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uno-mvux-state-basics

Create and use IState<T> for mutable reactive data in MVUX.

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仓库
unoplatform/studio
最近来源活动
2026年6月9日 19:39
检测到的 SKILL.md 语言
英语
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10
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1

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SKILL.md
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name
uno-mvux-state-basics
description
Create and use IState<T> for mutable reactive data in MVUX.
when_to_use
Use when implementing two-way data binding (e.g., TextBox, Slider, ToggleSwitch), accepting and storing user input, maintaining editable application state, programmatically updating a value from a command or service call, or understanding the difference between `IFeed<T>` (read-only) and `IState<T>` (read/write).
metadata
{"author":"uno-platform","version":"2.4","category":"mvux"}
# MVUX State Basics — Agent Skill ## Workflow > **Docs lookup:** call `uno_platform_docs_search(...)` first, then `uno_platform_docs_fetch(sourcePath="…")` using the `sourcePath` field from a result (a relative `.md` path; add the result's `anchor` for a section). Never pass a URL, a `.html` link, or a hand-built path. ### Step 1: Fetch the State Reference Documentation Search for and fetch the state documentation: ``` uno_platform_docs_search("MVUX State IState mutable two-way binding") ``` Primary documentation page: - **State Reference**: `external/uno.extensions/doc/Reference/Reactive/state.md` Fetch the full reference: ``` uno_platform_docs_fetch(sourcePath="external/uno.extensions/doc/Reference/Reactive/state.md") ``` ### Step 2: Learn State Creation Methods From the fetched docs, the key factory methods on the `State` and `State<T>` classes: - `State<T>.Empty(this)` — starts with no value - `State<T>.Value(this, initialValue)` — starts with a sync value - `State.Async(this, asyncFunc)` — initial value from async source - `State.FromFeed(this, feed)` — wraps a feed as mutable state ### Step 3: For Updating State Programmatically The state reference page covers `UpdateAsync`, `SetAsync`, and `ForEach` for subscribing to changes. Focus on the "Update: How to update a state" section. ### Step 4: For Two-Way Binding Examples The state reference page includes a "Binding the View to a State" section showing how XAML two-way binding works automatically with generated ViewModels. ### Step 5: For Commands with State If the user needs commands that interact with states: ``` uno_platform_docs_search("MVUX commands state update async method") ``` See also the `uno-mvux-commands` skill. ## Critical Rules - **The mutation method is `UpdateAsync`** — `public static ValueTask UpdateAsync<T>(this IState<T> state, Func<T?, T?> updater, CancellationToken ct = default)`. - **There is no `Update` method on `IState<T>`** — calling `state.Update(x => ...)` is a compile error. The baseline model frequently emits this wrong name; the skill must keep the correct name front-and-centre. - `UpdateAsync` returns `ValueTask` — `await` it from inside an `async` method (typically a command body). - **The updater must be pure** — derive the new value *solely* from the `current` parameter it receives. Do not capture or read external/mutable variables, and do not perform side effects inside it. MVUX is stateless and lockless: the updater is applied against the state's current cached value, so a function that depends on anything other than `current` is not guaranteed to produce a stable result. The official docs model this by declaring the updater as a `static` local function, which the compiler prevents from capturing enclosing state: ```csharp // Correct: a pure projection of the value you were given static int increment(int current) => current + 1; await Counter.UpdateAsync(increment); // Wrong: result is not derived from `current`, it captures external state await Counter.UpdateAsync(_ => _someExternalField); ``` ## Key Principles (Stable) - `IState<T>` is **mutable** — it supports read and write operations - States **cache** their current value (unlike feeds which are stateless) - The generated ViewModel exposes states as two-way bindable properties automatically - `State<T>.Empty(this)` requires passing `this` as the owner for lifecycle management - Use `await state.UpdateAsync(current => newValue)` to update programmatically - Use `state.ForEach(async (value, ct) => { ... })` to react to changes ## Related Skills - [[uno-mvux-feed-basics]] — Read-only reactive data (IFeed<T>) - [[uno-mvux-commands]] — Command generation and interaction with states - [[uno-mvux-liststate]] — Mutable reactive collections (IListState<T>) - [[uno-mvux-feedview]] — Displaying state data with FeedView
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