LifecycleResumeEffect

fun LifecycleResumeEffect(key1: Any?, lifecycleOwner: LifecycleOwner = LocalLifecycleOwner.current, effects: LifecycleResumePauseEffectScope.() -> LifecyclePauseOrDisposeEffectResult)(source)

Schedule a pair of effects to run when the Lifecycle receives either a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE (or any new unique value of key1). The ON_RESUME effect will be the body of the effects block and the ON_PAUSE effect will be within the (onPauseOrDispose clause)LifecycleResumePauseEffectScope.onPauseOrDispose:

LifecycleResumeEffect(lifecycleOwner) {
// add ON_RESUME effect here

onPauseOrDispose {
// add clean up for work kicked off in the ON_RESUME effect here
}
}

A LifecycleResumeEffect must include an onPauseOrDispose clause as the final statement in its effects block. If your operation does not require an effect for both Lifecycle.Event.ON_RESUME and Lifecycle.Event.ON_PAUSE, a LifecycleEventEffect should be used instead.

A LifecycleResumeEffect's key is a value that defines the identity of the effect. If a key changes, the LifecycleResumeEffect must dispose its current effects and reset by calling effects again. Examples of keys include:

  • Observable objects that the effect subscribes to

  • Unique request parameters to an operation that must cancel and retry if those parameters change

This function uses a Lifecycle.Observer to listen for when LifecycleResumeEffect enters the composition and the effects will be launched when receiving a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE event, respectively. If the LifecycleResumeEffect leaves the composition prior to receiving an Lifecycle.Event.ON_PAUSE event, onPauseOrDispose will be called to clean up the work that was kicked off in the ON_RESUME effect.

This function should not be used to launch tasks in response to callback events by way of storing callback data as a Lifecycle.State in a MutableState. Instead, see currentStateAsState to obtain a State that may be used to launch jobs in response to state changes.

Parameters

key1

The unique value to trigger recomposition upon change

lifecycleOwner

The lifecycle owner to attach an observer

effects

The effects to be launched when we receive the respective event callbacks


fun LifecycleResumeEffect(key1: Any?, key2: Any?, lifecycleOwner: LifecycleOwner = LocalLifecycleOwner.current, effects: LifecycleResumePauseEffectScope.() -> LifecyclePauseOrDisposeEffectResult)(source)

Schedule a pair of effects to run when the Lifecycle receives either a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE (or any new unique value of key1 or key2). The ON_RESUME effect will be the body of the effects block and the ON_PAUSE effect will be within the (onPauseOrDispose clause)LifecycleResumePauseEffectScope.onPauseOrDispose:

LifecycleResumeEffect(lifecycleOwner) {
// add ON_RESUME effect here

onPauseOrDispose {
// add clean up for work kicked off in the ON_RESUME effect here
}
}

A LifecycleResumeEffect must include an onPauseOrDispose clause as the final statement in its effects block. If your operation does not require an effect for both Lifecycle.Event.ON_RESUME and Lifecycle.Event.ON_PAUSE, a LifecycleEventEffect should be used instead.

A LifecycleResumeEffect's key is a value that defines the identity of the effect. If a key changes, the LifecycleResumeEffect must dispose its current effects and reset by calling effects again. Examples of keys include:

  • Observable objects that the effect subscribes to

  • Unique request parameters to an operation that must cancel and retry if those parameters change

This function uses a Lifecycle.Observer to listen for when LifecycleResumeEffect enters the composition and the effects will be launched when receiving a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE event, respectively. If the LifecycleResumeEffect leaves the composition prior to receiving an Lifecycle.Event.ON_PAUSE event, onPauseOrDispose will be called to clean up the work that was kicked off in the ON_RESUME effect.

This function should not be used to launch tasks in response to callback events by way of storing callback data as a Lifecycle.State in a MutableState. Instead, see currentStateAsState to obtain a State that may be used to launch jobs in response to state changes.

Parameters

key1

A unique value to trigger recomposition upon change

key2

A unique value to trigger recomposition upon change

lifecycleOwner

The lifecycle owner to attach an observer

effects

The effects to be launched when we receive the respective event callbacks


fun LifecycleResumeEffect(key1: Any?, key2: Any?, key3: Any?, lifecycleOwner: LifecycleOwner = LocalLifecycleOwner.current, effects: LifecycleResumePauseEffectScope.() -> LifecyclePauseOrDisposeEffectResult)(source)

Schedule a pair of effects to run when the Lifecycle receives either a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE (or any new unique value of key1 or key2 or key3). The ON_RESUME effect will be the body of the effects block and the ON_PAUSE effect will be within the (onPauseOrDispose clause)LifecycleResumePauseEffectScope.onPauseOrDispose:

LifecycleResumeEffect(lifecycleOwner) {
// add ON_RESUME effect here

onPauseOrDispose {
// add clean up for work kicked off in the ON_RESUME effect here
}
}

A LifecycleResumeEffect must include an onPauseOrDispose clause as the final statement in its effects block. If your operation does not require an effect for both Lifecycle.Event.ON_RESUME and Lifecycle.Event.ON_PAUSE, a LifecycleEventEffect should be used instead.

A LifecycleResumeEffect's key is a value that defines the identity of the effect. If a key changes, the LifecycleResumeEffect must dispose its current effects and reset by calling effects again. Examples of keys include:

  • Observable objects that the effect subscribes to

  • Unique request parameters to an operation that must cancel and retry if those parameters change

This function uses a Lifecycle.Observer to listen for when LifecycleResumeEffect enters the composition and the effects will be launched when receiving a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE event, respectively. If the LifecycleResumeEffect leaves the composition prior to receiving an Lifecycle.Event.ON_PAUSE event, onPauseOrDispose will be called to clean up the work that was kicked off in the ON_RESUME effect.

This function should not be used to launch tasks in response to callback events by way of storing callback data as a Lifecycle.State in a MutableState. Instead, see currentStateAsState to obtain a State that may be used to launch jobs in response to state changes.

Parameters

key1

A unique value to trigger recomposition upon change

key2

A unique value to trigger recomposition upon change

key3

A unique value to trigger recomposition upon change

lifecycleOwner

The lifecycle owner to attach an observer

effects

The effects to be launched when we receive the respective event callbacks


fun LifecycleResumeEffect(vararg keys: Any?, lifecycleOwner: LifecycleOwner = LocalLifecycleOwner.current, effects: LifecycleResumePauseEffectScope.() -> LifecyclePauseOrDisposeEffectResult)(source)

Schedule a pair of effects to run when the Lifecycle receives either a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE (or any new unique value of keys). The ON_RESUME effect will be the body of the effects block and the ON_PAUSE effect will be within the (onPauseOrDispose clause)LifecycleResumePauseEffectScope.onPauseOrDispose:

LifecycleResumeEffect(lifecycleOwner) {
// add ON_RESUME effect here

onPauseOrDispose {
// add clean up for work kicked off in the ON_RESUME effect here
}
}

A LifecycleResumeEffect must include an onPauseOrDispose clause as the final statement in its effects block. If your operation does not require an effect for both Lifecycle.Event.ON_RESUME and Lifecycle.Event.ON_PAUSE, a LifecycleEventEffect should be used instead.

A LifecycleResumeEffect's key is a value that defines the identity of the effect. If a key changes, the LifecycleResumeEffect must dispose its current effects and reset by calling effects again. Examples of keys include:

  • Observable objects that the effect subscribes to

  • Unique request parameters to an operation that must cancel and retry if those parameters change

This function uses a Lifecycle.Observer to listen for when LifecycleResumeEffect enters the composition and the effects will be launched when receiving a Lifecycle.Event.ON_RESUME or Lifecycle.Event.ON_PAUSE event, respectively. If the LifecycleResumeEffect leaves the composition prior to receiving an Lifecycle.Event.ON_PAUSE event, onPauseOrDispose will be called to clean up the work that was kicked off in the ON_RESUME effect.

This function should not be used to launch tasks in response to callback events by way of storing callback data as a Lifecycle.State in a MutableState. Instead, see currentStateAsState to obtain a State that may be used to launch jobs in response to state changes.

Parameters

keys

The unique values to trigger recomposition upon changes

lifecycleOwner

The lifecycle owner to attach an observer

effects

The effects to be launched when we receive the respective event callbacks