kopular 0.14.1 → 0.15.1

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package/LLM.md CHANGED
@@ -22,7 +22,67 @@ there is no `kopular/template` entry point to import.
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  ## Consuming Kopular from your own KopScript project
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  `using` only resolves same-project relative paths — reaching into an npm package (Kopular
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- included) always goes through `extern`, re-describing exactly the members you use:
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+ included) always goes through `extern`, re-describing exactly the members you use.
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+
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+ **`Element`/`Document`/`Event` are NOT part of Kopular's own exports** — they're plain
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+ ambient browser globals (`extern class Element { ... };`, no `from` clause), genuinely
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+ present at runtime with no import needed, but Kopular has no re-exportable copy of them
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+ to reach for: `kopular/dom` is Kopular's own *internal* ambient binding, itself made of
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+ erased `extern` declarations with nothing real behind them at runtime, so `extern class
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+ Element { ... } from "kopular/dom";` doesn't work — there's no `Element` symbol actually
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+ living in that module to bind to. Every consuming project re-declares its own
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+ Element/Document/Event, same as this one does. **Copy the block below rather than
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+ hand-rolling a smaller one from scratch and adding members as compile errors demand
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+ them** — a real, complete first-attempt implementation of a Kopular app hit the exact
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+ same missing property (`Element.value`) twice from two independently-trimmed subsets,
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+ because the compile error only ever names the one member actually touched, never warns
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+ that a *sibling* feature (a template's `placeholder="..."` attribute, a `[(value)]`
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+ binding's generated `e.target.value` read) will need one you didn't happen to write by
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+ hand:
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+
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+ ```ks
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+ extern class Event {
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+ Element target { get; }
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+ void preventDefault();
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+ };
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+
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+ extern class Element {
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+ string textContent { get; set; }
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+ string innerHTML { get; set; }
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+ string id { get; set; }
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+ string className { get; set; }
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+ string href { get; set; }
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+ string src { get; set; }
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+ string alt { get; set; }
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+ // Every `[(value)]="Field"` template binding and any handler reading
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+ // `e.target.value` needs this — the single most commonly missing member
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+ // when a hand-trimmed subset breaks.
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+ string value { get; set; }
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+ string placeholder { get; set; }
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+ void appendChild(Element child);
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+ void replaceChild(Element newChild, Element oldChild);
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+ void insertBefore(Element newChild, Element? referenceChild);
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+ void removeChild(Element child);
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+ void setAttribute(string name, string value);
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+ void addEventListener(string eventType, (Event) => void handler);
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+ void removeEventListener(string eventType, (Event) => void handler);
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+ Element querySelector(string selector);
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+ Element? closest(string selector);
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+ };
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+
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+ extern class Document {
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+ Element createElement(string tagName);
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+ Element getElementById(string id);
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+ Element body { get; }
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+ };
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+
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+ extern Document document;
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+ ```
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+
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+ Trim what you genuinely never use (this is still "describe exactly the members you
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+ use," not "always paste everything") — but trim it *after* writing the app, not before,
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+ so the trim is informed by what actually compiled, not a guess at what a template will
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+ eventually need.
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  ```ks
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  extern class VElement {
@@ -221,10 +281,12 @@ class Counter : Component {
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  no manual `Subscribe` in the constructor for that field. State reached indirectly
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  (through a method, or `this.SomeService.Count`) still needs a manual `Subscribe`, same
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  as a hand-written `Render()` always has.
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+ - **Two-way binding**: `[(value)]="Field"` desugars to `[value]="Field"` +
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+ `(input)="Field = e.target.value"` — `value` only, and `Field` must be a bare name or
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+ `this.Field` (see KopScript's own LLM.md `KS5017`/`KS5018` for the two rejected cases).
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  - One top-level element per template (hard error otherwise); no mixing text and element
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  children under one element (`VElement` has no text-node sibling concept, only
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- `.TextContent`); no two-way binding, no pipes, at most one structural directive per
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- element.
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+ `.TextContent`); no pipes, at most one structural directive per element.
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  - This is entirely a KopScript compiler feature (parsed/desugared before type-checking
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  runs) — Kopular's own framework code (`component.ks`, `dom.ks`) is unmodified and
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  unaware templates exist; a template-generated `Render()` is indistinguishable from a
@@ -423,10 +485,12 @@ CombineValidators2((string v) => Validators.Required(v), (string v) => Validator
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  Fixed-arity (2, 3 — add more the same way if a form ever needs to chain further), not a
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  general `Validators.All(...)`, for the same array-of-function-values reason above.
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- **No DOM binding** — wiring `.Value` to a real `<input>` is a plain `VElement.OnInput`
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- assignment in your own `Render()` reading `e.target.value` (the same as any other event
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+ **No DOM binding in a hand-written `Render()`** — wiring `.Value` to a real `<input>` is a
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+ plain `VElement.OnInput` assignment reading `e.target.value` (the same as any other event
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  handler; `VElement.Value` itself is one-way, host-to-DOM only), and reading it back out
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- via `.Touch()` on `OnBlur`; there is no `[(ngModel)]`-equivalent.
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+ via `.Touch()` on `OnBlur`. A **template** has real `[(value)]="Field"` sugar for the
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+ value-binding half (see "Templates" above); `Touch()` on blur still needs its own explicit
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+ `(blur)="Field.Touch()"` either way — `[(value)]` only ever wires `value`/`input`.
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  ## `kopular/testing` (`testing.js`, hand-written JS, not compiled from `.ks`)
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@@ -528,10 +592,12 @@ class CounterService {
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  independent mechanisms, not the same thing wired two ways** — a template never needs
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  `directives.ks`'s `If()` imported or called; `*if`/`*for` compile to real `if`/`for`
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  directly. Don't mix a template with a hand-written-`Render()` helper call.
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- - **No two-way binding, anywhere.** Wiring a template's `[value]` or a hand-written
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- `.Value` to a real `<input>` back and forth always needs an explicit `OnInput`
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- assignment reading `e.target.value` — there's no `[(ngModel)]`-equivalent to reach for
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- in either authoring style.
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+ - **`[(value)]` two-way binding is template-only, and `value`-only.** A hand-written
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+ `Render()` still always needs an explicit `OnInput` assignment reading
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+ `e.target.value` — there's no equivalent shorthand there, since it already has direct
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+ field access. `[(id)]`/`[(className)]` don't exist either, even in a template — the
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+ sugar only wires `value`/`input`, the one pairing with a real "user just changed this"
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+ event.
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  - **A `VElement` event binding only accepts `click`/`input`/`blur`/`change`** — both in a
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  template's `(event)="..."` and a hand-written `OnClick`/`OnInput`/`OnBlur`/`OnChange`
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  assignment. There's no generic `addEventListener` on `VElement` (event handlers are part
@@ -549,7 +615,9 @@ class CounterService {
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  DI container/injector · decorators (`@Injectable`, `@Component`, ...) · a runtime
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  template engine or interpreted expression language — templates compile to the same
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  imperative `Render()` code as the hand-written form, checked at compile time, not
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- interpreted at runtime (see "Templates" above) · two-way binding (`[(ngModel)]`) ·
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+ interpreted at runtime (see "Templates" above) · two-way binding in a hand-written
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+ `Render()`, or on anything but `value` even in a template (`[(value)]="Field"` exists —
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+ see "Templates" above — but it's `value`-only, and templates-only) ·
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  reconciliation across a nested-Component boundary (see "Common mistakes" above — real
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  vdom diffing exists *within* one Component's own subtree, via `Update()`/`vdom.ks`) ·
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  a generic/arbitrary `VElement` event binding — only `click`/`input`/`blur`/`change` ·
package/README.md CHANGED
@@ -477,13 +477,16 @@ to live as a free function instead. `Validators` ships the handful of checks alm
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  form needs (`Required`, `MinLength`, `MaxLength`, `Email`, `Min`, `Max`), each returning
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  its own message; write your own validator function for anything more specific.
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- **No two-way data binding** — wiring `Value` to a real `<input>` is the `OnInput`
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- assignment shown above, the same manual pattern `Counter` already uses for its click
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- handler (`VElement.Value` itself is one-way, host-to-DOM only — reading the *current* DOM
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- value back out is always the real event's `e.target.value`, not something Kopular
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- mirrors into `Value` for you). This is deliberate, not a missing feature: a magic
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- `[(ngModel)]`-style binding would be exactly the kind of hidden framework behavior
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- Kopular avoids everywhere else.
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+ **No two-way data binding in a hand-written `Render()`** — wiring `Value` to a real
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+ `<input>` is the `OnInput` assignment shown above, the same manual pattern `Counter`
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+ already uses for its click handler (`VElement.Value` itself is one-way, host-to-DOM
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+ only — reading the *current* DOM value back out is always the real event's
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+ `e.target.value`, not something Kopular mirrors into `Value` for you). This is
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+ deliberate, not a missing feature: hand-written code already has direct field/handler
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+ access, so there's nothing for a magic binding to save you from writing. A **template**
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+ gets real sugar for exactly this — `[(value)]="Field"` desugars to `[value]="Field"` +
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+ `(input)="Field = e.target.value"` (see KopScript's own "Templates" docs) — since a
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+ markup file has no equivalent direct access to fall back on.
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  ## Starting a new project: `kp new`
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@@ -546,6 +549,15 @@ Marking `Render()` `virtual` in the `extern` declaration is what lets a real sub
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  for a full working example (components, a service, and routing, all consuming Kopular
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  this way).
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+ The snippet above is illustrative, not exhaustive — real code needs a fuller
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+ `VElement`/`Component`/`Router`, and `Element` itself (used above as `Mount`'s
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+ parameter type but never shown declared) is a plain ambient browser global your own
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+ project declares, not something Kopular exports — `LLM.md`'s "Consuming Kopular from
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+ your own KopScript project" section has the complete, copy-ready block for all of
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+ these, `Element`/`Document`/`Event` included. `npx kp new` (above) generates this
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+ boilerplate for a fresh project either way — reach for `LLM.md`'s block when adding to
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+ an existing one instead.
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+
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  `extern class` can carry its own `<T>` (kopscript >= 0.5.0), so a generic export like
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  `FormField<T>` describes the same way a real generic class does — see `LLM.md`'s
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  `FormField<T>`/`Validators` section for the full example.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "kopular",
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- "version": "0.14.1",
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+ "version": "0.15.1",
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  "description": "Kopular: a small component framework for KopScript — components, reactive state, constructor-injected services, routing, real compiled templates, and HTTP, with no DI container",
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  "type": "module",
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  "license": "MIT",
package/src/component.js CHANGED
@@ -1,5 +1,5 @@
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  import { Event, Element, Document, Location, History, Window, document, location, history, window } from "./dom.js";
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- import { VElement } from "./velement.js";
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+ import { VElement, NoOpEventHandler } from "./velement.js";
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  import { Materialize, Patch, PatchChildren } from "./vdom.js";
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  export class Component {
package/src/directives.js CHANGED
@@ -1,5 +1,5 @@
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  import { Event, Element, Document, Location, History, Window, document, location, history, window } from "./dom.js";
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- import { VElement } from "./velement.js";
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+ import { VElement, NoOpEventHandler } from "./velement.js";
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  export function If(condition, whenTrue, whenFalse) {
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  if (condition) {
package/src/router.js CHANGED
@@ -1,6 +1,6 @@
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  import { Event, Element, Document, Location, History, Window, document, location, history, window } from "./dom.js";
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  import { Component } from "./component.js";
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- import { VElement } from "./velement.js";
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+ import { VElement, NoOpEventHandler } from "./velement.js";
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  export class Router extends Component {
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  constructor(notFoundPage) {
package/src/vdom.js CHANGED
@@ -1,5 +1,5 @@
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  import { Event, Element, Document, Location, History, Window, document, location, history, window } from "./dom.js";
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- import { VElement } from "./velement.js";
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+ import { VElement, NoOpEventHandler } from "./velement.js";
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  export function Materialize(tree) {
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  let el = document.createElement(tree.Tag);
@@ -18,10 +18,18 @@ export function Materialize(tree) {
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  for (let i = 0; (i < tree.ExtraNames.length); i = (i + 1)) {
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  el.setAttribute(tree.ExtraNames[i], tree.ExtraValues[i]);
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  }
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- el.addEventListener("click", tree.OnClick);
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- el.addEventListener("input", tree.OnInput);
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- el.addEventListener("blur", tree.OnBlur);
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- el.addEventListener("change", tree.OnChange);
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+ if ((tree.OnClick !== NoOpEventHandler)) {
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+ el.addEventListener("click", tree.OnClick);
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+ }
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+ if ((tree.OnInput !== NoOpEventHandler)) {
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+ el.addEventListener("input", tree.OnInput);
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+ }
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+ if ((tree.OnBlur !== NoOpEventHandler)) {
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+ el.addEventListener("blur", tree.OnBlur);
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+ }
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+ if ((tree.OnChange !== NoOpEventHandler)) {
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+ el.addEventListener("change", tree.OnChange);
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+ }
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  tree.RealNode = el;
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  return el;
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  }
@@ -54,17 +62,33 @@ export function Patch(parent, old, updated) {
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  realNode.id = updated.Id;
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  }
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  realNode.value = updated.Value;
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- for (let i = 0; (i < updated.ExtraNames.length); i = (i + 1)) {
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- realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);
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+ if ((updated.ExtraNames.length === oldTree.ExtraNames.length)) {
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+ for (let i = 0; (i < updated.ExtraNames.length); i = (i + 1)) {
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+ if (((updated.ExtraNames[i] !== oldTree.ExtraNames[i]) || (updated.ExtraValues[i] !== oldTree.ExtraValues[i]))) {
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+ realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);
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+ }
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+ }
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+ } else {
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+ for (let i = 0; (i < updated.ExtraNames.length); i = (i + 1)) {
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+ realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);
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+ }
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+ }
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+ if ((updated.OnClick !== oldTree.OnClick)) {
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+ realNode.removeEventListener("click", oldTree.OnClick);
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+ realNode.addEventListener("click", updated.OnClick);
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+ }
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+ if ((updated.OnInput !== oldTree.OnInput)) {
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+ realNode.removeEventListener("input", oldTree.OnInput);
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+ realNode.addEventListener("input", updated.OnInput);
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+ }
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+ if ((updated.OnBlur !== oldTree.OnBlur)) {
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+ realNode.removeEventListener("blur", oldTree.OnBlur);
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+ realNode.addEventListener("blur", updated.OnBlur);
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+ }
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+ if ((updated.OnChange !== oldTree.OnChange)) {
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+ realNode.removeEventListener("change", oldTree.OnChange);
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+ realNode.addEventListener("change", updated.OnChange);
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  }
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- realNode.removeEventListener("click", oldTree.OnClick);
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- realNode.addEventListener("click", updated.OnClick);
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- realNode.removeEventListener("input", oldTree.OnInput);
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- realNode.addEventListener("input", updated.OnInput);
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- realNode.removeEventListener("blur", oldTree.OnBlur);
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- realNode.addEventListener("blur", updated.OnBlur);
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- realNode.removeEventListener("change", oldTree.OnChange);
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- realNode.addEventListener("change", updated.OnChange);
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  return realNode;
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  }
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  } else {
@@ -79,14 +103,8 @@ export function Patch(parent, old, updated) {
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  }
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  }
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  export function PatchChildren(parent, oldChildren, newChildren) {
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- let oldConsumed = [];
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- for (let i = 0; (i < oldChildren.length); i = (i + 1)) {
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- oldConsumed = [...oldConsumed, false];
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- }
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- let matchedOldIndex = [];
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- for (let i = 0; (i < newChildren.length); i = (i + 1)) {
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- matchedOldIndex = [...matchedOldIndex, -1];
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- }
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+ let oldConsumed = oldChildren.map((c) => (false));
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+ let matchedOldIndex = newChildren.map((c) => (-1));
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  for (let i = 0; (i < newChildren.length); i = (i + 1)) {
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  if ((newChildren[i].Id.length === 0)) {
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  continue;
@@ -113,13 +131,22 @@ export function PatchChildren(parent, oldChildren, newChildren) {
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  nextOld = (nextOld + 1);
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  }
115
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  }
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+ let needsReorder = (oldChildren.length !== newChildren.length);
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+ for (let i = 0; (i < newChildren.length); i = (i + 1)) {
136
+ if ((matchedOldIndex[i] !== i)) {
137
+ needsReorder = true;
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+ break;
139
+ }
140
+ }
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  for (let i = 0; (i < newChildren.length); i = (i + 1)) {
117
142
  let matchedOld = null;
118
143
  if ((matchedOldIndex[i] >= 0)) {
119
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  matchedOld = oldChildren[matchedOldIndex[i]];
120
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  }
121
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  let childNode = Patch(parent, matchedOld, newChildren[i]);
122
- parent.appendChild(childNode);
147
+ if (needsReorder) {
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+ parent.appendChild(childNode);
149
+ }
123
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  }
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  for (let j = 0; (j < oldChildren.length); j = (j + 1)) {
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152
  if (oldConsumed[j]) {
package/src/vdom.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"vdom.js","sources":["vdom.ks"],"sourcesContent":["using \"./dom\";\nusing \"./velement\";\n\n// The diff/patch engine behind real vdom diffing: Component.Update() (see\n// component.ks) calls Patch() with the PREVIOUS render's VElement tree\n// (which carries each node's real, live DOM counterpart via its own\n// RealNode field) and the NEW tree Render() just produced, and gets back\n// real DOM mutated/reused in place wherever possible instead of a full\n// subtree rebuild.\n//\n// Deliberately never reads the live DOM back to rediscover structure (no\n// \"get current children\"/\"get current tag\" API exists, or is needed) —\n// the retained *previous* VElement tree already records everything Patch()\n// needs to know about what's currently there. This is what makes the whole\n// approach work without a generic children/attributes read-back API that\n// KopScript's narrow, curated DOM binding doesn't have.\n\n// Builds a brand-new, fully real DOM subtree from a VElement tree with no\n// diffing at all — first mount, or whenever Patch() decides a subtree must\n// be replaced outright (no previous node to reuse, or the tag changed).\n// Mutates `tree.RealNode` (and recursively every descendant's) as a side\n// effect, so the tree this was called on becomes the new \"previous tree\"\n// the next Patch() call diffs against.\nElement Materialize(VElement tree) {\n Element el = document.createElement(tree.Tag);\n\n if (tree.RawHtml.Length > 0) {\n el.innerHTML = tree.RawHtml;\n } else if (tree.Children.Length > 0) {\n foreach (VElement child in tree.Children) {\n el.appendChild(Materialize(child));\n }\n } else {\n el.textContent = tree.TextContent;\n }\n\n el.className = tree.ClassName;\n el.id = tree.Id;\n el.value = tree.Value;\n\n for (number i = 0; i < tree.ExtraNames.Length; i = i + 1) {\n el.setAttribute(tree.ExtraNames[i], tree.ExtraValues[i]);\n }\n\n el.addEventListener(\"click\", tree.OnClick);\n el.addEventListener(\"input\", tree.OnInput);\n el.addEventListener(\"blur\", tree.OnBlur);\n el.addEventListener(\"change\", tree.OnChange);\n\n tree.RealNode = el;\n return el;\n}\n\n// Diffs `updated` against `old` (the previous render's tree for this exact\n// position, or null if there is none — first mount) and returns the real\n// DOM node now representing `updated`, reusing `old`'s real node in place\n// whenever the tag matches. `parent` is only used to attach/replace at the\n// top of whatever subtree Patch() is called on — child-level attach/replace\n// happens inside PatchChildren.\n//\n// Deliberately all positive-branch `if (x != null) { ... } else { ... }`,\n// never an early-return guard clause — KopScript's nullable narrowing is\n// scope-based, not reachability-based, so `if (x == null) { return; }\n// use(x);` would NOT narrow `x` afterward (see KopScript's own LLM.md \"Common\n// mistakes\"). Every nullable member-access path (`oldTree.RealNode`,\n// never narrows directly either) is read into a local first for the same\n// reason.\nElement Patch(Element parent, VElement? old, VElement updated) {\n if (old != null) {\n VElement oldTree = old;\n Element? maybeOldNode = oldTree.RealNode;\n if (maybeOldNode != null) {\n Element realNode = maybeOldNode;\n if (oldTree.Tag != updated.Tag) {\n Element created = Materialize(updated);\n parent.replaceChild(created, realNode);\n return created;\n } else {\n updated.RealNode = realNode;\n\n if (updated.RawHtml.Length > 0 || oldTree.RawHtml.Length > 0) {\n if (updated.RawHtml != oldTree.RawHtml) {\n realNode.innerHTML = updated.RawHtml;\n }\n } else {\n if (updated.TextContent != oldTree.TextContent) {\n realNode.textContent = updated.TextContent;\n }\n PatchChildren(realNode, oldTree.Children, updated.Children);\n }\n\n if (updated.ClassName != oldTree.ClassName) {\n realNode.className = updated.ClassName;\n }\n if (updated.Id != oldTree.Id) {\n realNode.id = updated.Id;\n }\n // Always assigned, never conditionally on updated.Value != oldTree.Value\n // — unlike TextContent/ClassName/Id, an <input>/<select>'s live value\n // can diverge from the last-recorded VElement.Value purely through\n // user interaction (typing, picking an option) with no Update() ever\n // running in between (a real, deliberate pattern — see KopularDemo's\n // dogs_page.ks, which never Update()s on input/change). The recorded\n // oldTree.Value only reflects the tree as of the last actual render,\n // so comparing against it can't tell \"genuinely unchanged\" apart from\n // \"changed live in the DOM since then, framework never told\" — the\n // same reason a real \"controlled input\" (React's own term for this)\n // always writes value on every render rather than diffing it.\n realNode.value = updated.Value;\n\n for (number i = 0; i < updated.ExtraNames.Length; i = i + 1) {\n realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);\n }\n\n // Always swap all four listeners — cheap, and sidesteps needing to\n // compare function identity (every Render() call creates fresh\n // closures, so \"did the handler actually change\" isn't answerable\n // any other way).\n realNode.removeEventListener(\"click\", oldTree.OnClick);\n realNode.addEventListener(\"click\", updated.OnClick);\n realNode.removeEventListener(\"input\", oldTree.OnInput);\n realNode.addEventListener(\"input\", updated.OnInput);\n realNode.removeEventListener(\"blur\", oldTree.OnBlur);\n realNode.addEventListener(\"blur\", updated.OnBlur);\n realNode.removeEventListener(\"change\", oldTree.OnChange);\n realNode.addEventListener(\"change\", updated.OnChange);\n\n return realNode;\n }\n } else {\n // Shouldn't happen in practice (every previously-rendered tree has a\n // real node by the time a second render diffs against it) — treated\n // as \"nothing to reuse\" rather than a crash, same defensive spirit\n // as Component's own IsMounted guard.\n Element created = Materialize(updated);\n parent.appendChild(created);\n return created;\n }\n } else {\n Element created = Materialize(updated);\n parent.appendChild(created);\n return created;\n }\n}\n\n// Keyed reconciliation: each VElement's own Id is its key when non-empty —\n// a real, existing DOM convention, needing no new API or syntax. A new\n// child whose Id matches an old child's Id is patched against that old\n// child (reusing its real node) regardless of position; a new child with\n// no Id, or an Id not present among the old children, falls back to\n// pairing positionally against whatever old children are still unconsumed,\n// in order. DOCUMENTED, REAL LIMITATION: without stable Ids, a reordered\n// list still produces the correct final output, but a given item's real\n// DOM node (and anything stateful attached to it, like focus) isn't\n// guaranteed to follow its data across the reorder — give list items a\n// stable Id for that guarantee.\nvoid PatchChildren(Element parent, VElement[] oldChildren, VElement[] newChildren) {\n bool[] oldConsumed = [];\n for (number i = 0; i < oldChildren.Length; i = i + 1) {\n oldConsumed = oldConsumed.Push(false);\n }\n\n number[] matchedOldIndex = [];\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n matchedOldIndex = matchedOldIndex.Push(-1);\n }\n\n // Pass 1: keyed matches, by Id.\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n if (newChildren[i].Id.Length == 0) { continue; }\n for (number j = 0; j < oldChildren.Length; j = j + 1) {\n if (!oldConsumed[j] && oldChildren[j].Id == newChildren[i].Id) {\n matchedOldIndex[i] = j;\n oldConsumed[j] = true;\n break;\n }\n }\n }\n\n // Pass 2: positional fallback for everything Pass 1 didn't match —\n // pair each remaining new child against the next still-unconsumed old\n // child, in order.\n number nextOld = 0;\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n if (matchedOldIndex[i] >= 0) { continue; }\n while (nextOld < oldChildren.Length && oldConsumed[nextOld]) {\n nextOld = nextOld + 1;\n }\n if (nextOld < oldChildren.Length) {\n matchedOldIndex[i] = nextOld;\n oldConsumed[nextOld] = true;\n nextOld = nextOld + 1;\n }\n }\n\n // Pass 3: patch/create each new child in order, then move it into its\n // correct final position — appendChild on a node already attached\n // elsewhere in the DOM MOVES it (real DOM semantics), so processing new\n // children in their final desired order and always appending naturally\n // builds up the correct sequence, no separate insertBefore/reference-\n // node bookkeeping needed. Safe because VElement.Children is always the\n // COMPLETE list of a node's children — nothing else ever shares `parent`.\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n VElement? matchedOld = null;\n if (matchedOldIndex[i] >= 0) {\n matchedOld = oldChildren[matchedOldIndex[i]];\n }\n Element childNode = Patch(parent, matchedOld, newChildren[i]);\n parent.appendChild(childNode);\n }\n\n // Pass 4: remove whatever old children never got reused.\n for (number j = 0; j < oldChildren.Length; j = j + 1) {\n if (oldConsumed[j]) { continue; }\n Element? maybeOldNode = oldChildren[j].RealNode;\n if (maybeOldNode != null) {\n Element oldNode = maybeOldNode;\n parent.removeChild(oldNode);\n }\n }\n}\n"],"names":[],"mappings":";;;AAuBA;EACE;EAEA;IACe;;IAEb;MACgB;;;IAGD;;EAGJ;EACP;EACG;EAET;IACiB;;EAGE;EACA;EACA;EACA;EAEL;EACd;;AAiBF;EACE;IACE;IACA;IACA;MACE;MACA;QACE;QACmB;QACnB;;QAEiB;QAEjB;UACE;YACqB;;;UAGrB;YACuB;;UAEV;;QAGf;UACqB;;QAErB;UACc;;QAaC;QAEf;UACuB;;QAOK;QACH;QACG;QACH;QACG;QACH;QACG;QACH;QAEzB;;;MAOF;MACkB;MAClB;;;IAGF;IACkB;IAClB;;;AAeJ;EACE;EACA;IACc;;EAGd;EACA;IACkB;;EAIlB;IACE;MAAqC;;IACrC;MACE;QACqB;QACJ;QACf;;;;EAQN;EACA;IACE;MAA+B;;IAC/B;MACU;;IAEV;MACqB;MACE;MACb;;;EAWZ;IACE;IACA;MACa;;IAEb;IACkB;;EAIpB;IACE;MAAsB;;IACtB;IACA;MACE;MACkB"}
1
+ {"version":3,"file":"vdom.js","sources":["vdom.ks"],"sourcesContent":["using \"./dom\";\nusing \"./velement\";\n\n// The diff/patch engine behind real vdom diffing: Component.Update() (see\n// component.ks) calls Patch() with the PREVIOUS render's VElement tree\n// (which carries each node's real, live DOM counterpart via its own\n// RealNode field) and the NEW tree Render() just produced, and gets back\n// real DOM mutated/reused in place wherever possible instead of a full\n// subtree rebuild.\n//\n// Deliberately never reads the live DOM back to rediscover structure (no\n// \"get current children\"/\"get current tag\" API exists, or is needed) —\n// the retained *previous* VElement tree already records everything Patch()\n// needs to know about what's currently there. This is what makes the whole\n// approach work without a generic children/attributes read-back API that\n// KopScript's narrow, curated DOM binding doesn't have.\n\n// Builds a brand-new, fully real DOM subtree from a VElement tree with no\n// diffing at all — first mount, or whenever Patch() decides a subtree must\n// be replaced outright (no previous node to reuse, or the tag changed).\n// Mutates `tree.RealNode` (and recursively every descendant's) as a side\n// effect, so the tree this was called on becomes the new \"previous tree\"\n// the next Patch() call diffs against.\nElement Materialize(VElement tree) {\n Element el = document.createElement(tree.Tag);\n\n if (tree.RawHtml.Length > 0) {\n el.innerHTML = tree.RawHtml;\n } else if (tree.Children.Length > 0) {\n foreach (VElement child in tree.Children) {\n el.appendChild(Materialize(child));\n }\n } else {\n el.textContent = tree.TextContent;\n }\n\n el.className = tree.ClassName;\n el.id = tree.Id;\n el.value = tree.Value;\n\n for (number i = 0; i < tree.ExtraNames.Length; i = i + 1) {\n el.setAttribute(tree.ExtraNames[i], tree.ExtraValues[i]);\n }\n\n // Skip attaching VElement's own shared no-op (see velement.ks) — it does\n // nothing when invoked, so registering it costs real work (a listener\n // list entry, held onto for nothing) for zero benefit. A real handler\n // (never equal to the shared no-op) always gets attached as before.\n if (tree.OnClick != NoOpEventHandler) { el.addEventListener(\"click\", tree.OnClick); }\n if (tree.OnInput != NoOpEventHandler) { el.addEventListener(\"input\", tree.OnInput); }\n if (tree.OnBlur != NoOpEventHandler) { el.addEventListener(\"blur\", tree.OnBlur); }\n if (tree.OnChange != NoOpEventHandler) { el.addEventListener(\"change\", tree.OnChange); }\n\n tree.RealNode = el;\n return el;\n}\n\n// Diffs `updated` against `old` (the previous render's tree for this exact\n// position, or null if there is none — first mount) and returns the real\n// DOM node now representing `updated`, reusing `old`'s real node in place\n// whenever the tag matches. `parent` is only used to attach/replace at the\n// top of whatever subtree Patch() is called on — child-level attach/replace\n// happens inside PatchChildren.\n//\n// Deliberately all positive-branch `if (x != null) { ... } else { ... }`,\n// never an early-return guard clause — KopScript's nullable narrowing is\n// scope-based, not reachability-based, so `if (x == null) { return; }\n// use(x);` would NOT narrow `x` afterward (see KopScript's own LLM.md \"Common\n// mistakes\"). Every nullable member-access path (`oldTree.RealNode`,\n// never narrows directly either) is read into a local first for the same\n// reason.\nElement Patch(Element parent, VElement? old, VElement updated) {\n if (old != null) {\n VElement oldTree = old;\n Element? maybeOldNode = oldTree.RealNode;\n if (maybeOldNode != null) {\n Element realNode = maybeOldNode;\n if (oldTree.Tag != updated.Tag) {\n Element created = Materialize(updated);\n parent.replaceChild(created, realNode);\n return created;\n } else {\n updated.RealNode = realNode;\n\n if (updated.RawHtml.Length > 0 || oldTree.RawHtml.Length > 0) {\n if (updated.RawHtml != oldTree.RawHtml) {\n realNode.innerHTML = updated.RawHtml;\n }\n } else {\n if (updated.TextContent != oldTree.TextContent) {\n realNode.textContent = updated.TextContent;\n }\n PatchChildren(realNode, oldTree.Children, updated.Children);\n }\n\n if (updated.ClassName != oldTree.ClassName) {\n realNode.className = updated.ClassName;\n }\n if (updated.Id != oldTree.Id) {\n realNode.id = updated.Id;\n }\n // Always assigned, never conditionally on updated.Value != oldTree.Value\n // — unlike TextContent/ClassName/Id, an <input>/<select>'s live value\n // can diverge from the last-recorded VElement.Value purely through\n // user interaction (typing, picking an option) with no Update() ever\n // running in between (a real, deliberate pattern — see KopularDemo's\n // dogs_page.ks, which never Update()s on input/change). The recorded\n // oldTree.Value only reflects the tree as of the last actual render,\n // so comparing against it can't tell \"genuinely unchanged\" apart from\n // \"changed live in the DOM since then, framework never told\" — the\n // same reason a real \"controlled input\" (React's own term for this)\n // always writes value on every render rather than diffing it.\n realNode.value = updated.Value;\n\n // Same-length is the overwhelmingly common case (the same Render()\n // code path calls SetAttr the same number of times, in the same\n // order, on every call) — compare aligned by index and only touch\n // the real DOM for an entry that actually changed, rather than\n // reapplying every extra attribute on every patch regardless. A\n // length mismatch (the rarer case: a SetAttr call was added,\n // removed, or made conditional between renders) falls back to\n // reapplying everything, since index-aligned comparison isn't\n // meaningful once the two arrays don't correspond entry-for-entry.\n if (updated.ExtraNames.Length == oldTree.ExtraNames.Length) {\n for (number i = 0; i < updated.ExtraNames.Length; i = i + 1) {\n if (updated.ExtraNames[i] != oldTree.ExtraNames[i] || updated.ExtraValues[i] != oldTree.ExtraValues[i]) {\n realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);\n }\n }\n } else {\n for (number i = 0; i < updated.ExtraNames.Length; i = i + 1) {\n realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);\n }\n }\n\n // Swap a listener only when the handler reference actually changed.\n // A node that never sets a real OnClick/OnInput/OnBlur/OnChange\n // keeps VElement's own shared NoOpEventHandler reference on both\n // sides (see velement.ks) — comparing by `!=` costs nothing and\n // skips two real DOM API calls per event per node for the (common)\n // case of \"this node has no handler of this kind either time,\"\n // which matters a lot on a list with hundreds/thousands of rows\n // most of which set at most one or two of the four. A node WITH a\n // real handler still gets a fresh closure every render (it\n // captures per-render values, like a loop's own item), so it still\n // swaps every time — correctly, since the old closure really is\n // stale.\n if (updated.OnClick != oldTree.OnClick) {\n realNode.removeEventListener(\"click\", oldTree.OnClick);\n realNode.addEventListener(\"click\", updated.OnClick);\n }\n if (updated.OnInput != oldTree.OnInput) {\n realNode.removeEventListener(\"input\", oldTree.OnInput);\n realNode.addEventListener(\"input\", updated.OnInput);\n }\n if (updated.OnBlur != oldTree.OnBlur) {\n realNode.removeEventListener(\"blur\", oldTree.OnBlur);\n realNode.addEventListener(\"blur\", updated.OnBlur);\n }\n if (updated.OnChange != oldTree.OnChange) {\n realNode.removeEventListener(\"change\", oldTree.OnChange);\n realNode.addEventListener(\"change\", updated.OnChange);\n }\n\n return realNode;\n }\n } else {\n // Shouldn't happen in practice (every previously-rendered tree has a\n // real node by the time a second render diffs against it) — treated\n // as \"nothing to reuse\" rather than a crash, same defensive spirit\n // as Component's own IsMounted guard.\n Element created = Materialize(updated);\n parent.appendChild(created);\n return created;\n }\n } else {\n Element created = Materialize(updated);\n parent.appendChild(created);\n return created;\n }\n}\n\n// Keyed reconciliation: each VElement's own Id is its key when non-empty —\n// a real, existing DOM convention, needing no new API or syntax. A new\n// child whose Id matches an old child's Id is patched against that old\n// child (reusing its real node) regardless of position; a new child with\n// no Id, or an Id not present among the old children, falls back to\n// pairing positionally against whatever old children are still unconsumed,\n// in order. DOCUMENTED, REAL LIMITATION: without stable Ids, a reordered\n// list still produces the correct final output, but a given item's real\n// DOM node (and anything stateful attached to it, like focus) isn't\n// guaranteed to follow its data across the reorder — give list items a\n// stable Id for that guarantee.\nvoid PatchChildren(Element parent, VElement[] oldChildren, VElement[] newChildren) {\n // Map, not a Push loop — Push is deliberately non-mutating (a real\n // spread-copy every call, see KopScript's own README), so building an\n // n-length array by Push-ing once per element in a loop is an\n // accidental O(n^2) on every single PatchChildren call, however small\n // the actual diff. Map is a real, single O(n) pass straight to\n // Array.prototype.map.\n bool[] oldConsumed = oldChildren.Map((VElement c) => false);\n number[] matchedOldIndex = newChildren.Map((VElement c) => -1);\n\n // Pass 1: keyed matches, by Id.\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n if (newChildren[i].Id.Length == 0) { continue; }\n for (number j = 0; j < oldChildren.Length; j = j + 1) {\n if (!oldConsumed[j] && oldChildren[j].Id == newChildren[i].Id) {\n matchedOldIndex[i] = j;\n oldConsumed[j] = true;\n break;\n }\n }\n }\n\n // Pass 2: positional fallback for everything Pass 1 didn't match —\n // pair each remaining new child against the next still-unconsumed old\n // child, in order.\n number nextOld = 0;\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n if (matchedOldIndex[i] >= 0) { continue; }\n while (nextOld < oldChildren.Length && oldConsumed[nextOld]) {\n nextOld = nextOld + 1;\n }\n if (nextOld < oldChildren.Length) {\n matchedOldIndex[i] = nextOld;\n oldConsumed[nextOld] = true;\n nextOld = nextOld + 1;\n }\n }\n\n // Whether anything is actually moving at all — same length, and every\n // new position matched the *same* old position. The extremely common\n // case for a list that's only had some of its rows' own content change\n // (e.g. \"update every 10th row\"), where reconciliation still has real\n // work to do (see Pass 1/2 above and Patch() itself) but nothing needs\n // to physically move in the DOM at all.\n bool needsReorder = oldChildren.Length != newChildren.Length;\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n if (matchedOldIndex[i] != i) {\n needsReorder = true;\n break;\n }\n }\n\n // Pass 3: patch/create each new child in order, then — only if the list\n // actually needs reordering — move it into its correct final position.\n // appendChild on a node already attached elsewhere in the DOM MOVES it\n // (real DOM semantics), so processing new children in their final\n // desired order and always appending naturally builds up the correct\n // sequence, no separate insertBefore/reference-node bookkeeping needed.\n // Safe because VElement.Children is always the COMPLETE list of a\n // node's children — nothing else ever shares `parent`. Skipping the\n // move entirely when `needsReorder` is false avoids a real DOM API call\n // per child for the common no-reorder case — Patch() itself already\n // updates or replaces a reused/changed node exactly in place either way.\n for (number i = 0; i < newChildren.Length; i = i + 1) {\n VElement? matchedOld = null;\n if (matchedOldIndex[i] >= 0) {\n matchedOld = oldChildren[matchedOldIndex[i]];\n }\n Element childNode = Patch(parent, matchedOld, newChildren[i]);\n if (needsReorder) {\n parent.appendChild(childNode);\n }\n }\n\n // Pass 4: remove whatever old children never got reused.\n for (number j = 0; j < oldChildren.Length; j = j + 1) {\n if (oldConsumed[j]) { continue; }\n Element? maybeOldNode = oldChildren[j].RealNode;\n if (maybeOldNode != null) {\n Element oldNode = maybeOldNode;\n parent.removeChild(oldNode);\n }\n }\n}\n"],"names":[],"mappings":";;;AAuBA;EACE;EAEA;IACe;;IAEb;MACgB;;;IAGD;;EAGJ;EACP;EACG;EAET;IACiB;;EAOjB;IAA2D;;EAC3D;IAA2D;;EAC3D;IAA0D;;EAC1D;IAA4D;;EAE9C;EACd;;AAiBF;EACE;IACE;IACA;IACA;MACE;MACA;QACE;QACmB;QACnB;;QAEiB;QAEjB;UACE;YACqB;;;UAGrB;YACuB;;UAEV;;QAGf;UACqB;;QAErB;UACc;;QAaC;QAWf;UACE;YACE;cACuB;;;;UAIzB;YACuB;;;QAgBzB;UAC8B;UACH;;QAE3B;UAC8B;UACH;;QAE3B;UAC8B;UACH;;QAE3B;UAC8B;UACH;;QAG3B;;;MAOF;MACkB;MAClB;;;IAGF;IACkB;IAClB;;;AAeJ;EAOE;EACA;EAGA;IACE;MAAqC;;IACrC;MACE;QACqB;QACJ;QACf;;;;EAQN;EACA;IACE;MAA+B;;IAC/B;MACU;;IAEV;MACqB;MACE;MACb;;;EAUZ;EACA;IACE;MACe;MACb;;;EAeJ;IACE;IACA;MACa;;IAEb;IACA;MACoB;;;EAKtB;IACE;MAAsB;;IACtB;IACA;MACE;MACkB"}
package/src/vdom.ks CHANGED
@@ -42,10 +42,14 @@ Element Materialize(VElement tree) {
42
42
  el.setAttribute(tree.ExtraNames[i], tree.ExtraValues[i]);
43
43
  }
44
44
 
45
- el.addEventListener("click", tree.OnClick);
46
- el.addEventListener("input", tree.OnInput);
47
- el.addEventListener("blur", tree.OnBlur);
48
- el.addEventListener("change", tree.OnChange);
45
+ // Skip attaching VElement's own shared no-op (see velement.ks) — it does
46
+ // nothing when invoked, so registering it costs real work (a listener
47
+ // list entry, held onto for nothing) for zero benefit. A real handler
48
+ // (never equal to the shared no-op) always gets attached as before.
49
+ if (tree.OnClick != NoOpEventHandler) { el.addEventListener("click", tree.OnClick); }
50
+ if (tree.OnInput != NoOpEventHandler) { el.addEventListener("input", tree.OnInput); }
51
+ if (tree.OnBlur != NoOpEventHandler) { el.addEventListener("blur", tree.OnBlur); }
52
+ if (tree.OnChange != NoOpEventHandler) { el.addEventListener("change", tree.OnChange); }
49
53
 
50
54
  tree.RealNode = el;
51
55
  return el;
@@ -108,22 +112,55 @@ Element Patch(Element parent, VElement? old, VElement updated) {
108
112
  // always writes value on every render rather than diffing it.
109
113
  realNode.value = updated.Value;
110
114
 
111
- for (number i = 0; i < updated.ExtraNames.Length; i = i + 1) {
112
- realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);
115
+ // Same-length is the overwhelmingly common case (the same Render()
116
+ // code path calls SetAttr the same number of times, in the same
117
+ // order, on every call) — compare aligned by index and only touch
118
+ // the real DOM for an entry that actually changed, rather than
119
+ // reapplying every extra attribute on every patch regardless. A
120
+ // length mismatch (the rarer case: a SetAttr call was added,
121
+ // removed, or made conditional between renders) falls back to
122
+ // reapplying everything, since index-aligned comparison isn't
123
+ // meaningful once the two arrays don't correspond entry-for-entry.
124
+ if (updated.ExtraNames.Length == oldTree.ExtraNames.Length) {
125
+ for (number i = 0; i < updated.ExtraNames.Length; i = i + 1) {
126
+ if (updated.ExtraNames[i] != oldTree.ExtraNames[i] || updated.ExtraValues[i] != oldTree.ExtraValues[i]) {
127
+ realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);
128
+ }
129
+ }
130
+ } else {
131
+ for (number i = 0; i < updated.ExtraNames.Length; i = i + 1) {
132
+ realNode.setAttribute(updated.ExtraNames[i], updated.ExtraValues[i]);
133
+ }
113
134
  }
114
135
 
115
- // Always swap all four listeners cheap, and sidesteps needing to
116
- // compare function identity (every Render() call creates fresh
117
- // closures, so "did the handler actually change" isn't answerable
118
- // any other way).
119
- realNode.removeEventListener("click", oldTree.OnClick);
120
- realNode.addEventListener("click", updated.OnClick);
121
- realNode.removeEventListener("input", oldTree.OnInput);
122
- realNode.addEventListener("input", updated.OnInput);
123
- realNode.removeEventListener("blur", oldTree.OnBlur);
124
- realNode.addEventListener("blur", updated.OnBlur);
125
- realNode.removeEventListener("change", oldTree.OnChange);
126
- realNode.addEventListener("change", updated.OnChange);
136
+ // Swap a listener only when the handler reference actually changed.
137
+ // A node that never sets a real OnClick/OnInput/OnBlur/OnChange
138
+ // keeps VElement's own shared NoOpEventHandler reference on both
139
+ // sides (see velement.ks) — comparing by `!=` costs nothing and
140
+ // skips two real DOM API calls per event per node for the (common)
141
+ // case of "this node has no handler of this kind either time,"
142
+ // which matters a lot on a list with hundreds/thousands of rows
143
+ // most of which set at most one or two of the four. A node WITH a
144
+ // real handler still gets a fresh closure every render (it
145
+ // captures per-render values, like a loop's own item), so it still
146
+ // swaps every time — correctly, since the old closure really is
147
+ // stale.
148
+ if (updated.OnClick != oldTree.OnClick) {
149
+ realNode.removeEventListener("click", oldTree.OnClick);
150
+ realNode.addEventListener("click", updated.OnClick);
151
+ }
152
+ if (updated.OnInput != oldTree.OnInput) {
153
+ realNode.removeEventListener("input", oldTree.OnInput);
154
+ realNode.addEventListener("input", updated.OnInput);
155
+ }
156
+ if (updated.OnBlur != oldTree.OnBlur) {
157
+ realNode.removeEventListener("blur", oldTree.OnBlur);
158
+ realNode.addEventListener("blur", updated.OnBlur);
159
+ }
160
+ if (updated.OnChange != oldTree.OnChange) {
161
+ realNode.removeEventListener("change", oldTree.OnChange);
162
+ realNode.addEventListener("change", updated.OnChange);
163
+ }
127
164
 
128
165
  return realNode;
129
166
  }
@@ -155,15 +192,14 @@ Element Patch(Element parent, VElement? old, VElement updated) {
155
192
  // guaranteed to follow its data across the reorder — give list items a
156
193
  // stable Id for that guarantee.
157
194
  void PatchChildren(Element parent, VElement[] oldChildren, VElement[] newChildren) {
158
- bool[] oldConsumed = [];
159
- for (number i = 0; i < oldChildren.Length; i = i + 1) {
160
- oldConsumed = oldConsumed.Push(false);
161
- }
162
-
163
- number[] matchedOldIndex = [];
164
- for (number i = 0; i < newChildren.Length; i = i + 1) {
165
- matchedOldIndex = matchedOldIndex.Push(-1);
166
- }
195
+ // Map, not a Push loop — Push is deliberately non-mutating (a real
196
+ // spread-copy every call, see KopScript's own README), so building an
197
+ // n-length array by Push-ing once per element in a loop is an
198
+ // accidental O(n^2) on every single PatchChildren call, however small
199
+ // the actual diff. Map is a real, single O(n) pass straight to
200
+ // Array.prototype.map.
201
+ bool[] oldConsumed = oldChildren.Map((VElement c) => false);
202
+ number[] matchedOldIndex = newChildren.Map((VElement c) => -1);
167
203
 
168
204
  // Pass 1: keyed matches, by Id.
169
205
  for (number i = 0; i < newChildren.Length; i = i + 1) {
@@ -193,20 +229,40 @@ void PatchChildren(Element parent, VElement[] oldChildren, VElement[] newChildre
193
229
  }
194
230
  }
195
231
 
196
- // Pass 3: patch/create each new child in order, then move it into its
197
- // correct final position appendChild on a node already attached
198
- // elsewhere in the DOM MOVES it (real DOM semantics), so processing new
199
- // children in their final desired order and always appending naturally
200
- // builds up the correct sequence, no separate insertBefore/reference-
201
- // node bookkeeping needed. Safe because VElement.Children is always the
202
- // COMPLETE list of a node's children — nothing else ever shares `parent`.
232
+ // Whether anything is actually moving at all same length, and every
233
+ // new position matched the *same* old position. The extremely common
234
+ // case for a list that's only had some of its rows' own content change
235
+ // (e.g. "update every 10th row"), where reconciliation still has real
236
+ // work to do (see Pass 1/2 above and Patch() itself) but nothing needs
237
+ // to physically move in the DOM at all.
238
+ bool needsReorder = oldChildren.Length != newChildren.Length;
239
+ for (number i = 0; i < newChildren.Length; i = i + 1) {
240
+ if (matchedOldIndex[i] != i) {
241
+ needsReorder = true;
242
+ break;
243
+ }
244
+ }
245
+
246
+ // Pass 3: patch/create each new child in order, then — only if the list
247
+ // actually needs reordering — move it into its correct final position.
248
+ // appendChild on a node already attached elsewhere in the DOM MOVES it
249
+ // (real DOM semantics), so processing new children in their final
250
+ // desired order and always appending naturally builds up the correct
251
+ // sequence, no separate insertBefore/reference-node bookkeeping needed.
252
+ // Safe because VElement.Children is always the COMPLETE list of a
253
+ // node's children — nothing else ever shares `parent`. Skipping the
254
+ // move entirely when `needsReorder` is false avoids a real DOM API call
255
+ // per child for the common no-reorder case — Patch() itself already
256
+ // updates or replaces a reused/changed node exactly in place either way.
203
257
  for (number i = 0; i < newChildren.Length; i = i + 1) {
204
258
  VElement? matchedOld = null;
205
259
  if (matchedOldIndex[i] >= 0) {
206
260
  matchedOld = oldChildren[matchedOldIndex[i]];
207
261
  }
208
262
  Element childNode = Patch(parent, matchedOld, newChildren[i]);
209
- parent.appendChild(childNode);
263
+ if (needsReorder) {
264
+ parent.appendChild(childNode);
265
+ }
210
266
  }
211
267
 
212
268
  // Pass 4: remove whatever old children never got reused.
package/src/velement.js CHANGED
@@ -1,5 +1,7 @@
1
1
  import { Event, Element, Document, Location, History, Window, document, location, history, window } from "./dom.js";
2
2
 
3
+ export function NoOpEventHandler(e) {
4
+ }
3
5
  export class VElement {
4
6
  constructor(tag) {
5
7
  this.Tag = tag;
@@ -9,14 +11,10 @@ export class VElement {
9
11
  this.Value = "";
10
12
  this.Children = [];
11
13
  this.RawHtml = "";
12
- this.OnClick = (e) => {
13
- };
14
- this.OnInput = (e) => {
15
- };
16
- this.OnBlur = (e) => {
17
- };
18
- this.OnChange = (e) => {
19
- };
14
+ this.OnClick = NoOpEventHandler;
15
+ this.OnInput = NoOpEventHandler;
16
+ this.OnBlur = NoOpEventHandler;
17
+ this.OnChange = NoOpEventHandler;
20
18
  this.ExtraNames = [];
21
19
  this.ExtraValues = [];
22
20
  this.RealNode = null;
@@ -1 +1 @@
1
- {"version":3,"file":"velement.js","sources":["velement.ks"],"sourcesContent":["using \"./dom\";\n\n// A lightweight, framework-owned description of one DOM element — Render()\n// builds a tree of these instead of real DOM nodes, so Update() can DIFF\n// the new tree against the previous one and patch only what changed,\n// instead of discarding and rebuilding the whole real DOM subtree every\n// time (see src/vdom.ks for the diff/patch engine, src/component.ks for\n// where Render()'s return type changed from Element to VElement).\n//\n// Fixed, named fields — not a generic prop bag — because KopScript has no\n// object-literal syntax to build one with. Fixed, named event slots — not\n// an array of handlers — because KopScript has no array-of-function-values\n// type either. Both are real language constraints, not an oversight; see\n// SetAttr below for the escape hatch covering everything not common enough\n// to deserve its own named field.\nclass VElement {\n public string Tag;\n // Mutually exclusive with Children and RawHtml — set at most one of the\n // three. TextContent/Children mirrors the same \"no mixed text/element\n // content\" rule KopScript's own templates already enforce.\n public string TextContent;\n public string ClassName;\n public string Id;\n // The one property patched via direct assignment, never setAttribute —\n // see Element.value's own comment in dom.ks for why (the \"default value\n // attribute\" vs \"current live value property\" DOM footgun — the exact\n // property behind the original typing bug this whole effort traces to).\n public string Value;\n public VElement[] Children;\n // An opaque, undiffed leaf — set instead of TextContent/Children for the\n // existing raw-HTML-then-wire-handlers pattern (header.ks/nav.ks). The\n // patch engine treats two VElements with different RawHtml as a single\n // innerHTML assignment, never recursing inside it — the same \"opaque\n // blob\" treatment `raw string` already gets everywhere else.\n public string RawHtml;\n\n // Each defaults to a real no-op, never null — KopScript has no nullable\n // *function* type to fall back on for \"no handler set\" (see Router.Guard\n // for the same default-real-function pattern already established).\n public (Event) => void OnClick;\n public (Event) => void OnInput;\n public (Event) => void OnBlur;\n public (Event) => void OnChange;\n\n // A real HTML attribute not common enough for its own named field (href,\n // src, alt, placeholder, ...) — parallel arrays, since KopScript has no\n // Dictionary type. Never Value (see its own field comment above). Public,\n // read directly by the patch engine (src/vdom.ks) rather than through\n // accessor methods — plain data, same style as this codebase's other\n // plain classes (Note, Dog, ...).\n public string[] ExtraNames;\n public string[] ExtraValues;\n\n // Set only once this VElement has been materialized into (or reused as)\n // a real DOM node — null on a freshly-built tree from a not-yet-patched\n // Render() call. The patch engine reads the *previous* render's tree's\n // RealNode to know what to reuse/patch; it never reads the live DOM back\n // to rediscover this (see vdom.ks's own header comment for why).\n public Element? RealNode;\n\n constructor(string tag) {\n this.Tag = tag;\n this.TextContent = \"\";\n this.ClassName = \"\";\n this.Id = \"\";\n this.Value = \"\";\n this.Children = [];\n this.RawHtml = \"\";\n this.OnClick = (Event e) => {};\n this.OnInput = (Event e) => {};\n this.OnBlur = (Event e) => {};\n this.OnChange = (Event e) => {};\n this.ExtraNames = [];\n this.ExtraValues = [];\n this.RealNode = null;\n }\n\n public static VElement Create(string tag) {\n return new VElement(tag);\n }\n\n public void AppendChild(VElement child) {\n this.Children = this.Children.Push(child);\n }\n\n // Last call for a given name wins if SetAttr is called more than once\n // with the same name on one VElement — the patch engine applies\n // ExtraNames/ExtraValues in order, so a later entry's setAttribute call\n // simply overwrites an earlier one for the same name, no special\n // dedup/replace logic needed here.\n public void SetAttr(string name, string value) {\n this.ExtraNames = this.ExtraNames.Push(name);\n this.ExtraValues = this.ExtraValues.Push(value);\n }\n}\n"],"names":[],"mappings":";;AAeA;EA6CE;IACW;IACQ;IACF;IACP;IACG;IACG;IACD;IACA;;IACA;;IACD;;IACE;;IACE;IACC;IACH;;;EAGF;IACZ;;;EAGK;IACS;;;EAQT;IACW;IACC"}
1
+ {"version":3,"file":"velement.js","sources":["velement.ks"],"sourcesContent":["using \"./dom\";\n\n// A lightweight, framework-owned description of one DOM element — Render()\n// builds a tree of these instead of real DOM nodes, so Update() can DIFF\n// the new tree against the previous one and patch only what changed,\n// instead of discarding and rebuilding the whole real DOM subtree every\n// time (see src/vdom.ks for the diff/patch engine, src/component.ks for\n// where Render()'s return type changed from Element to VElement).\n//\n// A single shared no-op, not a fresh closure per VElement — every instance\n// that never sets a real handler gets this exact same function reference,\n// so Patch() (vdom.ks) can tell \"no handler either time\" apart from \"a\n// handler changed\" with a plain `!=` reference check instead of always\n// removing/re-adding all four DOM listeners on every patch regardless of\n// whether anything about them actually changed. A fresh `(Event e) => {}`\n// closure per instance would defeat this — two \"empty\" handlers would\n// never compare equal, even when nothing meaningful differs.\nvoid NoOpEventHandler(Event e) {\n}\n\n// Fixed, named fields — not a generic prop bag — because KopScript has no\n// object-literal syntax to build one with. Fixed, named event slots — not\n// an array of handlers — because KopScript has no array-of-function-values\n// type either. Both are real language constraints, not an oversight; see\n// SetAttr below for the escape hatch covering everything not common enough\n// to deserve its own named field.\nclass VElement {\n public string Tag;\n // Mutually exclusive with Children and RawHtml — set at most one of the\n // three. TextContent/Children mirrors the same \"no mixed text/element\n // content\" rule KopScript's own templates already enforce.\n public string TextContent;\n public string ClassName;\n public string Id;\n // The one property patched via direct assignment, never setAttribute —\n // see Element.value's own comment in dom.ks for why (the \"default value\n // attribute\" vs \"current live value property\" DOM footgun — the exact\n // property behind the original typing bug this whole effort traces to).\n public string Value;\n public VElement[] Children;\n // An opaque, undiffed leaf — set instead of TextContent/Children for the\n // existing raw-HTML-then-wire-handlers pattern (header.ks/nav.ks). The\n // patch engine treats two VElements with different RawHtml as a single\n // innerHTML assignment, never recursing inside it — the same \"opaque\n // blob\" treatment `raw string` already gets everywhere else.\n public string RawHtml;\n\n // Each defaults to a real no-op, never null — KopScript has no nullable\n // *function* type to fall back on for \"no handler set\" (see Router.Guard\n // for the same default-real-function pattern already established).\n public (Event) => void OnClick;\n public (Event) => void OnInput;\n public (Event) => void OnBlur;\n public (Event) => void OnChange;\n\n // A real HTML attribute not common enough for its own named field (href,\n // src, alt, placeholder, ...) — parallel arrays, since KopScript has no\n // Dictionary type. Never Value (see its own field comment above). Public,\n // read directly by the patch engine (src/vdom.ks) rather than through\n // accessor methods — plain data, same style as this codebase's other\n // plain classes (Note, Dog, ...).\n public string[] ExtraNames;\n public string[] ExtraValues;\n\n // Set only once this VElement has been materialized into (or reused as)\n // a real DOM node — null on a freshly-built tree from a not-yet-patched\n // Render() call. The patch engine reads the *previous* render's tree's\n // RealNode to know what to reuse/patch; it never reads the live DOM back\n // to rediscover this (see vdom.ks's own header comment for why).\n public Element? RealNode;\n\n constructor(string tag) {\n this.Tag = tag;\n this.TextContent = \"\";\n this.ClassName = \"\";\n this.Id = \"\";\n this.Value = \"\";\n this.Children = [];\n this.RawHtml = \"\";\n this.OnClick = NoOpEventHandler;\n this.OnInput = NoOpEventHandler;\n this.OnBlur = NoOpEventHandler;\n this.OnChange = NoOpEventHandler;\n this.ExtraNames = [];\n this.ExtraValues = [];\n this.RealNode = null;\n }\n\n public static VElement Create(string tag) {\n return new VElement(tag);\n }\n\n public void AppendChild(VElement child) {\n this.Children = this.Children.Push(child);\n }\n\n // Last call for a given name wins if SetAttr is called more than once\n // with the same name on one VElement — the patch engine applies\n // ExtraNames/ExtraValues in order, so a later entry's setAttribute call\n // simply overwrites an earlier one for the same name, no special\n // dedup/replace logic needed here.\n public void SetAttr(string name, string value) {\n this.ExtraNames = this.ExtraNames.Push(name);\n this.ExtraValues = this.ExtraValues.Push(value);\n }\n}\n"],"names":[],"mappings":";;AAiBA;;AASA;EA6CE;IACW;IACQ;IACF;IACP;IACG;IACG;IACD;IACA;IACA;IACD;IACE;IACE;IACC;IACH;;;EAGF;IACZ;;;EAGK;IACS;;;EAQT;IACW;IACC"}
package/src/velement.ks CHANGED
@@ -7,6 +7,17 @@ using "./dom";
7
7
  // time (see src/vdom.ks for the diff/patch engine, src/component.ks for
8
8
  // where Render()'s return type changed from Element to VElement).
9
9
  //
10
+ // A single shared no-op, not a fresh closure per VElement — every instance
11
+ // that never sets a real handler gets this exact same function reference,
12
+ // so Patch() (vdom.ks) can tell "no handler either time" apart from "a
13
+ // handler changed" with a plain `!=` reference check instead of always
14
+ // removing/re-adding all four DOM listeners on every patch regardless of
15
+ // whether anything about them actually changed. A fresh `(Event e) => {}`
16
+ // closure per instance would defeat this — two "empty" handlers would
17
+ // never compare equal, even when nothing meaningful differs.
18
+ void NoOpEventHandler(Event e) {
19
+ }
20
+
10
21
  // Fixed, named fields — not a generic prop bag — because KopScript has no
11
22
  // object-literal syntax to build one with. Fixed, named event slots — not
12
23
  // an array of handlers — because KopScript has no array-of-function-values
@@ -66,10 +77,10 @@ class VElement {
66
77
  this.Value = "";
67
78
  this.Children = [];
68
79
  this.RawHtml = "";
69
- this.OnClick = (Event e) => {};
70
- this.OnInput = (Event e) => {};
71
- this.OnBlur = (Event e) => {};
72
- this.OnChange = (Event e) => {};
80
+ this.OnClick = NoOpEventHandler;
81
+ this.OnInput = NoOpEventHandler;
82
+ this.OnBlur = NoOpEventHandler;
83
+ this.OnChange = NoOpEventHandler;
73
84
  this.ExtraNames = [];
74
85
  this.ExtraValues = [];
75
86
  this.RealNode = null;