}
-}
-```
-
-Now, logic in components can be awaited to delay updates of the component and its children. Like so:
-
-```rust, no_run
-async fn Example(cx: Scope) -> Vnode {
- let name = fetch_name().await;
- rsx!{
"Hello {name}"
}
-}
-
-async fetch_name() -> String {
- // ...
-}
-```
-
-This component will only schedule its render once the fetch is complete. However, we _don't_ recommend using async/await directly in your components.
-
-Async is a notoriously challenging yet rewarding tool for efficient tools. If not careful, locking and unlocking shared aspects of the component's context can lead to data races and panics. If a shared resource is locked while the component is awaiting, then other components can be locked or panic when trying to access the same resource. These rules are especially important when references to shared global state are accessed using the context object's lifetime. If mutable references to data captured immutably by the context are taken, then the component will panic, causing confusion.
-
-Instead, we suggest using hooks and future combinators that can safely utilize the safeguards of the component's Context when interacting with async tasks.
-
-As part of our Dioxus hooks crate, we provide a data loader hook which pauses a component until its async dependencies are ready. This caches requests, reruns the fetch if dependencies have changed, and provides the option to render something else while the component is loading.
-
-```rust, no_run
-async fn ExampleLoader(cx: Scope) -> Vnode {
- /*
- Fetch, pause the component from rendering at all.
-
- The component is locked while waiting for the request to complete
- While waiting, an alternate component is scheduled in its place.
-
- This API stores the result on the Context object, so the loaded data is taken as reference.
- */
- let name: &Result = use_fetch_data("http://example.com/json", ())
- .place_holder(|cx| rsx!{
"loading..."
})
- .delayed_place_holder(1000, |cx| rsx!{
"still loading..."
})
- .await;
-
- match name {
- Ok(name) => rsx! {
"Hello {something}"
},
- Err(e) => rsx! {
"An error occurred :("
}
- }
-}
-```
-
-```rust, no_run
-async fn Example(cx: Scope) -> DomTree {
- // Diff this set between the last set
- // Check if we have any outstanding tasks?
- //
- // Eventually, render the component into the VDOM when the future completes
-
-
-
-
- // Render a div, queue a component
- // Render the placeholder first, then when the component is ready, then render the component
-
- "Loading"
}}>
-
-
-
-}
-```
diff --git a/docs/guide/src/en/__unused/advanced-guides/11-arena-memo.md b/docs/guide/src/en/__unused/advanced-guides/11-arena-memo.md
deleted file mode 100644
index 49fedda11..000000000
--- a/docs/guide/src/en/__unused/advanced-guides/11-arena-memo.md
+++ /dev/null
@@ -1,58 +0,0 @@
-# Memoization and the arena allocator
-
-Dioxus differs slightly from other UI virtual doms in some subtle ways due to its memory allocator.
-
-One important aspect to understand is how props are passed down from parent components to children. All "components" (custom user-made UI elements) are tightly allocated together in an arena. However, because props and hooks are generically typed, they are casted to `Any` and allocated on the heap – not in the arena with the components.
-
-With this system, we try to be more efficient when leaving the component arena and entering the heap. By default, props are memoized between renders using COW and context. This makes props comparisons fast – done via ptr comparisons on the cow pointer. Because memoization is done by default, parent re-renders will _not_ cascade to children if the child's props did not change.
-
-https://dmitripavlutin.com/use-react-memo-wisely/
-
-This behavior is defined as an attribute implicit to user components. When in React land you might wrap a component with `react.memo`, Dioxus components are automatically memoized via an implicit attribute. You can manually configure this behavior on any component with "nomemo" to disable memoization.
-
-```rust, no_run
-fn test() -> DomTree {
- html! {
- <>
-
- // same as
-
- >
- }
-}
-
-static TestComponent: Component = |cx| html!{
"Hello world"
};
-
-static TestComponent: Component = |cx|{
- let g = "BLAH";
- html! {
-
"Hello world"
- }
-};
-
-#[inline_props]
-fn test_component(cx: Scope, name: String) -> Element {
- render!("Hello, {name}")
-}
-```
-
-## Why this behavior?
-
-"This is different than React, why differ?".
-
-Take a component like this:
-
-```rust, no_run
-fn test(cx: Scope) -> DomTree {
- let Bundle { alpha, beta, gamma } = use_context::(cx);
- html! {
-
-
-
-
-
- }
-}
-```
-
-While the contents of the destructured bundle might change, not every child component will need to be re-rendered every time the context changes.
diff --git a/docs/guide/src/en/__unused/advanced-guides/12-signals.md b/docs/guide/src/en/__unused/advanced-guides/12-signals.md
deleted file mode 100644
index 7fbb56de7..000000000
--- a/docs/guide/src/en/__unused/advanced-guides/12-signals.md
+++ /dev/null
@@ -1,150 +0,0 @@
-# Signals: Skipping the Diff
-
-In most cases, the traditional VirtualDOM diffing pattern is plenty fast. Dioxus will compare trees of VNodes, find the differences, and then update the Renderer's DOM with the diffs. However, this can generate a lot of overhead for certain types of components. In apps where reducing visual latency is a top priority, you can opt into the `Signals` api to entirely disable diffing of hot-path components. Dioxus will then automatically construct a state machine for your component, making updates nearly instant.
-
-Signals build on the same infrastructure that powers asynchronous rendering where in-tree values can be updated outside of the render phase. In async rendering, a future is used as the signal source. With the raw signal API, any value can be used as a signal source.
-
-By default, Dioxus will only try to diff subtrees of components with dynamic content, automatically skipping diffing static content.
-
-## What does this look like?
-
-Your component today might look something like this:
-
-```rust, no_run
-fn Comp(cx: Scope) -> DomTree {
- let (title, set_title) = use_state(cx, || "Title".to_string());
- cx.render(rsx!{
- input {
- value: title,
- onchange: move |new| set_title(new.value())
- }
- })
-}
-```
-
-This component is fairly straightforward – the input updates its own value on every change. However, every call to set_title will re-render the component. If we add a large list, then every time we update the title input, Dioxus will need to diff the entire list, over, and over, and over. This is **a lot** of wasted clock-cycles!
-
-```rust, no_run
-fn Comp(cx: Scope) -> DomTree {
- let (title, set_title) = use_state(cx, || "Title".to_string());
- cx.render(rsx!{
- div {
- input {
- value: title,
- onchange: move |new| set_title(new.value())
- }
- ul {
- {0..10000.map(|f| rsx!{
- li { "{f}" }
- })}
- }
- }
- })
-}
-```
-
-Many experienced React developers will just say "this is bad design" – but we consider it to be a pit of failure, rather than a pit of success! That's why signals exist – to push you in a more performant (and ergonomic) direction. Signals let us directly bind values to their final place in the VirtualDOM. Whenever the signal value is updated, Dioxus will only the DOM nodes where that signal is used. Signals are built into Dioxus, so we can directly bind attributes of elements to their updates.
-
-We can use signals to generate a two-way binding between data and the input box. Our text input is now just a two-line component!
-
-```rust, no_run
-fn Comp(cx: Scope) -> DomTree {
- let mut title = use_signal(cx, || String::from("Title"));
- cx.render(rsx!(input { value: title }))
-}
-```
-
-For a slightly more interesting example, this component calculates the sum between two numbers, but totally skips the diffing process.
-
-```rust, no_run
-fn Calculator(cx: Scope) -> DomTree {
- let mut a = use_signal(cx, || 0);
- let mut b = use_signal(cx, || 0);
- let mut c = a + b;
- rsx! {
- input { value: a }
- input { value: b }
- p { "a + b = {c}" }
- }
-}
-```
-
-Do you notice how we can use built-in operations on signals? Under the hood, we actually create a new derived signal that depends on `a` and `b`. Whenever `a` or `b` update, then `c` will update. If we need to create a new derived signal that's more complex than a basic operation (`std::ops`) we can either chain signals together or combine them:
-
-```rust, no_run
-let mut a = use_signal(cx, || 0);
-let mut b = use_signal(cx, || 0);
-
-// Chain signals together using the `with` method
-let c = a.with(b).map(|(a, b)| *a + *b);
-```
-
-## Deref and DerefMut
-
-If we ever need to get the value out of a signal, we can simply `deref` it.
-
-```rust, no_run
-let mut a = use_signal(cx, || 0);
-let c = *a + *b;
-```
-
-Calling `deref` or `deref_mut` is actually more complex than it seems. When a value is derefed, you're essentially telling Dioxus that _this_ element _needs_ to be subscribed to the signal. If a signal is derefed outside of an element, the entire component will be subscribed and the advantage of skipping diffing will be lost. Dioxus will throw an error in the console when this happens to tell you that you're using signals wrong, but your component will continue to work.
-
-## Global Signals
-
-Sometimes you want a signal to propagate across your app, either through far-away siblings or through deeply-nested components. In these cases, we use Dirac: Dioxus's first-class state management toolkit. Dirac atoms automatically implement the Signal API. This component will bind the input element to the `TITLE` atom.
-
-
-```rust, no_run
-const TITLE: Atom = Atom(|| "".to_string());
-
-const Provider: Component = |cx|{
- let title = use_signal(cx, &TITLE);
- render!(input { value: title })
-};
-```
-
-If we use the `TITLE` atom in another component, we can cause updates to flow between components without calling render or diffing either component trees:
-
-```rust, no_run
-const Receiver: Component = |cx|{
- let title = use_signal(cx, &TITLE);
- log::info!("This will only be called once!");
- rsx!(cx,
- div {
- h1 { "{title}" }
- div {}
- footer {}
- }
- )
-};
-```
-
-Dioxus knows that the receiver's `title` signal is used only in the text node, and skips diffing Receiver entirely, knowing to update _just_ the text node.
-
-If you build a complex app on top of Dirac, you'll likely notice that many of your components simply won't be diffed at all. For instance, our Receiver component will never be diffed once it has been mounted!
-
-## Signals and Iterators
-
-Sometimes you want to use a collection of items. With Signals, you can bypass diffing for collections – a very powerful technique to avoid re-rendering on large collections.
-
-By default, Dioxus is limited when you use iter/map. With the `For` component, you can provide an iterator and a function for the iterator to map to.
-
-Dioxus automatically understands how to use your signals when mixed with iterators through `Deref`/`DerefMut`. This lets you efficiently map collections while avoiding the re-rendering of lists. In essence, signals act as a hint to Dioxus on how to avoid un-necessary checks and renders, making your app faster.
-
-```rust, no_run
-const DICT: AtomFamily = AtomFamily(|_| {});
-
-const List: Component = |cx|{
- let dict = use_signal(cx, &DICT);
- cx.render(rsx!(
- ul {
- For { each: dict, map: |k, v| rsx!( li { "{v}" }) }
- }
- ))
-};
-```
-
-## How does it work?
-
-Signals internally use Dioxus' asynchronous rendering infrastructure to perform updates out of the tree.
diff --git a/docs/guide/src/en/__unused/advanced-guides/13-subtrees.md b/docs/guide/src/en/__unused/advanced-guides/13-subtrees.md
deleted file mode 100644
index d7a8ba1d7..000000000
--- a/docs/guide/src/en/__unused/advanced-guides/13-subtrees.md
+++ /dev/null
@@ -1,52 +0,0 @@
-# Subtrees
-
-One way of extending the Dioxus VirtualDom is through the use of "Subtrees." Subtrees are chunks of the VirtualDom tree distinct from the rest of the tree. They still participate in event bubbling, diffing, etc, but will have a separate set of edits generated during the diff phase.
-
-For a VirtualDom that has a root tree with two subtrees, the edits follow a pattern of:
-
-Root
--> Tree 1
--> Tree 2
--> Original root tree
-
-- Root edits
-- Tree 1 Edits
-- Tree 2 Edits
-- Root Edits
-
-The goal of this functionality is to enable things like Portals, Windows, and inline alternative renderers without needing to spin up a new VirtualDom.
-
-With the right renderer plugins, a subtree could be rendered as anything – a 3D scene, SVG, or even as the contents of a new window or modal. This functionality is similar to "Portals" in React, but much more "renderer agnostic." Portals, by nature, are not necessarily cross-platform and rely on renderer functionality, so it makes sense to abstract their purpose into the subtree concept.
-
-The desktop renderer comes pre-loaded with the window and notification subtree plugins, making it possible to render subtrees into entirely different windows.
-
-Subtrees also solve the "bridging" issues in React where two different renderers need two different VirtualDoms to work properly. In Dioxus, you only ever need one VirtualDom and the right renderer plugins.
-
-## API
-
-Due to their importance in the hierarchy, Components – not nodes – are treated as subtree roots.
-
-```rust, no_run
-
-fn Subtree
(cx: Scope
) -> DomTree {
-
-}
-
-fn Window() -> DomTree {
- Subtree {
- onassign: move |e| {
- // create window
- }
- children()
- }
-}
-
-fn 3dRenderer -> DomTree {
- Subtree {
- onassign: move |e| {
- // initialize bevy
- }
- }
-}
-
-```
diff --git a/docs/guide/src/en/__unused/advanced-guides/custom-renderer.md b/docs/guide/src/en/__unused/advanced-guides/custom-renderer.md
deleted file mode 100644
index b14243dae..000000000
--- a/docs/guide/src/en/__unused/advanced-guides/custom-renderer.md
+++ /dev/null
@@ -1,280 +0,0 @@
-# Custom Renderer
-
-Dioxus is an incredibly portable framework for UI development. The lessons, knowledge, hooks, and components you acquire over time can always be used for future projects. However, sometimes those projects cannot leverage a supported renderer or you need to implement your own better renderer.
-
-Great news: the design of the renderer is entirely up to you! We provide suggestions and inspiration with the 1st party renderers, but only really require implementation of the `RealDom` trait for things to function properly.
-
-## The specifics:
-
-Implementing the renderer is fairly straightforward. The renderer needs to:
-
-1. Handle the stream of edits generated by updates to the virtual DOM
-2. Register listeners and pass events into the virtual DOM's event system
-3. Progress the virtual DOM with an async executor (or disable the suspense API and use `progress_sync`)
-
-Essentially, your renderer needs to implement the `RealDom` trait and generate `EventTrigger` objects to update the VirtualDOM. From there, you'll have everything needed to render the VirtualDOM to the screen.
-
-Internally, Dioxus handles the tree relationship, diffing, memory management, and the event system, leaving as little as possible required for renderers to implement themselves.
-
-For reference, check out the WebSys renderer as a starting point for your custom renderer.
-
-## Trait implementation and DomEdits
-
-The current `RealDom` trait lives in `dioxus-core/diff`. A version of it is provided here (but might not be up-to-date):
-
-```rust, no_run
-pub trait RealDom<'a> {
- fn handle_edit(&mut self, edit: DomEdit);
- fn request_available_node(&mut self) -> ElementId;
- fn raw_node_as_any(&self) -> &mut dyn Any;
-}
-```
-
-For reference, the "DomEdit" type is a serialized enum that represents an atomic operation occurring on the RealDom. The variants roughly follow this set:
-
-```rust, no_run
-enum DomEdit {
- PushRoot,
- AppendChildren,
- ReplaceWith,
- CreateTextNode,
- CreateElement,
- CreateElementNs,
- CreatePlaceholder,
- NewEventListener,
- RemoveEventListener,
- SetText,
- SetAttribute,
- RemoveAttribute,
-}
-```
-
-The Dioxus diffing mechanism operates as a [stack machine](https://en.wikipedia.org/wiki/Stack_machine) where the "push_root" method pushes a new "real" DOM node onto the stack and "append_child" and "replace_with" both remove nodes from the stack.
-
-### An example
-
-For the sake of understanding, lets consider this example – a very simple UI declaration:
-
-```rust, no_run
-rsx!( h1 {"hello world"} )
-```
-
-To get things started, Dioxus must first navigate to the container of this h1 tag. To "navigate" here, the internal diffing algorithm generates the DomEdit `PushRoot` where the ID of the root is the container.
-
-When the renderer receives this instruction, it pushes the actual Node onto its own stack. The real renderer's stack will look like this:
-
-```rust, no_run
-instructions: [
- PushRoot(Container)
-]
-stack: [
- ContainerNode,
-]
-```
-
-Next, Dioxus will encounter the h1 node. The diff algorithm decides that this node needs to be created, so Dioxus will generate the DomEdit `CreateElement`. When the renderer receives this instruction, it will create an unmounted node and push into its own stack:
-
-```rust, no_run
-instructions: [
- PushRoot(Container),
- CreateElement(h1),
-]
-stack: [
- ContainerNode,
- h1,
-]
-```
-
-Next, Dioxus sees the text node, and generates the `CreateTextNode` DomEdit:
-
-```rust, no_run
-instructions: [
- PushRoot(Container),
- CreateElement(h1),
- CreateTextNode("hello world")
-]
-stack: [
- ContainerNode,
- h1,
- "hello world"
-]
-```
-
-Remember, the text node is not attached to anything (it is unmounted) so Dioxus needs to generate an Edit that connects the text node to the h1 element. It depends on the situation, but in this case we use `AppendChildren`. This pops the text node off the stack, leaving the h1 element as the next element in line.
-
-```rust, no_run
-instructions: [
- PushRoot(Container),
- CreateElement(h1),
- CreateTextNode("hello world"),
- AppendChildren(1)
-]
-stack: [
- ContainerNode,
- h1
-]
-```
-
-We call `AppendChildren` again, popping off the h1 node and attaching it to the parent:
-
-```rust, no_run
-instructions: [
- PushRoot(Container),
- CreateElement(h1),
- CreateTextNode("hello world"),
- AppendChildren(1),
- AppendChildren(1)
-]
-stack: [
- ContainerNode,
-]
-```
-
-Finally, the container is popped since we don't need it anymore.
-
-```rust, no_run
-instructions: [
- PushRoot(Container),
- CreateElement(h1),
- CreateTextNode("hello world"),
- AppendChildren(1),
- AppendChildren(1),
- Pop(1)
-]
-stack: []
-```
-
-Over time, our stack looked like this:
-
-```rust, no_run
-[]
-[Container]
-[Container, h1]
-[Container, h1, "hello world"]
-[Container, h1]
-[Container]
-[]
-```
-
-Notice how our stack is empty once UI has been mounted. Conveniently, this approach completely separates the VirtualDOM and the Real DOM. Additionally, these edits are serializable, meaning we can even manage UIs across a network connection. This little stack machine and serialized edits makes Dioxus independent of platform specifics.
-
-Dioxus is also really fast. Because Dioxus splits the diff and patch phase, it's able to make all the edits to the RealDOM in a very short amount of time (less than a single frame) making rendering very snappy. It also allows Dioxus to cancel large diffing operations if higher priority work comes in while it's diffing.
-
-It's important to note that there _is_ one layer of connectedness between Dioxus and the renderer. Dioxus saves and loads elements (the PushRoot edit) with an ID. Inside the VirtualDOM, this is just tracked as a u64.
-
-Whenever a `CreateElement` edit is generated during diffing, Dioxus increments its node counter and assigns that new element its current NodeCount. The RealDom is responsible for remembering this ID and pushing the correct node when PushRoot(ID) is generated. Dioxus doesn't reclaim IDs of elements its removed, but your renderer probably will want to. To do this, we suggest using a `SecondarySlotMap` if implementing the renderer in Rust, or just deferring to a HashMap-type approach.
-
-This little demo serves to show exactly how a Renderer would need to process an edit stream to build UIs. A set of serialized EditStreams for various demos is available for you to test your custom renderer against.
-
-## Event loop
-
-Like most GUIs, Dioxus relies on an event loop to progress the VirtualDOM. The VirtualDOM itself can produce events as well, so it's important that your custom renderer can handle those too.
-
-The code for the WebSys implementation is straightforward, so we'll add it here to demonstrate how simple an event loop is:
-
-```rust, no_run
-pub async fn run(&mut self) -> dioxus_core::error::Result<()> {
- // Push the body element onto the WebsysDom's stack machine
- let mut websys_dom = crate::new::WebsysDom::new(prepare_websys_dom());
- websys_dom.stack.push(root_node);
-
- // Rebuild or hydrate the virtualdom
- self.internal_dom.rebuild(&mut websys_dom)?;
-
- // Wait for updates from the real dom and progress the virtual dom
- loop {
- let user_input_future = websys_dom.wait_for_event();
- let internal_event_future = self.internal_dom.wait_for_event();
-
- match select(user_input_future, internal_event_future).await {
- Either::Left((trigger, _)) => trigger,
- Either::Right((trigger, _)) => trigger,
- }
- }
-
- while let Some(trigger) = {
- websys_dom.stack.push(body_element.first_child().unwrap());
- self.internal_dom
- .progress_with_event(&mut websys_dom, trigger)?;
- }
-}
-```
-
-It's important that you decode the real events from your event system into Dioxus' synthetic event system (synthetic meaning abstracted). This simply means matching your event type and creating a Dioxus `VirtualEvent` type. Your custom event must implement the corresponding event trait. Right now, the VirtualEvent system is modeled almost entirely around the HTML spec, but we are interested in slimming it down.
-
-```rust, no_run
-fn virtual_event_from_websys_event(event: &web_sys::Event) -> VirtualEvent {
- match event.type_().as_str() {
- "keydown" | "keypress" | "keyup" => {
- struct CustomKeyboardEvent(web_sys::KeyboardEvent);
- impl dioxus::events::KeyboardEvent for CustomKeyboardEvent {
- fn char_code(&self) -> usize { self.0.char_code() }
- fn ctrl_key(&self) -> bool { self.0.ctrl_key() }
- fn key(&self) -> String { self.0.key() }
- fn key_code(&self) -> usize { self.0.key_code() }
- fn location(&self) -> usize { self.0.location() }
- fn meta_key(&self) -> bool { self.0.meta_key() }
- fn repeat(&self) -> bool { self.0.repeat() }
- fn shift_key(&self) -> bool { self.0.shift_key() }
- fn which(&self) -> usize { self.0.which() }
- fn get_modifier_state(&self, key_code: usize) -> bool { self.0.get_modifier_state() }
- }
- VirtualEvent::KeyboardEvent(Rc::new(event.clone().dyn_into().unwrap()))
- }
- _ => todo!()
-```
-
-## Custom raw elements
-
-If you need to go as far as relying on custom elements for your renderer – you totally can. This still enables you to use Dioxus' reactive nature, component system, shared state, and other features, but will ultimately generate different nodes. All attributes and listeners for the HTML and SVG namespace are shuttled through helper structs that essentially compile away (pose no runtime overhead). You can drop in your own elements any time you want, with little hassle. However, you must be absolutely sure your renderer can handle the new type, or it will crash and burn.
-
-These custom elements are defined as unit structs with trait implementations.
-
-For example, the `div` element is (approximately!) defined as such:
-
-```rust, no_run
-struct div;
-impl div {
- /// Some glorious documentation about the class property.
- #[inline]
- fn class<'a>(&self, cx: NodeFactory<'a>, val: Arguments) -> Attribute<'a> {
- cx.attr("class", val, None, false)
- }
- // more attributes
-}
-```
-
-You've probably noticed that many elements in the `rsx!` and `html!` macros support on-hover documentation. The approach we take to custom elements means that the unit struct is created immediately where the element is used in the macro. When the macro is expanded, the doc comments still apply to the unit struct, giving tons of in-editor feedback, even inside a proc macro.
-
-## Compatibility
-
-Forewarning: not every hook and service will work on your platform. Dioxus wraps things that need to be cross-platform in "synthetic" types. However, downcasting to a native type might fail if the types don't match.
-
-There are three opportunities for platform incompatibilities to break your program:
-
-1. When downcasting elements via `Ref.downcast_ref()`
-2. When downcasting events via `Event.downcast_ref()`
-3. Calling platform-specific APIs that don't exist
-
-The best hooks will properly detect the target platform and still provide functionality, failing gracefully when a platform is not supported. We encourage – and provide – an indication to the user on what platforms a hook supports. For issues 1 and 2, these return a result as to not cause panics on unsupported platforms. When designing your hooks, we recommend propagating this error upwards into user facing code, making it obvious that this particular service is not supported.
-
-This particular code _will panic_ due to the unwrap on downcast_ref. Try to avoid these types of patterns.
-
-```rust, no_run
-let div_ref = use_node_ref(cx);
-
-cx.render(rsx!{
- div { ref: div_ref, class: "custom class",
- button { "click me to see my parent's class"
- onclick: move |_| if let Some(div_ref) = div_ref {
- log::info!("Div class is {}", div_ref.downcast_ref::().unwrap().class())
- }
- }
- }
-})
-
-```
-
-## Conclusion
-
-That should be it! You should have nearly all the knowledge required on how to implement your own renderer. We're super interested in seeing Dioxus apps brought to custom desktop renderers, mobile renderer, video game UI, and even augmented reality! If you're interesting in contributing to any of the these projects, don't be afraid to reach out or join the community.
diff --git a/docs/guide/src/en/__unused/advanced-guides/liveview.md b/docs/guide/src/en/__unused/advanced-guides/liveview.md
deleted file mode 100644
index e223c593e..000000000
--- a/docs/guide/src/en/__unused/advanced-guides/liveview.md
+++ /dev/null
@@ -1,32 +0,0 @@
-# Dioxus Liveview
-Liveview is a configuration where a server and a client work together to render a Dioxus app. Liveview monomorphizes a web application, eliminating the need for frontend-specific APIs.
-
-This is a developer-friendly alternative to the JAM-stack (Javascript + API + Markdown), combining the Wasm-compatibility and async performance of Rust.
-
-## Why liveview?
-
-### No APIs necessary!
-Because Liveview combines the server and the client, you'll find dedicated APIs unnecessary. You'll still want to implement a data-fetching service for Live-apps, but this can be implemented as a crate and shared between apps. This approach was designed to let you model out your data requirements without needing to maintain a public versioned API.
-
-You can find more information to data modeling and fetching for LiveApps in the "Book of Dioxus Patterns".
-
-### Ease of deployment
-There is no hassle for deploying Dioxus liveview apps – simply upload the binary to your hosting provider of choice. There simply is no need to deal with intermediate APIs. An app's frontend and backend are tightly coupled to each other, meaning that the backed and frontend are always up to date.
-
-This is especially powerful for small teams, where fast iteration, versioned unique prototypes, and simple deployments are important. As your app grows, Dioxus will happily grow with you, serving up to 100K RPS (thanks to async Rust performance).
-
-### Power of server rendering combined with the reactive nature of JavaScript
-Liveview apps are backed by a server and enhanced with web-assembly. This completely eliminates the need to write Javascript to add dynamic content to webpages. Apps are written in only **one** language and require essentially 0 knowledge of build systems, transpiling or ECMAScript versions. Minimum browser support is guaranteed to cover 95% of users, and the Dioxus-CLI can be configured to generate polyfills for even more support.
-
-### Support with LiveHost by Dioxus-Labs
-The Dioxus-CLI comes ready for use with premium Dioxus-Labs services, like LiveHost. Simply link up your git repo to the Dioxus LiveHost and start deploying your fullstack Dioxus app today. LiveHost supports:
-
-- Versioned fronted/backend with unique links
-- Builtin CI/CD
-- Managed and pluggable storage database backends
-- Serverless support for minimal latency
-- Site Analytics
-- Lighthouse optimization
-- On-premise support (see license terms)
-
-Dioxus LiveHost is a Dioxus LiveApp management service with all supported features in a single binary. For OSS, we permit free usage and deployment of LiveHost to your favorite hosting provider.
diff --git a/docs/guide/src/en/__unused/advanced-guides/rsx.md b/docs/guide/src/en/__unused/advanced-guides/rsx.md
deleted file mode 100644
index 169a57875..000000000
--- a/docs/guide/src/en/__unused/advanced-guides/rsx.md
+++ /dev/null
@@ -1,67 +0,0 @@
-# VNodes with RSX, HTML, and NodeFactory
-
-Many modern frameworks provide a domain-specific-language for declaring user-interfaces. In the case of React, this language extension is called JSX and must be handled through additional dependencies and pre/post processors to transform your source code. With Rust, we can simply provide a procedural macro in the Dioxus dependency itself that mimics the JSX language.
-
-With Dioxus, we actually ship two different macros – a macro that mimics JSX (the `html!` macro) and a macro that mimics Rust's native nested-struct syntax (the `rsx!` macro). These macros simply transform their inputs into NodeFactory calls.
-
-For instance, this html! call:
-
-```rust, no_run
-html!(
"hello world"
)
-```
-
-becomes this NodeFactory call:
-
-```rust, no_run
-|f| f.element(
- dioxus_elements::div, // tag
- [], // listeners
- [], // attributes
- [f.static_text("hello world")], // children
- None // key
-)
-```
-
-The NodeFactory API is fairly ergonomic, making it a viable option to use directly. The NodeFactory API is also compile-time correct and has incredible syntax highlighting support. We use what Rust calls a "unit type" – the `dioxus_elements::div` and associated methods to ensure that a `div` can only have attributes associated with `div`s. This lets us tack on relevant documentation, autocomplete support, and jump-to-definition for methods and attributes.
-
-
-
-## html! macro
-
-The html! macro supports a limited subset of the html standard. Rust's macro parsing tools are somewhat limited, so all text between tags _must be quoted_.
-
-However, writing HTML by hand is a bit tedious – IDE tools for Rust don't support linting/autocomplete/syntax highlighting. We suggest using RSX – it's more natural for Rust programs and _does_ integrate well with Rust IDE tools.
-
-```rust, no_run
-let name = "jane";
-let pending = false;
-let count = 10;
-
-dioxus::ssr::render_lazy(html! {
-