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Wiring

A wire is a declared contract between two nodes. Drawing it is the whole work.

Wire a Table to a screen and the rows show. Wire a button to a Table and submitting saves. Wire a button to a Connection and it fires one of its doors; when a service has more than one door, you pick which. Wire steps to each other and rows flow through them in order.

Two honest rules

Shape may refuse: a wire whose two ends cannot fit refuses at wiring time, in one plain sentence naming why. Emptiness never refuses: empty Tables, zero rows, and unset values all connect, and the honest empty state renders instead of a setup wall.

Values ride the wire

A door's fields map at the wire: this field from that box on screen, that field from a Table column, the rest from the Connection's settings. Selecting a wire reads its meaning back as one plain sentence.

More wires, more rules

A second wire on a button adds a second rule beside the first: saving to a Table and sending through Slack can both hang off one click. Deleting a wire removes its rule alone.

Wiring · Docs · Tentis