@@ -75,7 +75,7 @@ defmodule Scenic.Scene do
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them at compile time has two advantages
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1. Performance: It is clearly faster to build the graph once during
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- build time then to build it repeatedly during runtime.
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+ build time than to build it repeatedly during runtime.
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2. Error checking: If your graph has an error in it, it is much
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better to have it stop compilation than cause an error during runtime.
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@@ -94,8 +94,8 @@ defmodule Scenic.Scene do
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its own state. These child scenes can in turn contain other
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child scenes. This allows for strong code reuse, isolates knowledge
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and logic to just the pieces that need it, and keeps the size of any
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- given graph to a reasonable size. For example, The graph
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- handlers of a check-box don't need to know anything about
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+ given graph to a reasonable size. For example, The
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+ handlers of a check-box scene don't need to know anything about
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how a slider works, even though they are both used in the same
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parent scene. At best, they only need to know that they
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both conform to the `Component.Input` behavior, and can thus
@@ -198,8 +198,8 @@ defmodule Scenic.Scene do
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Captured input types should be released when no longer
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needed so that normal operation can resume.
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- The input messages are passed on to other scene if
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- the first one doesn't handle it .
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+ The input messages are passed on to a scene's parent if
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+ not processed .
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## Event Filtering
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@@ -209,7 +209,7 @@ defmodule Scenic.Scene do
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In this way, a `Component.Button` scene can generate a`{:click, msg}`
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event that is sent to its parent. If the parent doesn't
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- handle it, it is sent to that scene's parent. And so on util the
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+ handle it, it is sent to that scene's parent. And so on until the
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event reaches the root scene. If the root scene doesn't handle
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it either then the event is dropped.
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