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Redux Simple

CodeFactor

Package Versions
ReduxSimple NuGet
ReduxSimple.Entity NuGet
ReduxSimple.Uwp NuGet
ReduxSimple.Uwp.RouterStore NuGet
ReduxSimple.Uwp.DevTools NuGet

Simple Stupid Redux Store using Reactive Extensions

Redux Simple is a .NET library based on Redux principle. Redux Simple is written with Rx.NET and built with the minimum of code you need to scale your whatever .NET application you want to design.

Example app

There is a sample UWP application to show how ReduxSimple library can be used and the steps required to make a C#/XAML application using the Redux pattern.

You can follow this link: https://www.microsoft.com/store/apps/9PDBXGFZCVMS

Getting started

Like the original Redux library, you will have to initialize a new State when creating a Store + you will create Reducer functions each linked to an Action which will possibly update this State.

In your app, you can:

  • Dispatch new Action to change the State
  • and listen to events/changes using the Subscribe method

You will need to follow the following steps to create your own Redux Store:

  1. Create State definition
public record RootState
{
    public string CurrentPage { get; set; } = string.Empty;
    public ImmutableArray<string> Pages { get; set; } = ImmutableArray<string>.Empty;
}

Each State should be immutable. That's why we prefer to use immutable types for each property of the State.

  1. Create Action definitions
public class NavigateAction
{
    public string PageName { get; set; }
}

public class GoBackAction { }

public class ResetAction { }
  1. Create Reducer functions
public static class Reducers
{
    public static IEnumerable<On<RootState>> CreateReducers()
    {
        return new List<On<RootState>>
        {
            On<NavigateAction, RootState>(
                (state, action) => state with { Pages = state.Pages.Add(action.PageName) }
            ),
            On<GoBackAction, RootState>(
                state =>
                {
                    var newPages = state.Pages.RemoveAt(state.Pages.Length - 1);

                    return state with {
                        CurrentPage = newPages.LastOrDefault(),
                        Pages = newPages
                    };
                }
            ),
            On<ResetAction, RootState>(
                state => state with {
                    CurrentPage = string.Empty,
                    Pages = ImmutableArray<string>.Empty
                }
            )
        };
    }
}
  1. Create a new instance of your Store
sealed partial class App
{
    public static readonly ReduxStore<RootState> Store;

    static App()
    {
        Store = new ReduxStore<RootState>(CreateReducers());
    }
}
  1. And be ready to use your store inside your entire application...

Features

Dispatch & Subscribe

You can now dispatch new actions using your globally accessible Store.

using static MyApp.App; // static reference on top of your file

Store.Dispatch(new NavigateAction { PageName = "Page1" });
Store.Dispatch(new NavigateAction { PageName = "Page2" });
Store.Dispatch(new GoBackAction());

And subscribe to either state changes or actions raised.

using static MyApp.App; // static reference on top of your file

Store.ObserveAction<NavigateAction>().Subscribe(_ =>
{
    // TODO : Handle navigation
});

Store.Select(state => state.CurrentPage)
    .Where(currentPage => currentPage == nameof(Page1))
    .UntilDestroyed(this)
    .Subscribe(_ =>
    {
        // TODO : Handle event when the current page is now "Page1"
    });
Reducers

Reducers are pure functions used to create a new state once an action is triggered.

Reducers on action

You can define a list of On functions where at least one action can be triggered.

return new List<On<RootState>>
{
    On<NavigateAction, RootState>(
        (state, action) => state with { Pages = state.Pages.Add(action.PageName) }
    ),
    On<GoBackAction, RootState>(
        state =>
        {
            var newPages = state.Pages.RemoveAt(state.Pages.Length - 1);

            return state with {
                CurrentPage = newPages.LastOrDefault(),
                Pages = newPages
            };
        }
    ),
    On<ResetAction, RootState>(
        state => state with {
            CurrentPage = string.Empty,
            Pages = ImmutableArray<string>.Empty
        }
    )
};

Sub-reducers aka feature reducers

Sub-reducers also known as feature reducers are nested reducers that are used to update a part of the state. They are mainly used in larger applications to split state and reducer logic in multiple parts.

The CreateSubReducers function helps you to create sub-reducers. This function has a few requirements:

  • a Selector - to be able to access the value of the current nested state
  • a Reducer - to explicitly detail how to update the parent state given a new value for the nested state
  • and the list of reducers using On pattern

First you need to create a new state lens for feature/nested states:

public static IEnumerable<On<RootState>> GetReducers()
{
    return CreateSubReducers(SelectCounterState)
        .On<IncrementAction>(state => state with { Count = state.Count + 1 })
        .On<DecrementAction>(state => state with { Count = state.Count - 1 })
        .ToList();
}

Then you can combine nested reducers into your root state:

public static IEnumerable<On<RootState>> CreateReducers()
{
    return CombineReducers(
        Counter.Reducers.GetReducers(),
        TicTacToe.Reducers.GetReducers(),
        TodoList.Reducers.GetReducers(),
        Pokedex.Reducers.GetReducers()
    );
}

And so inject your reducers into the Store:

public static readonly ReduxStore<RootState> Store =
    new ReduxStore<RootState>(CreateReducers(), RootState.InitialState);

Remember that following this pattern, you can have an infinite number of layers for your state.

Selectors

Based on what you need, you can observe the entire state or just a part of it.

Note that every selector is a memoized selector by design, which means that a next value will only be subscribed if there is a difference with the previous value.

Full state

Store.Select()
    .Subscribe(state =>
    {
        // Listening to the full state (when any property changes)
    });

Inline function

You can use functions to select a part of the state, like this:

Store.Select(state => state.CurrentPage)
    .Subscribe(currentPage =>
    {
        // Listening to the "CurrentPage" property of the state (when only this property changes)
    });

Simple selectors

Simple selectors are like functions but the main benefits are that they can be reused in multiple components and they can be reused to create other selectors.

public static ISelectorWithoutProps<RootState, string> SelectCurrentPage = CreateSelector(
    (RootState state) => state.CurrentPage
);
public static ISelectorWithoutProps<RootState, ImmutableArray<string>> SelectPages = CreateSelector(
    (RootState state) => state.Pages
);

Store.Select(SelectCurrentPage)
    .Subscribe(currentPage =>
    {
        // Listening to the "CurrentPage" property of the state (when only this property changes)
    });

Reuse selectors - without props

Note that you can combine multiple selectors to create a new one.

public static ISelectorWithoutProps<RootState, bool> SelectHasPreviousPage = CreateSelector(
    SelectPages,
    (ImmutableArray<string> pages) => pages.Count() > 1
);

Reuse selectors - with props

You can also use variables out of the store to create a new selector.

public static ISelectorWithProps<RootState, string, bool> SelectIsPageSelected = CreateSelector(
    SelectCurrentPage,
    (string currentPage, string selectedPage) => currentPage == selectedPage
);

And then use it this way:

Store.Select(SelectIsPageSelected, "mainPage")
    .Subscribe(isMainPageSelected =>
    {
        // TODO
    });

Combine selectors

Sometimes, you need to consume multiple selectors. In some cases, you just want to combine them. This is what you can do with CombineSelectors function. Here is an example:

Store.Select(
    CombineSelectors(SelectGameEnded, SelectWinner)
)
    .Subscribe(x =>
    {
        var (gameEnded, winner) = x;

        // TODO
    });
Effects - Asynchronous Actions

Side effects are functions that runs outside of the predictable State -> UI cycle. Effects does not interfere with the UI directly and can dispatch a new action in the ReduxStore when necessary.

The 3-actions pattern

When you work with asynchronous tasks (side effects), you can follow the following rule:

  • Create 3 actions - a start action, a fulfilled action and a failed action
  • Reduce/Handle response on fulfilled action
  • Reduce/Handle error on failed action

Here is a concrete example.

public class GetTodosAction { }
public class GetTodosFulfilledAction
{
    public ImmutableList<Todo> Todos { get; set; }
}
public class GetTodosFailedAction
{
    public int StatusCode { get; set; }
    public string Reason { get; set; }
}
Store.Dispatch(new GetTodosAction());

Create and register effect

You now need to observe this action and execute an HTTP call that will then dispatch the result to the store.

public static Effect<RootState> GetTodos = CreateEffect<RootState>(
    () => Store.ObserveAction<GetTodosAction>()
        .Select(_ =>
            _todoApi.GetTodos()
                .Select(todos =>
                {
                    return new GetTodosFulfilledAction
                    {
                        Todos = todos.ToImmutableList()
                    };
                })
                .Catch(e =>
                {
                    return Observable.Return(
                        new GetTodosFailedAction
                        {
                            StatusCode = e.StatusCode,
                            Reason = e.Reason
                        }
                    );
                })
        )
        .Switch(),
    true // indicates if the ouput of the effect should be dispatched to the store
);

And remember to always register your effect to the store.

Store.RegisterEffects(
    GetTodos
);
Time travel

By default, ReduxStore only support the default behavior which is a forward-only state. You can however set enableTimeTravel to true in order to debug your application with some interesting features: handling Undo and Redo actions.

Enable time travel

sealed partial class App
{
    public static readonly ReduxStore<RootState> Store;

    static App()
    {
        Store = new ReduxStore<RootState>(CreateReducers(), true);
    }
}

Go back in time...

When the Store contains stored actions (ie. actions of the past), you can go back in time.

if (Store.CanUndo)
{
    Store.Undo();
}

It will then fires an UndoneAction event you can subscribe to.

Store.Select()
    .Subscribe(_ =>
    {
        // TODO : Handle event when the State changed
        // You can observe the previous state generated or...
    });

Store.ObserveUndoneAction()
    .Subscribe(_ =>
    {
        // TODO : Handle event when an Undo event is triggered
        // ...or you can observe actions undone
    });

...And then rewrite history

Once you got back in time, you have two choices:

  1. Start a new timeline
  2. Stay on the same timeline of events

Start a new timeline

Once you dispatched a new action, the new State is updated and the previous timeline is erased from history: all previous actions are gone.

// Dispatch the next actions
Store.Dispatch(new NavigateAction { PageName = "Page1" });
Store.Dispatch(new NavigateAction { PageName = "Page2" });

if (Store.CanUndo)
{
    // Go back in time (Page 2 -> Page 1)
    Store.Undo();
}

// Dispatch a new action (Page 1 -> Page 3)
Store.Dispatch(new NavigateAction { PageName = "Page3" });

Stay on the same timeline of events

You can stay o nthe same timeline by dispatching the same set of actions you did previously.

// Dispatch the next actions
Store.Dispatch(new NavigateAction { PageName = "Page1" });
Store.Dispatch(new NavigateAction { PageName = "Page2" });

if (Store.CanUndo)
{
    // Go back in time (Page 2 -> Page 1)
    Store.Undo();
}

if (Store.CanRedo)
{
    // Go forward (Page 1 -> Page 2)
    Store.Redo();
}
Reset state

You can also reset the entire Store (reset current state and list of actions) by using the following method.

Store.Reset();

You can then handle the reset event on your application.

Store.ObserveReset()
    .Subscribe(_ =>
    {
        // TODO : Handle event when the Store is reset
        // (example: flush navigation history and restart from login page)
    });
Entity management (in preview)

When dealing with entities, you often repeat the same process to add, update and remove entity from your collection state. With the ReduxSimple.Entity package, you can simplify the management of entities using the following pattern:

  1. Start creating an EntityState and an EntityAdapter
public record TodoItemEntityState : EntityState<int, TodoItem>
{
}

public static class Entities
{
    public static EntityAdapter<int, TodoItem> TodoItemAdapter = EntityAdapter<int, TodoItem>.Create(item => item.Id);
}
  1. Use the EntityState in your state
public record TodoListState
{
    public TodoItemEntityState Items { get; set; }
    public TodoFilter Filter { get; set; }
}
  1. Then use the EntityAdapter in reducers
On<CompleteTodoItemAction, TodoListState>(
    (state, action) =>
    {
        return state with
        {
            Items = TodoItemAdapter.UpsertOne(new { action.Id, Completed = true }, state.Items)
        };
    }
)
  1. And use the EntityAdapter in selectors
private static readonly ISelectorWithoutProps<RootState, TodoItemEntityState> SelectItemsEntityState = CreateSelector(
    SelectTodoListState,
    state => state.Items
);
private static readonly EntitySelectors<RootState, int, TodoItem> TodoItemSelectors = TodoItemAdapter.GetSelectors(SelectItemsEntityState);
public static ISelectorWithoutProps<RootState, List<TodoItem>> SelectItems = TodoItemSelectors.SelectEntities;
Router (in preview)

You can observe router changes in your own state. You first need to create a State which inherits from IBaseRouterState.

public class RootState : IBaseRouterState
{
    public RouterState Router { get; set; }

    public static RootState InitialState =>
        new RootState
        {
            Router = RouterState.InitialState
        };
}

For UWP

In order to get router information, you need to enable the feature like this (in App.xaml.cs):

protected override void OnLaunched(LaunchActivatedEventArgs e)
{
    // TODO : Initialize rootFrame

    // Enable router store feature
    Store.EnableRouterFeature(rootFrame);
}
Redux DevTools (in preview)

./images/devtools.PNG

Sometimes, it can be hard to debug your application. So there is a perfect tool called Redux DevTools which help you with that:

  • list all dispatched actions
  • payload of the action and details of the new state after dispatch
  • differences between previous and next state
  • replay mechanism (time travel)

For UWP

In order to make the Redux DevTools work, you need to enable time travel.

public static readonly ReduxStore<RootState> Store =
    new ReduxStore<RootState>(CreateReducers(), RootState.InitialState, true);

And then display the Redux DevTools view using a separate window.

await Store.OpenDevToolsAsync();