@jsenv/navi 0.29.438 → 0.29.440
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- package/dist/dev/jsenv_navi.js +318 -72
- package/dist/dev/jsenv_navi.js.map +5 -5
- package/dist/jsenv_navi.js +318 -72
- package/dist/jsenv_navi.js.map +5 -5
- package/docs/dynamic_import.md +3 -1
- package/docs/resource.md +3 -2
- package/docs/scroll.md +8 -7
- package/package.json +1 -1
package/docs/dynamic_import.md
CHANGED
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@@ -64,7 +64,9 @@ Everything the data layer decides then holds for the code:
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without `error: true`.
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- **Fetched once.** A route action left behind is aborted, not reset, and a
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completed one is not run again: coming back to the page renders synchronously,
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only the data is asked for per params.
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only the data is asked for per params. A refresh of the page on screen reruns
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`activeRouteReadsSignal`, which leaves the code out: rerun, it would take a
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page reading it delegated off the screen for a frame.
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- **Fetched ahead**, on intent ([below](#ahead-of-the-render-intent)).
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## A component inside a page that stays: who asks for its code
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package/docs/resource.md
CHANGED
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@@ -165,8 +165,9 @@ keepPageOnScreen({
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screens: `GAME.GET` for any game opened, `USER.GET_MANY` for a tab and for
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every search. Kept per resource, that is every game ever opened. The page's
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reads are what navi already runs for it: the route actions asking something for
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the page (`activeRouteActionsSignal
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-
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the page (`activeRouteActionsSignal`; `activeRouteReadsSignal` is the same set
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without the page's code, what the app reruns when it comes back to the
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foreground), and the compositions the `<List.Items>`
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on screen read. A navigation replaces the slot with the next page's reads.
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What is kept, for the next document's first run of the same read with the same
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package/docs/scroll.md
CHANGED
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@@ -357,13 +357,14 @@ blank where an item should be — with one simple rule, not a model of every kin
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of item.
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What is drawn, the list measures: the render window is sized on the room the
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items it draws actually take
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-
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-
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-
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items it draws actually take, and an item that leaves the window is held at the
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room it took — the window sliding changes nothing above the screen. What was
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never drawn it cannot measure, so it guesses:
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- the fillers hold every item never drawn at one size — `virtualItemSize` when
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given, the average of the items measured so far otherwise. A scroll position
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inside a filler is read with it too, and an item on its way takes at least
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that room;
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- when the window reaches past what it has drawn, it weighs the next items like
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the drawn ones next to them, and measures them once they are drawn.
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