🦦
Kotter session {
var wantsToLearn by liveVarOf(false)
section {
text("Would you like to learn "); cyan { text("Kotter") }; textLine("? (Y/n)")
text("> "); input(Completions("yes", "no"))
if (wantsToLearn) {
yellow(isBright = true) { p { textLine("""\(^o^)/""") } }
}
}.runUntilInputEntered {
onInputEntered { wantsToLearn = "yes".startsWith(input.lowercase()) }
}
}
See also: the game of life, snake, sliding tiles, doom fire, and Wordle implemented in Kotter!
Kotter (a KOTlin TERminal library) aims to be a relatively thin, declarative, Kotlin-idiomatic API that provides useful functionality for writing delightful console applications. It strives to keep things simple, providing a solution a bit more opinionated than making raw println
calls but way less featured than something like Java Curses.
Specifically, this library helps with:
- Setting colors and text decorations (e.g. underline, bold)
- Handling user input
- Creating timers and animations
- Seamlessly repainting terminal text when values change
🐘
Gradle
🎯
Dependency
The artifact for this project is hosted in our own artifact repository (*), so to include Kotter in your project, modify your Gradle build file as follows:
repositories {
/* ... */
maven { url 'https://us-central1-maven.pkg.dev/varabyte-repos/public' }
}
dependencies {
/* ... */
implementation 'com.varabyte.kotter:kotter:0.9.8'
}
(* To be hosted in mavenCentral
eventually)
🚥
Running examples
If you've cloned this repository, examples are located under the examples folder. To try one of them, you can navigate into it on the command line and run it via Gradle.
$ cd examples/life
$ ../../gradlew run
However, because Gradle itself has taken over the terminal to do its own fancy command line magic, the example will actually open up and run inside a virtual terminal.
If you want to run the program directly inside your system terminal, which is hopefully the way most users will see your application, you should use the installDist
task to accomplish this:
$ cd examples/life
$ ../../gradlew installDist
$ cd build/install/life/bin
$ ./life
Note: If your terminal does not support features needed by Kotter, then this still may end up running inside a virtual terminal.
📖
Usage
👶
Basics
The following is equivalent to println("Hello, World")
. In this simple case, it's definitely overkill!
session {
section { textLine("Hello, World") }.run()
}
section { ... }
defines a Section
which, on its own, is inert. It needs to be run to output text to the console. Above, we use the run
method to trigger this. The method blocks until the render (i.e. text printing to the console) is finished (which, in the above case, will be almost instant).
session { ... }
sets the outer scope for your whole program. While we're just calling it with default arguments here, you can also pass in parameters that apply to the entire application. A Kotter session
can contain one or more section
s.
While the above simple case is a bit verbose for what it's doing, Kotter starts to show its strength when doing background work (or other async tasks like waiting for user input) during which time the section block may render several times. We'll see many examples throughout this document later.
🎨
Text Effects
You can call color methods directly, which remain in effect until the next color method is called:
section {
green(layer = BG)
red() // defaults to FG layer if no layer specified
textLine("Red on green")
blue()
textLine("Blue on green")
}.run()
If you only want the color effect to live for a limited time, you can use scoped helper versions that handle clearing colors for you automatically at the end of their block:
section {
green(layer = BG) {
red {
textLine("Red on green")
}
textLine("Default on green")
blue {
textLine("Blue on green")
}
}
}.run()
If the user's terminal supports truecolor mode, you can specify rgb (or hsv) values directly:
section {
rgb(0xFFFF00) { textLine("Yellow!") }
hsv(35, 1.0f, 1.0f) { textLine("Orange!") }
}.run()
Note: If truecolor is not supported, terminals may attempt to emulate it by falling back to a nearby color, which may look decent! However, to be safe, you may want to avoid subtle gradient tricks, as they may come out clumped for some users.
Various text effects (like bold) are also available:
section {
bold {
textLine("Title")
}
p {
textLine("A paragraph is content auto-surrounded by newlines")
}
p {
text("This paragraph has an ")
underline { text("underlined") }
textLine(" word in it")
}
}.run()
Note: Italics functionality is not currently exposed, as it is not a standard feature and is inconsistently supported across terminals.
🪆
State and scopedState
To reduce the chance of introducing unexpected bugs later, state changes (like colors) will be localized to the current section
block only:
section {
blue(BG)
red()
text("This text is red on blue")
}.run()
section {
text("This text is rendered using default colors")
}.run()
Within a section, you can also use the scopedState
method. This creates a new scope within which any state will be automatically discarded after it ends.
section {
scopedState {
red()
blue(BG)
underline()
textLine("Underlined red on blue")
}
text("Text without color or decorations")
}.run()
Note: This is what the scoped text effect methods (like red { ... }
) are doing for you under the hood, actually.
🎬
Rerendering sections
The section
block is designed to be run one or more times. That is, you can write logic inside it which may not get executed on the first run but will be on a followup run.
Here, we pass in a callback to the run
method which updates a value referenced by the section
block (the result
integer). This example will run the section twice - once when run
is first called and again when it calls rerender
:
var result: Int? = null
section {
text("Calculating... ")
if (result != null) {
text("Done! Result = $result")
}
}.run {
result = doNetworkFetchAndExpensiveCalculation()
rerender()
}
The run
callback automatically runs on a background thread for you (as a suspend function, so you can call other suspend methods from within it).
Unlike using run
without a callback (i.e. simply run()
), here your program will be blocked until the callback has finished (or, if it has triggered a rerender, until the last rerender finishes after your callback is done).
LiveVar
As you can see above, the run
callback uses a rerender
method, which you can call to request another render pass.
However, remembering to call rerender
yourself is potentially fragile and could be a source of bugs in the future when trying to figure out why your console isn't updating.
For this purpose, Kotter provides the LiveVar
class, which, when modified, will automatically request a rerender. An example will demonstrate this in action shortly.
To create a LiveVar
, simply change a normal variable declaration line like:
session {
var result: Int? = null
/* ... */
}
to:
session {
var result by liveVarOf<Int?>(null)
/* ... */
}
Note: The liveVarOf
method is actually scoped to the session
block. For many remaining examples, we'll elide the session
boilerplate, but that doesn't mean you can omit it in your own program!
Let's apply liveVarOf
to our earlier example in order to remove the rerender
call:
var result by liveVarOf<Int?>(null)
section {
/* ... no changes ... */
}.run {
result = doNetworkFetchAndExpensiveCalculation()
}
And done! Fewer lines and less error pone.
Here's another example, showing how you can use run
and a LiveVar
to render a progress bar:
// Prints something like: [****------]
val BAR_LENGTH = 10
var numFilledSegments by liveVarOf(0)
section {
text("[")
for (i in 0 until BAR_LENGTH) {
text(if (i < numFilledSegments) "*" else "-")
}
text("]")
}.run {
var percent = 0
while (percent < 100) {
delay(Random.nextLong(10, 100))
percent += Random.nextInt(1,5)
numFilledSegments = ((percent / 100f) * BAR_LENGTH).roundToInt()
}
}
LiveList
Similar to LiveVar
, a LiveList
is a reactive primitive which, when modified by having elements added to or removed from it, causes a rerender to happen automatically. You don't need to use the by
keyword with LiveList
. Instead, within a session
, use the liveListOf
method:
val fileWalker = FileWalker(".") // This class doesn't exist but just pretend for this example...
val fileMatches = liveListOf<String>()
section {
textLine("Matches found so far:")
if (fileMatches.isNotEmpty()) {
for (match in fileMatches) {
textLine(" - $match")
}
}
else {
textLine("No matches so far...")
}
}.run {
fileWalker.findFiles("*.txt") { file ->
fileMatches += file.name
}
}
The LiveList
class is thread safe, but you can still run into trouble if you access multiple values on the list one after the other, as a lock is released between each check. It's always possible that modifying the first property will kick off a new render which will start before the additional values are set, in other words.
To handle this, you can use the LiveList#withWriteLock
method:
val fileWalker = FileWalker(".")
val last10Matches = liveListOf<String>()
section {
...
}.run {
fileWalker.findFiles("*.txt") { file ->
last10Matches.withWriteLock {
add(file.name)
if (size > 10) { removeAt(0) }
}
}
}
The general rule of thumb is: use withWriteLock
if you want to access or modify more than one property from the list at the same time within your run
block.
Note that you don't have to worry about locking within a section { ... }
block. Data access is already locked for you in that context.
Signals and waiting
A common pattern is for the run
block to wait for some sort of signal before finishing, e.g. in response to some event. You could always use a general threading trick for this, such as a CountDownLatch
or a CompletableDeffered
to stop the block from finishing until you're ready:
val fileDownloader = FileDownloader("...")
section {
/* ... */
}.run {
val finished = CompletableDeffered<Unit>()
fileDownloader.onFinished += { finished.complete(Unit) }
fileDownloader.start()
finished.await()
}
but, for convenience, Kotter provides the signal
and waitForSignal
methods, which do this for you.
val fileDownloader = FileDownloader("...")
section {
/* ... */
}.run {
fileDownloader.onFinished += { signal() }
fileDownloader.start()
waitForSignal()
}
These methods are enough in most cases. Note that if you call signal
before you reach waitForSignal
, then waitForSignal
will just pass through without stopping.
There's also a convenience runUntilSignal
method you can use, within which you don't need to call waitForSignal
yourself, since this case is so common:
val fileDownloader = FileDownloader("...")
section {
/* ... */
}.runUntilSignal {
fileDownloader.onFinished += { signal() }
fileDownloader.start()
}
⌨️
User input
Typed input
Kotter consumes keypresses, so as the user types into the console, nothing will show up unless you intentionally print it. You can easily do this using the input
method, which handles listening to kepresses and adding text into your section at that location:
section {
// `input` is a method that appends the user's input typed so far in this
// Once your section references it, the block is automatically rerendered when its value changes.
text("Please enter your name: "); input()
}.run { /* ... */ }
The input method automatically adds a cursor for you. It also handles keys like LEFT/RIGHT and HOME/END, moving the cursor back and forth between the bounds of the input string.
You can intercept input as it is typed using the onInputChanged
event:
section {
text("Please enter your name: "); input()
}.run {
onInputChanged {
input = input.toUpperCase()
}
/* ... */
}
You can also use the rejectInput
method to return your input to the previous (presumably valid) state.
section {
text("Please enter your name: "); input()
}.run {
onInputChanged {
if (input.any { !it.isLetter() }) { rejectInput() }
// Would also work: input = input.filter { it.isLetter() }
}
/* ... */
}
To handle when the user presses the ENTER key, use the onInputEntered
callback. You can use it in conjunction with the onInputChanged
callback we just discussed:
var name = ""
section {
text("Please enter your name: "); input()
}.runUntilSignal {
onInputChanged { input = input.filter { it.isLetter() } }
onInputEntered { name = input; signal() }
}
Above, we've indicated that we want to close the section when the user presses ENTER. Since this is actually a fairly common case, Kotter provides runUntilInputEntered
for your convenience. Using it, we can simplify the above example a bit, typing fewer characters for identical behavior and expressing clearer intention:
var name = ""
section {
text("Please enter your name: "); input()
}.runUntilInputEntered {
onInputChanged { input = input.filter { it.isLetter() } }
onInputEntered { name = input }
}
Keypresses
If you're interested in specific keypresses and not simply input that's been typed in, you can register a listener to the onKeyPressed
callback:
section {
textLine("Press Q to quit")
/* ... */
}.run {
var quit = false
onKeyPressed {
when(key) {
Keys.Q -> quit = true
}
}
while (!quit) {
delay(16)
/* ... */
}
}
For convenience, there's also a runUntilKeyPressed
method you can use to help with patterns like the above. It can be nice, for example, to let the user press Q to quit your application:
section {
textLine("Press Q to quit")
/* ... */
}.runUntilKeyPressed(Keys.Q) {
while (true) {
delay(16)
/* ... */
}
}
⏳
Timers
Kotter can manage a set of timers for you. Use the addTimer
method in your run
block to add some:
section {
/* ... */
}.runUntilSignal {
addTimer(Duration.ofMillis(500)) {
println("500ms passed!")
signal()
}
}
You can create a repeating timer by passing in repeat = true
to the method. And if you want to stop it from repeating at some point, set repeat = false
inside the timer block when it is triggered:
val BLINK_TOTAL_LEN = Duration.ofSeconds(5)
val BLINK_LEN = Duration.ofMillis(250)
var blinkOn by liveVarOf(false)
section {
scopedState {
if (blinkOn) invert()
textLine("This line will blink for ${BLINK_TOTAL_LEN.toSeconds()} seconds")
}
}.run {
var blinkCount = BLINK_TOTAL_LEN.toMillis() / BLINK_LEN.toMillis()
addTimer(BLINK_LEN, repeat = true) {
blinkOn = !blinkOn
blinkCount--
if (blinkCount == 0L) {
repeat = false
}
}
/* ... */
}
With timers running, it's possible your run
block will exit while things are in a state you didn't intend (e.g. in the above example with the blink effect still on). You should use the onFinishing
callback to handle this case:
var blinkOn by liveVarOf(false)
section {
/* ... */
}.onFinishing {
blinkOn = false
}.runUntilKeyPressed(Keys.Q) {
addTimer(Duration.ofMillis(250), repeat = true) { blinkOn = !blinkOn }
/* ... */
}
Note: Unlike all the other callbacks we discussed earlier, onFinishing
is registered directly against the underlying section
and not inside the run
block, because it is actually triggered AFTER the run pass is finished but before the block is torn down.
onFinishing
will only run after all timers are stopped, so you don't have to worry about setting a value that an errant timer will clobber later.
🎥
Animations
Animations make a huge difference for how the user experiences your application, so Kotter strives to make it trivial to add them into your program.
Text Animation
You can easily create quick animations by calling textAnimOf
:
var finished = false
val spinnerAnim = textAnimOf(listOf("\\", "|", "/", "-"), Duration.ofMillis(125))
val thinkingAnim = textAnimOf(listOf("", ".", "..", "..."), Duration.ofMillis(500))
section {
if (!finished) { text(spinnerAnim) } else { text("✓") }
text(" Searching for files")
if (!finished) { text(thinkingAnim) } else { text("... Done!") }
}.run {
doExpensiveFileSearching()
finished = true
}
When you reference an animation in a render for the first time, it kickstarts a timer automatically for you. In other words, all you have to do is treat your animation instance as if it were a string, and Kotter takes care of the rest!
Text animation templates
If you have an animation that you want to share in a bunch of places, you can create a template for it and instantiate instances from the template. TextAnim.Template
takes exactly the same arguments as the textAnimOf
method.
This may be useful if you have a single animation that you want to run in many places at the same time but all slightly off from one another. For example, if you were processing 10 threads at a time, you may want the spinner for each thread to start spinning whenever its thread activates:
val SPINNER_TEMPATE = TextAnim.Template(listOf("\\", "|", "/", "-"), Duration.ofMillis(250))
val spinners = (1..10).map { textAnimOf(SPINNER_TEMPLATE) }
/* ... */
Render animations
If you need a bit more power than text animations, you can use a render animation instead. You create one with a callback that is given a frame index and access to the current render scope. You can interpret the frame index however you want and use the render scope to call any of Kotter's text rendering methods that you need.
Declare a render animation using the renderAnimOf
method and then invoke the result inside your render block:
session {
val exampleAnim = renderAnimOf(numFrames = 5, Duration.ofMillis(250)) { i -> ... }
section {
// RenderAnims act like a function which take a render scope as their first parameter
exampleAnim(this)
...
}
}
For example, let's say we want to rotate through a list of colors and apply those to some text. Text animations only deal with raw text and don't have access to text effects like colors and styles, so we can't use them here, but we can accomplish these easily using a render animation and the color(Color)
method:
session {
val colorAnim = renderAnimOf(Color.values().size, Duration.ofMillis(250)) { i ->
color(Color.values()[i])
}
section {
colorAnim(this) // Side-effect: sets the color for this section
text("RAINBOW")
}
}
📥
Offscreen
Occasionally, when you want to render some marked up text, you'll wish you could measure it first, for example allowing you to pad both sides of each line with spaces to center everything, or putting the right count of "=" characters above and below a block of text to give it a sort of header effect. But by the time you've rendered something out, then it's too late!
offscreen
to the rescue. You can think of offscreen
as a temporary buffer to render to, after which you can both query it and control when it actually renders to the screen.
offscreen
returns a buffer, which is a read-only view of the content. You can query its raw text or line lengths, for example. To render it, you need to call offscreen.createRenderer
and then use renderer.renderNextRow
to render out each line at a time.
section {
// NOTE: This example doesn't really take advantage of the offscreen buffer,
// but it does showcase all the moving parts.
val buffer = offscreen { ... }
val renderer = buffer.createRenderer()
while (renderer.hasNextRow()) { renderer.renderNextRow() }
}
Note: Although you usually won't need to, you can create multiple renderers, each which manages its own state for what row to render out next.
One nice thing about the offscreen buffer is it manages its own local state, and while it originally inherits its parent scope's state, any changes you make within the offscreen buffer will be remembered to its end.
This is easier seen than described. The following example:
section {
val buffer = offscreen {
textLine("Inherited color (red)")
cyan()
textLine("Local color (cyan)")
textLine("Still blue")
}
val renderer = buffer.createRenderer()
red()
while (renderer.hasNextRow()) {
text("red -- "); renderer.renderNextRow(); textLine(" -- red")
}
}
will render:
The driving motivation for adding offscreen buffers was to be able to easily add borders around any block of text, so when this functionality went in, we also added the bordered
method (link to code). You can check the implementation yourself to see how it delegates to offscreen
, padding each row with the right number of spaces so that the border sides all line up.
📤
Aside
You can actually make one-off render requests directly inside a run
block:
section {
/* ... */
}.run {
aside {
textLine("Hello from an aside block")
}
}
which will output text directly before the active section.
In order to understand aside blocks, you should start to think of Kotter output as two parts -- some static history, and a dynamic, active area at the bottom. The static history will never change, while the active area will be written and cleared and rewritten over and over and over again as needed.
In general, a section is active until it is finished running, at which point it becomes static history, and the next section becomes active. You can almost think about consuming an active section, which freezes it after one final render, at which point it becomes static.
In fact, it's a common pattern to get static instructions out of the way first, in its own section, so we don't waste time rerendering them over and over in the main block:
session {
section {
textLine("Press arrow keys to move")
textLine("Press R to restart")
textLine("Press Q to quit")
textLine();
}.run()
section {
... constantly rerendered lines ...
}.runUntilKeyPressed(Keys.Q) { ... }
}
Occasionally, however, you want to generate static history while a block is still active.
Let's revisit an example from above, our FileWalker
demo which searched a list of files and added every matching result to a list. We can, instead, put a spinner in the active section and use the aside
block to output matches:
val fileWalker = FileWalker(".")
var isFinished by liveVarOf(false)
val searchingAnim = textAnimOf(listOf("", ".", "..", "..."), Duration.ofMillis(500))
section {
textLine()
if (!isFinished) {
textLine("Searching$searchingAnim")
}
else {
textLine("Finished searching")
}
}.run {
aside {
textLine("Matches found so far:")
textLine()
}
fileWalker.findFiles("*.txt") { file ->
aside { textLine(" - ${file.name}") }
}
isFinished = true
}
🎓
Advanced
🔨
"Extending" Kotter
Kotter aims to provide all the primitives you need to write dynamic, interactive console applications, such as textLine
, input
, offscreen
, aside
, onKeyPressed
, etc.
But we may have missed your use case, or maybe you just want to refactor out some logic to share across section
s. This is totally doable, but it requires writing extension methods against the correct receiving classes. At this point, we need to discuss the framework in a bit more detail than beginners need to know.
For reference, you should also look at the extend sample project, which was written to demonstrate some of the concepts that will be discussed here.
Scopes
Before continuing, let's look at the overview of a Kotter application. The following may look a bit complex at first glance, but don't worry as the remaining subsections will break it down:
┌───────── | session {
│ ┌─┬───── | section {
│ │ │ | ...
│ │ 3a┌─── | offscreen {
│ │ │ 3b | ...
│ │ │ └─── | }
│ │ └───── | }.onFinished {
1 2 | ...
│ │ ┌───── | }.run {
│ │ │ | ...
│ │ 4 ┌─── | aside {
│ │ │ 3c | ...
│ │ │ └─── | }
│ └─┴───── | }
└───────── | }
1 - Session
┌─ session {
│ section {
│ ...
│ }.run {
│ ...
│ }
└─ }
The top level of your whole application. Session
owns a data: ConcurrentScopedData
field which we'll talk more about a little later. However, it's worth understanding that data
lives inside a session, and every other way you access it is really pointing back to this singular one.
Session
is the scope you need when calling liveVarOf
or liveListOf
, or even declaring a section
, so you may find yourself creating an extension method on top of the Session
scope to reference such methods:
fun Session.firstSection() {}
var name by liveVarOf("")
var age by liveVarOf(18)
section { ... }.run { ... }
}
fun Session.secondSection() { ... }
fun Session.thirdSection() { ... }
... later ...
session {
firstSection()
secondSection()
thirdSection()
}
2 - Section
┌─ section {
│ ...
│ }.run {
│ ...
└─ }
Unlike Session
, you shouldn't ever need to add an extension method on top of a Section
, because a section is mainly just a class for managing two sub-parts - the render logic (which runs on the main thread) and the run logic (which runs on a background thread).
It is the render and run parts that are particularly interesting, those being the most likely ones that users will want to extend in general. These are discussed next.
3 - RenderScope
3a
┌─ section {
│ ...
└─ }
3b
┌─ offscreen {
│ ...
└─ }
3c
┌─ aside {
│ ...
└─ }
This scope represents a render pass. This is the scope that owns textLine
, red
, green
, bold
, underline
, and other text rendering methods.
This can be a useful scope for extracting out a common text rendering pattern. For example, let's say you wanted to display a bunch of terminal commands and their arguments, and you want to highlight the command a particular color, e.g. cyan:
section {
cyan { text("cd") }; textLine(" /path/to/code")
cyan { text("git") }; textLine(" init")
}
That can get a bit repetitive. Plus, if you decide to change the color later, or maybe bold the command part, you'd have to do it all over the place. Also, putting the logic behind a function can help you express your intention more clearly.
Let's refactor it!
fun RenderScope.shellCommand(command: String, arg: String) {
cyan { text(command) }; textLine(" $arg")
}
section {
shellCommand("cd", "/path/to/code")
shellCommand("git", "init")
}
Much better!
On its surface, the concept of a RenderScope
seems pretty straightforward, but the gotcha is that Kotter offers a few separate areas that accept render blocks. In addition to the main rendering block, there are also offscreen
and aside
blocks, which allow rendering to different targets (these are discussed earlier in the README in case you aren't familiar with them here).
Occasionally, you may want to define an extension method that only applies to one of the three blocks (usually the main one). In order to narrow down the place your helper method will appear in, you can use MainRenderScope
(3a), OffscreenRenderScope
(3b), and/or AsideRenderScope
(3c) as your method receiver instead of just RenderScope
.
For example, the input()
method doesn't make sense in an offscreen
or aside
context (as those aren't interactive). Therefore, its definition looks like fun MainRenderScope.input(...) { ... }
4 - RunScope
section {
...
┌─ }.run {
│ ...
└─ }
RunScope
is used for run
blocks. It's useful for extracting logic that deals with handling user input or running long-running background tasks. Functions like onKeyPressed
, onInputChanged
, addTimer
etc. are defined on top of this scope.
fun RunScope.exec(vararg command: String) {
val process = Runtime.getRuntime().exec(*command)
process.waitFor()
}
section {
textLine("Please wait, cloning the repo...")
}.run {
exec("git", "clone", "https://github.com/varabyte/kotter.git")
/* ... */
}
SectionScope
To close off all this scope discussion, it's worth mentioning that a SectionScope
interface exists. It is the base interface to both RenderScope
AND a RunScope
, and using it can allow you to define the occasional helper method that can be called from both of them.
ConcurrentScopedData
The one thing that all scopes have in common is they expose access to a session's data
field. OK, but what is it?
ConcurrentScopedData
is a thread-safe hashmap, where the keys are always of type ConcurrentScopedData.Key
, and such keys are associated with a ConcurrentScopedData.Lifecycle
(meaning that any data you register into the map will always be released when some parent lifecycle ends, unless you remove it yourself manually first).
Kotter itself manages four lifecycles: Session.Lifecycle
, Section.Lifecycle
, MainRenderScope.Lifecycle
, and Run.Lifecycle
(each associated with the scopes discussed above).
Note: No lifecycles are provided for offscreen
or aside
blocks at the moment because you could probably just use the MainRenderScope.Lifecycle
or Run.Lifecycle
lifecycles for those cases. Feel free to open up an issue with a use-case requiring additional lifecycles if you run into one.
Keep in mind that the MainRenderScope
dies after a single render pass. Almost always you want to use the Section.Lifecycle
, as it survives across multiple runs.
Nothing prevents you from defining your own lifecycle - just be sure to call data.start(...)
and data.stop(...)
with it.
Lifecycles can be defined as subordinate to other lifecycles, so if you create a lifecycle that is tied to the Run
lifecycle for example, then you don't need to explicitly call stop
yourself (but you still need to call start
).
You can review the ConcurrentScopedData
class for its full list of documented API calls, but the three common ways to add values to it are:
- always overwrite:
data[key] = value
- add if first time:
data.tryPut(key, value) // returns true if added, false otherwise
- add if first time but always run some follow-up logic:
data.putIfAbsent(key, provideInitialValue = { value }) { ... logic using value ... }
- This is essentially a shortcut for calling
tryPut
and then getting the value, but doing so in a way that ensures no one else grabs the thread from you in between.
- This is essentially a shortcut for calling
We're almost done! At this point, all you need is a key. Creating one is easy - just tie it to a lifecycle and the type of data it represents. Putting it all together:
class MyFeatureState(...)
val MyFeatureKey = Section.Lifecycle.createKey<MyFeatureState>() // Or some other lifecycle
fun RenderScope.myFeature() { // Or some other scope
data.putIfAbsent(MyFeatureKey, { MyFeatureState(...) }) {
// "this" is MyFeatureState
// This block gets run every time `myFeature` is called, but
// `MyFeatureState` is only created the first time
}
}
To close this section, we just wanted to say that it was very tempting at first to create a bunch of hardcoded functions baked inside Section
, MainRenderScope
, etc., with access to some private state, but implementing everything through ConcurrentScopedData
plus extension methods ensured that we had the same tools and constraints as any user would.
So go forth, and extend Kotter!
🧵
Thread Affinity
Setting aside the fact that the run
block runs in a background thread, sections themselves are rendered sequentially on a single thread. Anytime you make a call to run a section, no matter which thread it is called from, a single thread ultimately handles it. At the same time, if you attempt to run one section while another is already running, an exception is thrown.
I made this decision so that:
- I don't have to worry about multiple sections
println
ing at the same time - who likes clobbered text? - Kotter handles repainting by moving the terminal cursor around, which would fail horribly if multiple sections tried doing this at the same time.
- Kotter embraces the idea of a dynamic, active section preceded by a bunch of static history. If two dynamic blocks wanted to be active at the same time, what would that even mean?
In practice, I expect this decision won't be an issue for most users. Command line apps are expected to have a main flow anyway -- ask the user a question, do some work, then ask another question, etc. It is expected that a user won't ever even need to call section
from more than one thread. It is hoped that the
section { ... main thread ... }.run { ... background thread ... }
pattern is powerful enough for most (all?) cases.
🖥️
Virtual Terminal
It's not guaranteed that every user's command line setup supports ANSI. For example, debugging this project with IntelliJ as well as running within Gradle are two such environments where functionality isn't available! According to many online reports, Windows is also a big offender here.
Kotter will attempt to detect if your console does not support the features it uses, and if not, it will open up a virtual terminal. This fallback gives your application better cross-platform support.
To modify the logic to ALWAYS open the virtual terminal, you can set the terminal
parameter in session
like this:
session(terminal = VirtualTerminal.create()) {
section { /* ... */ }
/* ... */
}
or you can chain multiple factory methods together using the runUntilSuccess
method, which will try to start each terminal type in turn:
session(
terminal = listOf(
{ SystemTerminal() },
{ VirtualTerminal.create(title = "My App", terminalSize = Dimension(30, 30)) },
).runUntilSuccess()
) {
/* ... */
}
🤷
Why Not Compose / Mosaic?
Kotter's API is inspired by Compose, which astute readers may have already noticed -- it has a core block which gets rerun for you automatically as necessary without you having to worry about it, and special state variables which, when modified, automatically "recompose" the current console block. Why not just use Compose directly?
In fact, this is exactly what Jake Wharton's Mosaic is doing. Actually, I tried using it first but ultimately decided against it before deciding to write Kotter, for the following reasons:
-
Compose is tightly tied to the current Kotlin compiler version, which means if you are targeting a particular version of the Kotlin language, you can easily see the dreaded error message:
This version (x.y.z) of the Compose Compiler requires Kotlin version a.b.c but you appear to be using Kotlin version d.e.f which is not known to be compatible.
- Using Kotlin v1.3 or older for some reason? You're out of luck.
- I suspect this issue with Compose will improve over time, but for the present, it still seems like a non-Compose approach could be useful to many.
-
Compose is great for rendering a whole, interactive UI, but console printing is often two parts: the active part that the user is interacting with, and the history, which is static. To support this with Compose, you'd need to manage the history list yourself and keep appending to it, and it was while thinking about an API that addressed this limitation that I envisioned Kotter.
- For a concrete example, see the compiler demo.
-
Compose encourages using a set of powerful layout primitives, namely
Box
,Column
, andRow
, with margins and shapes and layers. Command line apps don't really need this level of power, however. -
Compose has a lot of strengths built around, well, composing methods! And to enable this, it makes heavy use of features like
remember
blocks, which you can call inside a composable method and it gets treated in a special way. But for a simple CLI library, being able to focus on render blocks that don't nest too deeply and not worrying as much about performance allowed a more pared down API to emerge. -
Compose does a lot of nice tricks due to the fact it is ultimately a compiler plugin, but it is nice to see what the API would kind of look like with no magic at all (although, admittedly, with some features sacrificed).
-
Mosaic doesn't support input well yet (at the time of writing this README, maybe this has changed in the future). For example, compare Mosaic to Kotter.
Mosaic comparison
// Mosaic
runMosaic {
var count by remember { mutableStateOf(0) }
Text("The count is: $count")
LaunchedEffect(null) {
for (i in 1..20) {
delay(250)
count++
}
}
}
// Kotter
session {
var count by liveVarOf(0)
section {
textLine("The count is: $count")
}.run {
for (i in 1..20) {
delay(250)
count++
}
}
}
Comparisons with Mosaic are included in the examples/mosaic folder.