view is a synonym for (^.), generalised for MonadReader (we are able to use it instead of (^.) since functions are instances of the MonadReader class):
Example1 expression
>>> view _1 (1, 2)1
When you're using Reader for config and your config type has lenses generated for it, most of the time you'll be using view instead of asks:
doSomething :: (MonadReader Config m) => m Int
doSomething = do
thingy <- view setting1 -- same as “asks (^. setting1)”
anotherThingy <- view setting2
...
preuse is (^?) (or preview) which implicitly operates on the state – it takes the state and applies a traversal (or fold) to it to extract the 1st element the traversal points at.
This can be used to chain lens operations using op= syntax
rather than op~ syntax for simple non-type-changing cases.
>>> (10,20) & _1 .~ 30 & _2 .~ 40
(30,40)
Example1 expression
>>> (10,20) &~ do _1 .= 30; _2 .= 40(30,40)
This does not support type-changing assignment, e.g.
Example1 expression
>>> (10,20) & _1 .~ "hello"("hello",20)
Specialised modifying operators
4 declarations
The following operators mimic well-known C operators (+=, -=, etc). (//=) stands for division.
When you're in a state monad, this function lets you operate on a part of your state. For instance, if your state was a record containing a position field, after zooming position would become your whole state (and when you modify it, the bigger structure would be modified as well).
(Your State / StateT or RWS / RWST can be anywhere in the stack, but you can't use zoom with arbitrary MonadState because it doesn't provide any methods to change the type of the state. See this issue for details.)
For the sake of the example, let's define some types first:
data Position = Position {
_x, _y :: Int }
data Player = Player {
_position :: Position,
... }
data Game = Game {
_player :: Player,
_obstacles :: [Position],
... }
concat <$> mapM makeLenses [''Position, ''Player, ''Game]
Now, here's an action that moves the player north-east:
moveNE :: State Game ()
moveNE = do
player.position.x += 1
player.position.y += 1
With zoom, you can use player.position to focus just on a part of the state:
moveNE :: State Game ()
moveNE = do
zoom (player.position) $ do
x += 1
y += 1
You can just as well use it for retrieving things out of the state:
getCoords :: State Game (Int, Int)
getCoords = zoom (player.position) ((,) <$>use x <*>use y)
Or more explicitly:
getCoords = zoom (player.position) $ do
x' <- use x
y' <- use y
return (x', y')
When you pass a traversal to zoom, it'll work as a loop. For instance, here we move all obstacles:
moveObstaclesNE :: State Game ()
moveObstaclesNE = do
zoom (obstacles.each) $ do
x += 1
y += 1
If the action returns a result, all results would be combined with <> – the same way they're combined when ^. is passed a traversal. In this example, moveObstaclesNE returns a list of old coordinates of obstacles in addition to moving them:
moveObstaclesNE = do
xys <- zoom (obstacles.each) $ do
-- Get old coordinates.
x' <- use x
y' <- use y
-- Update them.
x .= x' + 1
y .= y' + 1
-- Return a single-element list with old coordinates.
return [(x', y')]
...
Finally, you might need to write your own instances of Zoom if you use newtyped transformers in your monad stack. This can be done as follows:
import Lens.Micro.Mtl.Internal
type instance Zoomed (MyStateT s m) = Zoomed (StateT s m)
instance Monad m => Zoom (MyStateT s m) (MyStateT t m) s t where
zoom l (MyStateT m) = MyStateT (zoom l m)
This is an equivalent of local which lets you apply a getter to your environment instead of merely applying a function (and it also lets you change the type of the environment).