable/stream inside our actions
    // inputs$: inputs$.filter(x => x !== undefined), // custom user inputs
    // live ui elements only
    gestures: state.useGestures ? require('most-gestures').pointerGestures(element) : {drags: most.never(), zooms: most.never(), taps: most.never()},
    resizes$: state.useGestures ? require('./cameraAndControls/elementSizing')(element) : most.never(),
    heartBeat$: require('./observable-utils/rafStream').rafStream() // state.useGestures ? require('./observable-utils/rafStream').rafStream() : most.never() // heartbeat provided by requestAnimationFrame
  }
  // create our action streams
  const cameraControlsActions = makeCameraControlsActions(sources$)
  const dataParamsActions = makeDataParamsActions(sources$)
  const actions = most.mergeArray(dataParamsActions.concat(cameraControlsActions))
  // combine proxy state & real state
  attach(makeState(actions, state, regl))

  // .startWith(state)
  // skipRepeatsWith
  // re-render whenever state changes, since visuals are a function of the state
  state$.forEach(state => {
    // console.log('sending data for render', state)
    state.render(state)
  })
  // dispatch initial params/state
  params$.next(state)

  /** main viewer function : call this one with different parameters and/or data to update the viewer
   * @param  {Object} options={}
   * @param  {Object} data
function drags ({mouseDowns$, mouseUps$, mouseMoves$, touchStarts$, touchEnds$, longTaps$, touchMoves$}, settings) {
  touchMoves$ = touchMoves$.filter(t => t.touches.length === 1)
  const drags$ = merge(
    mouseDrags(mouseDowns$, mouseUps$, mouseMoves$, settings),
    touchDrags(touchStarts$, touchEnds$, touchMoves$, settings)
  )
  // .merge(merge(touchEnds$, mouseUps$).map(undefined))
  // .tap(e=>console.log('dragMoves',e))

  // .takeUntil(longTaps$) // .repeat() // no drag moves if there is a context action already taking place

  return drags$
}
function startDirector(state) {
  var match = WorkerDetectMainService$Wonderjs.isUseWorker(state);
  if (match) {
    Most.drain(_workerInit(StateDataMain$Wonderjs.stateData, StateDataMainService$Wonderjs.setState(StateDataMain$Wonderjs.stateData, state)).concat(_createWorkerLoopStream(/* () */0)));
    return /* () */0;
  } else {
    _noWorkerLoop(0, NoWorkerJobMainService$Wonderjs.execNoWorkerInitJobs(state));
    return /* () */0;
  }
}
function start(state) {
  var match = WorkerDetectMainService$Wonderjs.isUseWorker(state);
  if (match !== 0) {
    Most.drain(_workerInit(StateDataMain$Wonderjs.stateData, StateDataMainService$Wonderjs.setState(StateDataMain$Wonderjs.stateData, state)).concat(_createWorkerLoopStream(/* () */0)));
    return /* () */0;
  } else {
    _noWorkerLoop(0, NoWorkerJobMainService$Wonderjs.execNoWorkerInitJobs(state));
    return /* () */0;
  }
}
function init(editorState) {
  return Most.drain(Most.map((function (editEngineState) {
                        StateEngineService$WonderEditor.setIsDebug(true);
                        var match = GameObjectEngineService$WonderEditor.create(editEngineState);
                        var scene = match[1];
                        var match$1 = DefaultSceneUtils$WonderEditor.prepareSpecificGameObjectsForEditEngineState(scene, match[0]);
                        var match$2 = DefaultSceneUtils$WonderEditor.computeDiffValue(editorState, match$1[0]);
                        var match$3 = DefaultSceneUtils$WonderEditor.createDefaultScene(scene, match$2[1]);
                        var editEngineState$1 = DirectorEngineService$WonderEditor.init(GameObjectUtils$WonderEditor.setParentKeepOrder(match$3[1], match$1[1], GameObjectEngineService$WonderEditor.setGameObjectName("scene", scene, match$3[0])));
                        StateLogicService$WonderEditor.setEditEngineState(DirectorEngineService$WonderEditor.loopBody(0, InitEventUtils$WonderEditor.initEvent(ViewService$Wonderjs.unsafeGetCanvas(editEngineState$1[/* viewRecord */8]), EngineStateDataEditorService$WonderEditor.getEditEngineStateData(/* () */0), /* tuple */[
                                      StateEngineService$WonderEditor.getStateFromData,
                                      StateEngineService$WonderEditor.setStateToData
                                    ], editEngineState$1)));
                        StateEditorService$WonderEditor.setState(match$2[0]);
                        return /* () */0;
                      }), _getLoadData("edit")).concat(Most.map((function (runEngineState) {
                          var editorState = StateEditorService$WonderEditor.getState(/* () */0);
                          var match = GameObjectEngineService$WonderEditor.create(runEngineState);
const regl = require('regl')(reglOptions)

  // note we keep the render function around, until we need to swap it out in case of new data
  state.render = prepareRender(regl, state)
  state.regl = regl
  state.drawCommands.drawGrid = () => {}
  state.drawCommands.drawCSGs = []

  const sources$ = {
    // data streams
    params$: params$.filter(x => x !== undefined).multicast(), // we filter out pointless data from the get go
    data$: data$.filter(x => x !== undefined), // we filter out pointless data from the get go
    state$, // thanks to proxying, we also have access to the state observable/stream inside our actions
    // inputs$: inputs$.filter(x => x !== undefined), // custom user inputs
    // live ui elements only
    gestures: state.useGestures ? require('most-gestures').pointerGestures(element) : {drags: most.never(), zooms: most.never(), taps: most.never()},
    resizes$: state.useGestures ? require('./cameraAndControls/elementSizing')(element) : most.never(),
    heartBeat$: require('./observable-utils/rafStream').rafStream() // state.useGestures ? require('./observable-utils/rafStream').rafStream() : most.never() // heartbeat provided by requestAnimationFrame
  }
  // create our action streams
  const cameraControlsActions = makeCameraControlsActions(sources$)
  const dataParamsActions = makeDataParamsActions(sources$)
  const actions = most.mergeArray(dataParamsActions.concat(cameraControlsActions))
  // combine proxy state & real state
  attach(makeState(actions, state, regl))

  // .startWith(state)
  // skipRepeatsWith
  // re-render whenever state changes, since visuals are a function of the state
  state$.forEach(state => {
    // console.log('sending data for render', state)
    state.render(state)

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