var body: some View {
if someStateBool {
Text("True")
} else {
Text("False")
}
Suppose that initially, `someStateBool ` evaluates to `true`, and then is updated to `false` (triggering an update. If the control flow were "flattened" (i.e., without `buildEither`), the two snapshots would look like: 1. Text("True")
2. Text("False")
The algorithm wouldn't be able to tell the difference between "same view with different string" and "different view entirely". With `buildEither`, the snapshots end up looking more like: 1. ConditionalContent(first: Text("True"))
2. ConditionalContent(second: Text("False"))
Now, the update algorithm can determine that the entire view was swapped out for another on the update, rather than just changing the text. var body : some View {
if something {
return Image("hi")
} else {
return Text("hi")
}
}
this function won't even compile because Swift infers different types for the returns (Image vs Text).In order to give the return value a type, the if statement has to be encoded in the type system itself.
Incidentally, if you use `AnyView` liberally you’ll likely see worse automatic animations and degraded performance [ETA: the “degraded performance” claim here appears to have been debunked—see the link below for more info!].
https://nalexn.github.io/anyview-vs-group/
In fact, Apple themselves use AnyView internally for many of their controller presentations (such as sheets and pushed controllers).
You don't have to write these types because Swift can infer them. But when you write a view, you're really also stitching together a type. This explains some of the weird-feeling limitations, like no more than 10 subviews - since every possible count needs its own separate generic function! [1]
Anyways the control flow constructs are needed so it can be encoded in the type. You need a way to say "I can be this type, or that type" at the type level - that's what _ConditionalContent encodes. Not a SwiftUI expert but that's my understanding.
1: https://developer.apple.com/documentation/swiftui/viewbuilde...
I've been writing a lot of SwiftUI code since it came out - and a common use is like that example. Imagine a settings UI where you want to only show an advanced option if a switch/checkbox is toggled.
static func buildIf(_ value: SettingsConvertible?) -> SettingsConvertible {
value ?? []
}
and static func buildEither(first: SettingsConvertible) -> SettingsConvertible {
first
}
static func buildEither(second: SettingsConvertible) -> SettingsConvertible {
second
}
?These just return their values -- the only one of note is that buildIf returns the empty array by default, but otherwise this is just defining an if statement to be an if statement.
It gives you however to make an if statement do something other than being an if statement, and that seems... bad.
You could for example define it as
static func buildEither(first: SettingsConvertible) -> SettingsConvertible {
[]
}
static func buildEither(second: SettingsConvertible) -> SettingsConvertible {
[]
}The builder can convert expressions into components that are then assembled into results. Some applications want to be able to represent the result as a strong generic type.
As an example of this, imagine
if let releaseName = releaseName {
Div("Release \(releaseName)")
else {
Blink("Prerelease")
}
might be captured by such a builder as an Either<Div, Blink>.