Wording changes in docs
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CHANGES.md
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CHANGES.md
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@ -5,11 +5,19 @@ Improvements:
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- removed `-------New Event-------` log msg
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- made groups collapsed by default
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- Add dynamic subscriptions. [#108](https://github.com/Day8/re-frame/pull/108)
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- Replaced the router loop, removing current use of core.async. See [420e42a](https://github.com/Day8/re-frame/commit/420e42aacccbac2d81fedc5ff861442a4ce70c1d)
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There is now less of a pause before dispatched events are handled.
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This fixed issues like [#39](https://github.com/Day8/re-frame/pull/39) and
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- Reimplemented the router loop. Removed use of core.async. Replaced with hand rolled scheduling.
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See [420e42a](https://github.com/Day8/re-frame/commit/420e42aacccbac2d81fedc5ff861442a4ce70c1d)
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As a result:
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- there is less of a pause between a `dispatch` and the associated event handler being run. (<1ms vs 5ms??)
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- groups of events queued up will be handled in a batch, one after the other, without yielding
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to the browser (previously re-frame yielded to the browser before every single event).
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This fixes issues like [#39](https://github.com/Day8/re-frame/pull/39) and
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[#121](https://github.com/Day8/re-frame/pull/121)
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I doubt this will affect normal apps. But it could affect games which depend on existing timings. Maybe.
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It could affect apps which dispatch large volumes of events (telemetry?) very quickly. Maybe.
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## v0.4.1 (2015-05-29)
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@ -49,11 +49,12 @@
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;; ones behind it.
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;;
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;; Implementation
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;; - this queue can be in a few different states. So it is modeled explicitly
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;; as a FSM. See -fsm-trigger below for the states and transitions.
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;; - queue processing can be in a number of states: scheduled, running, paused
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;; etc. So it is modeled explicitly as a FSM.
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;; See "-fsm-trigger" (below) for the states and transitions.
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;; - the scheduling is done via "goog.async.nextTick" which is pretty quick
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;; - when the event has :dom-flush we schedule via "reagent.impl.batching.doLater"
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;; which will run after event processing after the next reagent animation frame.
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;; which will run event processing after the next reagent animation frame.
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;;
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